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- Short: Imagine 2.0 object by Carmen Rizzolo. Re-release of now smaller 1701D
-
- *** Carmen Rizzolo proudly presents ***
-
- - - The RE-RELEASE of - -
-
- My interpretation of...
-
- The USS Enterprise 1701 D
-
- A really, quite big object for Imagine 2.0
-
- July 16th, 1993
-
-
- -- INTRODUCTION -----------------------------------------------------
-
- Howdy.
-
- -- ABOUT THE OBJECT -------------------------------------------------
-
- This object is public domain. I claim no rights to it
- whatsoever. Please, as a favour to me, only Do whatever the hell
- you want to do with it, but a little credit for modelling would be
- nice whenever you release images made with it. Reading this ReadMe
- file will help you use it to the best of it's abilities. Please,
- please only distribute this object in it's original archived form so
- that others get the same opportunity that you did.
-
- It's not COMPLETELY accurate. But it's darn close. The part
- that I like the least is the neck. It gave me the most headaches.
- The front of the neck does not fan out into the bottom of the saucer
- correctly. Unless this section is very well lit, it's pretty hard to
- notice. I know this is a real lame excuse, but of course, you're
- welcome to try to improve on it if you want to. :)
-
- * The object is about 1.24 megabytes in size. In it's first
- release, it was 1.65 megabytes in size! I've shaved off over 400k
- of points. The point reduction was done by hand, and was very
- tedious, but ths way no detail was lost. Just a more efficient
- model was the result. It also renders noticably quicker too.
- Imagine needs about 8.4 megs to render the object. Adding a few
- more megs for running Imagine, I'd say a minimum of 11 megs is
- required to render this model. Much better than the original
- needing 14 megs. More breathing room, eh?
-
- * I made over four megabytes in scrap objects (Pieces and parts,
- crucial for creation. I'm not talking about the left-overs of
- slicing) in the process of creating the object.
-
- * There are probably close to 500 windows.
-
- * There are 146 individual parts that make up the original release
- Enterprise ship. The refitted version has 141. I know.. Big deal.
-
- * This object -DOES NOT- use -ANY- IFF images for brush mapping
- (Yay!). This uses a great deal less ram, and makes setup time for
- the end user a great deal easier. Could you imagine sifting
- through nearly 150 objects, looking for parts with brush pathnames
- to fix??
-
- * The Enterprise object -DOES- use textures, however.. It looks
- for it's textures in a drawer named "Textures" inside the drawer or
- disk that your Imagine program is in. It uses only the textures
- that come with Imagine 2.0, so everyone with Imagine 2.0 with it
- properly installed should have no problems here.
-
- * This object -DOES- rely heavily on Imagine 2.0's "phong dam"
- feature, and will most likely look terrible if rendered in Imagine
- 1.1 or if converted to another object format.
-
- * Unless you've got the patience of a tree (or a 68060), DON'T
- RENDER IN RAY TRACE MODE!!! There are many thousands of tiny, tiny
- faces in this object. Inside a global world size large enough to
- give it room to fly in, your rendering would be slowed down to a
- crawl. Walking from one end of the galaxy to the center would be
- more productive.
-
- * The Saucer section does not seperate. Sorry.
-
- * It may require 10 to 11 megabytes of memory to render.
-
- * This re-release is a bit lighter than the older model.
- Hopefully, a little more true-to-form with the one you see on TV.
-
- -- ADDING TEXTURES TO THE OBJECT (Improved in this new release!) ----
-
- If you load the object into an editor, you'll probably notice it
- is structured in a very odd way. Fear not, there is a method to my
- maddness. There are FOUR main axes you should know about. The main
- axis, called "NCC1701D" is the parent object of the entire group.
- The "NCC1701D" axis is the parent of three other axes. One is
- located above the ship, and the other two are located below. Each
- have dozens and dozens of yellow lines spouting from them. Here's
- the deal: All of the solid grey bulk of the ship is a child of the
- upper axis (Named: "GREY"), all the Windows and white lights are the
- children of an axis below and behind the ship (Named: "LIGHTS"), and
- all the other miscellaneous parts (decals, engines, phaser arrays,
- etc.) are grouped to the axis below the saucer section of the ship
- (Named:"OTHERS"). This grouping method serves a utilitarian purpose.
