baker Blinker's Weblog

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Tunnels!, Couple Exterior Shots November 19, 2008

Filed under: Gallery at the Temple of TILE (Rubi) — baker Blinker @ 8:37 am
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Related: second system of tunnels completed!

 

Tunnels!, 3

Understanding that there’s no other way to walk off The Arab except to dive into the pipe mouth on the the edge of the deck he just exited from, he takes the plug into the pipe system once again.

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He exits the system to the right at the bottom of the first turn to enter what he knows is Esbum’s provided new digs, very similar in feel and look — kind of — to her old room in the Azure Island TILE temple. Since creating these snapshots, Esbum herself has looked around the room and “porch”, with its viewing chair [her beloved “First Chair”], and tentatively given the thumbs up to the Bakers. Mind you, she still has some reservations about the more open air aspect to the space than with her old room. But at the same time it’s about as far out of the way as you can get on the property space but still be in basically the center of things. She has easy access to both the grounds, as we’ve seen, and also the gallery itself, as will be apparent shortly. So overall it is a positive review by Esbum.

Below, Baker Bloch looks around Esbum’s new room, complete with her slum bed, slum dresser, and Elvis picture (also transferred from the old temple). She personally requested the Elvis picture be included in the new digs — the younger Elvis picture of his two in the Azure Islands temple.

In the below snapshot, Baker Bloch is also standing to the left of the entrance to the third and last section of the Rubi gallery pipe system. As in the second section, the slant is again upward at around a 20 degree angle or so.

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Baker Bloch looks back at Esbum’s First Chair from inside the newest passage. That’s the hull of The Arab poking through the pipe wall to his right, as well as a section of the giant spearhead cypress tree that use to be in the Temple of TILE during its Azure Island incarnation.

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You actually walk around the front of The Arab here to proceed, with the ship poking through on either side of the front. Here’s the pokey-through part on the other side, with even a bit of the deck sticking out this time. Not really a big enough slice to walk upon, and even little Hucka D. could only manage to squeeze down less than half of its approx. 10 meter length. But on the other hand if it was much wider you’d have trouble getting past it on the pipe side to continue.

By the way, Baker Bloch is now in the longest straightaway in the pipe system, measuring over 40 meters in length.

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Then when visiting the system a little after Baker Bloch pieced it together, Baker Blinker decided, on a whim, to rez this Uncle Milton Ant Farm she’d had in her inventory for forever and place it on the deck slice here, just because she hadn’t had an opportunity to display the rather neat object yet in any build. The narrow deck seemed a decent enough place to start. Weird thing: my good friend Headburro *Antfarm* was, on that very day, celebrating his 2nd *Rez*day in SL, but I only found out about the latter Antfarm-rezzing conjunction several hours later, when HBA sent me a notecard on the subject. Strange how oddities like this happen with such regularity in SL.

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Then at the end of the long straightaway — surprise! — you will find yourself entering the lowest level of the Gallery at the Temple of TILE, staring directly at an Edna-style Blinkerton photo.

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But when you walk into the gallery here and turn around, no trace of the tunnel can be seen. This illusion was created, in the main (in retrospect anyway), to make Esbum’s room inside The Arab a more private place. You can get back through the wall into the tunnels, but you, of course, have to know it’s there in the first place to do so.

And with that we’ve reached the end of our Rubi gallery/temple tunnel tour! Hope you enjoyed it.

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Couple of exterior shots to finish.

 

Tunnels!, 2

The second pipeway is about the same length as the first Baker has already walked through. Blochs quickly enters a straight passageway very similar to the first encountered, except we have about a 20 degree upward slant here instead of a downward slant.

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Passing some interestingly placed green hued rocks, Baker Bloch rounds another corner and finds this opening to the left, much like there’s an opening to his left in passageway #1 at about this point, leading into what remains of the subway area. In fact, the first opening lies almost directly below this particular opening. But just as before, Baker decides to ignore this left opening for the moment to see what lies in the passage that continues around another quick corner.

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Taking him up a final steep, short section to…

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…the deck of The Arab. This is one of the functions of the pipe system, then: to allow easier access to this ship, including the deck, superstructure, and the 3 belowdecks cargo rooms.

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I’ve already covered The Arab’s strangest and most apparent quality in this earlier post, so I’ll just finish this particular post off with some snapshots of Baker Bloch on the deck region looking at various parts of the pipe system, some he’s explored but with obvious stretches of pipe yet to be examined.

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Tunnels!, 3.

