Heya all, another build update for CoLA 3.0As we've gone through various verisons of CoLA there have always been rather large changes in how CoLA looks, this upgrade to the city won't be much different in that respect except we've decided to carry over at least one familiar landmark for the new Strip with a full mesh upgrade.
So here you go, the new Zodiac Lounge in all its divey glory.
The New Bar - Slight changes

Shake a Leg - The Same Stage, Just Better

Upgrades - Cause its the 21st Century After All

Good evening CoLA citizens, have you ever wondered where all the food went? So do we, obviously someones already been at this store and taken it all, what a shame eh? Overall this is another sneek peek into the future of CoLA, showing some basic interior design work and lighting techniques.
Overall the main thing to keep in mind here is that while "baking" in shadows on a model doesn't immediately "shade" that area, there are lighting techniques using Windlight which will actually allow us to ensure that avatars inside those shadows and outside of lighting sources do not stick out like glowing thumbs in the middle of the shadowed areas.
So there you go another peek at what we have going on, soon to come, we'll be revealing the main strip of the new LA.


CoLA 3.0 Continues Onwards
Its been awhile since we did an update and showed our work as its progressing on the new CoLA design resources we're putting into play for the rebuild of the CoLA sim.
The last 10 months have been very interesting, Chaos has been very busy sorting out some real life issues, and I've been up to my neck in CCS related projects attempting to get to CCS 1.0.5 so we can take care of some bugs and exploits that have cropped up since my balance pass announcement last December.
Regardless we've shown you some of what will be below, now we'll show you some of what is going to be above. This is one of the main streets in the new design, we're favoring a lot more apparent seismic damage in this build since we can render it in mesh with far better efficiency and detail than we ever could in simple primitives.
Work on the city level layer of CoLA 3.0 has begun again in earnest and we should have a small walk through video ready to show the public by Halloween. Far as completion dates go, I am going to continue to maintain that its done when its done. We're not rushing this build and we're designing things with a great amount of forethought to maximize the final vision of what the city can be to the very limits of Second Life.
But don't just expect pretty graphics, I've got some new stuff in design that will allow for wall climbing and all manner of interesting ways to deal with the new vertical density the sim will be presenting to everyone.
Oh....btw, that underpass there has a total prim impact of 9 prims. Pretty sweet eh? So yeah we're not dead, we've just got a lot of stuff on our plate and a lot of things we want to achieve and a small team to achieve it with.
So bear with us, we're getting there.


