Showing posts with label DIY. Show all posts
Showing posts with label DIY. Show all posts

Monday, August 22, 2011

Mr. Wild Frontier Man, Roderick Usher

Location: Jokaydia Grid, Nevermore Sim

Okay. I get it now. It only took a friggin' hour to make my AO work. I now know how an AO script works.

But I am giving away barrels, darn it. This is the joy and frustration of working in an OpenSim grid. In Second Life, I'd run to some store or the Marketplace. Here, if you want something, you either turn to the wisdom of the community or you learn to DIY.

In my case, being a somewhat experienced builder but the worst scripter in history, at OpenSim Creations I found what I needed for some interior bits for The House of Usher.

Then I gave Vanish and his buddies a copy of my House of Usher barrel.

Admittedly, this frontier trading-post is rough and ready. It's a place where we belly up to the virtual bar and slap down our coon-skins in exchange for local knowledge and a bottle of rot-gut. Even a guy like me, who never got better than a C+ in a computer-science class, can at least offer a few objects and some witty descriptions...if you cannot blind them with brilliance...and so on.

I was telling my literature students in my Invented Worlds class that some peoples define themselves by the presence of a frontier. That's the lore of Americans, Aussies, and perhaps the Russians who brave Siberia to make a life for themselves. For lots of other folks, however, a physical frontier is not as necessary.  They find that thrilling encounter with the new online, making things.

I suppose that, as a greenhorn, I'd have "died" out on the OpenSim frontier already, without the experience of the other pioneers. But so far, with two months to go before the students rezz in Jokaydia Grid, I'm thinking that the frontier may be opening up at last.

Monday, January 17, 2011

Apple Without Steve?

Location: Reading Tea Leaves

Apple's die-hard faithful probably let out a collective moan today. Steve Jobs' decision to take medical leave sent shivers through not only computer users but also the entire stock market.

I wish Mr. Jobs a speedy recovery and a long life. While the man has been accused of draconian management practices, he did help usher in the personal computing revolution. Even if Steve Wozniak was the engineering genius behind the early Apple computers, Jobs' marketing brilliance made graphical user interfaces and the Cult of Apple happen.

It was a different sort of company from the upstart PC makers of the early 80s or the stumbling and arrogant behemoth that was IBM in that decade; if the competition consisted of geeks, Apple seemed run by artists and madmen of the sort I enjoy meeting for drinks.  I could imagine Apple's people chatting up the fire-breather and magician in San Francisco's Vesuvio, one of planet Earth's best bars, after shopping for poetry books at City Lights. IBM's folks would be (massive yawn) golfing with senators. Microsoft's people would show up at the bar and try to look hip, all the while looking like khaki-and-polo-shirted  tourists.

But I digress: my preference for bohemians over boring business and I.T. types is not news, but perhaps this is exactly how Apple fooled chumps like me into thinking the firm hip and not merely a very clever marketing idea wrapped around some elegant and useful technology. It sure snared cultural creatives as fanboys, to market the company's products to friends. I'm sure I convinced a dozen folks to try the Mac OS over the years. Not a one screamed at me later, a testimony to how well our Macs did, and do, work.


More Than Macs: How Apple Did "Think Different"

The history of the firm relates quite well to ideas from my class on the history of Cyberspace. Jobs will be remembered, when he leaves this planet to compare notes with John D. Rockefeller and Howard Hughes, in one of two ways.

First, Apple's CEO might be what what Tim Wu in The Master Switch calls a Defining Mogul.  That will be the case if Apple's closed system for handheld computing comes to dominate the future of Internet use.  You will get what Verizon, AT&T, and Apple decide you get to see or do. And I agree with Wu's well supported "central contention....in the United States, it is industrial structure that determines the limits of free speech" (121). I suspect this revelation about the first amendment applying to Congress, as in "Congress shall make no law..." and not to employers or ISPs, surprised my students as much as it did me.

On the other hand, if an open system dominates, Jobs might be recalled as a would-be monopolist who failed, despite a miraculous comeback in the late 1990s. I'm not sure which future I want. I used to fear Microsoft. I was hoping Macs would remain boutique systems for picky people like me. I also prefer German cars or pre-1973 Detroit Muscle. They are fancy fun, but they both run on our roads with boring cars. If my Mac could work with the sea of boring Windows boxes, what harm that?

Now, however, I am beginning to fear Apple.

My ownership of a handful of Mac systems since the dark years of the mid 90s shows how well they hold up. Our household iMac G5, now six years young, will soon enjoy a long retirement as our DVD player / media box for downloading films. Some child in Alaska is probably still using the G3 iMac I shipped up there, years ago, after an eBay auction.

