Calas Galadhon: closing the park gates – temporarily

The park and wildlife regions of Calas Galadhon have long been a favourite of mine, and have appeared in these pages a few times. They are a landmark experience in SL – thirteen regions completely open to the public and offering a range of activities and events throughout the year, all maintained out of the pockets of Ty Tenk and Truck Meredith, with the welcome help of donations through the many donation boxes scattered throughout the regions.

Calas Galadhon: looking from South Farthing toward Eryn Vorn
Calas Galadhon: looking from South Farthing toward Eryn Vorn

Sadly, the challenges of real life, coupled with the overall cost of running thirteen regions, are forcing Ty and Truck to re-evaluate Calas Galadhon and look at ways and means to keep the park open, reduce to overheads (which includes the amount of time they have to spend in-world managing the regions as well as the costs involved) and continue to offer the rich and beautiful environs found within the park boundaries.

As a part of these deliberations, Ty dropped me an IM asking me if I could help spread the word that Calas Galadhon will close on Monday August 1st and remain closed through until early September. This is only a temporary closure, designed to give Ty and Truck breathing space to consider options and look to the future. Full details of the closure can be found on the Calas Galadhon website, and Ty asked me to help spread the word after the planned closure of the Park in January 2013 apparently caused a good deal of concern as many people missed the notices about it at the time.

Calas Galadhon: Dimrill Dale in winter
Calas Galadhon: Dimrill Dale in winter

Sadly, the overhaul of the regions is likely to see the loss of four of the regions from the park;  the three main water regions of the Bay of Balfalas, Belegaer & Sea of Nurnen, and also the loss of Eryn Vorn (which I’ve personally always found spectacular). One of the remaining regions may also be converted to an OpenSpace region, although as noted, options are still being considered.

If you’ve not visited the parklands, and wish to do so before any changes do get underway, now is clearly the time to do so. I really cannot over-state how beautiful all of the regions are, and how they make for a fantastic place to visit.

Yes, there are parks throughout SL, but Calas Galadhon presents an astonishing and completely contiguous landscape through which you can wander at will and feel like you are exploring an entire country, or where you feel you are truly in the wilds, far from home. On top of this, Ty and Truck take extraordinary care to present an environment where there is a lot to do, and live events occur throughout the year.

Calas Galadhon: horses gazing in Mirrormere
Calas Galadhon: horses gazing in Mirromere

This is a place you can visit and re-visit in the sure knowledge that things are always changing, evolving, showing the subtle passage of time as new features are added, others mature and evolve, all kept in balance and harmony with one another. For my part, I love all the attention to detail, especially with the wildlife, and the changing seasons through the year. I also love the fact I have the freedom to wander so far without fear of bumping into someone’s private property (there are no tenants in the regions), and can stop and sit at one of the many different campsites, panic areas, lodges, riverside shacks and so on, which are scattered around the park offering places to rest, to think and to simply observe.

There is a wonderful romance across all of the Calas parklands which is quite unique in Second Life – at least for me. Not only are there places where couples can be romantic if they so wish – there are plenty of cuddle spots and a dance locations throughout the parklands – the very names of the regions are themselves romantic, drawn as many of them are from Tolkien’s works, and there is all the romance of discovery to be enjoyed as you wander the trails, paths and cart-rutted tracks, wondering what you’ll find around the next corner or over the next bridge or in the next valley.

Calas Galadhon
Calas Galadhon

In some ways, I’m actually regretful that the park doesn’t allow a controlled number of tenants within its bounds; I’d like nothing more than to have a small cottage sitting on the edge of Calas Galadhon itself. It would be my ideal location and perfect home. However, I can well understand Ty and Truck’s desire to keep the parklands tenant-free; as mentioned, I certainly appreciate the fact they do when wandering through the parklands myself!

Calas will be re-opening during September, have no worries about that; it may be a wee bit smaller when it does, and some things may have changed, but it will be re-opening.

