2Eêö╤┘e▓ <å╫εBâ╤|bINTRODUCTION|b|b|b|m120Virtual Reality StarterKit 1|s00,247,00This guide provides information on the features of Virtual RealityStarterKit.THE OPENING SCREEN (Virtual Reality StarterKit main productscreen)The featured products are showcased in boxes in the middle of thescreen. Each product has three control buttons immediately below it. Toplay a product, simply click your mouse on the |b|uE|b|uXPERIENCE IT! buttonunder the desired product. Click on READ |b|uM|b|uANUAL for the appropriatemanual. Or, if you don't have a mouse, you must depress thecorresponding function key (|b|uF#|b|u) to activate the desired product'skeyboard control; then simply press '|bE|b' to play the selected product; or '|b|bM|b' for the manual.The lower left corner of the screen contains the E|b|uX|b|uIT icon (Exit Sign). Toexit, click with your mouse or press '|bX|b' from your keyboard.The lower right corner contains the VR |b|uG|b|uALLERY icon. To enter, clickwith your mouse or press '|bG|b' from your keyboard.FZáµ&|bOVERVIEW|b|b|bThe Virtual Reality StarterKit was designed to offer superior productvalue and to keep you abreast of the latest and greatest developmentsin related fields. Its features allow you to access full versions ofworld-renowned software, and look at current and future productreleases to review and compare.n{ 6`¼╖≤1oƒ¿Φ.z»ε±>é╚Ω3gÜ┘8âÉτZÿá≡9Püë╒i▓╞ W |bVR GALLERY|b|b|bTwo concepts employed throughout the VR Gallery are |ucategories|u and |u|uprofiles|u. Understanding them will help speed your search for software.CATEGORIESProducts in the VR GALLERY are grouped by logical category.Categories may contain Sub-Categories or Products. Activatedcategories appear on the top of the VR GALLERY screen and arehighlighted in dark gray in the Selection area.PROFILESOnce a Product has been selected from the VR GALLERY, the lowerright corner of the screen will contain a product Demo button and thethree product profile buttons. Profiles are available at the product levelonly (i.e., not at category or sub-category levels).PRODUCT |b|uD|b|uEMO - Launches demo or test drive of Product.|b|b|uV|b|uIRTUAL VIEW|b |b- Provides a short overview of Product and company.HARD|b|uW|b|uARE - Provides technical requirements for the Product.DATA |b|uO|b|uVERVIEW - Discusses Product's features and functions atgreater length than Virtual View.These can be selected either with a click of the left mouse button or bytyping the underlined key for the desired function.|bStatus Area |b(at top of screen) - Shows status.|bViewing Area|b (at center of screen) - Displays action area.|bSelection Area|b (at right side of screen) - Lists categories,sub-categories, and products.|bNavigation Area|b (at bottom of screen) - Consists of four buttons and acounter box:|m025E|b|uX|b|uIT (Exit sign) - Simply click with mouse, or type '|bX|b' from keyboard|m025to return to main menu|m025|b|b|m025|uH|b|uELP (Weather vane with question mark) - Simply click with mouse,|m025or type '|bH|b' from keyboard for context sensitive help|m025|b|b|m025|uP|b|uRINT (Hand Print) - Simply click with mouse, or type '|bP|b' from|m025keyboard to print product profile consisting of QuickView, Hardware|m025Requirements, and|m025Overview -- all in one electronic brochure.|m025|b|b|m025|uL|b|uOOKUP (Magnifying Glass) - Allows you to change sort order or|m025product list by Product, by Company, or by Category. Simply click|m025with mouse, select sort order from menu, and proceed; or type '|bL|b',|m025and select desired sort order from menu by typing associated letter|m025from keyboard.|m025Counter|b |b- Used to show the number of products, categories, or|m025sub-categories within a sort. The counter will change automatically|m025based on the active selection..₧aº∞≤-râ┼1|║╔╧U|bSELECTION AREA|b|b|bThe Selection area is used as your primary selection engine for the VRGALLERY and is located on the right side of the screen. Simply clickwith your mouse or use arrow keys to make your selection, then pressEnter.Selection types are|bSystem Information|b consisting of:|m025|bCredits |b- The people and companies who created and produced|m025the product|m025|bUser's Guide|b - For complete Virtual Reality user's guide|m025|bAbout SelectWare|b - Information on other SelectWare products and a|m025short history of SelectWare|m025|bVR Gallery|b - Select for categories, sub-categories, and products.|m025Complete electronic brochure and demo available for most|m025products.|m025|m025HINT: When at the product level, you can look at products by|m025Hardware Requirements or Virtual View simply by selecting the|m025appropriate profile button and moving up and down the product list.<╫j╖÷Hz«█
=Cꪼ┌Uáσdv|╞|bSCROLL AREA FUNCTIONS|b|b|bThe arrow keys and the slide bar connecting the arrow keys (located justto the right of the Selection area) are known as the scroll bar. The scrollbar allows you to move through the text or the Selection area.If using a keyboard, hitting:|m025|m025|bPage Up|b - Moves up one page of text.|m025|bPage Down|b - Moves down one page of text.|m025|bHome|b - Moves to the beginning of the text.|m025|bEnd|b - Moves to the end of the text.|m025|bUp Arrow|b - Moves up one line of text.|m025|bDown Arrow|b - Moves down one line of text.|m025If using a mouse, positioning then depressing and releasing the leftbutton of the mouse over the:|m025|m025|bUp Arrow Button|b - Moves up one line.|m025|bDown Arrow Button|b - Moves down one line.|m025|bSlide Bar Button|b (button between the two arrows) - Moves up and|m025down in the scroll bar by holding the left mouse button down over the|m025button and moving the button. When the button is in the desired|m025location in the scroll bar, release the mouse.|m025|bInside the Slide Bar|b - Moves text one page toward where the mouse|m025was clicked.|m025Wherever the scroll bar is in Virtual Reality StarterKit, it functions inthe same manner.
¬o|bELECTRONIC BROCHURE|b|b|bSimply |b|uP|b|uRINT (Hand Print) when at the product level to print a completeelectronic brochure (you must have the printer turned on).
ìd|bSTATUS AREA|b|b|bThe Status area is located at the top of the screen. It is used to indicateexactly where you are in the VR GALLERY.*Rû╒06>v~╡≤$Z`Ñφ|bCATEGORY|b|b|bIf a category contains sub-categories, or when returning fromsub-categories, the button must be depressed twice. The first timedisplays the category; the second time activates the category.From the Opening Screen, if using a keyboard hitting the highlighted keyor described key:|m025|m025|b|b|m025|uF#|b|u Key - Selects or activates the product.|m025|b|b|m025|uE|b|uXPERIENCE IT! - Initializes the product.|m025READ |b|uM|b|uANUAL - Views the manual for this product.|m025VR |b|uG|b|uALLERY - Enters the VR GALLERY.|m025E|b|uX|b|uIT - Exits Virtual Reality StarterKit.|m025If using a mouse, positioning then depressing and releasing the leftbutton of the mouse over the desired location will have the same effectas hitting the appropriate keys on the keyboard. SáΘ|bDEMO|b|b|bFrom the VR GALLERY, choose Product Gallery for products and theirdemos. Choosing this option will bring up the first layer of categories forthe various products. Depressing the right mouse button or Esc key willreturn to the previous layer.(_ªδEèÉÿ╠╘^äè╨|bMANUAL AREA|b|b|bThe READ |b|uM|b|uANUAL button allows you to view and print the productmanuals. With your mouse, simply click the appropriate READ |b|uM|b|uANUAL button; or when using the keyboard, you must choose product byfunction key (|b|uF#|b|u) before selecting |b|uE|b|uXPERIENCE IT! or READ |b|uM|b|uANUAL.Once in the manual, if using a keyboard hitting the highlighted key:|m025|m025|b|b|m025|uP|b|uRINT - Allows printing of the manual.|m025|b|b|m025|uU|b|uP - Moves up in the index section of the manual.|m025|b|b|m025|uD|b|uOWN - Moves down in the index section of the manual.|m025E|b|uX|b|uIT - Exits the manual.|m025The scroll bar works in the same manner as it did in the product/textscroll area. The mouse should be obvious by now.&╩e«≈?NSZw½▓|bREMOVING THE PRODUCTS|b|b|bBatch files have been provided to remove Virtual Reality StarterKitproducts from the hard disk. The batch files are located on the compactdisk in the \swt directory. Follow the instructions below to remove theproducts.STEP 1From the disk, change directory to the \swt directory.|m025|bcd \swt|b|bSTEP 2To remove products(s), type:|m025|bREMPRODS c |b(c indicates hard drive letter)STEP 3Follow the instructions<û#â2SHj\"h╜q v"éP!ÿIntroductionOverviewVR GALLERYSelection AreaScroll Area FunctionsElectronic BrochureStatus AreaCategoryDEMOManual AreaRemoving The Products2Eêö╤┘e▓ <å╫εBâ╤|bINTRODUCTION|b|b|b|m120Virtual Reality StarterKit 1|s00,247,00This guide provides information on the features of Virtual RealityStarterKit.THE OPENING SCREEN (Virtual Reality StarterKit main productscreen)The featured products are showcased in boxes in the middle of thescreen. Each product has three control buttons immediately below it. Toplay a product, simply click your mouse on the |b|uE|b|uXPERIENCE IT! buttonunder the desired product. Click on READ |b|uM|b|uANUAL for the appropriatemanual. Or, if you don't have a mouse, you must depress thecorresponding function key (|b|uF#|b|u) to activate the desired product'skeyboard control; then simply press '|bE|b' to play the selected product; or '|b|bM|b' for the manual.The lower left corner of the screen contains the E|b|uX|b|uIT icon (Exit Sign). Toexit, click with your mouse or press '|bX|b' from your keyboard.The lower right corner contains the VR |b|uG|b|uALLERY icon. To enter, clickwith your mouse or press '|bG|b' from your keyboard.FZáµ&|bOVERVIEW|b|b|bThe Virtual Reality StarterKit was designed to offer superior productvalue and to keep you abreast of the latest and greatest developmentsin related fields. Its features allow you to access full versions ofworld-renowned software, and look at current and future productreleases to review and compare.n{ 6`¼╖≤1oƒ¿Φ.z»ε±>é╚Ω3gÜ┘8âÉτZÿá≡9Püë╒i▓╞ W |bVR GALLERY|b|b|bTwo concepts employed throughout the VR Gallery are |ucategories|u and |u|uprofiles|u. Understanding them will help speed your search for software.CATEGORIESProducts in the VR GALLERY are grouped by logical category.Categories may contain Sub-Categories or Products. Activatedcategories appear on the top of the VR GALLERY screen and arehighlighted in dark gray in the Selection area.PROFILESOnce a Product has been selected from the VR GALLERY, the lowerright corner of the screen will contain a product Demo button and thethree product profile buttons. Profiles are available at the product levelonly (i.e., not at category or sub-category levels).PRODUCT |b|uD|b|uEMO - Launches demo or test drive of Product.|b|b|uV|b|uIRTUAL VIEW|b |b- Provides a short overview of Product and company.HARD|b|uW|b|uARE - Provides technical requirements for the Product.DATA |b|uO|b|uVERVIEW - Discusses Product's features and functions atgreater length than Virtual View.These can be selected either with a click of the left mouse button or bytyping the underlined key for the desired function.|bStatus Area |b(at top of screen) - Shows status.|bViewing Area|b (at center of screen) - Displays action area.|bSelection Area|b (at right side of screen) - Lists categories,sub-categories, and products.|bNavigation Area|b (at bottom of screen) - Consists of four buttons and acounter box:|m025E|b|uX|b|uIT (Exit sign) - Simply click with mouse, or type '|bX|b' from keyboard|m025to return to main menu|m025|b|b|m025|uH|b|uELP (Weather vane with question mark) - Simply click with mouse,|m025or type '|bH|b' from keyboard for context sensitive help|m025|b|b|m025|uP|b|uRINT (Hand Print) - Simply click with mouse, or type '|bP|b' from|m025keyboard to print product profile consisting of QuickView, Hardware|m025Requirements, and|m025Overview -- all in one electronic brochure.|m025|b|b|m025|uL|b|uOOKUP (Magnifying Glass) - Allows you to change sort order or|m025product list by Product, by Company, or by Category. Simply click|m025with mouse, select sort order from menu, and proceed; or type '|bL|b',|m025and select desired sort order from menu by typing associated letter|m025from keyboard.|m025Counter|b |b- Used to show the number of products, categories, or|m025sub-categories within a sort. The counter will change automatically|m025based on the active selection..₧aº∞≤-râ┼1|║╔╧U|bSELECTION AREA|b|b|bThe Selection area is used as your primary selection engine for the VRGALLERY and is located on the right side of the screen. Simply clickwith your mouse or use arrow keys to make your selection, then pressEnter.Selection types are|bSystem Information|b consisting of:|m025|bCredits |b- The people and companies who created and produced|m025the product|m025|bUser's Guide|b - For complete Virtual Reality user's guide|m025|bAbout SelectWare|b - Information on other SelectWare products and a|m025short history of SelectWare|m025|bVR Gallery|b - Select for categories, sub-categories, and products.|m025Complete electronic brochure and demo available for most|m025products.|m025|m025HINT: When at the product level, you can look at products by|m025Hardware Requirements or Virtual View simply by selecting the|m025appropriate profile button and moving up and down the product list.<╫j╖÷Hz«█
=Cꪼ┌Uáσdv|╞|bSCROLL AREA FUNCTIONS|b|b|bThe arrow keys and the slide bar connecting the arrow keys (located justto the right of the Selection area) are known as the scroll bar. The scrollbar allows you to move through the text or the Selection area.If using a keyboard, hitting:|m025|m025|bPage Up|b - Moves up one page of text.|m025|bPage Down|b - Moves down one page of text.|m025|bHome|b - Moves to the beginning of the text.|m025|bEnd|b - Moves to the end of the text.|m025|bUp Arrow|b - Moves up one line of text.|m025|bDown Arrow|b - Moves down one line of text.|m025If using a mouse, positioning then depressing and releasing the leftbutton of the mouse over the:|m025|m025|bUp Arrow Button|b - Moves up one line.|m025|bDown Arrow Button|b - Moves down one line.|m025|bSlide Bar Button|b (button between the two arrows) - Moves up and|m025down in the scroll bar by holding the left mouse button down over the|m025button and moving the button. When the button is in the desired|m025location in the scroll bar, release the mouse.|m025|bInside the Slide Bar|b - Moves text one page toward where the mouse|m025was clicked.|m025Wherever the scroll bar is in Virtual Reality StarterKit, it functions inthe same manner.
¬o|bELECTRONIC BROCHURE|b|b|bSimply |b|uP|b|uRINT (Hand Print) when at the product level to print a completeelectronic brochure (you must have the printer turned on).
