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Wednesday, November 25, 2009

Hang-10 Surf HUD


















HANG-10 Surf HUD

A cooperative effort by Locksley Blitzstein(HUD designer and programer) and Rayzer Haggwood(animator)


Just a note before we proceed, maybe your like me and have heard all of the initials that are used in SL. Well I’m going to use a few and for those that don’t know what they mean heres a quick definition;


HUD: This stands for Heads Up Display. HUD displays normally are a graphic interface or Icons that indicates that the HUD is attached to your Avatar and provide you control over animations included AO’s.


AO: Animation Override. If you've been in SL for more then an hour you probably have used these while dancing. An AO does exactly what it says it will override the normal SL animation. Just about everyone uses these to change there avatar’s normal everyday walk, stand and sit. In the surfing world these are utilized to provide different animations while your surfing.


For everyone out that that enjoys surfing and is looking to enhance their experience the Hang-10 Surf HUD may be for you. The creators wanted to replace the static default animations with one that would look more realistic and bring more of a real life feel to the experience.


The Hang-10 HUD has a nice little rectangle graphic with 7 interactive buttons that allow you to override the normal animation of your surfboard to perform selected moves and tricks.


Now the Hang-10 HUD is not new by any means I’ve had mine for about a year, but I run into new surfers everyday that are looking to purchase the HUD. For beginners it will get you up and surfing like a pro with less belly time. Experienced surfers will love it for all the great photo opportunities it gives you, and who doesn’t want a life size picture of themselves doing a flying eagle hanging on the wall of their 6x6 hut ;)


There are 5 moves and 7 buttons that come with the Hang-10


Curl: The Curl is a cool move that gives you sort of that realistic wobbly feel while reaching done and touching your board.


Glide: A nice replacement for the standard surfing stance. This to gives you that “keeping your balance” look.


Note: These first two animations can be triggered to replace the default animations that come with your boards.


Flying Eagle: This is a cool move it allows you to jump off your board do a spread eagle move and then come back to your board. This is a seamless animation that gives you a nice trick.


Hang-10: For a RL Longboarder like myself I love this move. The animation allows you to walk to the end of your board hang 10 and return to your original position. This again is a great seamless transition.


Back Flip: This triggers the default back flip standard with your board.


Stop Animation: Pretty self explanatory. If you don’t click on this button you will not return to the belly position.


?: The question mark button will give you a notecard that explains the product and features.


I have used the HUD with SSI, Action and HP4 and it works fine with these boards. I usually recommend Try it before you buy it, but this won't work with the Hang-10 Surf hud there are no Demo versions available. My suggestion is to ask around before you buy. I recommend this for anyone who really loves to surf and has L$600 to spend on surf gear.


Remember you can find the HUD at Surf Shop 6, but most stores that sell boards will have the Hang-10.

Saturday, November 14, 2009

TEAHUPOO WAVE

Recently I dropped by HP Surf Point to see how Leogarto Burt was coming along with his new wave the Teahupoo. Fresh off his lecture at Surf Fest, Leo was eager to talk about his latest creation.

As always, I believe in full disclosure; as many of you may know I use HP4 products throughout my regions. I’m a big fan of HP4 Board designs and sell them in my shop.

Q-
Leo, for all those people out there that really enjoy your waves and surfboards but don’t know much about you the creator could you tell me how you first came to Second Life and how you became involved in the great surf community?

I knew of Second Life through an article in a magazine, but my first experience was frustrating because my computer at the time did not meet the requirements. After purchasing other equipment, I could get into SL - this was in mid-2007.
After about two days with a pounding headache, I found search and what was the first word I entered?!? "SURF", of course. I found that I could visit several islands with surf and chose the now defunct Kahuna Beach as my favorite and where I began my activities.

Q-
What inspired you to start creating your own waves and boards?

At this point I think the main reason is the love of surfing in RL. An activity that I have enjoyed for more than 20 years and reflects my lifestyle, so it was surfing that I brought voluntarily to SL.
With the theme in mind and being endlessly curious, I had the support of my wife (also a surfer), a great patriotism and willingness to innovate. I've always had a keen creative spirit and thus was inspired to just get out there and start creating in SL.

Q-
Leo, what was the progression of wave development for you that has ultimately culminated in your latest creation the Teahupoo Waves?