In the meantime, why not take a couple of hours and go and experience them to the fullest, particularly if any of those earmarked for closure hold special meaning for you. The chances are that if you do, you may well run into me doing the same. And if you haven’t discovered Galas Galadhon for yourself as yet, now is never too soon, whether or not changes are in the wind. As I said earlier in this piece, it really is exceptional. If you do, don’t forget to drop a small amount of your appreciation into one of the donation boxes :).

Calas Galadhon: Glanduin
Calas Galadhon: Glanduin

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Pictures in the Mind’s Eye

I’ve been waiting to visit Nino Vichon’s When the Mind’s Eye Listens since it opened, doubly so after seeing Ziki Questi’s piece on the installation. However, I held off for a number of reasons, one of them being that with my decision to get a new PC, I wanted to try my hand at some basic in-world machinima, and Nino’s piece offered itself as the ideal subject.

When the Mind's Eye Listens
When the Mind’s Eye Listens

The piece itself, part of the Linden Endowment for the Arts Full Sim Arts series, represents a journey through the neural pathways of the mind, as they hold your dreams, memories and fantasies, often intertwining with one another or intersecting one another and creating new pathways, combining them with other stimuli, all of which my feed back into the creative drive.

It’s a fascinating piece, largely driven through particle generators, built across a number of individual levels which present an immersive piece which is ideal for experiencing in the first person via Mouselook. Simply use the magic carpet present at each level’s teleport point to ride the neural paths and let your eyes  – and ears, as there is an aural element to the piece – take-in the marvels of a quite creative and beautiful journey.

When the Mind's Eye Listens
When the Mind’s Eye Listens

Each level is entirely self-contained with its own carpet ride, and if you like you can try Nino’s suggested experiment and ride the carpet with your eyes closed and just listen to the sounds around you (best done with headphones).

If you want to enjoy the visual element of the installation, take a few minutes to adjust your viewer to get the best experience: set your time to midnight, push your particle effects up (if like me, you tend to tone them down during “normal” SL use), and if you have a viewer which allows you to do so easily, push up your rendered glow and luminance a few stops each.

When the Mind's Eye Listens
When the Mind’s Eye Listens

I’ve long enjoyed particle-based art in SL – as many know, I’m a paid-up member of the Tyrehl Byk fan club 🙂 – and Nino’s 3D work presented here is another excellent demonstration as to what can be achieved with the constructive use of particles in SL. With new particle capabilities already available server-side and just waiting the viewer-side controls, I’m looking forward to seeing what artists like Nino and Tyrehl come up with in the future.

Another thing which has long fascinated me in SL is machinima and video-making. While I have posted a few videos in my time to YouTube, all of them have relied upon still images and creative editing on my part to produce what amounts to slide shows with music, rather than true videos. This is because the old PC never really had the horse-power to handle SL and video capture. That’s changed with the new machine, and while I’m not going to be rushing off and filming everything at every turn, I did want to see what it would be like to capture and edit some “real” in-world video.

While it may seem a little cheeky on my part, Nino’s piece has been the ideal candidate for me, as I’m somewhat limited with things like camera movement as I only have a trackball (no Space Navigator or anything super-neat), and am currently reliant on the free version of FRAPS until I work out what it is I actually want to do by way of filming in SL. Nino’s use of magic carpet rides around the installation therefore freed me from the worry of camera movement while recording. I’m the first to admit I’ve got a lot to learn where video making is concerned, but, here’s my initial attempt.

If you haven’t already seen Nino Vichon’s When the Mind’s Eye Listens, I urge you to do so; it’s an amazing piece. Fare moreso than my video might suggest.

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An Untroubled time in Second Life

To celebrate the fact I’m getting settled with the new PC (and have finally caught-up on all the Windows 7 updates – I think) and again have a little more time to get in-world and peek around after some RL matters demanded my attention, I decided to pay a visit to The Untroubled Sound – possibly one of the most photographed locations in SL, and deservedly so.

