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- Define Instructions:
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- Type 'define heart'
- The view pyramid and light source are normally displayed upon entry to
- define. A light source will not be displayed now because we have not
- yet defined a light source. The point of the view pyramid represents
- the eye position in the scene, while the base of the pyramid represents
- the view plane (the monitor screen). The current view and light
- filenames are retreived from the .world file.
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- First we'll make our physical database. (file).
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- Loading our previously designed heart:
- Click in a window with your left mouse button, then pick LOAD AN OBJ up
- in the Define DB's menu. When the screen flips, click the left button
- again and type in the file name of the heart, 'digi.obj', then <RETURN>.
- When asked for the object number, type 1, then <RETURN>.
- You can pull down the screen by grabbing the top line and pulling down,
- to check that digi.obj loaded correctly. Pull up the screen.
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- Now to define the location and attributes of the heart entity in our world:
- (You could have multiple occurences of the heart in your world, with
- different location, scale, color, and rotation. All entities refer to
- the master heart object for the actual shape of the heart.
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- Click in a window with your left mouse button.
- Pick 'Edit Entitys' in a menu.
- Click in the console window and enter the following values
- in response to the prompts.
- Edit Entity in Frame # - 1
- Edit Entity # - 1 We're defining our first entity now
- Parent Object - 1 (We loaded the bird as object 1, remember?)
- Location in X - 50 Location
- Location in Y - 50
- Location in Z - 70
- Scale in X - .3 Size
- Scale in Y - .3
- Scale in Z - 8
- Rotation in X - 0 Rotation
- Rotation in Y - 40
- Rotation in Z - -10
- Red Intensity - 1 Color
- Green Intensity - .2
- Blue Intensity - .2
- Randomize - 0 Randomize surface color for textured look
- Diffuse Coefficient - .8 Lighting parameters
- Specular Coefficient - 1
- Specular Power - 165
- Parent Object - 0 non-functional, still type them in as zero.
- Child Count - 0 "
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- You may re-edit the entity as much as you like.
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- Click in a window.
- Pick 'SAVE ENTITY' in the OPTION menu.
- Click in a window.
- Type in a entity filename (use heart.ent) as the save file.
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- Click in a window.
- Now pick 'MAKE PHYS DB' in a menu to create the physical database. Type
- in a physical filename (use heart.phys). This is the same name we typed
- in the world file for the physical file. Type in '1' for the frame
- number. Make Phys will take a minute. The physical database is the result
- of processing the object-shape specs, and the entity specs such as
- location, scale, rotation, and light properties into a single file in a
- real space coordinate system. The new object will be drawn in wire-frame
- in the three views.
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- Second we'll make our light file. (See LIGHT.DOC for more information)
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- Click in a window.
- Pick 'EDIT LIGHT' in the OPTION menu.
- Click in the window.
- Type '1' to select light 1 for editing.
- Light X Location - 70 Light location
- Light Y Location - 60
- Light Z Location - 50
- Light Red Value - 1 1 & (Color)
- Light Green Value - 1 1 &
- Light Blue Value - 1 1 = full intensity white light (0=off)
- Light Falloff - 1
- You will see a small dot in the three views indicating the light source.
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- Click in a window.
- Pick 'EDIT LIGHT' in the OPTION menu.
- Type '99' to select global lighting for editing.
- Click in the window.
- Global Light Red Value - .3
- Global Light Green Value - .3
- Global Light Blue Value - .3
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- Click in a window.
- Pick SAVE LIGHTS
- Click in the window.
- Type 'heart.lights <RETURN>'
- (This is the name assigned to the light file when we made the world file)
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- Click in a window.
- Pick quit in a menu to exit Define.
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