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Post Info TOPIC: The Psiwheel Room


International Psionics Journalist

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The Psiwheel Room


Work in progress for virtual pk training game.



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International Psionics Journalist

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Here's the link to the .blend file if anyone wants to work on it. The image textures may be missing from the blend file. I'll create a zip file to contain all elements in the next versions.

https://dl.dropboxusercontent.com/u/79262165/The%20Psiwheel%20Room/The%20Psiwheel%20Room.blend



-- Edited by Tranceffect257 on Saturday 1st of October 2016 07:23:53 PM

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International Psionics Researcher/Author/Journalist

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Nice. That was fast. You can pack the images into the blend by going into the file menu and looking under the external files option.

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International Psionics Journalist

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Oh nice tip! I've reuploaded the file:

https://dl.dropboxusercontent.com/u/79262165/The%20Psiwheel%20Room/The%20Psiwheel%20Room.blend



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International Psionics Journalist

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So after getting everything going in cycles engine, I realized none of the materials convert over to blender's game engine.

I've spent the past few hours tinkering with the physics to simply get the psiwheel to stay on the tip of the toothpick/needle without flopping around in very unnatural ways. Makes me wonder how accurate we're going to have to get everything setup in order to be able to influence it via pk. But I'm determined to continue the project as far as we can take it for the sake of experimentation. :)

https://gyazo.com/2ff7e4ae4073d989a0a3683f932234ff



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International Psionics Researcher/Author/Journalist

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I didn't get a chance to download your file yet. Sorry. Yeah I think you have to use the blender internal materials and not cycles.

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Here are my current modifications: Added two psi wheels.
drive.google.com/file/d/0B2RL9-BKkCuXdG0wVEl5bWtEQkk/view

Naturally they aren't going to work well in the blender game engine. :P I seriously have no idea how to work with the game engine. I will try to start investigating it over the coming weeks. If you want to maintain the style of interface that you have in your original blend file you'll need to hit SHIFT + F1 to append the Wheel01 and Wheel02 that I made. You should be able to grab them from the Objects section of this blend I'm sharing.

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International Psionics Researcher/Author/Journalist

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Blender files can be easily imported with Unity, which should make it easy to deploy to a variety of platforms.

Though, I guess I sort of missed the idea of the virtual psiwheel room. Perhaps you could elaborate on it a bit more?



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International Psionics Researcher/Author/Journalist

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I guess it's more about learning to move objects in the digital world. Manipulating digital ones and zeros. :)

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I'm guessing you don't mean manipulation through RNG?



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The unreal hath no being; there is no non-being of the Real; ~Krishna

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RNG?

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Some sort of random number generator, and influencing it via micro-pk?



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The unreal hath no being; there is no non-being of the Real; ~Krishna

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International Psionics Researcher/Author/Journalist

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Essentially that is what we'd be doing. Unless you consider us to be in a simulation and we're able to affect the computer reality directly as though it is real.

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Psychokinetic Researcher

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Well i can vouch for being able to manipulate computers. Sometimes when I play video games which have random events happen, a lot of "happy coincidences" would happen lot of times. The funny part is that it happens on cue to what ever moment I was being in.

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:) I think it's a fun idea for experimentation. I've had moments during games where I was able to get legendary items to spawn consecutively despite their rare spawn rates. In my own self-speculation, as far as PK has advanced since I became familiar with it 7 years ago, it's still a baby in that we're still pioneers on discovering what we're capable of doing with it. I'd say we probably knew more in ancient times before life became convenient and few things passed down since then. And even back then, they didn't have digital means to practice pk on. So this is just a mini project to see if we can create a favorable environment to practice pk in a digital world.

I wasn't having much success with blender and out of curiosity learned to tinker with unreal engine 4 a bit today. I think it may be easier to create there. It certainly is a much easier tool for creating physics-based environments.

https://gyazo.com/19ce6da80c1d7fbe7cc0935bbac7cbcf



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Sweet :)



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Psychokinetic Researcher

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I completely believe your ability to spawn useful items in games. I really find that open world video games are the place where you can really let your PK lose. So anyway did you guys figure out a way influence the virtual psiwheel?

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The only thing I haven't been able to do is experiment yet with the Blender game physics. I'm considering using a wind source and maybe assigning it a maximum speed and allowing a random seed value. That seed value would likely need to be what we're influencing. Though I am wondering if it would be better to animate the psi wheel spinning in both directions and then assigning a random seed for which animation plays. Not sure how any of this stuff works so I probably won't get very far in the immediate future. lol. Maybe Trance will have more luck.

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International Psionics Researcher/Author/Journalist

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Remember that real wind never flows with a constant value; it moves in rhythmic oscillations. I'm not sure how you would program this, but if you want to simulate natural entertainment; frequency pattern may work better:)



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International Psionics Researcher/Author/Journalist

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Blender has some excellent physics simulation capabilities. I'm going that we could let it run automatically while we attempt to manipulate the random seed value.

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