Inside the latest iMac, however, there's a story that goes to the heart of Jobs' vision for Apple.  Unlike its predecessors, the new iMac's CPU has no user-serviceable parts aside from upgrading the RAM. This has long been Jobs' favored tactic. If the Apple II of Wozniak's day invited tinkering, the first Mac in 1984 became its antithesis: to open the case was the void the warranty!

Apple has played this push-pull game with its hardware since that time. As a tinkerer, I found this exasperating as my friends using Windows or Linux would build computers out of spare parts and make them do cool things.  Nowadays, however, we old geezers with desktop boxes are giving way to the iEverthing generation, who carry their devices around incessantly and don't tinker. It's about the app, not the device, to these kids. And Jobs--who not only could recognize but also create markets--knew this best of all.  The Mac's established niche among school teachers and artists and graphics designers and video professionals and crazy professors is, after all, somewhat limited. Apple did not even try to top Dell's game in Henrico County, where the middle schools will give up their Macs soon for PCs, just as the high schools have done. Though the Macs last longer and are more robust when dropped by little kids, Dell offered a better price on service. Apple declined, I suppose, betting that kids with iPhones and iPads will eventually want Macs, anyhow. Or that iPads might replace laptops in schools, and with the right Verizon contract Apple would best anything Dell could offer.

The educational discount, I just noticed, for the iMac I am considering comes to all of 100 bucks. It was once twice that. Second Life folks...does this sound at all familiar?

This reality suits Steve Jobs fine: his portable devices, selling in volumes we Mac zealots could only dream of in the late 1990s, are closed in ways Job could never manage with the Macintosh in any form.  We'd pry them open.

Try that with an iPhone. Maybe you have better eyesight than I do. Besides, even if  you do that, Apple's revenue-stream will switch from selling you a $2000 iMac (high end: I like my computers pimped) to selling you a $200 phone with a long-term contract that includes a cut for Apple with each App you buy and, I'm guessing, a bit of the monthly take that goes to the ISP carrying your data.

That's a sweet deal for all the corporations involved.

Consumers might not care, as long as the service is reliable, but as with AT&T before the 1984 breakup, with the iOS Steve's firm can dictate which apps appear, or do not, on the system. The Mac OS lets you write software; its relative openness, based on its UNIX underpinnings, compared to Windows has been great for those who had the skill to develop applications.

But What if Steve Loses (Again)?

Jobs lost the desktop market to Microsoft because he could not see what Bill Gates saw: that the software was the key to market saturation, even good-enough software. Most Windows users wanted the apps, and they could care little about the OS as long as it worked. I know that described me when I used Windows 3.1, 95, and 98 before making the Mac OS my primary system.

Could Jobs make a similar mistake today? As Google becomes more and more a competitor for the iPhone's and iPad's apps market, Apple could repeat its 1980s blunders. At the same time, it has some advantages it never had then.  Moreover, might Google  be forced into a more closed system? As I explained to my class today, Google must use the same broadband "tubes" (thanks, Sen. Stevens) to move data to one's computer or phone.

I'd feel better if I could get an Android OS tablet (what I'm waiting for) with service from any of dozen ISPs. Perhaps if some new and distruptive wireless service emerges, offering FIOS-level speeds without a cable, we could have 100 Verizons or Comcasts vying for our telecom dollar.

But in my region, it will be AT&T and Verizon carrying the data. As long as principles of Net Neutrality continue to hold for these big telecoms, in theory iPad / Phone competitors could run most anything and undermine Apple's closed-but-reliable model for access to content online.

If that happens, someone will have stolen Apple's message from the famous "1984" advertisement. I offer it here in case my students have never seen it:


I'm hoping for this outcome, even if it means that in a few years, I'll lose my Macs as Apple fades away (again). Maybe for my main computer I'll be running an admittedly sleek Sony Vaio with a Google OS on board and I'll have lots of options, including synching data with a tablet or smart phone. Maybe I'd even make peace with the old bogeyman, Microsoft. Windows 7 and clunky compared to the current version of the Mac OS, but it is the first version of Windows in a long time that I find compelling and rather intuitive.  Perhaps on a really tricked out machine...

Either way, if I can open the computer's case and change the hard drive out or upgrade the processor, better still.

Saturday, January 8, 2011

Furnishing Usher: The Haunted Desk Drawer

Not so Empty
Location: Nevermore Sim

Getting over the loss of SL's House of Usher is easy when I have a new house to build. The outside has been mostly finished for a week.  Little details such as gargoyles and gutters remain to be added; the downspouts got imported from SL a few days back.

I want to build some furniture that has sliding drawers, so explorers of the simulation can sneak around behind the actors' backs and find hidden clues. I began with Madeline's writing desk. It features a desk body as one set of prims, a sliding drawer as another.