ìd|bSTATUS AREA|b|b|bThe Status area is located at the top of the screen. It is used to indicateexactly where you are in the VR GALLERY.*Rû╒06>v~╡≤$Z`Ñφ|bCATEGORY|b|b|bIf a category contains sub-categories, or when returning fromsub-categories, the button must be depressed twice. The first timedisplays the category; the second time activates the category.From the Opening Screen, if using a keyboard hitting the highlighted keyor described key:|m025|m025|b|b|m025|uF#|b|u Key - Selects or activates the product.|m025|b|b|m025|uE|b|uXPERIENCE IT! - Initializes the product.|m025READ |b|uM|b|uANUAL - Views the manual for this product.|m025VR |b|uG|b|uALLERY - Enters the VR GALLERY.|m025E|b|uX|b|uIT - Exits Virtual Reality StarterKit.|m025If using a mouse, positioning then depressing and releasing the leftbutton of the mouse over the desired location will have the same effectas hitting the appropriate keys on the keyboard. SáΘ|bDEMO|b|b|bFrom the VR GALLERY, choose Product Gallery for products and theirdemos. Choosing this option will bring up the first layer of categories forthe various products. Depressing the right mouse button or Esc key willreturn to the previous layer.(_ªδEèÉÿ╠╘^äè╨|bMANUAL AREA|b|b|bThe READ |b|uM|b|uANUAL button allows you to view and print the productmanuals. With your mouse, simply click the appropriate READ |b|uM|b|uANUAL button; or when using the keyboard, you must choose product byfunction key (|b|uF#|b|u) before selecting |b|uE|b|uXPERIENCE IT! or READ |b|uM|b|uANUAL.Once in the manual, if using a keyboard hitting the highlighted key:|m025|m025|b|b|m025|uP|b|uRINT - Allows printing of the manual.|m025|b|b|m025|uU|b|uP - Moves up in the index section of the manual.|m025|b|b|m025|uD|b|uOWN - Moves down in the index section of the manual.|m025E|b|uX|b|uIT - Exits the manual.|m025The scroll bar works in the same manner as it did in the product/textscroll area. The mouse should be obvious by now.&╩e«≈?NSZw½▓|bREMOVING THE PRODUCTS|b|b|bBatch files have been provided to remove Virtual Reality StarterKitproducts from the hard disk. The batch files are located on the compactdisk in the \swt directory. Follow the instructions below to remove theproducts.STEP 1From the disk, change directory to the \swt directory.|m025|bcd \swt|b|bSTEP 2To remove products(s), type:|m025|bREMPRODS c |b(c indicates hard drive letter)STEP 3Follow the instructions $\(╢)#ú32s7Hè<\B=h▌=q)AvBBépEÿIntroductionOverviewVR GALLERYSelection AreaScroll Area FunctionsElectronic BrochureStatus AreaCategoryDEMOManual AreaRemoving The Productsda1%8[j╖▄°²?è╨Pû╝■,v┬T¥Θ6VÖ╚·+?p¥⌐╚█≤Virtual Reality Laboratories, Inc.2341 Ganador CourtSan Luis Obispo, California 93401(805) 545-8515Copyright 1990 by Virtual Reality Laboratories, Inc. -- All rights reserved.|bVIRTUAL REALITY LABORATORIES, INC.|bPROGRAM LICENSE AGREEMENT|b|bThe program Vistapro and the related user manual are copyrighted.You may not copy, modify, distribute, transfer or transmit this program orthe related manual except as is expressly provided in this agreement.You have the non-exclusive right to use this program on a singlecomputer. You may make one (1) backup copy of this program toprotect against media damage. Call or write us for use on local areanetworks, usually there is no charge.This program is sold as entertainment, without warranty as to itssuitability to be used for any other purpose.Virtual Reality Laboratories, Inc. warrants to the original licensee thatthe diskette(s) on which Vistapro is recorded shall be free from defects inmaterial and workmanship for a period of sixty (60) days from the date ofpurchase. If such a covered defect occurs during the first sixty days,return the disk to VRLI, 2341 Ganador Court, San Luis Obispo, CA 93401,within five (5) days after the sixty day limit, and we will replace it freeof charge. Virtual Reality Laboratories, Inc.'s liability is limited to thereplacement of defective media.This license agreement shall be governed by the laws of the UnitedStates of America and the State of California.|bFor Technical Support:|b call 1 (805) 237-2311Manual design set-up, indexing and production by|bPhase II Services|b|b1626 Watertrough Road, Sebastopol, CA 95472(707) 823-6322 (voice, message, or FAX line)Fonts used: Adobe Goudy Old Style and Adobe Goudy 2 (Goudy Extra Bold) Courier ITC Zapf Dingbats(Software Manual Publisher only -- |bnot|b a Technical Support facility.)Ü┐,╠`óΩ0u╢²?K`e▒²Bê╬Yÿα*t╢°=ê╧^¿τMù▄$ d ¼ ∩ /
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KÅ╫g«╤_óΘ/t┴Pû╓⌠∙>å╖┬╟UƒΘ2~─U£µ1|└Mû▀JOÿα)t╡Eç╥÷MÄ╬_¬╟φ≥>à╞Pòα( q ╕ !L!U!Ö!▐!φ!1"w"╗"#6#ü#╔#$`$ª$┌$⌠$∙$B%ç%═%&a&£&τ&2'|'╞'(P(ö(▄();)@)é)╠)*a*º*≥*4+t+╖+√+E,ï,|bWHAT IS VISTAPRO?|b|bVistapro is a three dimensional landscape simulation program. UsingU.S. Geological Survey (USGS) Digital Elevation Model (DEM) data,Vistapro can accurately recreate real world landscapes in vivid detail.As a fractal landscape generator, Vistapro can create landscapes froma random seed number. Vistapro supports over four billion differentfractal landscapes. Simply by changing a number, you can createwhole new worlds. In addition, by simply clicking on several buttons,rivers and lakes can be created in a landscape where none existedpreviously.|bHOW VISTAPRO WORKS|b|bVistapro uses a combination of artificial intelligence, chaotic math, and auser definable set of values to simulate landscapes in their natural state.At present, the USGS has converted about 40% of the United States toDEM files which may be potentially used with Vistapro. Vistapro is asingle frame generator, meaning that it acts like a camera; point andclick the camera and Vistapro will render a new view of the landscape.Landscapes can be viewed from a practically infinite combination ofheights, angles, and distances. Using the combination of usercontrollable values and Vistapro's built-in routines, landscapes can bemade as realistic or as surreal as desired. It is easy to alter tree andsnow lines, haze, exposure, rivers, lakes, and light sources to customizethe appearance of the landscape. Vistapro uses data derived fromUnited States Geologic Survey Digital Elevation Mapping files forgenerating its images. These files contain coordinate and elevationdata at 30 meter (roughly 100 ft.) increments. Each file used in Vistaprocontains about 65,000 elevation points and 130,000 polygons. Vistaprodoesn't know anything about what covers the terrain. It doesn't knowwhere the trees, roads or buildings are. It does its best to color eachpolygon (based upon a few numbers that you input) in a realistic way. Itstill can't draw each rock and tree where they are in reality.|bSOME USES FOR VISTAPRO|b|bVistapro is not only of interest to scientists and engineers. Artists,writers, teachers, game designers, travelers, and people just looking forhours of entertainment will appreciate Vistapro. Artists can designrealistic scenery as backgrounds for their artwork. Writers can createworlds and see them through their characters' eyes. Geography,geology, and meteorology teachers can use Vistapro to breathe life intotheir subjects. Game designers can make realistic or surrealisticscenery for backgrounds in their games. Travelers, hikers, andbackpackers can preview their journeys. Vistapro can be pureentertainment. Explore fascinating terrains that you might never have achance to see, or visit distant planets that man has not yet trod. Buildnew worlds that exist nowhere except in the imagination, and then visitthem as if they were really there. On the other hand, there are manyscientific and business applications for Vistapro. Environmentalists,surveyors, geologists, architects and engineers will all find Vistapro auseful adjunct to their work.|bSPEEDING UP VISTAPRO|b|bThere are two ways to speed up Vistapro - strategy or brute strength.After having used the program for a while, it becomes easy to "read" thelower resolution settings in Vistapro to see how the desired picture isdeveloping. When the scene is properly positioned and lighted, andwhen the tree line, snow line, and water levels are set as desired, thenand only then, render the picture at the time-consuming full resolutionmode.The other alternative method of speeding up Vistapro's renderingprocess is to add power to your machine. Vistapro is programmed touse every available computing resource as efficiently as possible. Thetime consuming rendering process is a function of the enormous amountof computation that Vistapro must do, not any lack of optimization of theprogram itself. Vistapro will automatically look for and use whateverprocessing resources are supplied.Realistic ray traced CAD objects, detailed 3-D animations, and realisticlandscapes are all a part of the emerging software categories calledvirtual reality, artificial reality, or computer aided art. Thesecategories all require immense computational capacity, but as the costof computing power continues to plummet, these types of programs willbecome the standard. As a Vistapro user, you are pioneering virtualreality exploration, and it is admittedly a bit tedious on a slower machine. But, viewed another way, it is amazing that this type of rendering can bedone at all, let alone on a personal computer. Until the advent ofVistapro, landscape renderings of such realism were only available tousers of mainframes and supercomputers for government projects.|bMAKING THE MOST OF VISTAPRO|b|bMaking a stunning landscape in Vistapro requires the combined eye ofa photographer and the artistic sense of a painter, but there are a fewtips which can help improve your first attempts:|bLighting|b|bExperiment with the lighting. If the light is coming from behind thecamera, then the camera scenes may appear rather flat -- there won't bea strong feeling of three-dimensionality. Dramatic shadowing effects canbe created by choosing the proper lighting direction and angle. With thepower of Vistapro, an artist can choose to light the scene in ways whichcould never occur in the real world, or, if realism is desired, the correctsolar position for that particular season and geographic location andtime of day can be selected. Virtual Reality Labs' Distant Suns Windowsprogram can easily calculate such solar lighting conditions in order tocorrectly set the light, target, and camera position to obtain maximumrealism in a rendering. If lighting is left to chance, shadows may coverthe scene making it too dark. Setting the light source (the sun) at 45 to90 degrees to the left or right of the camera gives the best results. Forexample: if the camera is facing due north, placing the sun at thesoutheast, east, southwest or west, usually makes the best pictures.Placing the sun directly behind the camera usually results in a lack ofthree dimensionality and contrast, although there are times when this isthe desired effect. Back-lit scenes (for example: camera facing north,sun shining from the north) can also yield interesting images.|bSnow and Tree Line Setting Considerations|b|bIf the normal range of snow line and tree line is known, Vistapro can beused in a very realistic way. Tree line varies with latitude until, inarctic regions, it reaches sea level. Snow levels vary with the weatherand altitude. A little research at the local library or even listening tothe weather on the evening news can provide increased realism inVistapro landscape rendering. Of course an artist needn't follow the realworld as an example. Set the tree and snow lines wherever they makethe picture most appealing. Imagine a landscape as it might havelooked during the last ice age -- or how it might look after severe globalwarming from the greenhouse effect!|bChanging Colors|b|bUse the Color Control Panel to change the colors, contrast, andexposure used to render the landscape. Most landscape data setsproduced by Virtual Reality Labs have shades of green for lowerelevations, brown for middle elevations, and white for upper elevations.Try changing the Tree colors to pinks and whites. This makes them looklike flowering fruit trees in the spring. Change them to reds, browns andyellows for an autumn scene.|bForeground "Fat Polys" or "Jaggies"|b|bSince the accuracy of the data limits the detail that Vistapro can display,some of the foreground features will contain "fat polys" or "jaggies."Vistapro builds all images with polygons -- tens of thousands ofpolygons per scene. The polygons are all about the same size butthose near the camera will appear very large on the screen -- just as anearby object looks large in a photograph of a real world landscape.There are several ways of reducing this effect. One of the simplest is toraise the camera a few hundred meters above the ground. If you use themouse to position the camera it is automatically set 30 meters above thelandscape. Since the nearest polygon (the one right under the camera)is only 30 meters away it will look very large (if it is within the field ofview). If you raise the camera 300 meters it will look about 10 timessmaller.The Texture function breaks up nearby polygons into several smallerpieces and renders each at a slightly different shade -- giving themhigher detail.Another method of hiding "fat polys" is a Gouraud shading. Gouraudshading blends the edges of the polygons with each other, eliminatingthe sharp color change from one polygon to the next, and provides abeautiful artistic interpretation of the scene. Gouraud shading blendseven very large foreground polygons into oblivion.Finally, if there is a particularly critical need for a certain viewpoint,you may be able to move the camera very slightly forward to clear localobstacles. If there is still something in the foreground which you wouldlike to remove, export the picture to an art program in order to pull out ormodify the unwanted features. Texturizing and Gouraud shading can becombined to generate even more interesting details.|bA Note About Aesthetics|b|bRemember, there is no more a "right" way to use Vistapro than there is a"right" way to use a camera. A child using a camera or Vistapro mayderive a lot of knowledge and entertainment from a result which wouldnot please a more professional artist. Like the natural world it imitates,Vistapro gives the artist an unlimited number of choices for portrayal.What looks great to one person may not appeal to the next.Fractals imitate the way nature looks, but they carry no information aboutgeology, plate tectonics or erosion. Pictures produced with Vistapro willbe interpretive because Vistapro is producing an artificial reality. Thephilosophical and aesthetic ramifications of virtual reality constructionare immense. Vistapro is an early forerunner of a medium of art andexpression, as powerful and unique as photography for creative work.For many years after their introduction, photographs sparked livelydebate about whether they were "art." Computer art and virtual realitysimulation seem destined to foment a similar debate in the future.|bExploration with Vistapro|b|bAs a virtual reality simulator, Vistapro allows people to explorelandscapes they will probably never be able to explore first hand. Whilemany people will have the opportunity to visit a few of the national parks,it is highly unlikely that any of us, except a few who are now children,will have the chance to tour the caldera of Mons Olympus on Mars. AsVirtual Reality Labs is able to convert more of the data already availablefrom planetary probes and undersea explorers, Vistapro will allowexploration of forbidding and alien landscapes decades, or evencenturies, before the first human explorer is able to take touristsnapshots. By giving its users the ability to wander about distantlandscapes, rendering true perspective pictures of their choice, Vistaproand later progeny will free humanity from its current boundaries longbefore such explorations are economically feasible.^┴.Jæ╫f¼≡:Ç╩±Hòß$AT₧»≥-Ga{ò▓°1{½ε:àVistapro uses several temporary files while it is running. These filescontain data that is used internally and a copy of the graphics screenafter a picture is rendered. We recommend placing these files on thefastest available drive or partition. If the environmental variableVTEMPDIR is not defined, Vistapro will create these files in its defaultdirectory, usually C:\VIRTUAL\VRVISTA. If VTEMPDIR is set to a validdrive and pathname, Vistapro will place these working files at thatlocation. These files may total as much as 1.2 MB. If you can spare thememory we suggest setting VTEMPDIR to point to a RAM disk that is bigenough to hold all the temporary files. For example, if your RAM disk isdrive D and is 1.2 MB or greater type: SET VTEMPDIR=D:\to set the variable. You may want to place this command in yourautoexec.bat file. Vistapro will run a little faster and more smoothly withits temp file on RAM disk. If VTEMPDIR is set to a drive or directory thatdoesn't exist Vistapro will complain and abort. You can erase theenvironmental variable with: SET VTEMPDIR=This will force Vistapro to return to using the default directory for itstemporary files.The screen modes you plan to use will determine how big a RAM diskyou need for the temp files:Graphics mode bytes needed -- 320x200 |m150520,000 640x400 |m150700,000 640x480 |m150750,000 800x600 |m150930,000 1024x768 |m1501,170,000For example, if you will only be using the lowest resolution graphicsmode (320x200) your RAM disk need only be 520,000 bytes.Note that the RAM disk must be in EMS or XMS and that Vistapro will stillneed about 540,000 bytes of DOS program memory.You may also use VTEMPDIR to select another hard disk for the tempfiles. Many people keep their |upermanent|u files on one disk or partitionand transitory files on another disk or partition. We suggest putting thetemp files (via VTEMPDIR) on your fastest available device.5Jî╥-vѱ∙■Fê╪f»≈@fot╣YƒΣ,u╝Lò▐*s╗ J å ╧