TUS-1_001
The Untroubled Sound

Modelled after the Marlborough Sounds on the South Island of New Zealand, I feel some affinity with The Untroubled Sound as somewhere deep inside me, courtesy of Dad’s side of the family, there is a little bit of New Zealand heritage.

The region has been designed and developed by Theartfullone Skytower (Arty for short) and is home to a number of his ventures, including Artful Designs, TAO audio and The Deep House Cafe.  The main part of the region is devoted to a small marina-type environment, with wooden quays for sail boats, a boatyard and the Cafe itself, with the buildings doubling-up as very subtle stores for Arty’s various businesses.

TUS-11_001
The Untroubled Sound

A sim surround helps develop the illusion that one is deep within the sea-drowned valleys of the Marlborough Sounds, and it is easy to imagine oneself boarding one of the sailboats or yachts moored here and heading out into the valleys and into bluewater for a day’s sailing before returning to the marina  once more and spending a little time chilling at the Deep House Cafe or perhaps strolling around the island to the campsite or simply to admire the flora here.

One of the great charms of The Untroubled Sound is the degree of love and passion for his native South Island Arty has poured into the place, which includes embarking on a project to re-plant the region using trees and plants native to the region in RL – many (if not all) of which have been created by Arty himself. This work is apparently – in another nice touch on Arty’s part – being undertaken by Te Papa Atawbai – the New Zealand Department of Conservation!

TUS-14_001
The Untroubled Sound

Follow the paths around the region and you’ll find information boards on the local flora which both help to give more context to the region and deepen the immersive experience, as it feels is if you are on a conservancy trail through an area of the Sounds.

This is another region which, although already stunning in its design and look, to me looks to be an ideal showcase for the use of materials. The buildings are all of wooden construction with what appear to be corrugated steel roofs, while the quays are all wood plank and wood piers and brick walls with heavy chain decoration and stone pathways  – all of which (allowing for the more complex prims and possible LI inflation) would likely look pretty amazing with materials added.

TUS-19_001
The Untroubled Sound

I’ve already mentioned that my SL has been given something of a new lease of life thanks to the new PC – I’m still twiddling with settings to determine what I’m most comfortable with – but I’m also using a pre-release of Firestorm, which offers a new set of windlights which are also somewhat O.O and which I’ve been experimenting with, as well as adding a few more to my personal preferences, all of which I hope will help me further with developing a look and style to my pictures. Not sure this actually means improving anything in my snap-taking, but it is new shiny for me to play with :).

In the meantime, if you’ve not visited The Untroubled Sound and want to enjoy a little slice of New Zealand paradise – I warmly recommend that you hop on over there and have a look for yourself, and leave you with a brief slide show with images in a decent resolution (for a change!).

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Having a little fun with starships

Loki Eliot is many things. Games developer, content creator, blog / philosopher to name but three. He’s also generous of heart.

His generosity and gaming nous recently combined when he wanted to present an SL friend and Star Trek fan with a special gift. The result was a flyable Starship Enterprise, which utilised a model he found on a Star Trek fan site and imported into SL before scripting it to fly and adding local lighting and materials.

Following this, Loki imported a number of additional Star Trek models, including one of the USS Reliant (“KHHHHHAaaaaaannn!!”) and a Klingon Bird of Prey, both of which he decided to put together into a little freebie boxed starship combat game and make it available via his in-world store.

While the set isn’t intended as a demonstration of materials capabilities (it’s more of a teaser / taster of an airship combat game Loki is working on), that the vessels do use materials piqued my curiosity enough for me to take a look. Besides, as Loki says, “Starships, PEW, PEW!”

When seen on a non-materials viewer, both models do look a little basic, particularly the Reliant, even with the Advanced Lighting Model option enabled in the viewer. The textures are on the poor side and give the ship a bit of a cartoonish look – as Loki himself pointed out to me.