 

Tunnels!, 1

Filed under: Gallery at the Temple of TILE (Rubi) — baker Blinker @ 8:28 am
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I had to delete the southern tip of the subway and also derez the NOOB statue, and table/rug/chairs positioned on it, but I think it was worth the sacrifice. Because now I have a *tunnel system* at the Rubi gallery. I’ve been very lucky to incorporate about all the earlier Azure Island builds into the new properties, including the Temple of TILE, the Edwardston Station Gallery, and even the older treehouse skybox. Two things obviously missing from this list are B_Hivia (still working on that), and then the Arcadia Asylum additions to the first Temple of TILE, including the pipes that use to wrap entirely around the circumference of the temple. I don’t think I’m going to include other aspects of Arcadia’s work added to the original temple, which basically means parts of the large sewer system she designed. But the pipes I did miss — just didn’t know how to incorporate them into the new gallery until now. A simple repeat of the pipe wrapping process from the Azure Island version didn’t seem practical. For one thing, the dimensions of the property wouldn’t allow such a duplication. However, I’ve now created what’s probably an even better way to use these pipe pieces, in a more functional and aesthetic manner — as far as you can take aesthetics with mere pipe pieces that is.

Let’s take a look, then, at what’s been done. When you enter the gallery grounds through the “front door”, teleporting atop the north part of the subway system, what you had greeting you before was just the art gallery kiosk and then the spiral walkway which led one either up or down — suppose I should put some more direction signs there, come to think of it. Then last week or so, I decided to add a ground teleporter beside the spiral walkway, giving visitors quicker and more obvious access to several temple loctaions, including the Charleston, SC room, the Pocahontas, VA floor, and the Temple Center (complete with a new Xmas tree and primitive animated train now!). Then just a day or two ago, when I did all the pipe linking, it just so happened that one of the mouths of the pipe system seem to fit well on the other side of this northern subway piece, allowing another access point to and from the entry level in addition to the spiral walkway and teleporter.

In the picture below, you can kind of get an idea how all this is set up. Baker Bloch stands at the entry point, with the art kiosk to his back, the teleporter directly in front of him, and the entry to the spiral walkway to his left. A little further away, to his right, is the pipe entrance discussed above.

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Baker Bloch enters the pipe’s mouth and quickly turns a corner to a straight section leading downward at about a 20 degree angle. This is already different from the Azure Island pipe system because in that system all the pipes were lined up horizontally on the same plane. In the new system we have very little that is horizontally level. Instead you’ll find mainly sloping areas very similar to this particular passage.

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Baker Bloch walks through a blowing newspaper mysteriously placed in the center of the passage he’s in. He is reminded of something similar in the the pipes of Azure Islands, but it seems there was more stuff blowing around in that old location. Truth is, it’s the same Arcadia Asylum designed object {Zeitungen”), except I decided to delete all of the blowing objects except this one to save on prims.

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Baker passes another corner, turning right this time, and quickly finds himself outside again beside the new mural centered by Ozmo. Now he’s *pretending* that he missed the second pipeway, as many people would do walking down from the entry level in this manner.

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However, he knows that it is inside the subway system that he passed on his left just before going outside. So he retraces his steps a bit to take the below snapshot.

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And then takes another snapshot at the entrance to the second part of the overall system, to the left of the filing cabinet placed towards the back of the subway section here.

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As they say: onward and upward!

 

Random Things… November 18, 2008

More shots from the underwater realm at Chikepe. Pictured below are 2 coral arches that I missed before, lined up with each other to the south of the main ruins.

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A night shot of the Edwardston Station Gallery skybox from the western edge of the Rubi forest.

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Several times in the last week or so I’ve found myself pulled back to the old Azure Islands haunts. This would be the main Azure Island… just popping around and seeing what’s changed since I lived there. Seems so long ago, but it’s only been a bit over 3 months since I left. But I have a feeling I can never return. Besides the neighborhood looks so deserted even in comparison to when I moved there in April. Very sad.

Below is a snapshot of some of the desolated landscape you find on the main Azure Island now, where before you found houses and pleasant domestic living. Granted that a wasteland has its own type of aesthetic I can dig, but it comes to a point where you have to ask yourself: what do you want to get out of your SL experience? Do you want to live in a well over half deserted island with zoning restrictions added on top, or do you want to move to the mess that is the mainlands which, however, offers little zoning restrictions outside of some common courtesy rules (some of which I’ve probably violated at this point)? Once I found the Rubi properties, I knew I had to make the leap from off-mainland to mainland, and *probably* for good. But I got a whole lot out of my Azure Island experience — it really is an ideal place to live in SL if you just want to *live* and not do anything else. I see now that I had to choose the galleries and temple over living in relative peace and isolation, though.