- Explained in the next paragraph...
-
- If you want to add a texture to all of the grey area of the ship,
- normally this would be very difficult. You would have to select each
- grey object, and add the desired texture. Instead, enter PICK
- OBJECTS mode, and click on the upper-most axis of the group. It's
- called "GREY" if you want to get it via a requestor. Enter GREY's
- attributes, and add the desired texture. Be sure to activate the
- APPLY TO CHILDREN button, and your texture will alter only the grey
- surface of the ship. Amazing, isn't it? I thought so.
-
- If one owns a texture package called ESSENCE (By Apex Software:
- 415-322-7532), you can use a texture called "SOLID," and instantly
- change the colour, reflectivity or filter values of the entire grey
- bulk of the ship. Those lucky dogs who own ESSENCE VOLUME 2 get an
- even wider array of stuff to add.. Imagine making your Enterprise
- break out in heat blisters. The possibilities aren't endless, but
- there sure are alot of them!
-
- Don't worry. If you don't have Essence, you can still get
- involved. The WAVES texture (Standard with Imagine 2.0) could kinda
- make your ship look like it's made of liquid. Then there's checkers,
- and well, you get the idea..
-
- NEW! In this new re-release version, all windows and other white
- lights are in their own special group. Grouped to the Axis "LIGHTS"
- NOW, you can play "Q" by creating a system-wide power failure in
- moments! Use the Essence Texture "SOLID" to turn all lights ON, or
- OFF by simply making the LIGHTS object axis have the SOLID texture,
- and have it apply to all it's children window objects. If you don't
- have Essence, Do the following:
-
- Enter "PICK GROUPS" mode. Click on the "LIGHTS" axis, and use
- TRANSFORMATIONS to move it [and it's children objects along with it]
- down 500 units by giving a TRANSLATE Z value of -500. All the lights
- will move down, then you can enter "PICK OBJECTS" mode, draw a pick-
- box around all the lights' children while holding down the SHIFT key.
- hit F7 function key. Now you'll go through each object's attributes.
- Simply click on the COLOR button, slide them all to black [or white
- if you want them all ON] Then hit OK. Repeat until you've done 'em
- all. Then go back into "PICK GROUPS" mode, click on the LIGHTS axis,
- use TRANSFORMATIONS and TRANSLATE Z 500 units to move it back to
- where it was originally. Simple huh? Well, it's not as complex as
- it sounds.
-
- While on the subject of windows... All your larger clusters of
- windows can have it's "ON" windows easily accessed by clicking on the
- object, Entering PICK FACES mode, and then use PICK SUBGROUP. The
- "ON" subgroup can be found on the neck, top saucer, bottom saucer and
- hull clusters of windows. I doubt anyone will ever need to use it,
- but it's there for your disposal. Have fun!
-
- -- ANIMATING THIS OBJECT --------------------------------------------
-
- If you want to animate this object, read the Imagine Organizer that
- is included in this archive. Look up the section on Speeding up
- the Animation Process. Then you will know what to do with the object
- called "NCC-1701-D.fake" (Also included in this archive).
-
- The .fake object included in this archive, if you should decide to
- use it, includes the following details:
-
- * Photon Torpedo
-
- * Upper and Lower phaser arrays of the saucer section
-
- * Boxed-in areas of the left and right nacelles, and the main
- body of the ship.
-
- Of course, you're welcome to add to or take away details of the
- .fake object as you require.
-
- -- ENJOY! -----------------------------------------------------------
-
- Have fun exploring the final frontier! If you have any questions
- for me, you can reach me at (619) 573-0285. I can also be net-mailed
- at CarmenR@cup.portal.com
- I do do this stuff for a living (not spaceships, but 3D graphics
- for video), if you need to get some nifty graphics done.
-
- Special thanks go out to Brad Pennock for his encouragement,
- and to Marlin Schwanke for his critical eye. :) Even more special
- thanks to the late Gene Roddenberry and to Paramount Pictures
- (Pleez don't sue! I'm not the first to do this!) for their
- incredible accomplishments.
-
- Greetings to everyone I know on Portal and IRC.
-