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- A-Render v.3 Quick Reference Guide
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- The general steps in creating an image:
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- 1. Create a sub-directory to work in. Use the CLI command MAKEDIR.
- 2. Make a .world file for this image. Use the program 'Edworld'.
- 3. Build the objects that you want in your image.
- Use the programs 'Digi', or 'Lathe'. (Or write a 'C' program).
- 4. Define each object's location, rotation, and color in your world.
- Use the program 'Define'.
- 5. Generate the image. Use the program 'Render'. Once you complete
- the above steps (steps 1-4), and start the 'Render' program, the
- calculation (generation) of the image is automatic.
- Be sure to see the info on the program 'Edworld', for more details
- on using the different modes of 'Render'.
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- Reference for the Individual A-Render Programs
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- DIGI: Enter Digi by typing 'Digi <RETURN>'.
- Pick points in the window to describe the edge of your object.
- Don't make a mistake, sorry, but if you do, exit and start over.
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- Functional Parts:
- Grid Lock - (Pick once for on, once again for off).
- All picks will snap to the nearest grid intersection.
- Axis Lock - (Pick once for on, once again for off).
- All lines will be straight left-right or up-down, no slanted lines.
- Grid Lock and Axis Lock may be used in combination.
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- Define Poly - Use this to describe the polygons for the faces (front
- and back), of the extrusion. The sides are automatically defined.
- Pick once to start defining a polygon, pick the polygon points
- as described in the manual, then pick again to end the polygon).
- Do this for each polygon you want on the face. (Convex polygons only).
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- Pick Origin - This allows you to pick the 0,0,0 of your object. This
- point is the center of all locations and rotations for use in Define.
- Pick the selection, then just pick a point (usually) near the center
- of your object. You will see a SMALL red dot appear where you pick.
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- Save Object - Save object to disk. The object is saved in the file
- 'digi.obj' automatically. Rename it if you want to save it, so that
- Digi doesn't save over it the next time you Digi an object.
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- LATHE: Enter Lathe by typing 'Lathe <RETURN>'.
- Respond to the prompts for Number Of Points (in contour), Degrees of
- Revolution (360 = full cylinder), and the number of polygons to be
- used to rotate that many degrees.
- Respond to the prompts for points by typing in each X, and Y value.
- Lathe will ask you for the file name to save the object to disk.
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- DEFINE: Enter 'Define' by typing 'Define world_name <RETURN>', where
- 'world_name' stands for the name of your .world file.
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- How to put an object into a scene, and prepare for 'Render'.
- Load an object into object # 1.
- Edit an entity, that points to object 1 as the parent object ID.
- This is where you set the location, rotation, scale, color
- and other characteristics of this solid surface.
- Make Phys, which combines the entity and object information into a
- new file, called a physical file, which 'Render' can use directly.
- Be sure you have a world file, a light file, and a view defined.
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- EDWORLD: Enter Edworld by typing 'Edworld world_name <RETURN>', where
- 'world_name' stands for the name of your .world file.
- This program allows you to edit the parameters for each frame to be
- rendered. From the .world file you create, the program 'Render' finds
- out exactly what to do.
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- Print level - Controls the print messages when Render is running.
- 0, The only printed message is line number.
- 1, Prints RGB value for each pixel.
- 2-4 Are for the development of A-Render, not general use.
- Render mode - Controls the save and display characteristics.
- 0, Draw picture to screen, wait for user when done.
- 1, Draw picture to screen, save and proceed when done.
- 2, Save picture to disk as a 24 bit RGB image.
- 3, Save object intersections to disk.
- Intensity Mult - Sets general overall intensity of scene.
- Render mode - For faster image preview, render can calculate the
- shading of fewer pixels, and expand each one on the screen.
- Start line - Sets line for Render to start on. Useful for restarting.
- Shadows On - A '1' turns on shadowing, and a '0' turns it off.
- When shadowing is on, 'Render' slows down dramatically.
- Transparency - A '1' turns on transparency, for rendering over
- a background. At any pixel, if Render has no object to plot,
- the background is not plotted black, but lets the bg show through.
- Physical File - This is a file created by Digi, that has all the
- important object information Render will use for this frame.
- View File - This is the view file to be used for this frame.
- Light File - This is the name of the light file for this frame.
- Picture File - This is the name to save the IFF picture under when
- Render mode is 1, or when you pick SAVE in the menu.
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- RENDER: Start the Render process by typing 'Render world_name <RETURN>',
- where 'world_name' stands for the name of your .world file.
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- Proceed to Next Picture - Picking this will cause Render to proceed
- to the next frame listed in the .world file. If no more frames are
- listed, Render will return to the CLI.
- Save IFF Picture - This will save the current image as an IFF HAM file,
- in the file 'Picture name' as named in the .world file for this frame.
- Quit - Returns immediately to the CLI, no protection is given if you
- have not saved your drawing!
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