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5å╘c¿ΘOûΣ/^º±6gqv┴Mk▓√Aüè╘at╝Nù▀,n╢■Cê╠µδ/r╗√Eë╥▀(o░Dì▄]ѱ9Ç└T£Φ-5~┬Wƒε6@ê╥ Y d â ò ¿ ║ ╧ π .!N!]!¬!█!φ!8"é"╩"#^#ñ#τ#/$s$╣$%^%⌐%∞%0&w&╞&'^'¡'((`(⌐(≡(<)ä)╧)*]*ú*ε*;+O+¢+α+),u,╜,-F-É-╓- .l.╡.°.;/ä/═/µ/)0s0╝01?1U1Z1ó1µ1-2[2w2|2╖233Q3j3í3σ3/4y4┼4Vistapro's graphical user interface is similar to the "point and click"interface found in many windowing packages. Just move the cursoraround the screen with the mouse and click its buttons to control theprogram. Only occasionally is it necessary to type in a number or textfrom the keyboard.In general, the left mouse button is used to select things and the rightmouse button is used to abort some operations.A brief description of the elements of Vistapro's interface is given below.|bMOUSE|b|bThe mouse is the primary input device for controlling Vistapro. As themouse is moved around on the desk, notice the arrow shaped cursormove around the screen. The |uactive|u part of the arrow is its tip. The leftmouse button is used to select items or locations on the screen. WhenVistapro is calculating something or loading/saving files to disk, themouse cursor will change to an hourglass to indicate that the program isbusy. When the hourglass cursor is visible none of the buttons, menus,etc., on the screen may be used; wait for Vistapro to finish the currentfunction and the arrow will reappear.|bLABELS|b|bLabels are just for information. Labels appear as black text with ahighlighting to make the text look as if it is engraved into the background.|bMENUS|b|bAt the top left corner of the screen are several Menu Header buttons.They are rectangles with highlighted outlines and black text on them.When the mouse cursor is placed over one of these, press down on theleft mouse button. Notice the button on the screen depresses, the textwithin it lights up, and a pull down menu appears just below the button.As long as the left mouse button is held down, the pull down menu willremain visible. To select one of the menu items, move the mouse down(while still pressing the left mouse button) until the cursor is over theitem you want to select. Notice the text of each menu item lights up asthe cursor moves over the item -- this is to let you know for sure whichitem the cursor is over. If you release the left mouse button while one ofthe menu items is lighted, Vistapro will know that item is selected, andtake the appropriate action. If the mouse button is released while thecursor is not over one of the items (none of the items is lighted), noaction will be taken. In either case the pull down menu will be erasedand the |uMenu Header|u button will pop back up and darken.Some pull downs contain items that are mutually exclusive -- only one ofthe items is allowed to be selected at a time. The Graphics Mode pulldown is one such menu. The selected mode is indicated by the * thatappears at the left edge of the pull down. If a new item is selected, the *will move to the new item.|bBUTTONS|b|bButtons (other than Menu Header buttons) come in two types: Two-statebuttons and Action buttons.Two-state buttons have an |uon state|u (button depressed, text lit) and an |uoff|ustate|u (button up, text dark). Change the state of a button by moving themouse cursor over it and pressing and releasing the left mouse button.Notice the button change from on to off or from off to on. Each time aTwo-state button is pressed, it changes state. For example, turn onshadows by depressing the |uShadow|u button and turn them off bypressing the button again.Action buttons are used for starting actions rather than changing a state.These buttons will automatically pop back up again after the action iscompleted. The |uRender|u button is an example of an Action button. When |u|uRender|u is pressed, Vistapro renders the screen. When the rendering isfinished (or aborted) the button pops back up.Both types of buttons require release of the left mouse button while themouse cursor is still on top of the button image. If the mouse cursor ismoved off the button and released, the button on the screen will popback to its original state with no action taken.|bGADGETS|b|bGadgets have two functions. One is to show the current value of a settingwithin Vistapro. The other is to specify a new value. They appear aswhite numbers or text on a black background. There are two types ofgadgets - numerical and text.Numerical gadgets are for setting numerical variables within Vistapro.The exact value of a variable is displayed within a numerical gadget. Anew value can be displayed by clicking the mouse button on one of thegadgets. The Camera position gadgets are examples of numericalgadgets.Text gadgets are for inputting text into Vistapro. Their main use is forspecifying filenames. As is done with numerical gadgets, they can bechanged by clicking the left mouse button on them and editing the textfrom the keyboard.To edit either type of gadget, place the mouse cursor on the gadget andpress the left mouse button. The mouse cursor disappears, and a textcursor appears within the text at the position of the click. The editor isalways in |uinsert mode|u, meaning than any new characters typed will beplaced into the gadget just in front of the character the cursor is on.Move the cursor to the left or right with the left and right arrow keys. Ifyou press an invalid key for the type of gadget being edited, thebackground of the screen will flash white. Completely clear the gadgetby pressing the space bar. Indicate final acceptance of the new gadgetby pressing ENTER on the keyboard or clicking the left mouse button.Abort editing (restoring the edited gadget to its original value) bypressing ESCAPE on the keyboard or clicking the right mouse button.|bVISTAPRO FILE REQUESTOR|b|bWhen you perform an operation that requires a file name (loading orsaving image files, for example) Vistapro opens its File Requestorwindow. The File Requestor is a device for selecting or specifying filenames. You can select an existing file by clicking on the namedisplayed in the Filename Window. If you want to create a new file clickon the Filename text gadget and type in the new name. You can alsonavigate around your hard disk(s) and floppy disks in search of files ordirectories.At the top of the File Requestor are two buttons. The button at the topleft is for confirming the indicated operation. The exact text on thebutton varies depending on the operation that is requested. Forexample, if you selected |bLoad PCX|b the button reads |uLoad PCX file|u. Clickon this after selecting the desired filename (described below) andVistapro will continue with the operation; in this case it will load anddisplay the indicated PCX picture. We refer to this button as the |uConfirm|ubutton since its text varies according to operation.The button at the right of the File Requestor is labeled |uAbort|u. If youdecide that you don't want to continue with the operation you can pressthis button and Vistapro then ignores the original request. For example ifyou selected|b Load PCX|b and then decide that you don't really want toview any files, click on |uAbort|u and Vistapro simply closes the FileRequestor and returns to the main screen with no actions taken.The Directory text gadget (to the right of the Directory Label) is forspecifying the drive and directory from which to select the file. This alsoselects the path from which the list of files in the Filename Window isdisplayed. You can either type in a drive and directory directly or selecta drive or directory from the Drive Selector buttons or the FilenameWindow.The Filename text gadget is for specifying the exact file name. You caneither type in the name or select one from the Filename Window. Ofcourse if you are creating a new file you will have to type the name in,since it will not appear in the Filename Window. If you are creating a newfile and you select the name of an existing file Vistapro will warn youafter you click on the |uConfirm|u button. You are then able to continue withthe operation (the old file will be deleted and the new one created) orabort it.When saving files Vistapro supplies a default filename extension if youdo not specify one. For example, if you are saving a DEM file and selectthe name TESTFILE, Vistapro will automatically add .DEM to thefilename before saving. Each of the save functions has its own defaultextension.File type default extension -- DEM |m150DEM CMAP |m150DEM PCX |m150PCX Script |m150SCR VANIM |m150VANTo override the automatic default extensions place a "." at the end of thename you specify. For example: TESTFILE.will force Vistapro to save the file without the default extension. You mayalso specify your own extension by typing it in: TESTFILE.EXTTo the right of the Filename text gadget is the Spec text gadget. This isfor entering the specifications (sometimes called filter or template) forthe name of the files that appears in the Filename Window. This gadgetinitially has the default file specification for the current request. Forexample if you select |bLOAD DEM|b the Spec is then *.DEM and only filesending with .DEM appear in the Filename Window. You can type in yourown Spec if desired. The format is the same as for DOS's wildcardspecifications. In short "?" means any ONE character and "*" means anynumber (including none) of any characters. See your DOS manual forfurther details. In general you do not have to change the file Spec.At the left edge of the screen are several buttons labeled |uHome|u, |uRoot|u, |u|uA:\|u,|uB:\|u,|uC:\|u etc. The exact number of buttons varies depending on yoursystem setup. There is a button for each drive (including |usubstituted|udrives) on your machine. These buttons are used to select betweenyour different drives. For example, clicking on C:\ will cause theDirectory text gadget to change to C:\ and the Filename Window is thenupdated with the directory of the root directory of drive C. |uHome|u selectsthe default directory from which Vistapro was started. In most cases thiswill be C:\VIRTUAL\VRVISTA. |uRoot|u selects the root of the default drive,usually C:\. The most Drive buttons that will ever appear is 12, including |u|uHome|u and |uRoot|u. After |uHome|u and |uRoot|u the rest of the drives then appearin alphabetical order.The Filename Window is the large window towards the center-bottom ofthe File Requestor. This window has a list of all directories and filesthat match the File Spec (documented above). Regular files show theirname and size in bytes. Directories appear in a slightly brighter text andin place of the file size is the text (DIR). All directories appear inalphabetical order and all are at the top of the list. All filenames thatmatch the File Spec appear after all the directories. If you select adirectory (by clicking on it) the directory name is appended to the |u|uDirectory|u text gadget and the Filename Window is updated with thedirectory of the selected directory. Selecting a file copies the filenameinto the Filename text gadget. After selecting the filename click on the |u|uConfirm|u button.There are often two special directory names at the top of the list, "." and"..". The "." selects the current directory again. This forces theFilename Window to be updated with the current directory. For instance,if you are looking in directory A:\DEM (Virtual Reality ships all DEM fileson floppy diskettes in a subdirectory called DEM) for a particular DEM,and you decide to look on another floppy, you can simply put the newfloppy in the drive and press the "." directory name. The FilenameWindow is then updated with files on the new diskette. Of course you canalso press A:\ and then select the DEM directory name to get the sameresults. The ".." directory name is for stepping up to the parent of thecurrent directory. It is the equivalent of typing CD .. at the DOS prompt.To the right of the Filename Window are four buttons labeled with up anddown arrows. The button with three up arrows scrolls the FilenameWindow up one page. Three down arrows scrolls down one page. Thesingle up arrow button scrolls up one line, the single down arrow buttonscrolls down one line. You use these buttons to scroll around in searchof the desired filename.Just above the Filename Window is a label indicating how much diskspace is free on the currently selected drive. This is especially usefulwhen creating animations, since animation files can be very large, tens,even hundreds of megabytes! The text will appear as |uBytes free: xxxx|uwhere |uxxxx|u is the number of bytes free on the drive.|bABORTING OPERATIONS|b|bWithin Vistapro, most operations that take a significant amount of timecan be aborted either by pressing the ESCAPE key or by pressing andholding down the right mouse button until you see the operation abort.Rendering is an example of such an operation.|bSPECIAL KEYBOARD COMMANDS|b|bThere are a few special keyboard commands. These keyboardfunctions are not active when the |uBusy|u cursor is visible or when editinggadgets.F10 Keyboard Command - Redraw the screen or File Requestor, in casethe screen is corrupted.ALT Q Keyboard Command - Quit Vistapro, return to DOS.0 Keyboard Command - The "0" (above the "P" key, not the one on thenumeric keypad) will cause Vistapro to set the elevations of the edges ofthe landscape to 0. This makes the landscape look like it was cut out ofthe surface of the earth with a cookie cutter. The camera must, of course,be located in a position that shows the outside edge of the landscape.F┌HóLÄ╫cºφ9~╞Kî╠∞1{├[ozïº┐▄÷!:Yq}Ö▒╧σ∞#AZyÆíªτ1=Bå╬ V £ α '
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(T(Ö(▀()N)])b)º)╖)┼)╩)*\*á*ª*╢*╗*+H+Æ+╒+Σ+Θ+-,r,┤,█,Ω,∩,,-n-▒-≤-∙-..Q.û.╪./_/º/⌠/<0H0X0]0ó0σ0(1m1│1╞1╘1┘1 2i2«2⌡243y3╞3╪3 4l4╢4 4F5æ5σ56d6«6°6>7|7├78I8ò8═8Σ89,9P9ç9ª9≡9;::è:Å:╪:$;n;╗;<G<ï<╓<!=m=«=╖=╝=>P>¢>Φ>.?o?v?{?╟?@[@¢@├@╔@╬@AZAûAáAÑAδA-B>BHBMBÿB▌B!ClC»C°C<DàD═DE(E:ELEYEñEΓEF]FñF╬F▐FεF■FGTGáGτG√GH.HTHlHûHVistapro's menus are accessed via the buttons at the top left of the mainscreen. To see the menus, place the mouse cursor over one of thebuttons and press the left mouse button. A menu with several selectionsappears immediately below the button. This menu will remain on thescreen as long as the left mouse button is held down. To select a menuitem, move the mouse pointer down over the menu and release it whenthe cursor is over the desired item. For more general information onusing the menus see the |uGraphical User Interface|u section of the manual.There are five menus in Vistapro. The Project Menu allows access toDOS, information about Vistapro, information about the currently loadedlandscape, and the quit Vistapro function. The Load Menu allowsloading of landscapes, colormaps and pictures. The Save Menu saveslandscapes, colormaps and pictures. The GrMode Menu is used forselecting graphics and animation modes. The Script Menu is forcreating and executing Scripts.Many of the Menu items involve the use of Vistapro's File Requestor.The File Requestor indicates file names for those functions which requirefile names -- loading and saving files for example. The File Requestorallows easy navigation through drives and directories to find files. Seethe section titled |uVistapro File Requestor|u for more details on how to usethe File Requestor.|bProject:|b|b|bSpawn DOS|b|b Load:|m100Load DEM Save:|m100Save DEM GrMode:|m100VGA 320x200 Script:|m100Generate|bAbout Vista|b|b Load:|m100Load CMAP Save:|m100Save CMAP GrMode:|m100VANIM 320x200 Script:|m100Create|bAbout DEM|b|b Load:|m100Load PCX Save:|m100Save PCX GrMode:|m100VESA 640x400 Script:|m100Open|bQuit|b|b GrMode:|m100VESA 640x480 Script:|m100Add GrMode:|m100VESA 800x600 Script:|m100Preview GrMode:|m100VESA 1024x768 Script:|m100Execute|bPROJECT MENU|b|bThe Project Menu allows temporary transfer to DOS, retrieves theinformation about the current landscape, and allows you to quit Vistapro.|bSpawn DOS|b|bSpawn DOS temporarily transfers you to the DOS command line. SpawnDOS is useful to format a diskette, delete files, view an animation, orperform other DOS tasks. When Spawn DOS is requested, Vistaproreturns the screen to the starting mode. It frees about 256K of memoryand then attempts to run COMMAND.COM. If an attempt is made to run aprogram that requires more than 256K of memory, it may not succeed.After the DOS excursion is completed, type EXIT to exit DOS and returnto Vistapro. Vistapro returns to the state that it was in when the DOSexcursion was initiated.|bAbout Vista|b|b|b|uAbout Vista|u opens a window with information about Vistapro, its authors,and its publisher. While this window is visible, none of the other Vistapromenus and buttons will be active even though they are still visible. Toshut this window click the button labeled |uOK|u at the top left corner of thewindow.|bAbout Landscape|b|b|b|uAbout Landscape|u opens a window with information about the currentlandscape. The file name of the landscape and other information fromthe landscape header file will appear. While this window is visible, noneof the other Vistapro menus and buttons are active even though they arestill visible. To shut this window click the button labeled |uOK|u at the topleft corner of the window.