I still miss it.

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Although probably close to half of the properties on the main Azure Island are up for sale, there are still some pleasant domestic spots, such as this walled field of flowers in Gacrux.

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Moving back to the mainlands and Bay City in particular now, there’s this whole Mole mythology that I missed upon my brief explorations of Bay City prior to last week, obviously tied into such things as these Mole Ruins on the western edge of Falconmoon…

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… and this statue of what’s called “Sir Mole”, also in Falconmoon.

So I’ve decided to make it a point to explore the Bay City area in a thorough manner sometime quite soon, much like Baker Bloch did at Nautilus Island/City. Bay City’s not quite as large as that area, and admittedly I’m not as attracted to strict urban areas. But I’ll give it a shot. Bay City really is a nicely crafted region, although the property prices are *way* out of my league (just as they are now in Nautilus).

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Moving on… I found another “Arab” type vessel underwater on the Sansara continent. I can’t remember which sim now, unfortunately. But this one guarded by flesh eating piranas so Baker Bloch (after getting part of his leg gnawed into!) decides that further exploration would not be prudent.

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I also find myself being drawn back to the Nautilus Island region, and I promise an update of online resources pertaining to that island in the near future as well. Here Baker Bloch explores some of the northernmost of the new sims, all 100% water sims. What I may do is focus more on the underwater regions around the Nautilus island in any new, personal updates. I also want to report more on some of the interal water sims of the Nautilus continent north of the new regions, places that I was exploring just before the sudden appearance of the island to the south.

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Baker Bloch briefly revisits the island itself, then, sitting on this forested northeast corner and taking in the nightime vista over the new sea.

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Baker Bloch can resist teleporting into a couple of other places on the island, including this lounging area just north of the mile long canal cutting into the island from the west. But he didn’t stay long.

I have a feeling there’s much more to be found in and around that island.

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I’ve also worked some on the gallery, adding this interesting mural obviously based on Da Vinci’s The Last Supper. That’s Ozma’s brother Ozmo filling in for the main player.
🙂

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Gallery, Couple Exterior Shots November 11, 2008

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Gallery, Level 6

TEXT SOON.
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House 2, Levels 5-4

Filed under: Gallery at the Temple of TILE (Rubi) — baker Blinker @ 10:38 am
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My apologies once again, but it has been several weeks between the taking of these snapshots and the writing of this text. Well, things have changed in the temple, but not drastically (as has happened in the past). I hinted around at some of these changes in a footnote in the last post of this particular, little series. Well, the interior walls are mostly missing now, as I mentioned (“interior” here meaning those walls of the Victorian house that lie inside those that help define the perimeter walls of the overall temple — think that makes sense), although the pictures are basically the same.

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Baker Bloch is inside the second Victorian house here, which technically doesn’t exist anymore except as a sort of shell opening up to the central area. As I said, though, the photos are the same, so let’s look at them. Again all the pictures within the space of what use to more clearly be 2 Victorian houses are of Herman Park, including the ones below. The particular ones on this floor (5) are more of forested areas around the general vicinity of TILE Mountain, as we’re calling it here.

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The back of this particular Victorian “shell” contains a passage to the added balcony area that looks out on the Rubi forest and the neighbor’s roller coaster complex.

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In the second Victorian house shell on this level, we find more Herman Park photos, and, once again, of the large meadow area making up part of the long backbone of TILE Mountain.

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The particular series of photos located in this area have an interesting side story to them. I was simply slapping similarly themed textures on properly sized prims culled from Edna’s “Herman Park” flickr folder when I realized that these 3 I had just created actually formed a kind of continual tryptich with each other. When I showed the effect to Edna, she reinforced to me that it was totally accidental in nature, made even more so by my further randomizing in the selection process. This quickly became my favorite series of photos found in the temple or temple grounds area.

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Thought I’d show a close up of this leftmost part of the above tryptich, because the valley beyond the edge of the meadow here contains TILE Creek itself, prominently featured in this blog in the Salad Bar Jack related series of posts beginning with this one.*

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* TILE Creek is also called simply CREEK in this blog. I’ll attempt to standardize the term (category/tag) for this creek sometime soon.

 

House 1, Levels 4-5

A look down from further up in the temple at Baker Bloch positioned on the top of the brick stairs where he entered level 4.

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And then inside the 1st house through that narrow chute described below. You can see now that we have an *unmasked* Baker Bloch touring the temple floors. I think he looks better.

