home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
EnigmA Amiga Run 1997 July
/
EnigmA AMIGA RUN 20 (1997)(G.R. Edizioni)(IT)[!][issue 1997-07 & 08][EAR-CD IV].iso
/
lightwave
/
objects
/
jgate3.1
/
read_me_first
< prev
next >
Wrap
Text File
|
1994-06-14
|
5KB
|
101 lines
This is a modified version of Dean Scott's excellent B5 Jumpgate scene.
It has been updated to LightWave 3.1.
YOU WILL REQUIRE DEAN SCOTT'S ORIGINAL B5 JUMPGATE ARCHIVE. SUBSTITUTE
"JUMPGATE3.1.LWSC" FOR DEAN'S ORIGINAL LW 2.0 SCENE(S). IF YOU WANT TO USE
"GATE&SHIP.LWSC" YOU'LL ALSO NEED DEAN'S VORLONSHIP ARCHIVE. THERE'S NO
NEED TO CREATE THE SPHERES DEAN TALKS ABOUT 'CAUSE YOU'LL BE USING REAL
LENS FLARES!
TO MAINTAIN THE PATHNAMES YOU NEED TO PUT THE JUMPGATE OBJECTS INTO
"OBJECTS/SPACE/B5/JUMPGATE". THE STARS OBJECT REMAINS IN "OBJECTS/SPACE".
FOR CORRECT PATH FOR VORLON OBJECTS SEE BELOW.
Here's the poop:
The envelopes for the lens flares were calculated by capturing a jumpgate
sequence from the episode "Signs and Portents" with a TBC-IV and PAR card.
I then exported each frame to an IFF and used them for reference. I also
made a few changes to the vortex object and added a different camera move.
The is also a null object (called "shipnullobject") which you can parent a
spaceship to. I used Dean's Vorlon ship object (not included in archive).
but also had to move it a bit during the animation tokeep it in frame.
This was due to the size of the Vorlon ship. A smaller ship likely will
stay in frame, but of course you can experiment. I thought it would be
kinda neat to have an Enterprise or a Tardis emerge from the gate.
I also made a small change to one of the brushmaps.
Included in this archive are:
Dean's JUMPGATE.DOC text file (for tips and the great copyright statement)
The updated scene file (JUMPGATE3.1.lwsc)
A scene file same as above (GATE&SHIP.lwsc) which will call for Dean's
VLONSHIP.obj object and the petals <8 parts> (complete with an "open" morph)
from a directory called Objects/Space/B5/VORLON.
The adjusted Vortex (4 parts) and brushmaps. You'll need to remap the
image paths to your directory, unless you put them in the Images/Brushes
directory.
The scene will look for the vortex objects in Objects/Space/B5/Jumpgate
directory, but you can adjust to your system.
If you change the camera motion, you may have to adjust the positions of
BackFlare (1) and (2) to appear in the center of the vortex.
If you use the Vorlon ship and the jumpgate complete, you'll need lots of
RAM. I hate not using "Use fewer segments" so here's a workaround for a
16 MB system:
Load the Jumpgate scene and render, medium resolution, low anti-alias.
Motion blur (15%) is optional. You can also use particle blur if you like.
Save these as RGB's. Add your favorite ship to the scene and test out the
motion relative to the camera move. Clear all the objects except the
"shipnull" and the ship. Leave the resolution the same but turn on Field
Rendering and your motion blurs. Load you rendered RGB image sequence into
the Background image requester. Save the scene under a different name.
Clear the ship object and render the first 127 frames. The ship isn't
necessary as it's doesn't appear until frame 128. After 1-127 are done
load the new scene (with the ship and null) and render 128-360.
I have two systems so I was able to start one rendering the jumpgate, and
after about 100 "head start" frames were done, started the second system
rendering the complete scene by pulling the background images over PARNET
to the second machine. You can save HD space by deleting the background
frames as they are used. Of course, you have to have 2 systems to do that,
but the PAR script I've seen floating will save HD space as well.
FWIW, you could render the scene once with everything if you've got plenty
of RAM, or don't mind rendering in segments.
One last thing, to top off the animation, add a nebula map of your choice.
I used a red and purple-white one, which looked pretty good. Remember you
can get away with a fairly small (reduced in ADPro, etc.) 24-bit image for
your nebula. Also, a technique I use is bascially painting a full screen
of color for a surface color map and concentrate on using an 8-bit
greyscale for the transparency map. The transparency map will define the
shape of the nebula, which you can further distort by resizing the flat
plane you map the image onto.
If you have any questions about all that blathering above, I can be found
on Studio Amiga, Media Zone, or CIS 71020, 1052
This took a fair amount of tweaking, so if you spread this file, I'd
appreciate including this readme file. Of course, some enterprising soul
could always repack both archives...
Trent Johnson
ReAnimators Computer Animation
June 15, 1994