Friday, October 31, 2008

UT3 accuracy

real scale cm / 1.7 = UT Units

I found that this makes for an accurate 3DS max model, once imported into UED no scaling is required.

Thursday, October 30, 2008

Wednesday, October 29, 2008

Sunday, October 26, 2008

SiteModelMAX

two files:
1. 3DSMAX
2.TGA folder containing all the materials u'll need. As some buildings don't have textures. Be sure to unhide in the viewport.


Site_MAX.rar

Thursday, October 23, 2008

CirculationSimulation

Testing different circulation methods. 
Lifts allow for efficient vertical circulation, the only draw back is they are in a fixed location. 

A lift that comes to you would be useful for transporting patients to various specialist rooms. 
It reduces the risks involved with pushing a patient around, and frees up pedestrian circulation. 


Circulation Simulation from Jason Tan on Vimeo.

Wednesday, October 22, 2008

Tuesday, October 21, 2008

Shadows-UT3


Hei peeps the following is a short tutorial describing how to get shadows to work for cooked packages.


1. Do not 'add actor as static mesh' AddActor as 'mover:StaticMesh.......'














2. Open up it's properties and within 
DynamicSActor/LightEnvironment/
LightEnvironmentComponent 
check bEnabled, as pictured.










3.Ensure the light ur using has the 
'CastShadows' box checked,
and Bcastcompositeshadow. If 
you don't check the last box the
mesh will still cast a shadow but the
shadow direction will not be affected
by the static lights position. It will
simply put a shadow below the mesh.







4. Rebuild and play. Don't panic 
if there are no shadows 
showing and your 
static mesh is completely black. 
Just play and it'll work.











5. If you already have static 
meshes placed within a map 
and want them to cast shadows 
simply right click on the 
mesh and 'convert/
ConvertStaticMesh to Mover'. 
This will allow to open up 
its properties and check the 
bEnabled box, as outlined
 in step 2.







6. Pictured is the mesh 
casting shadows in a 
Death Match in game.
Walah






Friday, October 17, 2008

SITE MODEL

Hei team members heres a link to my UT3 site model with everything in place as i see it.

Enjoy



UT3.rar

Wednesday, October 8, 2008

Cameras-UT3

Hei dudes and dudets check out this link, it allows cameras to placed anywhere in game for UT3 could be very useful for us.



Tuesday, October 7, 2008

BENV2421

Revit mass model files:

http://hosted.filefront.com/jaydik/

http://hosted.filefront.com/jaydik/

Friday, October 3, 2008

Draft 2 poster

Draft 2



TEST ONE

Hypothesis
"Architecture that bleeds...and even breaks"
A persons threshold for pain increases as the difficulty and risk of an activity increases

The test consisted of a typical game scenario, where there was a goal(to get to the end), it had a 'fun' factor (getting past the obstacles), and subjects were learning.
Subjects had to jump from rail to rail from start to finish, ramps and platforms were provided if you were to fall off. As the you progress further down the series of
ramps and platforms began to fall away underneath you exposing increased risk through height, and the difficulty increased as the rails and ramps decreased in width and 
shifted positions to the left or right of the previous rail.
The pain threshold being measured by their patience to continue trying to finish the level.
The test also had to be completed on two levels, level one on foot and level two using the hover board.

The types of subjects chosen were not familiar with PC gaming therefore had no skill or knowledge of the gaming engine. This created a level playing field and allowed 
their skill levels to be built upon with each failure. 

On level one only 2 out of 6 managed to make it to the finish line and with the hover board no one was successful.
By observing their reactions to the tests it was evident that as their skill increased so did the expectation to complete the test. With each failure came a disappointed sigh 
or curse.
As the subjects continued to complete the test, their confidence increased and they sped through sections of the level they had mastered,
as their skill increased so did their speed in reaching the goal, not bothered if they fell off and had to start from the beginning again.

On the basis that patience was a measure of pain, two if the subjects pain threshold increased as their skill increased and  continued to make it to the 
finish line. 
Level two, the hover board challenge, proved that everyone had a limit. The increased difficulty with the hover board proved too 'pain full' for 
all involved.

TEST TWO

Hypothesis
"Architecture should be .....repelling"
Certain patterns whilst lying down on a moving gurney can cause nausea and or make the patient uncomfortable.

A series of gurneys were set up with a ceiling above, on the underside of each ceiling there was a pattern/texture. The patterns/textures were limited to 2D 
lines so that the test subject could not associate it with any particular material, such as brick, concrete and so on. The subject jumped onto the gurney and 
laid down facing the ceiling in first person.
The results showed that patterns that consisted of horizontal lines were extremely irritating to the subjects, especially the rainbow coloured lines. Forcing 
most to blink their eyes continuously or look away from the screen.
The narrow curved lines on a black background seem to be quite mesmerising, creating varying patterns as the gurney changed speeds. 
Diagonal black and white squares seem to be acceptable, black and white curved lines made all feel uncomfortable and dizzy.

Another key factor was the proximity of the ceiling to the gurney, the ceiling were placed at approximately 3metres above.

Horizontal lines and varying colours proved to be the most irritating and most likely to cause nausea, vertical lines are acceptable as they don't create motion patterns. 

From this test surfaces that the gurney will travelling under should be plain with no patterns, fittings such as lights shall be vertical and possibly tied in with vertical lines 
to create a continuous vertical surface.


TEST THREE

Hypothesis
"Architecture should be..... hard, angular"
Larger scale ramps will provide greater satisfaction due to the increased risk factor.

The test was set up in context to allow subjects to 'hover board' around on the various ramps. Each ramp providing a different opportunity
to perform a trick/stunt.

Subjects had to build up their skill level with the hover board before attempting to ride the larger ramps. 
The results had no significant pattern as some enjoyed the smaller ramps others the larger ramps.
The Architectural response will be a variety of ramps interconnecting the various levels. 



Draft2.0 from Jason Tan on Vimeo.



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