Showing posts with label acc alpha. Show all posts
Showing posts with label acc alpha. Show all posts

Sunday, February 5, 2012

TREE HOUSE


Feb. 4, 2012


MEDUSA GALLERY KITCHEN moves to Sparquerry.


The Medusa Galley Kitchen, only a month old institution in ACC Alpha, is already in the process of being transfered to Sparquerry. The reason for its removal is based on ACC's deficit of prims, in conjunction with its new project to build up a merchant's quarter on the Plateau of Man. A sim should always have a reserve of at least 1,000 unused prims. ACC Alpha was down to 500. Its sister sim, Sparquerry is able to absorb the kitchen (café), and so today, the lengthy process of transferal began. Unlike its original location at the pier, in Sparquerry, the galley was placed right atop the Tree House, so that the bow of the ship shaped café sails thru the jungle's tree tops. Going to the top from the forest floor is an expression of verdant density. The views are far reaching from the top.


The photo above shows Two Ships facing each other. The one on the right is the newly arrived café (incorporated into the older build of the Tree House). The one on the left at ACC Alpha will soon be taken into inventory.


How to get there: Type Sparquerry into your map. There is a jungle before the main entrance to the Temple. Walk up the hill in the jungle and you will come to the scaffold-like structure of the Tree House. Walk up. All the way. Have a warm meal. Write a story at the typewriter, kick back, swim upstream on the flooded ship deck, or bake some bread.

Thursday, July 28, 2011

A BIT OF DARKRODIN SLIPS INTO THE SEA





July 27, 2011

Since July 25, there have been big changes around the Darkrodin jut. Large chunks of land leading to the pier sank into the ocean. The 1 1 11 Room along with the the pier supporting it crumble into inventory. In their place, rises the new Medusa Pavilion, still under construction.

Currently, the pavilion is around 160 prims in size. The floors are being fitted for shadow and light effects. To create these shadows, I plot the shadow shapes on the floor by way of bars set at the angle of incoming light. This was an idea offered to me by Derek Michelson, and it works quite well. I then take an aerial screenshot of the floor with the bars delineating the coordinates for the shadow. In Photoshop, the next step is to draw in the shadows, slice into as many textures as I will be needing to cover a given area, and upload the alphas into SL.