What I have learned
While building this ship I used a lot of skills that I have been learning and building up throughout this semester, things like prim manipulation and texture manipulation. I made extensive use of this during the build to get things looking right – like the decking and with a lot of other objects , e.g the barrel and chair.
I put a lot of the scripting skills I learnt into practice with most of the scripts I have on this build. Even though most are more ‘basic’ scripts I do have one which was quite a challenge for me – the particle generator on the torch. It was originally a jet flame script and with a blue flame. I had to play around with some of the values in this script to get the colour to change , the size of the flame to change and how intense the flame level was. After all of the fiddling with the script I am very happy with the out come on this script/build.
How do I feel about this build
This was my first time making anything major in Second Life. I surprised myself with just how emerged I became while building. Before I knew it 3 or 4 hours had passed. Although my build was far from perfect I improved heaps with my skill and speed. I could see my self enjoying making objects in second life for L$, – though only after more time and practice so my skills improve.
Overall I really enjoyed creating my ship – giving it the feel I personally wanted.
Problems that occurred
I came across a number of problems while building, in particular:
Problem: Textures not lining up
Textures across two different prims would often not line up and would take a lot of playing around with the repeats per face to get them to look semi decent.
Solution:
Changing the Repeats per face solved this most of the time, also a lot of patience!
Problem: Prims not lining up
One of the biggest problems I faced was getting some of my prims to line up, especially rounded prims with square prims!
Solution: Prim Aligning
I tried to ensure that any prims that I was aligning where set to rounded postioning and that the two objects where of the same scale. I was originally planning on using a hemicone for the front of my ship but deterred away from them after having alot of problems connectiong it to a square prim.
Problem: Sit Animations not sitting right
After making a chair my avatar would sit on it backwards, An odd problem but not a major one.
Solution: Write a script
I ended up writing a sit script to position avatars on my char the right way round.
Problem: Time management
I wanted to add extra features such as :
Cannon effects – i wanted to have a sound that played when you touched the cannon followed by particle smoke effect to simulate the cannon going off but couldn’t due to not having enough time.
Ship movement – I wanted to have a fully sailable ship but knew all too well that i didnt have the time to do this, so i didnt talk about it in my planning blog. But plan on doing this outside of this current paper during my spare time.
Being a full time student i have to split my time evenly between papers, if i was invest too much time into just one paper my other 3 would stuffer greatly.
Solution: Pick realistic goals
I had to pick what i was going to make / script into this build and what i wasn’t. Being such a broad build having so much features i could add and so many small details i could add i had to pick a few important features that where realistic for me to create.
Problem: Realistic looking flame
I was having problems getting a realistic looking flame for my torch. I tired making a cone shape and adding glow and lighting effects, but i still wasn’t satisfied.
Solution: Particle Labrotory
I remember visiting the particle laboratory with the class, so i paid them a visit and got the script i wanted
What I am happy with
The torch came out great i think. I like how it looks with the flame particle effect
What I am not so happy with
Some of the textures on the ship doesn’t line up quiet as well as it could
What I would do differently
I wouldn’t use so many square prims and try to use more rounded prims giving the ship a less blocky look ( Possible more Hemicones)
A lot of the original prim shapes I used from scratch I would not necessarily use again – if I were to start the build over. For example: the as hemicone; Originally I had it as part of my base model and had to swap due to problems aligning. The whole problem was a learning curve which I got alot out of and I thoroughly enjoyed. I would also add more scripted elements to things like the cannon. I originally wanted to add a sound script when you touched the object which would play a cannon firing sound and display smoke particles – due to time constraints this was not implemented. Also I would have loved to have scripted a script that would make the boat move around like a vehicle – so that it would be fully functional, I hadn’t originally planned for this knowing that doing something like this is well out of my time frame.
The final product
Not the most realistic looking ship but all in all still very proud of what I’ve accomplished