|bQuit|b|b|b|uQuit|u causes Vistapro to |uclean up after itself|u and return to DOS or theprogram from which you started Vistapro. Vistapro will delete all itstemporary files, restore the screen to the mode that it was in whenVistapro was started, and free the memory it was using.|bLOAD MENU|b|b|b|uLoad Menu|u loads landscapes, colormaps, and picture (PCX format) filesinto Vistapro. The File Requestor is used for all these functions. See theFile Requestor section for details on its use.|bLoad DEM|b|bDEM is an acronym for Digital Elevation Model -- a format used torepresent landscape data. |uLoad DEM|u loads a landscape into Vista.Each Vistapro landscape has elevation data, color data, and usually,some textual information (which can be read via the |uAbout Landscape|uMenu item). All of this information is loaded by Load DEM. Many of theinternal settings of Vistapro will be reset to some default values when alandscape is loaded -- for instance, the camera is placed at the topcenter of the contour map and the target is placed at the bottom center.Vistapro recalculates all of its coloring and shading information whenrendering starts.When installing Vistapro, all landscapes are placed in the DEMsubdirectory in the Vistapro directory. For example, if Vistapro wasinstalled in C:\VIRTUAL\VRVISTA then all its landscapes will be found inC:\VIRTUAL\VRVISTA\DEM.|bLoad CMAP|b|bThe CMAP, or colormap, is the group of colors, contrast setting, andexposure setting used to color the landscape and render the picture.(You can see and alter these colors and settings by using the ColorControl Panel.) After loading a new CMAP, Vistapro will need torecalculate the color palette used for drawing pictures, and the shadinginformation. By default, when you install Vistapro, the CMAP files will bein a subdirectory called CMA located in your Vistapro directory. IfVistapro was installed in C:\VIRTUAL\VRVISTA then all your CMAP fileswill be found in C:\VIRTUAL\VRVISTA\CMA\. Colormap files areactually DEM files with elevation data for a flat landscape (flatlandscapes compress very well and only require about 4 K of diskspace). Since each DEM file also has a colormap, you can loadcolormaps from other landscapes. To do this, simply look in the DEMdirectory instead of the CMA directory and select the DEM file. Only thecolormap portion of the DEM file will be loaded.|bLoad PCX|b|bVistapro can load and save pictures in PCX format. Use this menu itemto view previously saved pictures. Use the File Requestor to select thedesired PCX file. If the PCX image is a different size than the currentGrMode, Vistapro gives you the option of changing the GrMode fordisplaying the image. If you don't change the GrMode and the picture islarger than the current GrMode setting loaded, you will see only the topleft corner of the picture. If the picture is smaller than the currentGrMode, the picture will be at the top left corner of the screen. Vistapropictures are saved in the PCX subdirectory, in the Vistapro directory.This is C:\VIRTUAL\VRVISTA\PCX. Vistapro only supports the 256color PCX format. Pictures created by other programs in the 16 colorPCX format (usually EGA programs) cannot be loaded. Vistaprocontinues to display a loaded PCX file until either mouse button isclicked or the ESCAPE key is pressed.|bSAVE MENU|b|bSave Menu items are the opposite of the Load Menu items. They allowsaving landscapes, colormaps, and pictures (PCX format) files fromVistapro. The File Requestor is used for all these functions. See the FileRequestor section for details on its use.|bSave DEM|b|bIf a landscape has been modified, or a new fractal landscape created, itcan be saved as a landscape file. The elevation data, textualinformation, and colormap (CMAP) are saved to the file. The color ofeach polygon is not saved -- this means that rivers, lakes and seas willbe lost. The DEM subdirectory is recommended for saving landscapes. Subdirectories should be made if a large number of landscapes areplanned.|bSave CMAP|b|bIf you have modified a colormap and wish to save it for quick accesslater on (you may want to use the same colormap for another landscape)you should use this function. Each CMAP is about 5,000 bytes. Youcould also save the entire landscape and later load the CMAP from thelandscape file, but this would create much larger files (usually about60,000 bytes). We recommend that you save your CMAP files in theCMA subdirectory, especially since they have the same default filenameextension as DEM files.|bSave PCX|b|bVistapro pictures may be saved with Save PCX. (Many other programsalso use pictures in this format.) They may be viewed again using theLoad PCX function of Vistapro. The picture is displayed on the screenas it is being saved. After the picture is saved the screen returns to themain control panel. The PCX subdirectory is recommended for savingpicture files. Created when Vistapro was installed, the directory willusually be C:\VIRTUAL\VRVISTA\PCX. PCX files range in size from afew thousand to about 700,000 bytes depending on the amount of detailand the GrMode in which the picture was rendered.|bGrMODE MENU|b|bGrMode Menu selects the graphics mode for rendering pictures orviewing PCX files. Only one of the modes can be selected at a time andits selection is indicated by the "*" next to the menu item. Nothing isseen when one of these items is selected, but subsequent images arerendered in the selected GrMode.For VESA modes, a VESA driver must be installed before runningVistapro. Some extended VGA (EVGA) or Super VGA (SVGA) cardshave the VESA modes implemented in ROM. A VESA driver may havecome with your VGA card. If not, contact the manufacturer of the card foravailable VESA drivers. Many on-line services (like Compuserve) havethem available for down-loading.Not all VESA drivers implement all the VESA modes. In particular, thedrivers cannot produce modes which require more memory than isinstalled on the VGA card. Most 256K VGA cards can display up to640x400 pixels in 256 colors; 512K cards can usually display up to800x600 pixels, and 1024K (1M) cards can usually display 1024x768pixels. Some drivers do not support certain modes even though there issufficient memory. Finally, some drivers report to Vistapro that modesare supported even though the driver does not generate them properly.In this case a black or gray screen with vertical lines will appear when apicture is rendered or displayed. If this happens, select another mode.Not all VGA monitors can display all the VESA modes. If the pictureappears to roll, try adjusting the vertical hold on your monitor. If thescreen will not sync, the monitor probably can't support the high refreshand scan rates needed for those VESA modes. Vertical and horizontalsize and position settings may require adjustment on older multi-syncmonitors. |bIF A MONITOR DOES NOT SUPPORT THE HIGHER|bRESOLUTION MODES, DON'T USE THEM. DOING SO CAN DAMAGE|bTHE MONITOR.|b|bVistapro only renders images in the 256 color modes available on VGAand SVGA cards.|bVGA 320x200|b|bVGA 320x200 is the 256 color mode available on all VGA adapters. If aVGA card is present, this mode should work. If a Script is executed whilein this mode, Vistapro will save a sequence of PCX files in 320x200mode.|bVANIM 320x200|b|bThis is actually the same graphics mode as VGA 320x200 but is used tocreate animations in Vistapro's VANIM format. If a Script is executedwhile in this mode, Vistapro will save the animation in VANIM format (onelarge file). All VGA cards should be able to display this format.|bVESA 640x400|b|bThis is the 640x400 256 color VESA format available on many VGA andSVGA cards. This mode requires 256K of video memory to be installedon the VGA card. Some VESA drivers do not support this mode eventhough the VGA card has enough memory.|bVESA 640x480|b|bVESA 640x480 allows use of the 640x480 256 color VESA formatavailable on many VGA and SVGA cards. This mode requires 256K ofvideo memory to be installed on your SVGA card. Most VESA driversfor SVGA cards with more than 512K or more of memory support thismode.|bVESA 800x600|b|bThis is the 800x600 256 color VESA format available on many VGA andSVGA cards. It requires 512K of video memory to be installed on theSVGA card. Most VESA drivers for SVGA cards with 512K or more ofmemory support this mode. The monitor must also be able to supportVESA 800x600 mode. Some standard VGA monitors will not be able tosync to this mode. Try adjusting the vertical hold, vertical size, andhorizontal size settings of your monitor if the screen appears to roll or ifit isn't centered. Most Multi-sync or Multi-scan monitors support thisresolution.|bVESA 1024x768|b|bThis is the 1024x768 256 color VESA format available on many VGA andSVGA cards with 1024K (1M) of video memory. Most VESA drivers forSVGA cards with 1024K (1M) of memory support this mode. A monitorcapable of handling this mode is required. Standard VGA monitors donot support this mode. Many Multi-sync or Multi-scan monitors do notsupport this mode.|bSCRIPT MENU|b|bThe Scripting functions allow generation of a series of images withouthaving to attend to the computer for each image. There are two uses forScripts. One generates a sequence of images unattended. The secondgenerates animations. Actually both uses are the same except that thesuccession of camera positions is more ordered for animations.Vistapro Scripts can only control the camera location and direction.Lighting, or any of the other settings of Vistapro, can't be controlled fromscript functions.Vistapro Script files are plain ASCII text files. You can use any texteditor that saves files in ASCII to change them. It is important the firstline of the Script file be: |uVista Script File|u. The text must appearexactly as depicted here with no leading or trailing spaces. The secondline may have any text or may be left blank -- when Vistapro creates aScript file the second line is just a reminder of the order of the data oneach line of the Script |uCamX|u, |uCamY|u, |uCamZ|u, |uBank|u, |uHdng|u, |uPtch|u.The subsequent lines are a sequence of Camera X, Y, and Zcoordinates and Banks, Headings, and Pitches. There is one line foreach frame of the animation. The first value on the line is the Camera Xposition. The second value is the Camera Y position, and the third valueis the Camera Z position. The following values are the Camera, Bank,Heading, and Pitch settings. These values are similar to thecorresponding values that appear in Vistapro's Control Panel. Leadingor trailing spaces are allowed on these lines. Each value must beseparated by a comma. Text may be included after the six requiredvalues. The values may be either in integer or floating point format. Forexample, the following constitutes a valid Script file: Vista Script File CamX, CamY, CamZ, Bank, Hdng, Ptch, 0, 0, 1234, -20, +30, 17, 1000, 1000, 2000, 0, 0, 0 1234.56, -2345.67, .34, 0.27, -.123, 3, "Comment"Note leading spaces are valid.The simplest way to start a new Vistapro Script file is to use Vistapro'sCreate Script function. This will create a Script file with the first twolines filled out. Append each of the camera positions to the file.|bGenerate|b|bThis option creates a quick linear path from the current camera positionto the current target position. |uGenerate|u is most useful for generatingsimple straight-line paths for animations. When this option is selected,Vistapro asks for the name of the Script file to generate. Then it asks forthe number of frames. If the camera is 1000 meters from the target and100 frames are selected, the camera will be 10 meters closer to thetarget in each subsequent frame. The Bank, Heading, and Pitch willremain constant (the camera will continue to point at the target). If thename of an existing file is selected, Vistapro will ask you if you want todelete the file or abort the operation. Putting Script files in the SCRIPTsubdirectory, usually C:\VIRTUAL\VRVISTA\SCRIPT, is recommended.|bCreate|b|bCreate is used to create a new Script file. The new file will have theappropriate first line to identify it as a valid Vistapro Script file. Thesecond line shows the order of the arguments for the subsequent lines. Ifyou select a file name that already exists, Vistapro will ask if you want todelete it or abort the operation. Putting Script files in the SCRIPTsubdirectory, usually C:\VIRTUAL\VRVISTA\SCRIPT, is recommended.|bOpen|b|bOpen simply selects a file name for use with the |uAdd|u function describedbelow. Open a file when you want to append camera positions to an oldScript file. If the name of a file that doesn't exist is selected, Vistaprowill complain and then do nothing. Script files default to theC:\VIRTUAL\VRVISTA\SCRIPT subdirectory.|bAdd|b|bThis function adds the current camera position, Bank, Heading, andPitch to the current Script file. You must first select the Script filewith either the Generate, Create, or Open Script functions.|bPreview|b|bPreview depicts the path specified by a Script file. It appears as aseries of black dots on the contour map. Each dot represents oneCamera position.|bExecute|b|bThis function executes a script. Vistapro asks for the name of the scriptto execute and the name of the image or animation file(s) to output.Vistapro has two Execute modes that are set by the GrMode (GraphicsMode) Menu items. If the graphics mode is |uVANIM 320x200|u Vistapro willproduce a VANIM animation file which can be viewed with the Viewerutility. In any other graphics mode Vistapro will produce a sequence ofPCX files. The PCX files are named: ABCxxxxx.PCX where ABC is thefilename that you supplied via the File Requestor, xxxxx is a five digitnumber indicating the frame number, and .PCX is the standard extension. For example, if you picked PIC as the filename the output files will be PIC00000.PCX PIC00001.PCX PIC00002.PCX etc....If you picked a filename longer than three characters only the first threecharacters will be used; if you selected PICTURE.XYZ the samesequence of picture names are generated as with PIC.If you select a name shorter than three characters Vistapro will justappend the five digit value to the name you selected. A filename of Pwill generate the following output files: P00000.PCX P00001.PCX P00002.PCX etc....If you are generating an animation in VANIM mode the output file name isexactly the name you specified with the exception that if you didn't supplyan extension Vistapro will automatically append .VAN to the file name: PIC -> PIC.VAN no extension specified PIC. -> PIC. a blank extension specified PIC.VNM -> PIC.VNM a different extension specifiedWe recommend that all your VANIM animations use the .VAN extension.äVZ┴Kò¬ε7Wmpy~╟T£π-y├ Pÿ╫e¬±8u~â╟X₧ß,t╜ J ï ╥
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7╞Ω■Jî╓^ªµ/v╝P{Çà╔XÖ┌$,16w╛Duz└Mì╛├╚ Pû╓PU\a¬⌠9â═[ó┼╠╤aº∩$,1y├ RŪ½▒╢IÆ▌$6Ç╟ZªΣδ≡;å═a«⌡A m ╜ !S!£!τ!,"3"8"}"╚"#Y#¢#τ#0$r$╡$╤$%e%¡%⌠%ⁿ%&&U&¢&ß&''o'╡'(L(ò(Ñ(ε(7))╔)*I*P*U*Ü*┌* +h+╡+ +I,ô,█, -f-¬-φ-*.5.ä.╚./,/4/9//╚/0]0á0µ0,1d1╡1·1A2`2½2⌡2?3è3╒3 4h4│4ε4≈4ⁿ4>5å5╔56U6₧6τ6/7s7╣78H8ô8╫89d9v9Ç9à9╬9:\:¿:≈:;;ä;╦;<W<~<╗<=O=Ö=┼=α=ⁿ=>3>D>ê>ô>█>π>Φ>0?o?╡?√?;@ü@╔@σ@/AZAcAhA┤AⁿAEBìB╨BCfC░C⌡CADÅD╒DπD"EfEòE╘EF_FñF½F±F4GgGpGuG╣GHKHèH╬HIaI¼I±I3J}J╔JK@KGKLKÖK╧K╓K█KLeL¬L⌠L4MzM╛M MHNôN┌N$OiOÜOúOªO½O≡O/PqP╗PQJQÄQ╒Q≡Q∙Q■QFRêR╧RSTSxS└STNT¢TµT0UtUªU»U┤U°U@VêV╥VW[W₧WΣW&X/XyX╝XYKYûY╪YZThe Vistapro Control Panels are split into three main sections, which wecall the Upper, Middle and Lower Control Panels. In addition, there is aColor Control Panel.The map in the window represents the landscape area you loaded intoVistapro. The small black + symbol on the map is the target. The smallblack box symbol is the Camera.|bUPPER CONTROL PANEL|b|bTarget|b|bThe target represents the point at which you are aiming the camera. Itslocation is measured in meters from the lower left hand corner of thetopographic map and in meters above sea level. After selecting the |u|uTarget|u button on the Control Panel, you can place the mouse pointeranywhere over the landscape and click the left mouse button, setting anew target position in the X and Y direction. The Z, or height value, isset to the elevation of the landscape at that X-Y coordinate. That is, theZ value in the target represents the actual elevation of the landscape atthat point. As an alternative, you can place the target precisely byentering locations directly into the X, Y and Z numerical gadgets. Tochange a value, select the appropriate numerical gadget by clicking theleft mouse button in the numerical gadget. Use normal editingtechniques to change the values. (Backspace, delete, etc.) You mayalso delete the entire contents of the gadget by pressing the SPACE bar. This works in all the numerical gadgets in Vistapro. When finishedediting press the ENTER key or the left mouse button to accept the newvalue. Press the ESCAPE key or the right mouse button to stop editingand restore the original value. See also Locking Functions.|bCamera|b|bThe camera represents the location of a hypothetical camera used totake a scenic picture. Its location is measured in meters from the lowerleft hand corner of the topographic map and in meters above sea level.The X coordinate is from left to right on the topographic map. The Ycoordinate is from bottom to top on the topographic map, and the Zcoordinate is in meters above sea level. Select |uCamera|u on the ControlPanel. By placing the pointer anywhere over the landscape and clickingthe left mouse button, you can select a new camera position in the X andY direction, and the Z or height value changes with the elevation of thelandscape. The Z value of the camera is set to 30 meters above thelandscape. Alternatively, one can place the camera precisely byentering locations directly into the X, Y and Z numerical gadgets. Tochange a value, select the appropriate numerical gadget by clicking theleft mouse button inside the gadget. Use normal editing techniques tochange the gadget values (backspace, delete, etc.). Delete the entirecontents of the gadget by pressing the SPACE bar. This works in all thenumerical gadgets in Vistapro. When finished editing press the ENTERkey or the left mouse button to accept the new value. Press the ESCAPEkey or the right mouse button to stop editing and restore the originalvalue. See also Locking Functions.