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Blue Mars beta

Imagin Illyar
Owner, Willowdale Estates
Join date: 6 Feb 2008
Posts: 290
06-16-2009 08:58
Good example, Robby. Argent - there is no developer work to be seen in BM yet. It is open to those who want to develop cities & create content to begin doing so. Because everything is done out-world you don't see it until it's complete and uploaded. So, yeah, this is as Robby said - programmer art - notoriously bad but in this case not too bad at all.

I would think that most people are keeping their plans somewhat a secret at this point.
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Poppet McGimsie
Proprietrix, WUNDERBAR
Join date: 28 Jul 2006
Posts: 197
06-16-2009 09:06
From: RobbyRacoon Olmstead
And one of the hopes I have from this is that Linden Lab will be prompted by upcoming alternative virtual worlds to add features that I truly feel would improve Second Life's appeal and performance.

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We are in complete agreement on this : )
Poppet McGimsie
Proprietrix, WUNDERBAR
Join date: 28 Jul 2006
Posts: 197
06-16-2009 09:17
From: RobbyRacoon Olmstead

Bad building is bad building, you are absolutely right, and there is simply no way to address that with *any* technology. But Second Life caters to the unskilled builder by hobbling the skilled one, it's a fundamental design decision that is immediately apparent in everything that you see here. Even the *very best* builds I've seen seem to me as if the builder - however skilled - was hampered by artificial limitations.

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You gotta admit though that the original idea of having Joe Blow rezz simple geometric objects (cube, sphere...etc.) and build a world out of it was cheeky, amazing, audacious, mischevious, revolutionary and well look where it has gotten us!

Perhaps the idea has taken us as far as it can.

On the other hand, the build tools needed to create stuff for Blue Mars really do notch up the required level of expertise for builders. I know of very gifted SL creators who are terrified of accessible (read: free) 3d tools like blender, and Blue Mars will be the poorer if these people can't contribute their creative energies.

This is yet another instance in which increased power carries with it its own limitation: sure the tools are powerful, but they are harder to use.
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
06-16-2009 09:21
From: Poppet McGimsie
You gotta admit though that the original idea of having Joe Blow rezz simple geometric objects (cube, sphere...etc.) and build a world out of it was cheeky, amazing, audacious, mischevious, revolutionary and well look where it has gotten us!
Absolutely! Second Life is revolutionary in many ways, and this is (imho) one of the most important. Without it, I wouldn't be here!

Back in 2006, while perusing my Mono-related RSS feeds, I ran across a Google TechTalk video where they were talking about Microthreading Mono, and they were showing off the building and scripting capabilities of Second Life. When they said anyone could do it, I signed up immediately, and WOW!!! To say I was totally floored would be a drastic understatement.

Even so, Second Life still has much room for improvement, and I hope that the new management is willing to be as daring and visionary.

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RobbyRacoon Olmstead
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Join date: 20 Sep 2006
Posts: 1,821
06-16-2009 09:36
From: Poppet McGimsie
On the other hand, the build tools needed to create stuff for Blue Mars really do notch up the required level of expertise for builders. I know of very gifted SL creators who are terrified of accessible (read: free) 3d tools like blender, and Blue Mars will be the poorer if these people can't contribute their creative energies.

This is yet another instance in which increased power carries with it its own limitation: sure the tools are powerful, but they are harder to use.
That is very true. While I do have some knowledge of how to use such tools, primarily because I use them for Second Life content creation, I'm not at all what you'd call very skilled or especially talented. I may find that there is no room for me to compete in Blue Mars, and no place for me other than as a spectator, but I darned well want to find out now rather than wait :-)

With the advent of sculpted prims, more and more of Second Life's content creators are gaining experience with said tools, and I expect that to increase dramatically over time. The big difference, obviously, is that Second Life is not restricted to such tools, and that is every bit as much of a strength as you've said.

P.S.: Dunno if I necessarily agree with "harder to use". At least, that's not been my experience, but I don't use Blender so I may be biased. But I get your point.

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Rock Vacirca
riches to rags
Join date: 18 Oct 2006
Posts: 1,093
06-16-2009 09:44
From: Argent Stonecutter
... None of the people in the BM beta have been able to provide any indication that BM is going to be even as capable as SL here, even when I've asked explicitly the best I've seen is a photoshop of a ferret photo on a BM background.