The Wave, Teahupoo, is the result of our work where we have joined all the best practices gained in previous models, in which can be highlighted:
- Use of sculpted prims, giving a much more harmonious than the objects made directly in SL;
- Use of megaprims, eliminating the seams and the problems of timing;
- Use of several sculpted prims in sequence, giving a sense of movement never before developed;
- Use of textures, sounds and particles, such as increased quality and reality.

Q-
What do you see as the major advancements that your latest wave has over your Jaws Waves?

The design of Teahupoo brings two important events - the first refers to its shape, where sculpted prims were built to give the impression of a wave breaking over the side and not centralized as Jaws and Sunset. The second is to change the script so that the wave will move to the front, as usual, but also moves to the side indicated by the formation, continuing the wave. Thus, a fast and extensive wave arises providing more than 200 meters of fun!

Q-
I have surfed the Teahupoo and it is stunningly beautiful and behaves closer to a real wave than anything I’ve seen in SL to date. How did you achieve this sculpted marvel?

After watching several videos of surfing at RL Teahupoo, along with the experience from other projects designed in 2D, I created a whole sequence of the wave, which served as template for the 3D rendering. This required much work to create the look which I felt to be extremely critical to the success of this wave.

Q-
One thing that I’m very curious about is the technical specifications of the wave. What will the waves dimensions and features that people will have to choose from? Additionally what will the performance requirements be? As you know all waves in SL can be run on HS sims, but waves like your Jaws and SSI EPICS run best on full sims.

Teahupoo -The Waves is a wave with 100 meters in width and variable height of approximately 10 meters. It has a series of 20 stages and constant speed back and left with a life expectancy of more than 40 seconds. The installation requires a specific area of ocean with the ocean floor terraformed to slope similar to a backslash "\" or the left leg of a letter "V". Then with a rectangle of 220 x 180 meters, one can take alternate corners, one bottom and one above, for sand and buildings.
Due to the complexity of managing all these innovations presented and the need for performance, there is unfortunately no possibility for the owner to change the variables of the script at this time, however this is something that might perhaps be available in the future. However, by buying such a product, all can be assured that it has been rigorously tested and its variables determined to present the best possible performance. Regarding the performance on a HS, I can say that one can halve the time of the script compared to Jaws Waves, which after the last upgrade, already had the same conditions in a HS not overloaded with other scripts as did in a full.

Q-
Once you've perfected the wave, whats going to be your pricing strategy? Will you be pricing this for a select few that can afford the best, or going after the mass market?

Recently, I have significantly reduced the prices of Sunsets and Jaws, to encourage new purchases. Now available with Teahupoo, Jaws should see further price reduction or new upgrade for better functioning.
Waves like Jaws and Teahupoo, because of their size, require large areas which prevents the use by the masses and this, together with its benefits should be maintained at a slightly higher price, but always in tune with the market.
Once I have more free time, I will make smaller, more simple waves to supply the market of new residential and commercial property that do not have large areas of ocean. These waves will be priced much more affordably.

Q-
Considering the size and dynamic traits of this wave, do you see this as the main competition waves for your organization?

Surely this wave is my best creation, I myself was surprised with its performance and how close it is to my initial idealization. Now, it is better to let Second Life surfers respond.

Q-
Leo, in your opinion where do you see surfing and wave development going in Second Life?
After all this contact with the SL, its internal resources and external tools, I have the feeling that there is no ceiling where everything is even and no limit to the imagination and creativity. So I can say nothing to what the future promises.

Q-
Leo, finally I’ll ask you the same question I asked of Sebastian; Now that you are ready to release the new wave what is next for HP4 in the way of Surfboard and wave advancement?

Bahhh, I see I will have to keep all these promises, lol. Initially HP4 Jaws, had an excellent interaction with Waves Teahupoo, but certainly there are some changes and new developments that should be taken in making better use of the new wave. Perhaps soon we will post the version HP4 Teahupoo, to the public. And in 2010, you can look for version HP5, with more significant changes.

Leogarto, thanks for taking time out of your busy schedule to talk about the amazing Teahupoo wave.

Syx, I am grateful for the opportunity provided by Surf Monkey to present my work, I received the invitation with great honor. Finally, I want to say that the new Teahupoo Waves, can already be purchased directly from me, until the vendor is available in stores HP. The good that can come out of contacting me directly - a discount or premium trading, which I personally enjoy. The more I am able to answer any questions and assist in whatever is needed for optimal functioning of the New Teahupoo, the more all will enjoy as well. A big hug to everyone.

