As you can probably tell by the title, I didn't exactly meet my goals for last week, but I think I at least halfway met all of them, and still did make good progress this week. So what were last week's goals? Calender So I did get a very basic bare bones calendar set up in google docs, but, it was definitely too flexible and google docs is not an acceptable program to use for this purpose with our needs. Part of next week will be finding a suitable program and adjusting the calendar to have better defined deadlines, and then getting this out to everyone. Get Floor Plans We learned that we can get a paper map that must stay in Mr. B's room at all times due to security concerns. We were however, unable to get the map due to the owner of them being in a meeting when we swung by. Communication is important, I will email him immediately to figure out when would be a good time to get them. We are hoping and praying that they include measurements, because if not, it's time to measure a whole lot. Model Barebones 2nd Floor Between trying to figure out this map stuff and modelling other stuff that came up, I never got to this. As soon as we have the map and know how much information we still need, doing this will be the top thing on my list to do, but for now it has been moved to lower on my priorities list. "So, Abi, what did you actually do this week?" Well other than the map work describe above, I mostly was catching up with problems from last year. Problem 1: VR Controllers not showing up onscreen Normally in VR, when you're in the game, there's some sort of graphical version of where your hands are if you have controllers in them. If not, it can be very hard to tell what you're doing. For us, no hands or controllers were showing up for the first few days. So I set out to model a hand in 3Ds Max. Hands are hard to draw, but they're actually not too hard to 3D model (granted in a static and not very expressive position, and through a process that took me a couple days, but still.) However, halfway through making this hand, the controllers magically showed up in the interface. Of course. However, it is not a waste at all for two reasons: 1. Modeling experience, especially if I'm going to be working on The Hawk's model, which would most likely require hands (unless we go full bird route). 2. We were planning on having a mechanic where the player can look at their phone, and I can now take the phone model, which was created by the lovely Julia Serrano, and add it to the hand I made in order to make the model we will eventually need. I learned how to model the hand with this tutorial (and the other two in the series). It was very helpful. And Problems 2 + 3: Keyboard and Keyboards Last year when we made the GAD demo room, one of the objects I spent a ton of time on was a keyboard. At first when I made it, every key, and every letter on every key, were their own objects. This is obviously a problem because Unity can't possible load all of that and not be incredibly laggy. Somehow last year this problem was not so obvious to me. Eventually though, someone pointed it out, and I made a simplified version where symbols on keys were all textures, and the keyboard was one solid object. However, despite this there were still two problems, which I had to fix this week. 1. The "simplified keyboard" had some screw up when I merged all of those pieces and had a pivot about 1000 units away from the keyboard. This means that any rotation or scaling was completely screwed up. This was a quick fix of moving the pivot, and I'm glad I had this experience because now it's the simplest thing in the world to do if I every run into this problem again. 2. The original "Completed GAD Room" file that we had still included all of those lag-inducing keyboards. I just had to go through and delete all of them, which didn't take as long as I thought it would. So, I am hoping we are past any last year screw ups and can move on to this year's screw ups!
Goals for next week:
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AuthorHi, I'm Abi, a DSA student who likes games, drawing, writing, and acting. Archives
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