But you have stated that you will not be joining BM anyway (you don't consider it to be a virtual world), nor are you interested in joining the beta to find out, so why enquire about ferret avatars and waste people's time finding out for you?

Rock
Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
06-16-2009 09:44
From: Poppet McGimsie
On the other hand, the build tools needed to create stuff for Blue Mars really do notch up the required level of expertise for builders. I know of very gifted SL creators who are terrified of accessible (read: free) 3d tools like blender, and Blue Mars will be the poorer if these people can't contribute their creative energies.



Without denying the steep learning curve for the more powerful programs, I know some people have had success importing objects from Google SketchUp into CryEngine. It's free and it's easy.

http://sketchup.google.com/

Here's the basics on how to do that from the CryMod forums, which are oriented towards the Crysis game. It might be a bit different for Blue Mars, but should give you an idea about what is involved:

http://www.crymod.com/thread.php?threadid=19058
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Horses, Carriages, Modern and Historical Riding apparel. Ride a demo horse, play whist, or just loiter. I'm fair used to loiterers.

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Poppet McGimsie
Proprietrix, WUNDERBAR
Join date: 28 Jul 2006
Posts: 197
06-16-2009 09:46
oooo thanks, Virrginia!
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
06-16-2009 09:51
From: Poppet McGimsie
On the other hand, the build tools needed to create stuff for Blue Mars really do notch up the required level of expertise for builders.
I think it's worth noting that even Second Life content creators are increasingly turning to those same tools, and I doubt that trend will reverse in the foreseeable future. I would even argue that such tools (PrimComposer, Domino's scripts, etc) are *better* than the in-world tools for Second Life content creation, even for strictly prim-based building, but that's my own experience. YMMV

From: Poppet McGimsie
... Blue Mars will be the poorer if these people can't contribute their creative energies.
Agreed.

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RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
06-16-2009 09:53
From: Virrginia Tombola
Without denying the steep learning curve for the more powerful programs, I know some people have had success importing objects from Google SketchUp into CryEngine. It's free and it's easy.

http://sketchup.google.com/

Here's the basics on how to do that from the CryMod forums, which are oriented towards the Crysis game. It might be a bit different for Blue Mars, but should give you an idea about what is involved:

http://www.crymod.com/thread.php?threadid=19058
Rock has done this with Blue Mars specifically, which he discusses here: http://life-on-mars.proboards.com/index.cgi?board=objects&action=display&thread=39

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Imagin Illyar
Owner, Willowdale Estates
Join date: 6 Feb 2008
Posts: 290
06-16-2009 09:59
From: Poppet McGimsie
...

On the other hand, the build tools needed to create stuff for Blue Mars really do notch up the required level of expertise for builders. I know of very gifted SL creators who are terrified of accessible (read: free) 3d tools like blender, and Blue Mars will be the poorer if these people can't contribute their creative energies.

This is yet another instance in which increased power carries with it its own limitation: sure the tools are powerful, but they are harder to use.


No way - they are different to use but not harder. In fact building in a real 3d program is actually easier once you know the program. There are many in SL who are terrified of the building tools or the terraforming tools. This is just fear of the unknown. It is not a limitation. At least not for people who aren't intimidated by new software.
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Rock Vacirca
riches to rags
Join date: 18 Oct 2006
Posts: 1,093
06-16-2009 10:00
From: Virrginia Tombola
Without denying the steep learning curve for the more powerful programs, I know some people have had success importing objects from Google SketchUp into CryEngine. It's free and it's easy.

http://sketchup.google.com/

Here's the basics on how to do that from the CryMod forums, which are oriented towards the Crysis game. It might be a bit different for Blue Mars, but should give you an idea about what is involved:

http://www.crymod.com/thread.php?threadid=19058


Yep, that was me. I am loving Sketchup, it is so intuitive, and the video tutorials are simple, and easy to follow.

Sketchup exports kmz files, which is just a zipped kml file (Keyhole Markup Language, used for Google Earth, but also containing the Collada *.dae model file ), although I use a pre-processor first to condition the dae file, I am working on creating a plug-in for BM that will allow the direct import of the kmz zip file itself.

