Fly / drive: having fun behind the wheel

In the Air

Earlier in the week, Salazar Jack dropped a lovely picture into Twitter of a magnificent steampunk-esque flying machine being flown by Tish Coronet. He included a link to the SL Marketplace, and I set off to look, rather intrigued.

The photo that piqued curiosity: Tish Coronet’s Lepidoptera (captured by Tish, uploaded to Twitter by Salazar Jack)

The machine itself is the Mechanical Lepidoptera, a partial mesh build which is being offered free by its creator, Bunnys Fride, who describes it thus:

By visiting the Jules Verne Museum in Nantes (french town, west coast) I noticed a painting that represents this machine to takeoff from one of the most beautiful place of Nantes. This same painting appears in the foreground on the poster for the International Festival of Science Fiction of Nantes in 2009, named Utopiales.

I propose you this beautiful concept of lepidoptera mechanical imagined and painted by James Gurney, a talented artist, famous illustrator and creator of Dinotopia.

Standing next to my Lepidoptera

The Lepidoptera is exquisitely detailed, with a two-tone metal body, beautiful passenger cabin (the vehicle will take up to eleven passengers, included one seated beside the pilot / owner) and detailed cockpit in the “head”. Detailing continues through the landing legs, which “droop” below the body when in flight, just like the legs of a flying insect seem to hang limply beneath its body. On landing (on the ground), the legs splay out, again in a life-like look. Another lovely piece of detailing is in the mechanical operation of the wings themselves.

Detailing

Flying the machine requires a HUD, which allows you to correctly set your camera position, and which controls the start-up of the machine and the forward / interior lights. This attaches to the top right of your screen. To fly the Lepidoptera, right click on it and select FLY from the menu, this will sit you in the cockpit. Tap ESC to position your camera correctly (if required – or use the HUD options), and then click on START on the HUD to set the wings flapping (complete with engine / mechanical sounds). Flight controls are then use PAGE UP / DOWN to ascend / descend, and the arrow keys / WASD keys to manoeuvre (you’ll need to key the UP / W key depressed to maintain forward motion).

Airborne!

Natascha Randt has produced a great video showcasing the Lepidoptera:

On the Ground

Flying the Lepidoptera reminded me that a few months back I picked up another freebie from SLM, the Autoworks Classic 43S GT by Angie Xenga / Ed Zaurak.

The Autoworks Classic 43S GT

A two-seat sports coupe, the 43S GT is sleek and attractive – and quite a handful if you’re not used to SL driving, as I found out when given the chance to try it out on a multi-sim racing circuit for the first time yesterday!

The basic controls are simple enough: UP key / W to accelerate, LEFT / RIGHT or A / D to turn, and DOWN / S to break. PAGE UP / PAGE DOWN operate the gear changes (although there is an automatic option). However, there are a range of other options and capabilities that can make driving an Autoworks car pretty much the same experience as driving a high-performance car in RL: 50% fun, 50% seat-wetting and 100% adrenalin! There is also an option HUD displaying speed and revs which you can attach to your screen.

Additional menu options allow you to alter the colour of the car  – royal blue is the default, but I like the silver look – adjust your driving position, adjust the transmission options, the engine – and a whole lot more. Touching the car allows you to open the bonnet (“hood”) or the doors.

Ready to get behind the wheel

The cockpit itself is nicely detailed, and I love the fact that this car is designed to be driven on the correct side of the road being right-hand drive  ;-). All-in-all, great fun to have, if you can find the space to use it (the handling is such that you can rapidly run out of sim!).

If anything spoiled it for me, it was not the car, but the fact that to appreciate it fully you do need to drive across multiple sims – and this brings up the ogre of region crossings. Given the speeds you can reach behind the wheel, this means it is easy to find yourself on top of one before you realise, and you’re suddenly sailing off into infinity. Hopefully, with multi-threaded region crossings on the way plus other improvements, this will reduce the problem, but it did put a bit of a dampener of the thrill of driving this superb car.

Ready to roll

As well as the Classic 43S GT, the package comes with the Autoworks Type ZII, a single-seat car that offers a broadly similar range of options, but didn’t, for me, have the same appeal.

Apparently the Classic 43S GT represents the first in a new range of cars Autoworks will be producing “just for the fun of it”, the business itself having closed as an SL commercial venture in February 2012. It is a sample of what is to come; so far one more car has been added to the free range, and I’m intrigued to see what else is produced in time!