I will be providing a full review of this wave once it has been released but having surfed this baby I think the world of SL surfing is on the verge of a major advancement. With the Teahupoo and New EPIC being released shortly the face of virtual surfing is in for a treat not seen since the first wave rose from the SL oceans!

If you want to see Teahupoo Waves in all its glory, go to:

SLURL: http://slurl.com/secondlife/Crab%20Island/99/98/23

As always these are my opinions ☺ If you want to contact me put a message in a bottle and send it to surfmonkey.6@gmail.com

Friday, November 6, 2009

Conversation with Dee Waverider

I had an opportunity to catch up with SL Surfing’s newest board designer

Dee Waverider. I wanted to get a little insight into Dee and discuss her inaugural collection of Surfboards.

In the way of full disclosure I have known Dee for a while now and she also makes her home at Monkey Cove.

Dee first of all congratulations on your new boards they look great and it seems like you’ve really infused some new original designs into your work.

Q-

Dee how did you get involved with Second Life, and how long was it until you discovered the thriving surf scene here in SL?

A-

I joined Second Life on the advice of a friend already here. I had checked it out a few years earlier but wasn't very impressed. It has come a long way since then. I think it took me all of 5 minutes to find the surf community on here. I typed "surfing" into the search option straight after signing up. It was all the cool surf sims that I found that made me want to continue to hang out on SL.

Q-

Dee I know that you have been surfing in real life for quite a long time, can you draw any parallels to virtual surfing?

A-

I've been surfing in real since I was kid, and I followed in my dads footsteps to become a lifeguard. Surfing changes you, as I'm sure all the real surfers out there will agree. There's no better way to put the world into perspective than to catch a wave. Surfing on SL is fun, but it could never come close to the real thing :) However, I can draw a parallel when it comes to the sense of community on here. There is a good bunch of people involved in the surfing groups here that loves what they do and look out for each other. And that is very real. I have met some great people within the surfing community here and I hold close the friendships I have made.

Q-

Besides the surfing what do you like most about Second Life?

A-

I just love chilling with friends and hanging out on my island. I've really enjoyed putting the place together. it's kinda messy with a retro look, but hey, that's what I like. The weird thing about Second Life is that's it possible to be yourself here more than in real. You can live in your ideal surroundings, with no real limits on what you can own. I don't have that luxury in real life lol.


Q-

There are quite a few surf completions that seem to be happening just about every weekend in SL have you ever competed in any of the competitions? And if not do you have any desire to?

A-

I've not yet competed in any competitions here though I would like to. I'm on UK time so a lot of the competitions take place in the small hours of the morning for me, I'm out cold by then lol. Those that know me know that time is a very real issue for me. There is no pattern as to when or for how long I can be on. Sometimes I log on only to have to log out again after only a few minutes. Real life always comes first.

Q-

Now if everyone hasn’t gotten a chance to see your new collection their really missing something, what was your motivation to start designing your own boards?

A-

Curiosity mainly, I saw the SSI 'modify' boards at Surf Camp and just couldn't resist buying one. It was a case of trial and error until things started to fall into place for me. I love creating things and I also love working things out for myself. I just tried stuff out with the boards and learnt in the process. I have some pretty whacky 'rejects' in my inventory.

Q-

How did you make the jump from designing your own boards to teaming up with Heather and Sebastian?

A-

Well of all the great places I discovered on Second Life there was one that I just kept coming back to. I guess I was drawn to it because if I was going to design a surf sim, that's the look and feel I would go for too. Monkey Cove has a real nice vibe to it and of course when I came to set up home on SL, that's where I settled. It was the landlord of MC (think you know the guy) and the local surfers there who egged me on in a local surfboard design contest. I got my break through that. It was great working with Heather and Sebastion, they are really cool people.

Q-

If you could give advice to any other artist designing boards out there what would it be?

A-

Crikey, I would say don't just copy and paste images from the internet. I must confess I did it, and it is handy when you are learning about applying textures to the board for the first time. But after that try and create your own artwork. I currently use a program called "Gimp", it's free to download and easy to use.


Q-

Finally I know you just launched your first collection of designs, but is there anything in the pipeline? What’s next for DW Surf?

A-

When I have the time to sit down I do enjoy designing stuff, It is fun to do at the end of the day. So yes there is stuff in the pipeline :)

Dee continues to design and enter contest to display her latest work. She recently had one of her designs in competition at the recent Surf Fest.