|bLocking Functions|b|bOther tools that you can use with both the camera and target functionsare the X, Y and Z locks. You can use the locks when you want torestrain the target or camera from moving in one or more directions. Forinstance, if you want to move the camera to a new location on thelandscape without changing its altitude, you could depress the Z lockand then click on a new camera location. You will see that the X and Ycoordinates of the camera have changed but that the Z value hasremained the same. Of course there are two other ways of achieving thissame result: you could simply type the new X and Y locations into thecamera X and Y numerical gadgets, or you could click the mouse on thenew camera location (with the Z lock not set) and then type in the desiredaltitude. Vistapro will restrain both the camera and target X, Y, and Zvalues as long as the locks are depressed.|bdR|b|bdR displays the distance in meters between camera and target. Thisdistance is the radius from the target. You can use this value to stepcloser to or away from the target - just as one might do when taking aphotograph. When you type in a new distance value Vistapro willchange the camera's X, Y, and Z coordinates to match the desireddistance as well as it can. The Bank, Heading, and Pitch values will notchange.|bdX|b|bdX displays the difference between camera and target X dimensionvalues. The user can change this value by entering a new value in thedX numerical gadget. Changing this value moves the camera to reflectthe new distance. The Heading and Pitch of the camera may alsochange to keep the camera pointed at the target.|bdY|b|bdY displays the difference between camera and target Y dimensionvalues. The user can change this value by entering a new value in thedY numerical gadget. Changing this value moves the camera to reflectthe new distance. The Heading and Pitch of the camera may alsochange to keep the camera pointed at the target.|bdZ|b|bdZ displays the difference between camera and target Z dimensionvalues. The user can change this value by entering a new value in thedZ numerical gadget. Changing this value moves the camera to reflectthe new distance. The Heading and Pitch of the camera may alsochange to keep the camera pointed at the target.|uThe following descriptions use an airplane as a model to explain axes.|u|u|bBank|b|bBank controls the rotational angle of the camera around its longitudinalaxis. Imagine an airplane. You can describe the longitudinal axis as aninvisible line drawn from the tail of the airplane to the nose. Anyrotation that causes one wing to dip and the other to raise is a rotationaround the longitudinal axis. A positive rotation around this axis wouldcause rotation in a clockwise fashion as viewed from the tail. The leftwing would raise and the right wing would lower. Note that when thecamera rotates clockwise the view that is rendered will appear to haverotated in the opposite direction.|bHead|b|bHeading describes the rotational angle of the camera around its Z axisrelative to the landscape. Imagine an airplane. You can describe the Zaxis as a line drawn from the top of the airplane to its bottom. Anyrotation around this axis causes the airplane to turn right or left. Apositive rotation causes the airplane to turn right.|bPitch|b|bPitch is the rotational angle of the camera around its wing axis. Onceagain, imagine an airplane. A line drawn through the wings from the leftside of the airplane to the right side describes the pitch axis. Anyrotation around this axis causes the airplane to move the nose either upor down, with a positive rotation causing the nose to go up.|bMIDDLE CONTROL PANEL|b|b|bSea|b|bBy setting the sea level, you can sink the landscape into the sea to thatlevel. All points below this level become sea level (0 meters), and allpoints above this level have that value subtracted. For example, if youselect 1000 meters as sea level, all points below 1000 meters will sink to0, 2000 meters will sink down to 1000 meters, 3000 meters will sink to2000 meters, etc.Vistapro will erase rivers and lakes (if present) when it generates a newsea level. Vistapro will need to color and shade the landscape again.Vistapro has a button for selecting sea level. You click on the |uSea|ubutton and then select the level by clicking on the topographic map. Youcan specify the Sea level explicitly by typing the value into the numericalgadget immediately below the |uSea|u button (See also Waves).|bTree|b|bYou can use the |uTree|u level button to set the timber line, the altitudeabove which there are no trees. The timber line is a "fuzzy" value. Justas in nature, some trees will appear above the tree line and some bareareas will appear below it. Vistapro's AI (Artificial Intelligence) ruleswill compensate for features of the landscape. Trees generally will notcover the face of a cliff even though the entire cliff may be below the treeline. Trees may grow upward into a valley (more water is available atthe bottom of a valley) and a ridge will tend to be devoid of trees (ridgestend to dry out from exposure to the wind).If the |uDrwTre|u (draw tree) button is not selected Vistapro will not actuallydraw the trees, it will just use the tree colors to color the ground.You can use the |uTree|u button to select the tree level. Depress the |uTree|ubutton and then click on the topographic map at a location which has thedesired altitude. You may also numerically specify a tree level by typinga value into the numerical gadget located below the |uTree|u button.|bSnow|b|bThe Snow level is the lowest elevation where Vistapro will cover thelandscape with snow. The AI rules in Vistapro use this value to calculatewhere to use the snow colors. Vistapro will compensate for cliffs, ridges,valleys, rivers and lakes in an attempt to mimic natural snow cover.Snow colors don't have to be the colors of snow. You can use anycolors you like -- just keep in mind that the snow colors will be placed onthe landscape following the AI rules for snow. For instance you can setthe snow colors to shades of gray to make mountain tops look likebarren rock. The barren rocky areas will appear to flow down intovalleys just as snow would.You can use the |uSnow|u button to select the snow level. Depress the |u|uSnow|u button and then click on the topographic map at a location whichhas the desired altitude. You may also numerically specify a snow lineby typing a value into the numerical gadget located below the |uSnow|ubutton.|bHaze|b|bIn the real world, the farther away an object is, the more it is occluded bythe atmosphere. The haze function in Vistapro simulates this effect,adding to the three-dimensional feel of the resulting image. You canspecify how thick the haze is by changing the Haze value in Vistapro.(You can also change the color of the haze -- see Color Control Panel.)You enter the Haze value by entering a number in the numerical gadgetbelow the |uHaze|u button. A value of 0 will completely eliminate the hazeeffect; small values (below 100) will give very little haze, medium values(100-1000) will give medium haze and high values (over 1000) will createvery thick fog.You can also "automatically" calculate the haze value by pressing the |u|uHaze|u button. Vistapro will generate a value based upon the distancebetween the camera and the target. The closer the two are, the thicker(higher value) the haze. We tried to arrange it so that setting the hazevalue this way generates haze that first becomes significant at distancesabout the same as that between the camera and target.|bLake|b|bThe Lake function adds lakes to a landscape. Select |uLake|u on theControl Panel. Then, using the mouse, place the pointer on thelandscape at the lake level desired, and click the left mouse button.Example: If one places the pointer in a shallow valley at 2100 meters,water will begin to fill the valley until it reaches the 2100 meter mark, asit would in nature. If there is any portion along the edge of the valleythat is below the 2100 meter mark, water will spill out of the valley andbegin to flood other parts of the landscape. This may not be the desiredeffect, and it should be kept in mind when using the Lake function. Ifuncertain about landscape heights, move the mouse pointer around anysuspect areas watching the Z value on the status line. Then find thelowest point in the pass to determine the maximum safe altitude forcreating the lake. Lake generation can be aborted by pressing theESCAPE key or the right mouse button while the lake is beinggenerated.To create a lake, press the |uLake|u button and then click on a starting pointon the topographic map. You will see the lake being created on thetopographic map in black. Once the lake has been completed the blacklake will be redrawn in blue.|bRiver|b|bVistapro's River function creates rivers which flow downhill from theselected starting point. If a river reaches a depression it will slowlyfill it (creating a pond or lake) until the lake overflows. The river willcontinue flowing down hill until it reaches the ocean or the edge of thetopographic map. You may stop the flow of a river by pressing theESCAPE key or the right mouse button. Although you can always fill alake using the River function and wait until the lake fills up, it isgenerally faster to fill lakes using the Lake function.To create a river, press the |uRiver|u button and then click on a starting pointon the topographic map. You will see the river being created on thetopographic map in black. Once the river has been completed the blackriver will be redrawn in blue.If you start a river on an existing river or lake, the river will continueuntil it reaches sea level or the edge of the topo map. A new river (onestarted where there was not originally a river or lake) will also stop atany existing water. This allows you to create many tributaries to a riverwithout the main river getting very wide and deep. Of course, if you wantthe main river to significantly widen, start a new river on top of the oldone as many times as you like. It will grow wider with each iteration.You generally will want to start rivers at the head of a valley, but it ispossible to start a river anywhere on the topographic map.|bSmooth|b|bThe Smoothing function smoothes or erodes the landscape, removingthe harsher, more jagged edges of hills and mountains. Smoothing oftenimproves the appearance of landscapes, and it is especially usefulwhen dealing with fractal landscapes. You should use the smoothingfunction sparingly with DEM files if data integrity is important, as itdistorts data. Pressing the |uSmooth|u button on the Control Panel willinvoke the smoothing function. This is a repeatable, refining function,meaning that it can be run over and over again, smoothing (eroding) thelandscape more on each pass. Smoothing is also used to obtain snowcovered peaks. Because of the design rules of the AI algorithms, andas is also true in nature, it is very rare that the summits or peaks ofmountains are completely snow covered. It is more often the case thatdue to the steep nature of the cliff faces and other contributing aspects,such as wind and snow weight, snow does not cover the peaks of mostmountains. However, since it may be desirable artistically to create acompletely snow-covered mountain, smoothing the mountains will oftengive this effect.|bEnlarge|b|bThe Enlarge function allows you to select a portion of the landscape andenlarge it to fill the entire topographic area. The intermediate datapoints are either filled with the average of the points around them orfilled with duplicates of the nearest point. To invoke this function pressthe |uEnlarge|u button. You will then see a box that follows the mouse cursoraround the screen. Place the box over the section that you want toenlarge and press the left mouse button. Vistapro will open a requestornear the top of the screen asking you to select either the Interpolate(average) or Duplicate mode. Select the desired mode and the areainside the box will be enlarged to fit the entire topographic area. Anyrivers, lakes, or oceans will be lost.The differences between the two modes is best described by adiagram. Consider the side of a small hill viewed from a cross-section;in Interpolate mode the hill will double in size in all dimensions and theside of the hill will remain smooth; in Duplicate mode the hill will alsodouble in size, but it will become stepped:|gvist.pcx,266,16,0,20,13,|gvist.pcx,266,16,16,20,13,|gvist.pcx,266,16,32,20,13,|gvist.pcx,266,7,48,20,13,1. Original data2. Interpolate mode: "in between" data is the average of the pointsaround it.3. Duplicate mode: "in between" data is the same as the points near it.|bWaves|b|bVistapro can generate waves on the sea. To enable this feature, selectWaves from the Main Control Panel before creating the sea. Todeselect the waves feature, re-select the |uWaves|u button. When youenable waves, Vistapro will generate them along with any new sea thatis generated. You can add waves to an already generated sea byselecting the Waves function and setting a new sea level, or the samesea level (value 0). While Vistapro is generating waves, it displays amessage on the status line.Vistapro generates waves (if specified) only when a new sea level is set,both on fractal and real-world landscapes.|bDrwTre|b|bVistapro has two types of trees that it can draw while rendering. Vistaprodraws the trees only if the |uDrwTre|u (Draw Tree) button is depressed.When you press the button a requestor will appear at the top left cornerof the screen. From it you specify the size and type of trees to draw.The size is specified by the numerical gadget at the center of therequestor. You must select the size before the type since pressing eitherof the type buttons will close the requestor. Good sizes range from 20 to80 meters. Very small trees may appear too sparse; very large trees willbe distorted or overwritten by subsequent polygons of the landscape.After selecting the tree size (or accepting the default) select the type bypressing either the |uPine|u or |uOak|u button. Pine trees will have roughlytriangular shapes like a Christmas tree. Oak trees will have roughlyround shapes.Trees may be drawn anywhere that TREE1 through TREE4 (see CMapsection) colors are used. In addition the number of trees drawn isaffected by the TreDns (Tree Density) setting.Trees are drawn using TREE1 through TREE4 colors, plus a smallrandomizer so that they are not all the same color. You cannot select thebrown shades Vistapro will use for the tree trunks. The groundunderneath trees is drawn as slightly darker shades of BARE1 throughBARE4.Trees can take a very long time to draw. Depending on how many treesare drawn, trees may take more than twice as long to render as thesame scene without any trees for Vistapro to draw.|bLckPal|b|bVistapro renders pictures using the PC's 256 color modes. Vistaprocalculates the best 256 colors to use just before rendering each image.The colors it picks are based on the colors in the landscape, the currentContrast and Exposure settings, and the Haze colors and value.Calculating a new 256 color palette can be time consuming (about 40seconds on a 20 MHz 386) so we have given you the ability to |ulock|u thecolor palette. When the palette is locked Vistapro will continue to usethe last palette generated. All succeeding images will be drawn with thatpalette until the color palette is unlocked. Locking the palette isespecially useful when previewing an image, playing with the hazesettings or the Color Map. When you are ready to render the final image,unlock the palette so that Vistapro will generate the best possible palettefor that image. The palette is locked when the |uLckPal|u button isdepressed. It is unlocked when the button is up.|bCMap|b|bYou can select the |uCMap|u button to display and activate the Color ControlPanel. See Color Control Panel for more information.|bPoly|b|bVistapro produces 131,072 polygons at its finest resolution. ThePolygon Size function controls the relative coarseness of the landscapeimage. A size of 8 generates 1/64th as many polygons (1/8th on eachaxis) as a size of 1, and they are 64 (8 x 8) times as large. That is, alandscape can consist of 131,072 size 1 polygons, 32,768 size 2polygons, 8192 size 4 polygons, or 2048 size 8 polygons. You can usethe larger polygons to generate quick previews of landscapes. Whenyou are happy with your camera and target placement, use smallerpolygons. The smaller the polygons, the longer it takes to generate theimage. The larger the polygon size number, the less detail that will showup in the image, because Vistapro is displaying only a fraction of theoriginal data. The lower resolutions (higher poly number, i.e. 4, 8) areuseful for quick test renderings to check for landscape color, lightplacement, proper framing and exposure settings.