Floating in my tin can …

Another few months have passed, so a few weeks ago I decided it was time to pack-up my last home (which used the convex hull physics form) and try something new. Three things prompted the change this time. First off, when it comes it “living” in SL, I really don’t need a big house; with the last build, I got things down to a lounge and bedroom, although the latter was really superfluous to my needs – but the place was still somewhat big and I felt I wanted something a little more compact. Secondly, Spikeheel was nudging me to do “something sci-fi”. Finally, I was also working on a custom commission to convert one of my IPD skyspheres, so I had the Build Bug once again.

Well, there’s also the fact I never stay happy with any one build for particularly long…

Inspiration proved a little difficult to start. I did consider simply buying something; but nothing really appealed after looking around – although shape-wise, what I’ve finished up with owes a nod or two to the work of Blaze Nielsen.

Little floating home

My new home is pretty much oval in shape, with plenty of window space and enough room for my essentials all contained in a single “room”. Seating is provided via a sculpt kit by **aviSTYLe**, and two home-built “swivel chairs” and table. As such, this is the first build where I’ve largely dispensed with Ample Clarity’s PrimPossible range – but only because the lounge sets don’t really fit with the theme, and I have retained my piano :). I’ve again included a bed, more for appearances than anything else, and have pedestals for my two favourite sculptures (one of which is a magnificent mesh bust by the remarkable Claudia222 Jewell). To complete the basic set-up, I added a couple of plants for some nice greenery.

Interior

As always, I’ve opted for scripted lighting rather than baked (which never look particularly great to me anyway; not the way I mangle attempts), with a ring light around the ceiling dome and a set of additional scripts in the sculpture pedestals. These are set to bathe the place in a soft turquoise that is intended to match the carpet tone and interior highlights.

By night

As I’ve been working with texture changers elsewhere, and as this build sort-of originated from a “space station” idea, I flipped a couple of the scripts for use here, adding a sphere around the place, the inner surface od which I can either turn transparent for uninterrupted views of sky and sea, or upon which I can display suitable “space views” to heighten the illusion of being in orbit.

“Here am I sitting in my tin can / Far above the world….”
Sunrise sonata…

Not sure how long this place will last, but it’s home for now :).

The magic of the convex hull and sculpts

Back in November I moved into a rock. This is SL after all, so why not? It’s been interesting, the house tucked away under a wooded garden, sekrit elevator and all. However, it did mean the wood and garden generally got ignored when I was home; the trees, campfire, gazebo and so on languishing without use.

Livin’ on a rock/Livin’ on a prim-based rock (with apologies to Livin’ in a Box)

So I decided it was time to return to a more normal style of living and try a few experiments to see what I could come up with. Essentially, I wanted to see what could be achieved using a new in-world tool I’d recently received and when using the convex hull physics shape to produce a reasonably detailed house build with a reasonably low Land Impact – preferably around the same as the house I was leaving (28).

Sunrise: a view from over the dance floor taking in the patio and lounge

The House

Given the house is in a wood…or copse, really….I wanted something that was fairly open-plan and which at least partially blended into the surroundings I also wanted something that allowed me to continue to enjoy SL sunsets when at home. The result is a west-facing, 2-room affair built on two sides of the small pond I already had in the middle of the copse, which also connects with my “dance floor rock” (what’s a house without it’s own dance floor?) via a stone patio whereon sits my beloved PrimPossible concert grand.

The lounge opens onto the patio, and provides enough room for sitting and conversation, focused on the view to the west (over the pond) or the fireplace (lifted and remodelled slightly from the “old” place. The bedroom sits to the north side of the pond, connect to the lounge, and provides enough room for a bed (not that I actually sleep in SL and pixel bonking is so passé!), and room for my cunningly disguised (and soon to be defunct) SLM Magic Box and not-so-cunningly disguised rental server.

The Lounge & bedroom beyond

I wanted the place to be fairly open to the surroundings – no doors or much in the way of windows between the “garden” and the house itself. This lead to a design that is relatively open-plan, with railings and open-slat wood panels as well as wood-framed windows to the back (east side), and stone walls and columns to add a little contrast to the place. In particularly, I wanted to have a roof, but not one that closed me off from the world or used skylights to give me a view of the stars.