If you would like to see Dee’s work visit her new shop:

http://slurl.com/secondlife/Pacific%20Coast%20Hwy/202/33/30/

Wednesday, October 28, 2009

Las Islas Naima Waves-Ocean Huge

Las Islas Naima Waves-Ocean Huge

 

By: Naima Broome

Cost: L$6000

Permissions: No Mod/Copy/No Transfer


Specifications:

One very large prim, does not change shape, animated texture, prim does not move

Two prim sizes 120 x 120m and 256 x 256m.

 

What’s in the Package:

There are 5 different types and 21 different configurations of these large Ocean Waves.

 

What You Need To Know:

-       A basic understanding of Second Life.

-       A basic understanding of Edit Mode.

-       A basic understanding of Terraforming.

 

This review is a little different from my previous examinations of your favorite waves, this wave cannot be surfed, but will add a realistic touch to your surfing area. Lets face it not every wave in the ocean is going to give you that once in a lifetime ride, there are many that we all watch roll on through; this is that type of wave.

 

Naima’s creation is a huge prim with an ultra-realistic wave animation running from one end of the prim to the other. The animation is just spectacular and finishes off you ocean in a very realistic manner. The creator recommends this product for “off shore” and I would agree these waves are better seen from a distance.

 

Set up of this wave is a snap! It’s placed right on the ocean surface and starts animation with no input needed. I would always suggest placing any object in edit mode so you can adjust it immediately without picking it again. Once you have placed the wave you can move it into the optimum location. Another suggestion would be to move it as far to your ocean’s horizon as it will go. This will allow you to have part of the prim “off-sim” which will create a fantastic look of infinity on your ocean.


When occupying the same space as your surfable waves the Naima Ocean Wave will not interfere with your ride or the performance of the wave. I have my Naima waves running in tandem with a large Sunset wave and there has been no affect on ride or the performance of the wave. Additionally I’ve seen no real degradation of sim performance.


As far as compatibility I have tested the Naima waves with; Sunset, Pipeline, Foam and Maverick waves and had no problems. This product can be paired with any of the shoreline waves out there to create a finished look to your beach. A great look is having the Naima Ocean Waves end about 10-15m from your beach with a shoreline wave running in the rest of the way.


In scoring this wave on my patented and totally subjective scale I would give this wave a 9 out of 10. The beauty, simplicity and cost make this a must have for any sim owner that has an ocean.


If you would like to see this product go to:

http://slurl.com/secondlife/Las%20Lagunas/216/224/21/

If you would like to purchase this product:

http://slurl.com/secondlife/Las%20Lagunas/216/224/21/

 

As always this is only my opinion, always try it before you buy it!

Friday, October 16, 2009

Waves in Review: Sunset

Sunset Waves (Ondas Olas Waves)

By: Leogarto Burt


Cost:

40m L$ 3,000

60m L$ 4,000

100m L$ 6,000

200m L$ 8,000


Specifications:

Sculpty Wave, One Shape Start to Finish, Animated Texture and Particle Break


Length: 10m

Width: 40m, 60m, 100m, 200m

Height: 10m


What You Get:

01 - Sunset Waves Control Panel;

01 - Sunset Waves Generator (40m or 60m or 100m or 200m);

01 - Sunset Waves Install Instructions Notecard;

01 - Metric Ruler;

01 - Surf Point HP Landmark.


What you need to know:

- How to use Edit Mode

- How to use Terraforming Tools

- Know your lot size

- Have a basic understanding of the SL system


Another great sculpty wave in Second Life is the Sunset Wave. The wave has nice rise and good breaking. The animation is very nice, but the wave is fairly transparent so looks best with your graphics turned up as high as you can go without crashing.


Now riding this wave is fun, wait let me stop here! Just so everyone reading knows I love surfing every wave. Ok back to the wave, I recommend the 100m or 120m wave due to the nice long ride you can get out of it. The wave is pretty forgiving to cut backs and has nice height for spinning and other tricks. I myself like long rides that allow you to move up and down the face of the wave, which the Sunset is well suited for. My only objection to the wave is its acute face angle, this is purely a personal preference and I know many people that love that aspect of it.


The wave is very easy on the sim and runs well on a HS sim. I have my Sunsets running on an HS with lots of other action going on and it never lags! The Sunset is in the mid price range of waves out there and is at a price point that most sim owners can handle even if they are not building a surf themed sim.


The wave is very easy to set up and comes with multilingual text. One nice feature of this wave is its remote wave controller. The on/off is packaged nicely into a beach sign that will blend into any setting. As with most waves beach design is key to having a natural looking wave, so experiment with terraforming and get your wave to break and fall nicely into the water. This wave is a simple setup and has no menu. The wave run duration is totally dependent on terraforming. The best feature of this wave is that Leogarto is always willing to come and help you if your not sure what your doing.