|bTreDns|b|b|b|uTreDns|u (Tree Density) controls how many of the polygons assignedTREE1 through TREE4 colors will also have trees drawn on them.Useful values range from 0 to 300 with low values giving low treedensities, high values giving high densities. Values below 0 are treatedthe same as 0, values above 300 are treated the same as 300. A valueof 150 will result in one half of the TREE colored polygons having treesrendered. To change the Tree Density value, click on the numericalgadget immediately below the |uTreDns|u label and type in a new value.Press ENTER when finished.|bDither|b|bVistapro generally colors landscapes by altitude. The lowest altitudesare colored with TREE1 through TREE4 colors, middle altitudes arecolored with BARE1 through BARE4 colors, and the highest altitudes arecolored with SNOW1 through SNOW4 colors. Each of the 130,000triangles that make up the landscape is assigned a color, based on itsaltitude and several other factors.The Dither value sets the fuzziness of the division between color bandsin Vistapro. A setting of 0 will give the tree-line and snow-line verysharp boundaries. The default setting of 200 gives a moderate amountof dithering of the colors. A large value like 1000 will make the colors sodithered that there is no visible relationship between altitude and color.To set this value, click the mouse pointer on the Dither numerical gadgeton the Main Control Panel. Change the number from the keyboard andpress ENTER. Useful values range from 0 to 1000.|bVScale|b|bVistapro allows you to vertically re-scale any landscape. Typing anumber into the Scale numerical gadget will cause Vistapro to scale thelandscape as requested. For example, if you type in 2.0, Vistapro willstretch the landscape out vertically so that mountains are twice as tall,etc. Values between 0.0 and 1.0 will cause Vistapro to flatten thelandscape. Values below 0 cause the landscape to flip over (valleysbecome ridges, mountains become pits) before Vistapro scales them.The number typed in always results in a landscape which is that valuetimes the original landscape. The user can save landscapes afterscaling.You can generate some interesting effects with the scaling function. Youcan flip landscapes upside down by using negative values. Scalingmountains so that the top will exceed 32000 meters and then scaling itback down to normal will result in mountains with big pits or calderas.Scaling to very large values can even cause several layers of this effect. The result shows a mountain inside a collapsed mountain inside acollapsed mountain. Scaling mountains down until they are very smalland scaling them back will result in stepped mountains.|C@= Uåï╥>EJö╪ Wá╦Γτ(D_dl╣Gô═╓c½∩1dl╡Hö╥hn╕°= y ╗
33_3¬3≤3>4ç4╥45d5»5≥586h6q6╖67M7ù7▐7"8m8┤8≈8<9G9P9£9π9,:x:Ä:ù:Σ:/;x;¡;╡;<@<ç<╥<=f=¼=Ω=/>v>>ê>╬>?V?£?▀?)@|bMain|b|bThe |uMain|u button enables and displays the Main Lower Control Panel.See Main Lower Control Panel for details.|bLens|b|bThe |uLens|u button enables and displays the Lens Lower Control Panel.You can use this to select the type of lens the Camera is using. SeeLens Lower Control Panel for details.|bFrac|b|bThe |uFrac|u button enables and displays the Fractal Lower Control Panel.You should use this when generating random fractal landscapes. SeeFractal Lower Control Panel for details.|bLight|b|bThe |uLight|u button enables and displays the Light Lower Control Panel.Use this when selecting the direction and intensity of the light source.See Light Lower Control Panel for details.|bLOWER CONTROL PANELS|b|bThe Lower Control Panels consist of four separate Control Panelsoverlaid on a common space.|bMain Lower Control Panel|b|b|bBlend|b|bBlend helps reduce the coarse texture of distant parts of the landscape.If you select the |uBlend|u button, Vistapro will draw each polygon with aweighted average color of that polygon and the three polygons thatborder it. This reduces the aliasing of distant polygons. It also reducesthe color saturation of polygons, so its use is optional.|bGshade|b|bGouraud shading produces smooth looking surfaces without obvioustriangles. It requires about 50% more rendering time. Gouraud shadinggives a brush like feeling to the landscape, as if an artist painted itusing oils, rather than the computer playing with numbers. Besidesfiltering out large polygons, it adds mood to the landscape. Theforeground may appear blurry with Gouraud shading.|bRange|b|bThe range value allows you to clip away parts of the landscape whichare farther away than the range value. For example, if the range value isset to 1000, Vistapro will not draw parts of the landscape farther awaythan 1000 meters. The primary reason for this function is to show only theparts of the landscape very near the camera, making sure thatsomething is not blocking the view. You don't want to wait thirty minutesfor a picture to render just to find out that a tree completely blocks theview.The value 0 is a special case; it disables the Range function. Otherwisethe value represents the distance from the camera, at which thelandscape is clipped away. Values below 100 are usually not useful.The sky and horizon are not affected by the Range function.The Range function can be used to generate a special effect whileexecuting a script file. As the camera moves around the landscape, onlythe parts of the landscape near the camera (within the Range) will bevisible.|bTexture|b|bVistapro can add additional texture to nearby polygons by breakingthem into smaller pieces and drawing each of the pieces as slightlydifferent shades. This adds artificial detail to nearby areas. There arefour different levels of detail: Off, Low, Medium and High. They areselected by the "|uO|u", "|uL|u", "|uM|u", and "|uH|u" buttons below the Texture label.The higher the detail level the longer a picture will take to render.|bPDthr|b|bDithering at the pixel level increases the apparent number of colors inthe display. Vistapro uses a dithering method which allows you to setthe amount of dithering used within the display. It can be set anywherefrom no dithering to so much dithering you can no longer recognize thepicture. Normal values will range from 0 (no dithering), to 100 (a littledithering), to 300 and above (significant dithering). When a new dithervalue is entered, Vistapro prompts for ordered or random dithering.|bRender|b|bThis starts the generation of a new picture using the current settings inthe control panels. Vistapro performs several functions while rendering.It displays its progress above the topographic map in a status window.For most functions, there is a continuously updated status count, so thatyou can monitor Vistapro's progress. (See Vistapro Status Window formore information.) You can abort the rendering process by pressing theESCAPE key or pressing and holding down the right mouse button untilthe rendering stops.|bView|b|bWhen rendering is complete Vistapro waits for you to press eithermouse button or the ESCAPE key. It then redisplays the control paneland topographic map. If you want to see the same picture again you canview it by pressing the |uView|u button. The picture will remain visible untilyou press either of the mouse buttons or the ESCAPE key.|bLens Lower Control Panel|b|bThe camera lens feature represents the lens type of Vistapro'simaginary camera.|bWide|b|bThe wide angle lens gives a 90 degree field of view. It allows you to seea wide area with minimal spherical distortion. The wide angle lens has azoom value (similar to the focal length of a real camera) of 16.|bZoom|b|bThe Zoom lens has about half the field of view of the wide angle lens(about 45 degrees), or you can think of it as having twice themagnification. It allows you to zoom in on the target. Very littledistortion is noticeable. The Zoom lens has a zoom value of 32.|bZoom Value|b|bThe Zoom value is similar to the focal length of a real camera. Itrepresents the width of the field of view or the amount of magnification.The lower the Zoom value is, the wider the field of view. The higher theZoom value is, the narrower the field of view and the greater themagnification.The lowest valid Zoom value is 1. This is an extremely wide angle lenswith severe spherical distortion. Values below 8 are generallyimpractical but fun to try. You can set the Zoom value as high as 30,000,but such high numbers are only useful when the camera is very far fromthe landscape (a million meters or so). You will probably use the Zoomvalues from 16 to 100.|bFractal Lower Control Panel|b|b|bRandom|b|bRandom Landscape Generation allows creation of a vast number ofcompletely artificial landscapes. Vistapro supports over four billionrandom fractal landscapes. Each different number in the Fractalnumerical gadget represents a different landscape. You can usenegative numbers. Using a number such as -1,231,541 will create adifferent landscape than its positive counterpart 1,231,541. Select |u|uRandom|u on the Fractal Lower Control Panel. Notice that a new numberhas appeared in the numerical gadget. The software will then proceedto create a new landscape. If this landscape is one which you may wantto use again, be certain to write down the number so that you can recall itagain, or save the landscape, using the Save DEM Menu Item. Torecreate a desired landscape, simply reenter its number in the numericalgadget and Vistapro will create the same landscape again. Thismethod conserves disk storage space much more efficiently thansaving the entire landscape as a DEM file. Alternatively, enter anynumber desired into the numerical gadget and explore landscapes inthis fashion. Various methods include using special dates such asbirthdays (minus hyphens or slashes, i.e. 52262 not 5-22-62), holidaysand anniversaries. Keep a list of numbers for those landscapes thatprove to be interesting so that you can share them with other owners ofVistapro. Like the fingerprints of the four billion inhabitants of thisplanet, some Vistapro scenes may look similar, but, upon closerexamination, each one is individual and distinctive.|bIsland|b|bThere are two modes for generating fractal landscapes, Island andFloating. In Island mode the four edges of the fractal landscape are atthe same altitude. This allows you to create islands by setting the sealevel higher than this edge altitude. It also will create seas surroundedby land. See the Sea function for details on its function. In floatingmode, the four edges of the landscape are allowed to float -- that is theyare allowed to vary in altitude. Floating mode landscapes look like theywere clipped out of a larger area -- similar to real world DEMlandscapes.If the |uIsland|u button is depressed, fractal landscapes will be generated inIsland mode; otherwise they will be generated in Floating mode.|bFrDim|b|bThe 'FrDim' value controls the Fractal Dimension (height and roughness)of the fractal mountains. The value is used for subsequently generatedfractal landscapes. Typing in a new value does not affect the currentlandscape unless you regenerate it. The default value is 100. Largervalues will generate taller, rougher landscapes. Smaller values willgenerate flatter, smoother landscapes.|bFractlz|b|bYou can fractalize the current landscape to add fractal detail. If theFractal Dimension is set to low values the effect is to smooth thelandscape. If the Fractal Dimension setting is high, the landscape willbecome rougher. The Fractal Divisor buttons 1, 2, 4, and 8, immediatelybelow the |uFractlz|u button control the scale where the fractalizing occurs.At lower values fractal noise is added only at very small scales -- thelandscape will look basically the same shape, just rougher. At highervalues the landscape will start looking rougher, and at larger scales mayno longer resemble the original landscape.|bStretch|b|bThe Stretch function changes landscapes by vertically stretchingexisting features. Peaks will grow taller, valleys and pits will growdeeper. The scale at which this happens is controlled by the FractalDivisor buttons (1, 2, 4, and 8, immediately above the |uStretch|u button). Atlower values only the smallest features are stretched. At higher valuesonly the larger features are stretched. You can stretch landscapes overand over again to create a caricature of the original landscape.|bFractal Landscape Number|b|bThis numerical gadget located below the |uRandom|u button is for enteringthe number of the fractal landscape you want to generate. Alternatively,it displays the random number generated when you press the |uRandom|ubutton. Whether you enter a number or it is generated randomly,Vistapro uses the number to generate a fractal landscape. To enteryour own value, position the mouse pointer over the gadget and pressthe left mouse button. The pointer will disappear. Type in your numberfrom the keyboard and press ENTER. Vistapro will then generate thatlandscape. Note that the Fractal Dimension and Fractal Divisor valuesare used while generating the landscape.|bFractal Divisor|b|bThe |uFractal Divisor|u buttons are the four buttons located between the |u|uFractlz|u and |uStretch|u buttons. They are labeled 1, 2, 4, and 8. The valuesthey represent are used by the fractal generation routines. WhenVistapro generates a fractal landscape (after you press the |uRandom|ubutton or enter a value into the Fractal Landscape Number gadget) ituses the current divisor setting. The smaller the fractal divisor, thelarger the features of the landscape. At a setting of 1 very largemountains are generated. At 8, many small mountains are built. For theFractalize and Stretch functions the divisor value represents thefrequency at which the existing landscape data is sampled in order togenerate the new landscape. See the sections for Fractalize and Stretchfor more details.|bLight Lower Control Panel|b|bLight Source Direction is the direction from which the sun is shining, andyou use it in combination with the exposure, contrast, and shadowsettings to determine the location and depth of shadows whengenerating an image. This function "moves" the sun.Whenever this panel is selected several concentric circles will be drawnin black over the landscape. These circles are reference points so thatyou can visually estimate the declination of the sun. The circles arelabeled with the declinations that they represent, 75, 60, 45, 30 and 0degrees above the horizon. A line (the Sun Vector) will be drawn fromthe center of the bulls eye out toward the edge of the landscape. Thedirection of the line indicates the azimuth (direction around the horizon)from which the sun is shining. The length of the line indicates thedeclination of the light source. You should think of the Sun Vector as astick stuck in the center of the landscape which is pointing at the sun.Since the topographic map is being viewed from directly overhead, thelonger the stick appears, the closer the sun is to the horizon. If thestick appears very short it is pointing nearly straight up.|bNSEW|b|bUse the |uNorth|u, |uSouth|u, |uEast|u and |uWest|u buttons (labeled N, S, E,. and W) toquickly set one of four "standard" lighting positions. These buttons arepositioned so that you can easily see from which direction the sun will beshining. When using one of these positions the sun is at 45 degreesabove the horizon. Using these pre-programmed directions speeds upthe shading phase of rendering when shadows are enabled. Afterclicking on one of these buttons you can see the Sun Vector (the lineradiating from the center of the "bulls eye") change to indicate the newdirection.|bCustom|b|bThe |uCustom|u button gives you complete control over the direction andangle of the light source. Selecting this button causes the Sun Vector tofollow the mouse pointer as it moves around the screen. This representsthe position of the sun in the sky. Think of the line as a stick pointingat the sun from the center of the landscape. Since you are looking downonto the landscape from above, the longer the stick is, the closer the sunis to the horizon; the shorter the stick is, the closer the sun is todirectly overhead. The stick points in the direction of the sun. When youhave located the desired direction and angle, a single click with the leftmouse button locks this in place. Using a custom light source mayincrease the amount of time required to complete the shading phase ofthe rendering process when shadows are enabled.|bExager|b|bThe |uExager|u (Exaggeration) button enables exaggerated shading.Imagine a ball in front of you, with a light shining on it from above. Thetop of the ball faces the light, and appears very bright. Points fartherdown the sides of the ball reflect less light and appear darker. Halfwaydown the side, the light no longer shines on the surface, and it is inshadow. Exaggerated shading increases the rate at which the shadesdarken around the sides of the ball. This technique can add detail to theimage by exaggerating small irregularities on the landscape. You willprobably want to disable this function when setting the sun at lowdeclinations, since the exaggeration makes all the flat areas appearvery dark.|bAzimth|b|bUse the Azimuth gadget to set the direction (in degrees from due south)from which the sun shines. Zero degrees is due south, 90 degrees, duewest, 180 degrees, due north and 270 (or -90) degrees is due east. Notethat this differs from the heading, which is measured from due north, as iscommon in navigation.|bDeclin|b|bUse the Declin gadget to set the declination, the angle from the horizonfrom which the sun shines. Zero degrees of declination puts the sun righton the horizon, while 90 degrees put the sun directly overhead. This issimilar to the way Pitch is measured for the camera.