Game Development Reference
In-Depth Information
7.7.1 s eTTing u p The s ensory s paCe i nWorld u sing W ind l ighT To “s eT The s Cene
Begin by downloading the Chapter 7 content from http://www.anncudworthprojects.com/ in the Virtual
World Design Book Downloads section. There are 2 COLLADA (.dae) iles needed create the Sensory
Space in your virtual environment: Sensory_space_meditation_chamber_inner.dae, and Sensory_space_
meditation_chamber_outer.dae. It is very important that you utilize the corresponding physic shape iles for
these on your upload, by selecting “From ile” under the Step 1: Level of Detail section in the Physics tab
located within the Upload Menu of the Firestorm viewer. This will ensure that the Sensory Space has exactly
the physics level of detail it needs for your usage. For more detailed information on uploading the content for
this chapter and how to utilize physic shape iles, please go to Chapter 2, Section 2.3.
Like the modular classroom project in Chapter 4, these parts have an alignment cube so you can match
them together. After you upload these models into your world, and have them rezzed on the ground near each
other, check to make sure that the alignment cubes are the key prim on these elements. As you know, this is
indicated with a yellow outline when you have the object selected in the Build/Edit menu. Sometimes, when
a model is uploaded into OpenSim or Second Life, the key prim is changed. If the COLLADA (.dae) model
iles have not uploaded into your virtual environment with the alignment cube as the key prim, go into the
Edit Linked mode (check the box on the Build/Edit menu) and unlink the alignment prim. Without moving it,
deselect everything by clicking on the ground or sky. Now, re-select the model, and then the alignment cube,
and link them back together. The cube should now be the key prim, and show a yellow highlight, while the
rest of the model is highlighted in blue.
See Figure 7.6 which illustrates how these parts should be aligned on your terrain. Place the Sensory_
space_meditation_chamber_inner.dae section on your terrain irst, setting it at the coordinates you want,
then move the Sensory_space_meditation_chamber_outer.dae section in the same x and y coordinates, but
above it at a higher z value. Now lower the “outer” section down onto the “inner” section, until the x,y,z
coordinates match.
Once you get them in place and properly aligned, it is a good idea to link them, so you can move the
whole structure around easily. First, select each part, and unlink and delete the alignment cubes. Then select
the “inside” irst, with a right click and go into the edit menu. Then hold the shift key down and select the
“outer” with a left click. When you have both selected, click the Link button on the Edit menu, and they will
be linked. Since you selected the outer shell last, it will become the key prim in the structure, and show a
yellow outline when selected. If you have gotten them aligned, and linked—Great Work! Now you have a
“lab” place to test color and lighting effects in your virtual world.
This seashell-shaped environment is colored in a neutral gray to start. ( Note: This is a baked texture,
and if you decide to use another texture on this form, it will lose its subtle surface shadows created by the
Ambient Occlusion rendering in Blender.) Inspired by the general shape of this, you may want to put it on
a special landform in this project; the Sensory Space was centered on a “spiral jetty” in the Alchemy Sims
Grid, as shown in Figure 7.6. The grayscale height map texture used for this island is provided in the content
for this chapter as well.
Now that you have your Sensory Space situated on your terrain, let's look at your new environment in
various WindLight settings to see what looks best. For the purposes of this project, the default midnight
setting in WindLight was used, because it enhanced the visual effects of the star particles and lighting. Feel
free to experiment with other settings in WindLight, found in the World/Photo and Video/Phototools menu
under the WL tab.
Also, some manipulation of the materials and features of this object will add some nice effects without
much effort. Try making the Sensory Space its own light source so the interior spaces take on some more
deinition. You can do this in the Build menu by selecting the Sensory Space, and checking the Edit Linked
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