Lounge rails

The Build

The total prim count / Land Impact for the house is 30, which I think is a pretty good figure, given the relative complexity of elements within the build (particularly the railings, wooden wall panels, roof and window frames). Had these been prim items, then the total “cost” of the house would have been massively higher. But they’re not – nor are they simply sculpt maps I’ve created externally to SL (I actually wouldn’t have a clue as to where to begin) or purchased elsewhere for re-use. They were created almost entirely in-world, allowing me to have railings, window frames, panels and roof sections all for a Land Impact of just 12.

Sculpt Generator

I created the “wooden” elements of the house using the “NN Prim Generator” by Naonao Watanabe. For those not familiar with it, this is a clever piece of scripting that allows prim-built objects to be used as models to generate sculpt maps which can be imported into SL.It comes in three flavours: one that can use prims to generate “regular” , “natural” (for rocks, etc), and a plant generator. I have the “regular” unit, which can create shapes suitable for building, which came to me as an unexpected gift (*hugs Mika warmly*).

Roof: from 32 prims to 1

There are limitations to using this tool; the total number of vertices within the resultant sculpt map must not exceed 32, for example. This means that you’re effectively limited to a maximum of 32 prims per item from which you intend to generate a sculpt map, and the number may actually be a lot lower depending on the complexity of the shapes (prims) used to create the item. This may all sound complicated, but the Prim Generator itself makes it easy for you by displaying the vertices counts for all available prim types.

Naonao Watanabe’s Prim Generator

To create an object, you simply click on the required shape on the generator, which will rez the required object (pre-scripted), and start building, selecting  and sizing new shapes as required.

The documentation supplied with the unit, together with one of the supplied examples, suggests that it is possible to pre-texture items as well. However, I confess that I’ve yet to try this out – assuming I’m understanding things correctly – as for my purposes, it was enough to be able to texture my constructs post-build.

When you have created an object you wish to “convert” to a sculpt, click on the GENERATE button on the Prim Generator. This performs a series of confirmatory checks to ensure your item is within the tool’s overall constraints and then pops-up a menu allowing you to generate / scale-and-generate the required sculpt map, which you can then obtain from an external web page and save to your hard drive. All that’s then required is for you to generate a default sculpt in-world, upload the map, apply it to the sculpt and size the item accordingly.

One thing I would recommend, however, is that if your Viewer supports temporary uploads, you initially use this to check that everything is fine with the resultant sculpt map when imported and the sculp properly sized, just in case you’ve missed any overlaps or have unexpected gaps in joins, etc.

Through the trees at sunset – the bedroom and lounge beyond

Using the Prim Generator enabled me to produce detailed roof, railings and window frames for a total Land Impact of 12.

Convex Hull

The other magical trick that people are starting to increasingly use in SL building, and which I employed in this house, is that of the convex hull physics shape. This was introduced as a part of the mesh roll-out, and in the right circumstances can dramatically reduce the Land Impact of a prim build / linkset.

Ciaran Laval has written an excellent piece on the use of the convex hull form, so I’m not going to repeat all the ins and outs here. Suffice it to say that so long as you are working with fairly simple prim shapes, and avoid the complexities of scripts, you can make some substantial savings on elements of the build.

In my case, the base, solid walls, fireplace, floors and “window glass” of the new house are all simple prims – 35 in all for a Land Impact of 35. However, by converting the linkset to a convex hull physics shape via the Build floater (by selecting CONVEX HULL from the drop-down menu in the FEATURES tab – see below), I could immediately reduce this to a Land Impact of 18.

From one linkset, 35 prims, Land Impact 35….
…to one linkset, 35 prims, Land Impact 18.

Who said mesh wasn’t good for SL? :).

Obviously, prim-to-convex hull conversion will not work in every instance – it is possible for the Land Impact to go up as a result of such a conversion. However, with a judicious application of the option within a build, it is possible to bring about a reasonable reduction in Land Impact in a lot of situations. Some things that should be avoided are: linking complex shapes in the linkset to be converted (such as sculpts) or including scripts (if you use a rez faux system, for example, be sure to delete the rezzing script in the convex hull shape linkset once you’ve rezzed a new copy of your build).

Sunset. The lights come on…

I’m pretty pleased with what I’ve achieved; I think the new place suits its location among the trees, and gives me space to entertain friends and the freedom to make sure the garden and dance floor are more properly used. As to the prim generator – I’m liable to be using that for one or two other ideas as well, while the use of the convex hull shape is already helping me to lighten the load some of my other builds have on Land Impact.

…and time to relax and chat with a friend…

Images captured using Exodus 12.01.03 with deferred render, shadows, ambient occlusion and DoF active, but no gamma correction.