|bRough|b|bThe |uRough|u button sets the apparent roughness of the landscape whenrendered. Vistapro accomplishes this by adding a scaled randomnumber to the shade of each polygon, so that some of the polygons willbe darker than normal and some will be lighter. By doing this, large flatareas will appear to have a little more detail than they otherwise might.To set this value, click the mouse on the |uLight|u button located on theMiddle Control Panel. Click the mouse pointer on the Rough numericalgadget. Change the number from the keyboard and press ENTER.Useful values range from 0 to 300, with higher values giving rougherappearing landscapes. Very large roughness values result in unnaturalshading.|bShadow|b|bVistapro has the ability to render landscapes with shadows. Trueshadows are very difficult and time consuming to render so Vistaprouses a quick, less precise method. Only the landscape itself castsshadows; trees do not cast shadows. Shadows will not be cast outsidethe area of the topographic data. Shadows are enabled when the |u|uShadow|u button is depressed. 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Tç┬ Qù▐':ç╠S¥▌P¢τ0}├ Q¥╠Yúφ7é╩Z{┴QïöÖαg▒╩╙╪l╖ⁿGò┐╞╦ b ⌐ ╞ ═ ╥ !h!«!╛!╟!╠!╥!╫!"S"_"d"¼"∙"###g#¡#σ#≡#⌡#?$ï$╓$Σ$∩$⌠$:%ä%╢%╛%├%&L&T&Y&ñ&╢&┬&╟&'X'c'h'▒'·';(E(L(Q(Ö(┼(╨(╒()<)G)L)Ö)µ)|bSTATUS WINDOW|b|bThe Status Window is the area just above the topographic map.Vistapro uses this area to give you messages about what it is doingwhile rendering. It also indicates the mouse position while in theCamera/Target placement modes.The following sections describe the messages that will be displayed inthe Status Window.|bX, Y, Z|b|bYou can see the X, Y, and Z values in the Status gadget while moving themouse pointer over the landscape. These are the X, Y, and Zcoordinates of the landscape surface at that point. If you think of Northbeing the top of the screen, the X coordinate represents the distance inmeters East of the left edge of the topographic map. The Y coordinaterepresents the distance in meters from the bottom of the topographicmap. The Z coordinate represents the elevation above sea level inmeters of that point of the topographic map.|bGenerate|b|bVistapro is generating a new fractal landscape or fractalizing an existingone.|bColor|b|bVistapro is calculating the colors of the polygons comprising thelandscape based upon their altitude and the topography of the terrain.Vistapro does coloring whenever you modify the snow line, tree line, orsea level, or if you render an image at a smaller polygon size thanbefore.|bCliffs|b|bVistapro is placing cliff colors on the steep area. Recalculating cliffstakes place whenever you change snow or tree lines, or if you render animage at a smaller polygon size than before.|bShade|b|bThe Shade function is calculating the amount of light reflected by eachpolygon. Vistapro recalculates shade when you draw a river or lake,select a smaller polygon size, smooth the landscape, or vary the lightposition.|bPalette|b|bVistapro is calculating a 256 color palette for the VGA display. Palettecolors are selected based upon the colors used to color the landscape(the CMAP), how often these colors appear in the landscape, the currenthaze value and haze colors, the position of the sun, etc. Sincecalculating a palette takes a fair amount of time, and at times you maynot want to recalculate the palette (e.g. while previewing an image), youcan inhibit the re-calculation of the palette by selecting the |uLockP|u (LockPalette) button.|bGeneral|b|bVistapro calculates steps such as coloring or shading only to the level ofdetail required for the current polygon size. Vistapro saves the results ofthese calculations in memory, so that it will not have to recalculate them.The program doesn't recalculate these tables when switched from asmall polygon size to a large polygon size. It uses the data from thesmall polygons to draw the larger polygons. Therefore, Vistapro will nothave to recalculate tables if you reselect smaller size polygons. OnceVistapro has made the calculations for small polygons, it will notproduce color or shade renderings with large polygons precisely. Thisis preferable to recalculating because it saves time. Large polygonsizes are usually used for previewing, so it doesn't matter if the imagegenerated is not precise. But, you can force Vistapro to recalculate thecolor tables for large polygons by changing the tree line or snow line.Even entering the same value again will force recalculation. To forcereshading, reset one of the values or buttons on the Light Sub Panel.|bCOLOR CONTROL PANEL|b|bThe Color Control Panel controls the choice of colors that are used topaint the landscape. (Note that this is not the VGA palette that is used torender the pictures -- it is more like the fixed colors that come in a watercolor kit; Vistapro will mix and blend them to generate the VGA palette.)The R(ed) G(reen) B(lue) sliders on the left hand part of the screen allowyou to modify the individual colors in the palette. The center part of thepanel is devoted to choosing which of the colors is being modified bythe sliders. The |uAccept|u button accepts your current modifications andreturns control to the Main Control Panel. You can find out how to use thevarious features on the |uColor Control Panel|u below.|bColors|b|bYou can use the Color palette to change the color ranges for Sky, Cliffs,Snow, Bare Earth, Vegetation (Trees or Brush), and Water. These arethe colors of the polygons that make up the landscape. Each of thecolors will be |ushaded|u and |ufaded|u by Vistapro as it renders.For example, an apple may be a uniform shade of red, but the side thatfaces the light is brighter than the side that faces away from the light.The apple will fade towards haze color, as you move it farther into thehaze. Even though there are only 24 different object colors in Vistapro,each of the colors may produce a number of shades.Vistapro maps Snow, Bare, and Tree colors to the landscapefundamentally by elevation. Vistapro gives the lowest elevations Treecolors, middle elevations Bare colors, and high elevations Snow colors.The same is true for each of the four colors within each segment. Itassigns the lowest elevations Tree color 1, slightly higher elevationsTree color 2, and so forth. The designation of colors as Tree, Bare andShow is arbitrary.The user is able, for instance, to make them all different shades of red fora Martian landscape, or any colors desired for an especially bizarrepicture. The boundary between the different zones is |ufuzzy|u. Forinstance, setting the tree line at 1000 meters doesn't mean thateverything below 1000 meters will be tree and everything above it will beset to Bare or Snow. The local shape of the landscape and somerandom dithering affect all the colors.Vistapro uses Cliff colors for portions of the landscape where the terrainis very steep. Cliff color 1 is for slightly steep regions, Cliff color 2for steeper portions, and so on through the range of cliff colorations. Ituses Beach color for the boundary (if any) between the sea and the land. Vistapro uses River colors for rivers and lakes. It assigns to flat bodiesof water River colors 1 and 2. River colors 3 and 4 indicate rapids.Waterfalls are River color 5. Ocean color is the color of the regionsurrounding the Elevation Model data. This color need not be the colorof the sea or of water at all. Depending upon the effect desired, it mightbe green to match the lowest landscape colors.Sky color is simply the color of the sky. You can obtain an interestingeffect by making Sky and Ocean colors black and by setting the Hazevalue to 0. This creates landscapes that appear to be floating in space.Sky Haze is the color that the sky fades to in the distance. Haze is thecolor that the land/water fade to in the distance. Keep in mind that thethickness of the haze (or magnitude of the haze effect) is set by the Hazesetting on the Main Control Panel. You can produce another interestingeffect by setting the Haze and Sky Haze to black and the Haze value toa number like 300. This makes the landscape look like a night scene litup by a light behind the camera.Set the exposure and contrast settings with the Exposure and Contrastcontrols. Higher Exposure settings lead to brighter pictures. HigherContrast settings lead to more contrast in the images. You can use onlythe Red slider to control Exposure and Contrast settings.|bAccept|b|bYou can return to the main Vistapro Control Panels with the |uAccept|ubutton, with any changes you have made intact.|bReject|b|bYou may return to the main Vistapro Control Panel by using the |uReject|ubutton. This resets the colors back to what they were before you enteredthe Color Control Panel.|bSpread|b|bThe Spread function provides for a smooth series of color changes fromone color to another. In order to use the |uSpread|u function, click on theupper color, click on |uSpread|u and then click on the lower color. As anexample, suppose you want the lowest elevation of brush to be a darkgreen and the highest to be a light green. You would set the Tree 1 colorto a light green, and the Tree 4 color to a dark green, and use |uSpread|u tofill in the colors for Tree 2 and Tree 3.|bCopy|b|bThe |uCopy|u button copies a color from one palette segment to another.Click on the color you want to copy, then click on |uCopy|u, and finally clickon the color you want to change. You will see the second color changeto be the same as the first.|bSwap|b|bThe |uSwap|u button swaps two colors around. Click on one of the colorsyou want to swap. Then click on the |uSwap|u button. Finally, click on thecolor with which you want to swap. You will see that the colors haveswapped places.|bCOLORS|b|b|bSky|b|bThis is the primary color that Vistapro will use in generating the sky.Haze and Sky Haze will alter this when appropriate.|bCliff 1-4|b|bThese are the primary colors that Vistapro will use in generating Cliffregions in a landscape. Cliff 4 represents the steepest cliffs, and Cliff 1the gentlest slope.|bSnow 1-4|b|bThese are the primary colors that Vistapro will use in generating regionsof the landscape that are above the snow line. Snow 4 is the highestelevation above the snow line and Snow 1 is the lowest.|bBare 1-4|b|bThese are the primary colors that Vistapro will use in generating regionsof the landscape that lie between the tree line and the snow line, and thatare not as steep as cliffs. Bare 4 is the highest such elevation and Bare1 the lowest.|bTree 1-4|b|bThese are the primary colors that Vistapro will use in generating theregion of the landscape between sea level and the timber line. Tree 4 isthe highest such elevation and Tree 1 the lowest.|bBeach|b|bThis is the primary color that Vistapro will use to separate the lower levelof the landscape area from any sea that has been generated.|bOcean|b|bThis is the primary color of the area that is at sea level surrounding thetopographic data.|bWater 1-5|b|bThese are the primary colors that Vistapro will use for rivers and lakes.Water 5 represents the |ufastest|u water, and Water 1 the most placid.|bSky Haze|b|bVistapro will add this color to the sky near the surface, depending uponthe amount of haze selected. There will be a smooth transition from skycolor to sky haze color as the sky approaches the horizon in thedistance.|bHaze|b|bVistapro will add this color to land areas based upon the distance fromthe camera and the amount of haze selected.|bExposure|b|bThis is similar to the "F" stop on a camera lens. The larger the number,the lighter the final image.|bContrast|b|bThis regulates the contrast of the final image. High contrast will make thedarker areas very dark, and the lighter areas very light. Low contrast willlessen the difference between the dark and light areas.>XIÆ█⌡$jé╞
Sæ┌,H\{Ö»╠Ω■ Viewer is a proprietary animation player. It allows you to play VANIMfiles at up to 16 frames per second from your hard disk or 30 frames persecond from a RAM disk. It has a very simple straightforward interface,and is quite easy to use.To use Viewer, simply type: Viewer <myanim>where <myanim> is the name of the animation you created with Vistaprousing the VANIM format.You can control the speed with which Viewer plays your animation bypressing the number keys on your main keyboard. (|bNot the numeric|bkeypad!|b) The number 1 is slowest, and the number 0 is fastest. Thenumbers between 1 and 0 represent increments of speed change.You can use the keypad to control the direction that your anim plays, aswell as single frame, skip 10 frames, go to beginning and go to end.0|m050|bStop|b|b1|m050|bGo back 1 frame|b|b2|m050|bReverse|b|b3|m050|bGo forward 1 frame|b|b4|m050|bGo back 10 frames|b|b5|m050(no action)6|m050|bGo forward 10 frames|b|b7|m050|bGo to first frame|b|b8|m050|bForward|b|b9|m050|bGo to last frame|b|bYou may exit from the Viewer program using the ESC key.╛`^,1GÄ╥SÜ▌*p▒≥8é╟²Cë╒d⌐≥9n┤·>Ä╘h⌐≥@ ä ╦
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+T₧π07hª≡:z┬Fî╗Ié╠Zô┘$e¼±KXƒεW|bWHAT ARE FRACTALS AND FRACTAL GEOMETRY?|b|bby Daniel Wolf, Ph.D.The concept of fractal geometry is the basis of Vistapro's capacity togenerate imaginary scenes. Many computer graphics enthusiasts havebecome interested in fractal graphics through programs such asVistapro, and public domain Mandelbrot and scenery programs. Thepopularity of fractal graphics using personal computers traces back tothe appearance of stunning images of the Mandelbrot Set (a type offractal object) on the cover of Scientific American in August of 1985. Thatwidespread exposure of these strangely beautiful abstract objects ledmany amateur and professional programmers to the original sourcebook on fractals: |uThe Fractal Geometry of Nature|u (by BenoitMandelbrot). While fractals and fractal geometry have become |uhot|ubuzzwords in the computer graphic field, it is not obvious what they are.The following description is simplified, and interested students andreaders should read Mandelbrot's book on the subject.We owe the word fractal to Mr. Mandelbrot, a mathematician and Fellowat IBM's Watson research organization in New York. Fractal refers toobjects with fractional dimensions, that is, objects which don't really fitinto the ordinary world of things like lines (1-dimensional), surfaces(2-dimensional) and solids (3-dimensional). Fractals are objects whichfit in-between these normal-dimensional objects. Mandelbrot took aninterest in a long neglected area of mathematics which originated at theturn of this century. Some devotees of geometry at that time began tostudy lines which didn't behave like ordinary lines.If you read Mandelbrot's book you'll become familiar with some of themathematical history of things like Peano curves, Hilbert curves, andKoch snowflakes. What makes these objects so strange, and what ledMandelbrot to look deeper, are two properties: these |ulines|u tend to fill upa 2-dimensional surface (they act as if they are something in betweenlines and planes), and their appearance seems to be identical no matterhow much they are magnified. Magnified small portions of these |ufractal|ulines tend to look like the whole unmagnified line. Odd indeed!Mathematicians at the turn of the century tended to call such objects |u|upathological|u and didn't have a good way of integrating them into the restof mathematics, especially geometry. Geometry was mostly dominatedby the study of well-behaved, smooth, simple forms like lines, planes,and solids. Mandelbrot made a systematic study of these weird |u|ufractional|u dimension geometric forms and helped bring them into themathematical fold. Mandelbrot also showed how these objects aremodels of many things found in the natural world, like surface textures ofmountains, coastlines of islands, and branching designs of plants, trees,blood vessels, and lung tubes (bronchi).If you want to envision a mental picture of how Vistapro exploits fractalgeometry to generate natural looking land surface textures, take thefollowing little mental journey into the process of |ucrumpling|u a sheet ofpaper.1.|m025Imagine a flat triangular sheet of paper.2.|m025Divide the sheet into a small number of sub-triangles.3.|m025Randomly select some of the intersection points and raise or lower|m025them (by a large amount) above the original plane of the flat sheet.4.|m025Now divide the sub-triangles into smaller sub-triangles.5.|m025Randomly raise and lower some of the newly created corner points|m025like you did in step 3, but by a smaller amount than in step 3.6.|m025Keep repeating steps 4 and 5 making smaller and smaller|m025sub-triangles and raising and lowering corner points randomly by|m025smaller and smaller amounts at each step.7.|m025Stop when you've reached a point where each smaller division into|m025sub-triangles can't make any more difference in appearance on a|m025limited resolution display like a computer monitor.8.|m025Now color all the little sub-triangles by a method which makes the|m025highest corner points white (snow on the mountain tops), lower ones|m025brown and green (mountain sides with trees) and the lowest ones|m025blue (a lake at the bottom of the mountain valley).If we did steps 4 and 5 using some regular (non-random) technique, inthe end the highly crumpled surface would be a lot like the first fractalsexplored by Mandelbrot; they would look similar at any degree ofmagnification they were viewed. The introduction of randomness to theprocess makes them look |usimilarly random|u at different degrees ofmagnification.If you are interested in further exploring fractal geometry, here are somegreat books:|uThe Fractal Geometry of Nature|u (by B. Mandelbrot) |uThe Beauty of|uFractals|u (by H. Peitgen and P. Richter) |uThe Science of Fractal Images|u(by H. Peitgen and D. Saupe).Daniel Wolf, Ph.D. is author and publisher of FractalPro, and President ofMegageM.6<Ü\ºΦ⌠∙Cê╔W₧π*5DIÄ╙^Ñ╓ΣΘ3z╗Nù▄"d▒√Eiüå╧ [ á Θ 2