However, switch to a materials-capable viewer, and things tend to change. True, the hull detailing perhaps isn’t spectacular as it might be (remember, Loki was working from someone else’s designs, not his own), but it certainly adds a credible amount of depth to the model.

USS Reliant: (t) on an viewer without materials support but with ALM enabled; (b) on a viewer with materials support
USS Reliant: (t) on a viewer without materials support but with ALM enabled; (b) on a viewer with materials support

The Bird of Prey model was even more impressive, with the hull detailing leaping out very dramatically, bringing the ship to life.

As well as the lighting and materials elements, Loki has also scripted the ships as flying “sit” objects and added a range of Trek sound effects. For those wishing to try them as intended – in combat – they both fly well, and can be comfortably manoeuvred in a single region, although it might be best to fly them where there is a tad more space so you don’t end-up bouncing off sim boundaries in the heat of battle.

The Bird of Prey with Loki's lighting and added materials
The Bird of Prey with Loki’s lighting and added materials

While using the ships in combat wasn’t my original aim in getting them, and probably not something I’ll be doing a lot of, I have to say that trying it out was fun. Both ships handle well, and Loki has included photon torpedoes for the Reliant and disruptor fire for the Bird of Prey. Combat is very much a case of manoeuvring to get weapons lined on your opponent or across their line of flight and then firing away (just be careful you don’t end up hitting a comrade in your enthusiasm – or yourself!). Both ships will register damage when hit and “vent atmosphere”. Get hit too many times and you’ll end up drifting helplessly for 30 seconds. Vessel health can be regained by rendezvousing with the medical centre space station and touching it.

If you do find the ships a little bit of a handful on a single region, they are modifiable and will resize (no worries of LI ballooning), so they can be scaled down somewhat – although you’ll likely need to swap the avatar “sit” pose if you do, as the default can have bits of your avatar sticking out of the ships…

Loki has a video of the ships in combat (and shot with a materials-enabled viewer) on his blog article about them. Natascha Randt also made a fun little video on a non-materials viewer, which I’ve included here.

As mentioned, Loki offers the Star Trek Battle Game for free through his in-world store. This both reflects the fact that the original models are not his own and avoids any potential snarl-ups with CBS over IP. If you’re into aerial combat, or just into Trek and want to try something different, why not give Loki’s game a try?

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In a vampire’s garden

I’m not usually drawn to regions in SL with a vampiric theme to them but the home of the Gehena Vampire Clan is special. Designed by Clan member LouLou Teichmann, who is also Tableau Vivant’s set designer, working with the assistance of Neva Crystall, the region is beautifully constructed and presents an environment well worth visiting – and where visitors are welcomed and left free to explore on their own.

Gehena Vampire Clan
Gehena Vampire Clan

From the castle high on a rocky promontory, reached by a winding stone road, across to the tall, slender lighthouse and the stone-and-wood watchtower, the region is genuinely one of the “must see” places in SL.

Between these landmarks are a number of farmhouses set amidst a carefully sculpted landscape which mixes fields, trees and water, complete with the traditional “vampirey” elements: an old church and a couple of cemeteries.

Gehena Vampire Clan
Gehena Vampire Clan

The overall design for the region suggests it might be designed to fit the 19th century, the classic era of the vampire tale. However, take a peek behind the castle-bearing promontory and you’ll find a very modern stage area and dance floor.

A lot of vampire-themed regions are focused on role-play. Gehena Vampire Clan, however, is first and foremost a home – as the About Land floater states. I don’t think any of the farmhouses on the ground are used as homes – I get the impression clan members actually live overhead – but just in case they are, please be aware you might be approaching a private home when admiring them.