The space we’ve entered here can be described as the edge surrounding the center. We have entered the meat of the temple. All the photographs within the two Victorian houses are of Herman Park, mentioned a number of times already in this blog. The story of the temple truly becomes one with the story of Herman Park and TILE through these centrally located photos taken by Edna Blinker and translated onto prims in virtual space.

Since there are 2 large rooms in each of the 2 Victorian houses, we then have a total of 4 rooms filled with Herman Park related pictures. In this first room entered by Blochs, the photographs are of a mountain more on the northern side of the 3600 acre park, a little over a mile away as the crow flies from the beginning of TILE Creek at Hand Spring.

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Then I’ll go ahead and include snapshots from the second level of this particular Victorian house, which exhibits RL photos of a mountain much closer to TILE Creek. Because the source of the creek (CREEK) actually arises on the side of this mountain, we’ll call it simply TILE Mountain here. In actuality (to the outside world, that is), the creek and mountain do have the same name, but it isn’t TILE.

As you can see, the mountain top above TILE Creek is dominated by a huge meadow. On the western edge of meadow, in a grove of balsam trees, lies the grave of Herman, the park’s namesake. The name Herman is the real McCoy and refers to a dirt Farmer.

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Another shot of Grandfather Mountain is found on level 5 on the side of the other Victorian house Baker Bloch is now about to enter to continue his tour.

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Gallery, Level 4

Filed under: Gallery at the Temple of TILE (Rubi) — baker Blinker @ 9:36 am
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At the top of the brick stairs used to access level 4, Baker Bloch can see down the 1st balcony region within the temple square, looking over the Great Rubi Forest as my neighbor calls it. It is indeed a marvelous SL panorama in that direction from both this level and the balcony on the level above, which we’ll get to in a moment.

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After climbing the stairs and crossing a narrow bridge of floor on this side of the 1st Victorian house encountered, Baker reaches another, broader spiral walkway turning the opposite direction (counterclockwise) from the orange spiral connecting the temple with the property grounds. This is the same as the old spiral that use to run through the entire length of the 30 meter high temple. In the most recent version of the temple, the bottom third of the spiral has been removed.

The view below is looking down from a little up the spiral to the brick stairs just ascended. You can also see the narrow strip of floor (green) bridging the upper spiral here to those stairs.

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Then a snapshot of the center of the temple from the same position on the spiral. The spinning Tyle cube is still there, as you can see, also with its still present but hidden silver cube inside.

You also have the tile walls surrounding the cube but more below than all around. And also the 4th wall is now present, since it did not need to be removed to make room for the bottom 3rd of the temple spiral. As I said, I left that part out in the new version. I decided to color the 4th wall more gold than yellow, though, which turned out to be one of those intuitively correct choices that had immediate, future ramifications. However, Baker Bloch can’t see the 4th wall from this angle — it is hidden just below the Victorian house to his right.

Actually, I think I’ve already mentioned the fact that the 4th wall is gold colored, so I apologize. I’m writing the text for this post about a week later than that of the last installment of this series.

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From the same position on the older spiral, Blochs looks at the only exterior photograph of this level, which is of Grandfather Mountain once again.

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This is a tricky spot in the temple to figure out. You have to start ascending the old spiral but then immediately jump off to get to the lower door of the *2nd* Victorian house of level 4 and 5. Since the snapshot below was taken, I’ve decided to remove this door so you can more easily see that photographs are indeed inside now. Another way to relate this is that you simply need to keep moving in a straight line from the top of the brick stairs to this door, continuing the line you’re walking on in that narrow strip of grassy green floor.

The manuveur is made even trickier because the door here opens to both the small balcony of level 4 but also the central, ground area of the temple that technically belongs to level 3. Removing the door has also made this split more apparent.* If you fall into the center of the temple here, the only way out is flying (which any avatar can still do at this low-ish altitude of less than 150 meters) or using the now present teleporter, reinserted at the “11th position” (footnote), to materialize at selected other parts of the temple or temple grounds.**

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* Thought I’d give a later update on level 4 of the temple. Now the houses are much more open to the central area since most of the front walls have been removed since taking the snapshots of this post. This makes access to the level easier from the spiral stairway, to cite one advantage. Another advantage is that I elimated prims in this way, making possible the large pipe system now on the property between the grounds and the temple and chronicled in detail in the series of posts starting with this one.

** The 11th object (teleporter) around the temple’s center is described in this June post that ends phaze 6 (Beehive) of Baker Blinker’s Blog.