Finding the drawer-open script was not too hard. Modifying Bob Sutor's script, licensed under Creative-Commons for non-commercial projects, was not hard. All that needed to be done was changing the X or Y vectors after the desk ended up in its final location.

I built my desk out in the open, so I would not accidentally select parts of the house when linking or moving prims.  Then I took the desk into inventory, as two pieces, and found my spot inside.

The ghost appeared as soon as the desk was in place.

I clicked the sliding drawer and "BLAM!" it shot through the wall and ended out outside the house near the position where I'd made the desk. I rezzed another drawer, clicked it, and "BLAM!" off it went.

The exorcism was simple. When I rezzed the third drawer I reset the script and it worked beautifully. I'll soon give away full-perm copies at the Newbie Dome in Jokaydia Grid, with a note containing a link to this post and Bob's Web site, as well as a note about the conditions of his CC license. I'll toss in some TGA images of Victorian clutter: letters, envelopes, and invoices, for the right effect.
Writing Desk
I have aggregated my posts on building in virtual worlds here. Happy home improvements!

Tuesday, December 7, 2010

Sprial Staircase! The Strange & Twisting Case of Roderick Usher

Spiral Stair 3
Location: Jokaydia Grid, Virtual House of Usher

As the interior walls rose in Usher, I realized that not only do I have a generous prim-allowance, but I also have a book that I've rarely cracked: Creating Your World: The Official Guide to Content Creation in Second Life.

SL made me lazy. I could just buy stuff. Now I have to make it. So, I opened the book!

I thumbed through the text in search of good tips for building components we did not have, or did not know how to make, in the Second Life House of Usher. Then I hit upon it...the visual element from all classic film noir, the spiral staircase. It's also the title of a wonderful thriller from 1945.

Given Madeline Usher's afflictions, I thought I'd have her isolated chamber atop a spiral staircase. So I made one and here's my cautionary tale.

Lazy-bones take note: there's a free staircase-generator script at SL's wiki. I've not tried it.

Lesson 1: Watch the rise on the stairs.  

My manual method, culled from the book, went slowly the first time but now I think I could generate new sets very quickly, once I found the necessary rise from stair to stair; .1 or .2 meters worked; .3 for each stair's "riser" was far to tall for the avatar to climb. The instructions were clear but too complex to repeat here. You can read them at this Google Books page.

I made individual steps and attached a "pivot point" to each, colored red so I'd be able to unlink all but the bottom point when I was done.  That final pivot gets turned into the column to which the stairs attach.

Suffice to say that the pivot point, as a root prim, becomes the point on which each stair rotates a set number of degrees. I started with 10 degrees of rotation and that worked great. I then made a ton of stairs that way, coiling like the shell of a Nautilus.
Spiral Stair 2
When I tried to climb them....oh oh. Maybe the stair dimensions work in SL, but in OpenSim Roderick could not get up the first step. I'd copied the staircase into inventory, so I played a bit with the original, shortening the rise to each stair's "tread" (the part of the step you step on) and lengthening each tread. My final staircase was half the original height, but it worked!  I stretched the Z dimension of each step to overlap the one below, to get the effect of the stone stairs I have seen in castles.

Whether the effect desired is open-air Moderne or dank and spooky Gothic, I'd recommend making a few stairs first, then trying to climb them. There's an advantage to in-world building that way. I could take the avatar up the stairs, into a room, under a ceiling to check it's height and what that did for the camera. With off-world tools like Blender or Maya, can that be done?

Lesson 2: Place the stairs carefully.

I had many bumbling adventures trying to climb the spiral and falling off. Luckily, once I placed walls around the stair, the results gave a mysterious peek at the spiral and kept the avatar from tumbling down. In castle turrets I've climbed in England, the spiral stair winds that way nicely, leaving one guessing what might be around the next bend. Although I used a square rather than round enclosure, the effect in OpenSim was similar. I also found a small opening at the bottom of the stairs, a perfect place for hiding clues.

Stairs consume lots of space in real or virtual buildings. Spirals and multi-landing stairs conserve space while providing places to meet, fight in a combat simulation, or hide clues in simulations like Usher.

Lesson 3: Randomize the Look.

My finished stairs, shown in the first picture, looked awful. The stone textures, while impressive on a span of wall or floor, looked cookie-cutter on duplicate stairs. I so chose another more uniform texture of flagstones, tinted it dark, then made sure the repeats for the textures on the top of the pillar and visible sides of the treads looked good. Here's the final result. All I need is a mournful statue for the top of the pillar supporting the stairs and some a tapestry for the wall.  Since I took this shot, I went back to place a tapestry on the far wall, and I tweaked the horizontal offset and flip direction on a few treads to add more variety.