Considering all of the pros and cons I would give this wave a 7 out of 10. I would honestly recommend this wave to any surfer or sim owner thats looking for a nice simple to set up Sculpty Wave!


If you want to see the Sunset Wave in all its glory try Tsunami Beach, its my favorite Sunset Wave spot they have giant sunsets running one after the other in rapid progression. Additionally you'll love the black sand beach.


SLURL: http://slurl.com/secondlife/tsunami%20beach/233/127/21/


If you want to purchase this wave check out HP4’s headquarters at Crab Island. This place is very cool and check out Leo’s other creations you will really love the HP4 Surfboards!


SLURL: http://slurl.com/secondlife/crab%20Island/196/76/30/


As always this is only my opinion, always try before you buy!

Friday, October 9, 2009

Waves in Preview NEW EPIC

The New EPIC Wave by SSI

I had an opportunity to pose a few questions to Sebastian Saramago about the new EPIC wave under development by SSI. I had been hearing a lot of rumors regarding the wave and its possible features so I thought I’d go right to the source.


Q-

Sebastian; being the Co-Creative force behind SSI what has been the progression of wave development that lead to the creation of your new EPIC Wave?

A:

We always had the desire to make surfing more dynamic. The new wave is an attempt to bring some innovative design characteristics in to play. We always wanted to develop a way that looks great, and rode even better. Working within the confines of Second Life has been a challenge.


Q-

It seems like sculpt is the “wave” of the future, no pun intended, what advantages does the sculpted wave have over the standard linked PRIM wave?

A:

There are many advantages to the linked prim wave actually. The cool thing about the sculpted wave is that you don't get the seams and synchronization issues. We started developing the one prim sculpted was back when sculpted prims were first available. Of course, and many know speed to market has not been our strong suit do to the real life schedules Heather and I have. Our competitors will always wait for new innovative ideas from us, then try to imitate the look and feel thru reverse engineering. Its a great compliment to us. Just as in the real world, people always look to the best then try to follow the style. Same as in SL. People will continue to look to us for the innovation. We really change and shape the market in this way. Bottom line, if SSi has it under development, you can be sure the competitors are working to keep up and follow suit. That's the way it should be in a free market.



Q-

I have surfed and also own just about every wave available in SL; what will be the biggest difference between the “New” Epic and the existing “EPIC” that everyone knows and loves so well?

A:

There was a lot of thought and planing into the way the wave is shaped. The goal was to have a wave that looks great, yet also lets you do more then just surf on a half pipe. The new shape will offer swells in sections that allow for jumps and tricks when timed just right. Also, one side of the wave has a low lip, and a graduating edge that leads to the mostly enclosed curl of the wave. When ridden by a skilled rider, this will allow for some amazing combos on the wave.


Q-

Was there any features that you really wanted to add to the wave, but decided against due to performance of complexity?

A:

Sure, always. There were some effects for looks that I wanted to add, but its always a balance between lag... which equals suitability, and performance and constancy. I have not given up on some feature that Heather and I are working on. I cant say at the moment for obvious reasons, but we have some great plans.


Q-

As you know there are a few Sculpted waves out there right now ranging from very expensive to very affordable where will you position the “New” EPIC wave?

A:

My intent is to make the new wave available to most of the public. That means competitive pricing. Truly, that's the only thing that gave our fellow wave makers a slight edge in the past.


Q-

Finally; I know your getting ready to launch the “New” EPIC wave shortly, but is there anything brewing in the way of advanced surfboard development you may want to share?

A:

Yes, the board have been in development for some time. I know people get disappointed in us for not being faster to market with things. However, we do love what we do, and are still working at it. We decided that the new boards must be complete before we roll out a major update. Many people have seen some of the improvements in the 6.4 design. I would say this design is about 55% of what the final board will be. We listen to our surfers and have taken note of the features they would like to see. Such as competition mode, that will make each board preform to the same standards for far competition, with registered scripts that let Judges know if board is not in comp mode. Also, duel riders, more animations, and more customizations options right out of the box.


If you would like to see the wave in second life got to

http://slurl.com/secondlife/Dive%20World%20SouthWest/78/53/51/


Thanks to Sebastian one half of the creative team at SSI for letting us get a preview of what's in the pipeline at SSI