I recommend downloading Sketchup and just watch the first four video tutorials (Parts 1-4) here: http://sketchup.google.com/training/videos/new_to_gsu.html

But be careful you might get hooked ;)

Rock
Now, if we could get Collada files into SL......
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
06-16-2009 10:05
From: Rock Vacirca
Now, if we could get Collada files into SL......
Heh, if we could do that, I doubt I'd be nearly as interested in Blue Mars :-)

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Poppet McGimsie
Proprietrix, WUNDERBAR
Join date: 28 Jul 2006
Posts: 197
06-16-2009 10:39
I think sketchup (or something like it) will be just the ticket to make building accessible. Get that plugin done! :)

is it worth considering the pro version? 495 is a bit of an investment
Rock Vacirca
riches to rags
Join date: 18 Oct 2006
Posts: 1,093
06-16-2009 11:22
From: Poppet McGimsie
I think sketchup (or something like it) will be just the ticket to make building accessible. Get that plugin done! :)

is it worth considering the pro version? 495 is a bit of an investment


No Poppet. The differences between the free version and the Pro version (apart from US$495) is that the Pro version exports to far more file types, and has Dynamic Components, neither of which are necessary for BM, and FBXConverter (free) allows you to export to all the main file standards anyway. I use FBXConverter to preprocess my *.dae file before importing it into BM.

Save the US$495.

Rock
Novis Dyrssen
Girl Geek
Join date: 6 May 2007
Posts: 1,452
06-16-2009 13:16
From: Poppet McGimsie
The graphics engine is not going to be what makes a 3d world beautiful. The CryEngine is simply not going to solve the issue of bad building or the bad taste of others -- and I have noted in my life that other people for the most part do seem to have really lousy taste. There will be beauttiful places and horrible ones and eye candy and disappointment in any user-created 3d world.


QFT. With truth painted two meters high here.
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Dave Herbst
Registered User
Join date: 4 Sep 2004
Posts: 343
06-16-2009 13:28
Several years ago, Philip said "It is my hope, developers will use the SL platform to design new games and applications"

This failed alongside the "corporate" policy because content cannot be exported from SL and the technology itself is out-dated.

Besides that, SL is "bundled" with features which are completely useless to most developers. Someone designing a first person shooter has no need to search for land sales, join groups, classifieds, attend events or know about popular places.

In BM, developers have no need for "bloatware" and as such would prefer to only use tools specific to the task.

I use OpenSim as a training tool for RL firefighters and HAZMAT teams, where I am Governor. Using SL was an embarassment. Griefers, Welcome Area childishness, failed teleports, broken inventories, locked out logins, slow rezzing (among other things) etc, all made SL looked bad to working professionals.
DancesWithRobots Soyer
Registered User
Join date: 7 Apr 2006
Posts: 701
06-16-2009 16:41
Well, if you feel that you've gone as far as you can in SL, and it's unprofessional and there are better things out there. . .Why not sell off your micro parcels? :)
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RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
06-16-2009 18:14
Did anyone mention yet that the Blue Mars developer forums actually work?

hehe, yeah, don't kill me, it was a good time to make the joke :-)

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Brenda Connolly
Un United Avatar
Join date: 10 Jan 2007
Posts: 25,000
06-16-2009 18:16
From: RobbyRacoon Olmstead
Did anyone mention yet that the Blue Mars developer forums actually work?

hehe, yeah, don't kill me, it was a good time to make the joke :-)

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But I heard only qualified people can use them :p
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RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
06-16-2009 18:36
From: Brenda Connolly
But I heard only qualified people can use them :p
Well, I don't know about *qualified*, but that's probably nearly as many people as can use these ones right now :p

In all seriousness, I've never seen any Forums that were as big a mess as these ones are right now. It just reinforces the idea that there is a very good reason that only registered Second Life users can even try (operative word) to view them.

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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
06-16-2009 18:39
From: RobbyRacoon Olmstead
In all seriousness, I've never seen any Forums that were as big a mess as these ones are right now.
You lucky bastard, you never used an RCPM or RIBBS system.
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RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
06-16-2009 18:47
From: Argent Stonecutter
You lucky bastard, you never used an RCPM or RIBBS system.
I must be lucky indeed, since I don't even know what those are :)

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Rock Vacirca
riches to rags
Join date: 18 Oct 2006
Posts: 1,093
06-17-2009 00:13
From: RobbyRacoon Olmstead
I must be lucky indeed, since I don't even know what those are :)

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Argent is showing his age. Remote CP/M predates even MSDOS.

Rock
SunKissed Magic
Registered User
Join date: 14 Apr 2009
Posts: 10
06-17-2009 02:40
Blue Mars will use the Lua scripting language. Does anyone here have any experience of using Lua? Who uses it? How does it compare with LSL?
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