Spiral Stair 1

This process educated me in several ways. First, I learned about the builders' grid and some of the useful features such as planar drag-handles that let me quickly duplicate my steps and keep their Z-axis distance right.

Finally, it also helps that I'm redoing a physical set of stairs at our farm. We have too steep a rise there, too, but we're going to live with it, and our new oak treads are much harder to shape than prims. For all the fuss over building in virtual worlds, it's much easier than shaping and cutting actual wood.

Wednesday, December 1, 2010

Prometheus' Other Sin: Stealing Fire

Making a Fireplace, 4
Location: Virtual House of Usher

"Stealing" is a bit harsh, since I did locate scripts licensed for non-commercial use from FoxSan and The Online Script Library.

Making a fireplace has stymied me for a while. Jokay Wollongong kindly provides Azzura Supplee's excellent heavy smoke script at her Newbie's Dome, so the top of each chimney was all set. But what about the fire? Even when I had the scripts in hand, there was the problem of putting it all together.

This account is for you novice builders. Pros know these tips. I still fumble somewhere in the middle.

1) Root-Prims are Just That: This prim is the one to which others get linked and, when linking items, is the last one to be selected. In my case, I wanted a prim containing the fireplace script, so I made a small prim, put the script inside, and textured the prim to be transparent. My fire-box, chimney, and logs (a few with a little particle script to make sparks fly) got linked to the root.
Making a Fireplace, 1
Here Roderick links a smoke-emitting prim to the top of the chimney. he clicks the newest prim first to edit, shift-clicks to the already linked chimney, then links them. This preserves the root prim's primacy. I found on some objects that I'd otherwise lose the root-prim's primacy, a very important feature when, say, the root has a script that activates on touch.

The next image shows the root prim in the center of the fireplace's linked-set.
Making a Fireplace, 3

2) Texturing Tricks: Viv Trafalgar gave me a hard time once about getting my builds properly tinted. I didn't know what she meant, and though I still may have it wrong, I found that having my one-prim hollow "firebox" tinted slightly orange inside have the illusion of reflected firelight. You can see it in the image above, at the inner right face of the firebox.

Since the firebox was a prim hollow at each end, I also noticed another problem that a tinted prim solved. I placed a charcoal-tinted fire-back inside and at the back of the opening. That avoids the common issue of how the OpenSim and SL clients render transparent images that intersect. Without my fire-back I'd lose part of the fire...just as in in real fireplace. Instead of heat escaping up the chimney, however, in the virtual fireplace parts of the fire would simply vanish, depending upon the camera's angle.
Making a Fireplace, 2
My Promethean sin will be complete when I box up the Usher fireplace and put it at the Newbie Dome at Jokaydia Grid. I hope the gods are kind; they have been to all of us who make our virtual people: Prometheus' other sin.

I'll be content as long as vultures do not come to feast upon my liver. I suspect a few will flap around, perhaps in the comments section of this blog, but pesky and nattering carrion-birds are part of life online and in new spaces such as virtual worlds.

Tuesday, November 2, 2010

Butcher, no. Baker, no. Candlestick Maker in Jokaydia Grid!

candlemaker_001
Location: Letting there be light

When we finish our move to Jokaydia Grid, I'll miss Morris Mertel's furniture and outstanding candles that have graced the Usher Manse since early in the building process. I'm going to see if he'll sell me restricted-rights versions of his fireplace and furnishings, but meanwhile I thought that I might try to make a candle myself.

This tutorial is for those new to OpenSim (or SL) building.

1) Making the candle itself was was easy. I rezzed a tube, set its x and y sizes small, and I tapered the top. But the wick, a .01 meter tube, looked HUGE. As builders know, however, there are tricks to making "microprims."

2) A quick Google search revealed this post by Kevin Jennings, with a short and easily comprehended guide to making little-bitty details. Using the trick for a making a tiny square, I rezzed a cylinder, made it a sphere using Kevin's tricks, reset the sizes, then played with the stretch tool. It takes some patience but soon I had a pointed wick to go into the candle.
Linking up the Candle prims to...

3) I added more taper and reduced the candlestick to .02 meters x & y.

4) But what about the FLAME? There's a free candle-flame script that works in both SL or OpenSim. I don't mind paying for scripts but this one was a free godsend. I made it the root prim and linked the candle and wick to it.

Finished candle in House of Us...

5) Touch the candle and...three-prim instant ambiance! Thanks, Path, for the skull. Touch it and the spirit of Roderick's and Madeline's mom will appear with a grim warning. Note that it and the candle are free to copy and take. I'm going to make a few holders for these candles and do some in different sizes and colors.

Have fun and don't let the ghosts get you!