Five years

Tuesday December 5th 2006; the day I logged in to Second Life for the first time as Inara Pey. Little did I know then how much that name would come to symbolise my on-line time.

I’d been active in SL prior to that date – although not for particularly long before wandering away again – and curiosity brought me back for a second look. As I wanted to do so unfettered by previous experiences, Inara was born.

A lot has changed in the intervening time; rather more than I care to remember, but which a flick through Google and the official blog archives brought to mind. Yet reading some of the blog entries and the comments that follow them, it’s interesting to see an old adage hold true: the more things change, the more they remain the same. So by way of saying “hippy yardbath” (any AA Milne readers out there?) to me, here’s a few random reminders of times gone by…

First, a little context: on the day I returned, Second Life had some 1,791,246 registered accounts of which 690,800 had been active over the previous 60 days. At one point during the day, 16,124 of those accounts were logged in, which was somewhat on the high side for the times, as we shall see (my thanks to the wonderful Wayback Machine for spitting out the data via a half-formed snapshot of the “old” SL website).

Back then, SL was not only in the media – it was the media darling, although some were then (as now) bemused and confused by its presence, while others were convinced it was The Next Big Thing (little did we know then how much that would come back to bite us in our collective bum…hello, Mr. Kapor!). Philip Rosedale was popping-up all over the place, as was Ashe Chung (who had yet to encounter flying penises – such things doth success bring, sadly).

Within Second Life itself, Windlight was still more than a year away and Mono  even further over the horizon. We did have skyhomes – but none that could be built or placed above 768 metres; we didn’t have sculpties (although they were coming, and were even LL’s darling for a while!), but we did have flexiprims. We also had Torley and his wonderful “tips of the week”…

..a reminder that actually makes the lack of his on-going video presence within the SL website that much sadder…

Log-in info found on the Viewer

Back then, the Viewer log-in screen used to carry some interesting data; while concurrency was very different in terms of “high volumes” causing problems.

Also back then we didn’t have weekly roll-outs. Things were a lot more direct! Each and every Wednesday the gird would be shut for an average of 4-6 hours (and sometimes as many as 8-10) without any log-ins at all, while LL went and – as they put it – “banged on things”. Oh, the time spent waiting for the monkeys-and-monolith (that’s one image Google failed to find for me 😦 ) to vanish and log-ins to reopen….

(with thanks to Robin Cornelius)

We only had one Mainland continent (although a second was coming), but we did still have gambling (although not for very much longer).  We had Viewer updates causing video woes, but had yet to reach release 1.17 and the start of the introduction of a new “communicate” floater panel would get a lot of people all in a tizwas for bringing change to the UI.

And that’s without mentioning the major points in SL’s history such as the Adult Policy and age verification, the OpenSpace / Homestead fiasco, the arrival of Rivers Run Red and their thinly-veiled hostility towards the user base (whatever did happen to Justin Bovington? No, don’t answer that 🙂 ).

I was also very different back then. In 2006 I started off blonde and blue-eyed – about as far from the real me as I could get. Over the years, like many in SL, my look changed and evolved – and at times grew closer to my real life appearance before straying away again until I reached 2010 and the perfect expression of self-through-looks.

During the last five years, Second Life has given me so much. I’ve met many amazing people, some of whom have since left SL; others of whom are still on my Friends list to this day. I’ve learned to be creative, discovering the joy in taking pixelated bits of “plywood” and turning them into something delightful; I managed to get my head around simple scripting and experienced the joy of having my first door swing open and my first lamp illuminate.

Fallingwater: my first “serious” SL build

I’ve had an entire world to discover and explore, made possible by amazing talents and featuring mind-boggling works of art.

“Through the Lens of Dreams” @ Art Screamer – just one of the many places I’ve been lucky enough to explore

I’ve also taken time to wag a finger and growl at LL over actions and decisions; but like everyone engaged in this marvellous platform, I’ve done so simply because I do love it so much. So I make no apologies for pointing the finger where I’ve felt it warranted, just as I make no apologies for the times I’ve supported LL at the times I’ve felt they’ve got it right or that they are being unduly chastised.

I’m not sure what my family and friends outside of SL would make of the time I devote to it – both in-world and in blogging about it. I’m pretty sure most would be at best bemused. The truth is that, five years on from the height of the hype about Second Life, we’ve still to reach that point where having a virtual extension of ourselves in a digital world is as accepted by society as a whole as going to work and paying taxes are.

