In the “zone” and feeling moody

One issue with a “world” is the global settings – particularly lighting. Now if you are outside, this is fine, you would consistently want the sun/moon in the one place [although a multi-sun world might represent a challenge still]. The ambient light [that which generally soaks everything non-directionally and the directional light that originates from the major light source [the sun] as a global setting lets you pick intensity, angle and colour. These effect objects differently using the SUBTRACTIVE colour model – let me explain.

We see objects in the real world as a particular colour because the surface of those objects are reflecting THAT colour light into our eyes. A red shirt looks red in white light because white light contains some red – the shirt absorbs all but the red which it reflects and we see it – got it? In-world objects have colour schemes also – if the grass, for example is to be seen as green, then there must be some green in the directional or ambient light, else it will not appear green. Lighting in a virtual world [activeworld and secondlife] model this same system so some interesting moods can be created and commonly recognised objects can take on new qualities if illuminated using different colours to those it would naturally appear under white light.

… however

If you create a chamber, with a roof and solid walls, say, the world light settings seep through and plainly illuminate the inside space just like it is doing the outside – this is weird to say the least.

Zone object being placed

Zone object being placed

Activeworlds combat this issue by allowing you to create zone objects [rectangular prism, cylindrical and spherical] that let you apply local settings. In the above illustration, I have created and sized “red zone” to fit inside my airlock [but have yet to lower it in place]. Its ambient and direction lighting gives the user a feeling of being de-contaminated – red and dangerous looking. I also changed the local friction and gravity in this zone so it behaves like it is viscous to travel through.  Similarly, inside the dome, I made a large spherical zone that filters outside light and lets my local lighting do the job it was placed to do.

So what? Zones will be very useful – we can make “holes” through our landscape but the global water table is just below the surface which by default means all stuff below that is full of water. To make a subterranean [or indeed a submarine or some breathable space below surface] you surround it in a zone that excludes the water and presto. Zones will let us make detailed and moody interiors as well which will greatly add to the sense of space.

Ground detailing and second floor

Ground detailing and second floor

With a simple concrete “plinth” in place, the dome looks a lot more like it belongs there [a narrow collar would also help from an engineering perspective given the inside struts etc – the beauty of a virtual world however is that the rules of building are not restricted by the forces of gravity or tightly bound to the laws for physics, popular culture or bad taste so we can get a little liberal with the building regulations depending on the culture we are depicting. I floated a second floor donut [well, technically it is a torus, but it is near lunchtime so donut is fine] as a circular viewing gallery – I will re-wire the lift to take you up and down I think and it might be useful practise plotting waypoints.

I added some programmed light sources to see if I could [I wonder how often exploration is justified for “shits and giggles”] and we start to get a feeling for the place. Above the the outside airlock there is a red light – when you activate the door, the door tells the light to go green [to indicate all is ok to enter]. When you travel beyond the threshold of the door it closes and changes the light back to red.  I will leave my magic carpet parked outside, but might see if I can find a Dalek exoskeleton to travel around in [I am a geek if nothing else 😛 ].

Lights, Camera …

So, bored with the flat, uniform lighting and wanting to get a little moody, I set about first investigating lighting.

The “world” settings can vastly effect the mood of a place – the “ambient light” [general, non-directional ambiance] and “directional light” [that coming straight from the “sun”] can be bright and cheery, dark and dank and everything in-between.  You control the “colour” of the light and therefore the intensity/luminosity by the density of colours you choose – all very nice. I am wondering if an admin “bot” might not be able to programatically change these settings, I should think this would then give us night/day as the bot could do this change gradually, using world time. Anyways, i dimmed the settings on Q2 a little, so it was not quite so sunny and cheery …

As it turns out, most things can contain a “light”, so I went for some rock’n’roll lighting with part of Wonkyhenge to create a myriad of reflections and other cheesy fx and the result ..

Lighting effects combined

Lighting effects combined

..was actually quite satisfactory. There are LOTS of things that can be varied about each light source [note to self – the light source does not actually illuminate ITSELF – each of the rocks in this part of Wonkyhenge is a light source – you see the colour from other rocks, if that makes sense]. There are “point” lights [like a bare incandescent bulb that spreads outwards from that point] and “spot” lights that shoot out a cone of directed light [you specify the direction, intensity, cone dynamics etc] – both nice. Obvious controls exist for colour [using named values or hex html refs, so 16.7 million shades might just be enough; note to self: kids will learn to spoll colour wrongly because for it to work in script, it must be spolled color – *shakes fists at Americans*], brightness [ intensity] and radius [spread].

A rather nice collection of fx exist for lights as well – blink, fadein/out, fire [a lovely faux flame flicker], flicker [like a fluoro tube going bung], flash [like lightning] and pulse [a rhythmic throbbing] – most fx have a time parameter to control the rapidity of them also, again, very nice. I can see lots of applications here [particularly when I get around to discovering fire in rockshop.

It seems most typed of objects can also be defined as a “camera”.

camera position and controller

camera position and controller

…so what I did, after an idea I saw in the Activeworlds Forum was define an object, set it rotating [to be my camera] and then defined a clickable somewhere else that would switch the user’s view to that camera object [in effect, creating a “guided tour” that followed the animation of the object].

Camera:  create name wonkycam, visible yes, solid no, rotate 2 time=8 loop
Remote: activate camera location=wonkycam

meaning, the “camera” object is rotating at 2rpm, for 8 seconds, then returning to it’s original position in 8 seconds and repeating that. The “remote” transfers the user who clicked on it’s vision to the camera object, so you see what the object pans past  – nice

Walk-throughs and guided tours are possible using this trick [note to self, explore animation and path-controlled movement more], as is “remote sensing” of far-away places without actually leaving the comfort of your current location – very useful. Lots more to explore, will keep banging the rocks together.