Gehena Vampire Clan
Gehena Vampire Clan

One of the things that attracted me to this region is that it is hard to escape the feeling that there are tales to be told here. The castle standing high overhead, the fires lit in the hearths as if to ward-off the coming night, the ship standing-to offshore, the church yard and cemeteries; they all encourage the imagination to take flight and weave stories about this mysterious realm and the people who live here. In fact I was very tempted to write this piece in the form of a short vignette.

Pictorially, there are stories to be told here as well. It really is one of the most photogenic regions I’ve visited. There is scarcely an angle or a camera position which doesn’t offer itself up as an opportunity for the framing of a good snap.

Gehena Vampire Clan
Gehena Vampire Clan

I opted to keep to a windlight setting which (to me) matched the theme of the region, using the Bristol setting with a few minor tweaks to try to evoke the latter part of the day, and to provide a what I hope is a slightly brooding air in keeping with the theme of the region. However, it’s worthwhile experimenting with settings, as the region really does lend itself to a variety of lighting conditions, as I hope the last of the pictures on this page shows :).

If you’ve not dropped-in on the region before, I would suggest you add it to your list of places to visit; the clan are very visitor-friendly and do not intrude unless the region guidelines are being broken. You’ll certainly find it worth your while to take time out to visit, whether or not you’re into vampires and bats. It really is that good. Oh, and make sure you have sound on should you visit.

Gehena Vampire Clan
Gehena Vampire Clan

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Dining out in Second Life

The Grove Country Club Estates is an upmarket residential estate in SL covering (at the time of writing) some ten regions which have all been painstakingly landscaped and which mix residential parcels with parks, roads and waterways. To the north of the estate is Patch Thibaud’s clifftop house of Majesterium, which is also open to the public.

As a residential estate, this is not my usual choice for a destination review per se, and this article isn’t intended to be such. However, I have to admit I do find the estate attractive and do like to occasionally walk the parks and wander along the roads, always taking care to observe the privacy of the residents (you can actually hire a bicycle from the welcome area when visiting).

del Vino
del Vino

One part of the estate to which I’m particularly drawn in Casablanca Bay South. Mostly water, this region has a hook-like sandy prominence jutting out into the sea, upon which sits the most attractive tapas and wine bar I’ve come across in SL.

If I’m honest, I’m not actually a great one for the idea of dining in any form in SL, and none of my homes in-world have every had a kitchen or dining area. However, as a means of providing a social venus where friends (and strangers) can meet and sit and chat, restaurants in SL offer perhaps a preferable venue to pitching-up at a club, etc. In fact, I met one of my longest-known in-world acquaintances at a restaurant, many years ago, and I can still remember simply sitting and chatting with him to the point where the wee small hours of the morning were fast on their way towards growing up…

del Vino
del Vino

Del Vino, designed by Coralie Bilasimo has a certain chic and a Mediterranean charm about it which makes it and instant delight – and probably a place that, where it to exist in real life, I’d be dining at quite regularly (and my waistline resenting me even more as a result…).

The Mediterranean touch is not by accident; the entire estate is intended to evoke a Mediterranean feel, and incorporates both Tuscan and Andalusian elements, and as one of the community’s builders, Coralie has had a hand in shaping the overall theme and bringing it to the fore through works such as del Vino.

del Vino
del Vino

Downstairs is a vaulted room offering party dining space around a simple wooden table, while upstairs is a more intimate dining area, with smaller tables for up to four and a banquet table out on the verandah overlooking the beach. The interior design is by Emery Milneaux, one of the estate’s co-owners, and fits the style and design of the building perfectly.

This is an exquisite build, where charm, chic, landscaping and an eye for detail and interior design come together to produce a truly memorable location within SL. I’m also pretty sure it’s one the images here do less than justice. If you are into SL building design and architecture – or simply want a marvellous place to meet with a friend or two and sit and chat, del Vino is absolutely worth the visit. And for those with a romantic bent, why not take a stroll along the beach afterwards, or perhaps along the jetties of the marina just to the north?

Casablanca Bay
Casablanca Bay

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