But that’s also what makes being involved in Second Life attractive. While a lot of the hype has evaporated, and while we might not always appreciate it when we see things going wrong, the fact is that SL, in so many ways, still sits on the leading edge of a digital wave, riding waters both rough and smooth leading to who knows where.

All I can say is with certainty is that good or bad, high or low, it’s been fun. What’s more, it is still fun – and it’s very likely I’ll continue to be here for as long as that remains the case.

Living in a rock

I’m not sure if people are interested in hearing about the more personal elements of my time in Second Life; I’ve largely avoided droning on about things, but I have tended to slip-in updates on where I’m living from time-to-time.

Guess what? This is one of those times!

Floating rock (click to enlarge

Yep, I’ve again changed house. This time I’ve gone for something very atypical for me. I’ve decided to live on a rock. Or more precisely in a rock.

I’m not sure where the idea originated – other than as usual, after a few months in the last house my little building itch started demanding scratching. I still wanted my house to be airborne, and somewhere along the line the idea of a house built on or against a floating island popped into my head.

It took a while to completely formulate itself into an idea I liked, but I’m pleased with the overall results.

Rock top trees

Up on top is a wooded area – I like having greenery and plants around me in SL, even tho any plant coming into my care in RL tends to have signed it’s death warrant. This has tall trees, a west-facing gazebo, a little camp fire area for entertaining friends, a rock pool and dance area.

Pond dappled by sunlight through the trees

It’s cosy, even if I say so myself. The trees are a mix by FelixvonKotwitz Alter and Hazideon Zarco, proprietor of the delightfully-named (although now apparently sadly gone) Unicorn Cheese Factory. FelixvonKotwitz also provided bits for the pond in the middle of the woods – although I admit, he might not approve of the way I pulled one of his products apart and combined them with bits and pieces of my own. I’ve not put anywhere to sit by the pond as yet…but I might at some point.

Gazebo at sunset (click to enlarge)

For now, the gazebo and campfire provide my outdoor living experience. The gazebo itself is a modification of a piece by Isablan Neva but with a menu-driven seating system added to replace the original static pose balls. It faces westward so I can enjoy SL sunsets and chat quietly with visiting friends. I’ve kept the new place at a height of around 350 metres, as that means I’m above the “traditional” cloud tops (for those that have them active) and am not sitting like a blob in the sky to annoy neighbours and tenants, but I’m still low enough to get the full effect of a sunset over linden water.

Campfire cosiness

The campfire could well be where I do a lot of entertaining with friends. I really like it with sun set to midnight, moonbeams slanting through the trees over the pond a short distance away, and glow flies drifting on the breeze.

This is probably going to be the excuse for me to go buy a guitar in-world, just so I can sit and strum and sing (even if no-one else can hear!)…

House – small and simple

The house itself, as I’ve alluded to, is actually sitting inside the rock itself. It’s about the smallest place I’ve lived in within SL – but then, I don’t need a sprawling house, and since adopting Penny Patton’s excellent camera positions, I’m able to build along more realistic lines (which has the knock-on effect of having friends try out Penny’s camera positions…and then falling in love with the improved world-view they create).

The lounge is a modest affair – enough room to sit with friends near the fireplace, while also allowing me to keep my beloved Musical Alchemy piano. I stopped having kitchens and the like in my homes years ago – but I do still retain a bedroom whenever I build a new place. It tends to end up for show more than anything, and a place to keep my SL magic box (cunningly disguised to the point where I’ll be sad to see it go when Direct Delivery finally puts an end to it), my rental server and other bits.

The magic of the place – for me, anyway, is that SL being SL, I can be safely hidden inside a huge floating rock but can still enjoy a panoramic view of the sea and watch glittering sunsets…

I haz sekrit elevator

Given the house area is inside a rock could make getting in and out rather difficult. Of course, teleporting is the obvious solution, but I felt a sekrit lair deserved something more … well, “Jane Bond-ish”, so to speak. So…cue the hidden panel that reveals my secret transport system: an elevator leading up through another hidden portal to the woods above!

OK..I admit, it’s a little twee. But it does serve to connect what is above with what is below very smoothly, and it’s more fun than just teleporting hither and thither :).

I’m not going to guess how long this house will last, but right now I’m pretty satisfied with it; it’s not entirely what I had in mind when I started out with a need to start gluing prims and bits together, but that’s half the fun of building in SL, isn’t it?

Night on a wooded rock…