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Pò▄c¬φ5x╛╘±÷6u╜Hì┌± IÉ╙f«═█α(pÅ₧úτ)p{èÅ╙_ª╠┘▐)u╜ITch┤■Fesx╜LÄ─╥╫!a¬≥aÑδ|bTHE LANDSCAPES|b|bMost of the landscape DEM files were obtained from the USGS and areaccurate to within 7 meters. Some of the files were assembled to fit intoVistapro and therefore may not be perfect where they are joined.|bELCAP.DEM|b|bElCap is a section of Yosemite Valley in California out of which rises ElCapitan, a very large (about 1000 meters) granite cliff formation atcoordinate 2520,5760 (X, Y) in the DEM data. This landscape wascreated by joining together two USGS DEM files and then clipping outthe section of interest. A small "scar" that runs North/South where theUSGS data did not quite line up can be seen. The joining scar is mostapparent in the Valley with the sun shining from the east or west atapproximately 3400,4980. This DEM file is as accurate as the originalUSGS data.|bHALFDOME.DEM|b|bThe Half Dome section of Yosemite Valley contains the famous graniteformation known as Half Dome at location 5100,7260. The method usedby the USGS to digitize the terrain led to some distortion at the top andedges of Half Dome. The jaggy bump at the top of Half Dome is aUSGS artifact. This DEM file is as accurate as the original USGS datasince it was simply clipped out of one DEM file.|bCRATERL.DEM|b|bCrater Lake is the caldera of an ancient volcano in Oregon. The walls ofthe caldera rise approximately 1250 meters from the bottom of the laketo the top of the caldera. The DEM data includes the underwaterelevations. The lake fills the caldera to a level about half way up thewalls. The mound near the west edge of the caldera is Wizard Island. Itis separated from the edge by the lake. The circular mound near the topof the caldera is completely submerged. The lake can be filled withwater using the Lake function of Vistapro. Clicking the mouse buttonabout halfway from Wizard Island to the edge of the caldera givesapproximately the right water level. In order to include the entire lake inthe file, everything was adjusted down by a factor of 0.6. Therefore, toconvert elevations or distances into actual meters, take the values givenby Vistapro and divide them by 0.6.|bMSHB.DEM AND MSHA.DEM|b|bMt. St. Helens is the volcano in Washington that blew its top on May 18,1980. The explosive eruption was preceded by amounts of intenseearthquake activity. A 150 meter bulge started to grow in April at a rateof 5 meters per day. A magnitude 5.1 earthquake set into motion thecollapse of the bulge and the following explosion. Winds from the blastwere calculated at 670 miles per hour. Almost everything within 8 milesof the blast was obliterated. Virtually all trees were flattened atdistances up to 19 miles from the volcano. Significant amounts ofvolcanic ash fell as far as one thousand miles away. The new crater isabout 3 kilometers wide and 700 meters deep. The "before" data wasgenerated from stereo photographs taken in 1979. The "after" datacomes from photographs taken late in 1980.|bMONS.DEM|b|bOlympus Mons is a huge volcano on the surface of Mars that is roughlytwice as tall as Mt. Everest on earth! It is about 500 kilometers indiameter and rises approximately 18 kilometers above the surroundinglandscape. The original DEM file which contains the entire volcano isover 4 megabytes! The DEM file included here contains only theinteresting caldera portion of the volcano. The technique used by theUSGS to generate this kind of extra-terrestrial data creates extensiveartifacting resulting in raked lines in the landscape. One or twosmoothing passes will remove these artifacts. The data on the verticalaxis is exaggerated by 4 fold to make the landscape more dramatic.Elevations are measured from an arbitrary reference, because there isno sea level on Mars.|bJULIA.DEM AND MANDELBR.DEM|b|bJulia and Mandelbrot landscapes are artificially generated by amathematical algorithm. The user may have seen Julia sets andMandelbrot sets displayed as colors on a 2-D screen. If the user has aMandelbrot generating program that will handle Julia sets, or a Juliagenerating program, the locations are as follows: The Mandelbrot is1.255525 real - 0.381060 imaginary, with a diameter of approximately0.007; the location of the Julia set is 0.75 real - 0.11 imaginary, relativeto the Mandelbrot set.|bARROWHD.DEM|b|bThis is the Lake Arrowhead region of the San Bernardino Mountains inSouthern California. The low-lying region forms a lake that is in theshape of an arrowhead, hence the name. The lake was formed by theaddition of a man-made dam, which is not part of the DEM data, so it isimpossible to fill the lake without flooding the landscape below. This isclipped from a larger data set that is also available from VRLI, called"Lake Arrowhead and Environs".|bVANTAGE.DEM|b|bThis is a portion of the Columbia River in the state of Washington thatforms the north portion of Wanapum Lake. It is located in Ginkgo StatePark near Vantage, Washington.|bSANLUISO.DEM|b|bThis is the area that we see when we look out our windows. VRLI islocated toward the southeast portion of the topographic map. Themountains are not of spectacular height, but it forms quite a pleasinglandscape.|bSANGORGO.DEM|b|bThis is the south of the Big Bear Lake region of the San BernardinoMountains in Southern California. It contains Mt. San Gorgonio, a 3500meter peak in an area known as the San Gabriel Wilderness. This isclipped from a larger data set that is available from VRLI, called the"San Gorgonio Mountain and Environs".|bBIGSUR.DEM|b|bThis is the Big Sur area along the coast of north central California, justsouth of the Monterey Peninsula. It contains the Pfeiffer Big Sur NationalPark. It is one of the more beautiful camping areas in California, andcontains one of the southernmost groves of redwoods. It is clipped froma larger data set that is available from VRLI, called "Big Sur andEnvirons".|bMORROBAY.DEM|b|bThis is the data set for Morro Bay, one of our local tourist attractions onthe central coast of California. There is a large rock that juts up intothe fog called Morro Rock. This is visible as a mound in the northwestcorner of the topographic map.|bMTBALDY.DEM|b|bContrary to popular belief there is no such mountain as Mt. Baldy insouthern California. That is the name of the village on the slopes of Mt.San Antonio. This is located in the San Gabriel mountains south ofWrightwood. This has been clipped from a larger data set that isavailable from VRLI, called "Mt. Baldy and Environs".|bMTADAMS.DEM|b|bThis contains Mt. Adams, in the southern portion of Washington State. Itis part of the Mt. Adams Wilderness, and is a good example of avolcano, reaching from a height of over 3700 meters at its peak. It wasclipped from a larger data set that is available from VRLI, called "Mt.Adams and Environs".|bWOODSH.DEM|b|bThis is the first of our undersea data, a volcanic region located at 21degrees 13 minutes north and 166 degrees 24 minutes east, 500 milesnorth of Wake Island. This is actually several thousand meters belowsea level, but has been scaled to appear above sea level for renderingpurposes.∞7u %n½└┼Jakpö܃Γ"eܪ½φ+7<ü╦τ±÷1t╗²Dâîæ┌%pw|├╫ßµ/wâÆù█c¡÷> ~ ╛
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]ñ▓╖∙@HUZí¼▒ατ∞)f½∩ⁿU¥α%|bGLOSSARY OF TERMS|b|b|bAI|b|bArtificial Intelligence. The ability of a program to incorporate expertjudgment enabling it to imitate intelligent decision making.|bAliasing Artifacts|b|bObjects which appear in a landscape which are not derived frommapping data. They may reside in the data or they may be formed as aresult of the program.|bCaldera|b|bThe crater at the top of a volcano.|bDEM|b|bDigital Elevation Model is a model of a landscape reduced to threedimensional digital coordinates.|bDigital Elevation Model|b|bDigital Elevation Model is a model of a landscape reduced to threedimensional digital coordinates. Abbreviated: DEM.|bDithering|b|bA program function which blurs the boundaries between polygons inorder to more closely simulate realism in landscape creation.|bFat Polys|b|bForeground polygons which are relatively larger than the polygons indistant scenes. Fat Polys are a function of perspective and the accuracyof the data being rendered.|bFractal|b|bFractional dimension. Most math deals with whole numbereddimensions. One dimension is a point. Two dimensions are a line.Three dimensions are a solid. Four dimensions are a space-time solid,and so on. Fractals deal with non-whole numbered dimensions, andfractal geometry is capable of producing pictures which are remarkablysimilar to natural phenomena - particularly geological shapes.|bGadget|b|bA gadget is a black box which contains numerical or textual information.It shows Vistapro settings and allows modification of these settings. Seethe Gadget section in the Graphical User Interface portion of this manual.|bHaze|b|bThe atmospheric occlusion that increases with the distance between theeye and the target.|bJaggies|b|bPartial polygons which produce jagged lines often at the ridge line of alandscape and sometimes in the foreground. Jaggies distort the realismof a scene.|bOlympus Mons|b|bA volcano on Mars. Olympus Mons is an extremely vast feature. Thebase of the volcano covers an area the size of Nebraska. OlympusMons also has a feature which is unique within the solar system. Thebase of the volcano is well within the thin atmosphere of Mars. The peakof the volcano is virtually above the Martian atmosphere allowing launchto orbit by magnetic acceleration. A tramway could be constructed fromthe base of Olympus Mons to the top of Olympus Mons. Liquefiedcarbon dioxide, water, hydrogen, and oxygen (condensed from theatmosphere) could then be transported for magnetic rail launch into orbitat the top. A return from space could be accomplished withaero-braking. Therefore, Olympus Mons could become the basis for aMartian space transportation system which did not require rockets.|bPCX|b|bA standard graphic file format used by computers.|bPolygons|b|bThe basic geometric units with which Vistapro renders landscapes. Apolygon is a two dimensional shape having at least three linear sides.|bRay Tracing|b|bA method of image generation where a hypothetical ray of light isprojected, reflecting off the target and ultimately colliding with thecamera.|bTopography|b|bScience of drawing maps representing the surface features of a region.|bTopology|b|bThe study of the surface features of a region.|bUSGS|b|bUnited States Geological Survey. The USGS has created threedimensional maps of much of the United States, some undersealandscapes, and some extra terrestrial landscapes. Much of the workdone by USGS is in the public domain and can be adapted for displayby Vistapro.|bXYZ Coordinates|b|bXYZ coordinates simply refer to the three dimensions necessary todefine a solid object. By translating the topology of a landscape intoXYZ coordinates, the three dimensional topography can be stored indigital format and can be easily manipulated by Vistapro's landscaperendering engine.*#7JÅóφ5z┼?Z_v{┐
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6M6ò6α6To use the following tutorials, Vistapro must be installed on your harddrive. If this has not been done then refer to the Installation andQuickstart insert.These tutorials have been written with the idea that you will start at thebeginning and work your way down to the end. Descriptions will be moreextensive earlier on and become less extensive. The idea being thatthe reader, through the use of Vistapro, is increasingly familiar with theprogram. If you skip sections and find something unclear, you will mostlikely find clarification in an earlier section.|bTUTORIAL #1 - THE BASICS|b|b|bA Quick Introduction|b|bWhen Vistapro is first loaded, it starts out with a flat landscape.Although it's not very interesting, let's take a quick look at it. Locatethe |uRender|u button at the lower left hand corner of the Lower ControlPanel. Move the mouse pointer to the |uRender|u button. Press andrelease the left mouse button to activate the |uRender|u button.You should now see a sequence of status messages on the screen inthe blue area immediately above the topographic map. Exactly whatthese messages mean is documented in The Vistapro Status Windowchapter of this manual -- for now just note that Vistapro needs to makesome calculations before drawing. After a few seconds you should seethe screen switch to the View screen. At first it will be black, then youwill see Vistapro draw the sky and ground. Then it will draw thelandscape. If you look closely, off in the distance, you will see a smallpyramid. At the current settings (assuming you haven't changedanything) the pyramid will be barely discernible.Well, it's not much to look at, but you just rendered your first Vistaproimage. To switch back to the Control Panels and topographical map,just click on the left mouse button. Let's go on to something moreinteresting.|bLoading a DEM Landscape|b|bTo load a landscape, position the mouse pointer over the |uLoad|u button atthe top of the screen. Press and hold the left mouse button. The LoadMenu will drop down to reveal several options. Move the mouse pointer(while still holding the left button) to the first option, |bLoad DEM|b, andrelease the button.Now you should see the Vistapro |bLoad DEM|b File Requestor. TheVistapro File Requestor is used anytime a file is to be loaded or saved.At the top of the |bLoad DEM|b File Requestor is a button labeled |uLoad|uVista DEM|u and a button labeled |uAbort|u.The |uLoad Vista DEM|u button is this File Requestor's |uConfirm|u button.Clicking on it means to go ahead and load the file. The label on the |u|uConfirm|u button varies depending on the File Requestor. For example, ifyou were saving a DEM instead of loading it, the button would read |uSave|uVista DEM|u.The |uAbort|u button is used to exit the File Requestor without taking anaction. Clicking on this with the mouse pointer means no file will beloaded (or saved depending on the File Requestor).Immediately below the |uConfirm|u and |uAbort|u buttons are the Directory:,Filename:, and Spec: text gadgets. The gadget is the black box to theright of the description.The terms |utext gadget|u and |unumerical gadget|u will be used throughout thistutorial. A text gadget is a field that accepts text entered using thekeyboard and a numerical gadget accepts numbers. To start enteringinformation in a text or numerical gadget, click on it with the mousepointer. To end and have the information accepted, press the ENTERkey. To abort, press the ESC key. You will not need to enter anythinginto these particular text gadgets for this tutorial.At the center bottom of the File Requestor is the Filename Window. It willcurrently be displaying a list of directories (the names with "(DIR)" in theright hand column) and possibly some files ending with ".DEM". Lookthrough the list until you find the DEM directory. If there are more filesthan fit in the window use the buttons to the right of the Filename Windowto scroll up and down the list. The single up arrow button scrolls up oneline and the single down arrow button scrolls down one line. The threeup arrows scroll up one page and the three down arrows scroll down onepage.After you have located the DEM directory, position the mouse pointerover it and click the left mouse button. You will now be presented with alist of the DEM directory. You should see a list of files ending with .DEM. You can scroll up and down the list of files by using the up and downarrow buttons as described earlier.Find the file TUTORIAL.DEM and click on it. Notice that above, in theFilename text gadget, is the name TUTORIAL.DEM. We could havetyped the file name directly into this Filename text gadget, but for smalllists it's much faster to click on the name with the mouse pointer. Clickon the |uConfirm|u button, which is the button labeled |uLoad Vista DEM|u at thetop left of the File Requestor.The screen will switch back to the topographical map and Control Paneland Vistapro will begin loading the landscape. It could take severalseconds to complete.Once Vistapro is finished loading the landscape, you will see atopographical view of the landscape in the box near the left side of thescreen.The topographic map is colored by elevation. Dark greens representthe lowest altitudes, browns represent the middle altitudes, andgray-whites are the highest. Move your mouse pointer over thelandscape. Notice that the X, Y, and Z figures in the Status Window(located above the topographical map) change. The X and Y valuesrepresent the location of the pointer on the map, and the Z valuerepresents the elevation of the terrain under the pointer.|bSetting Camera and Target Locations|b|bWhen you first rendered the flat landscape at the beginning of thistutorial, you used the default camera and target position. Let's take alook at moving your viewpoint.If you look at the very top of the topographical map, you will see a littleblack box. This is your camera position on the landscape. At the verybottom of the map you will see a little black plus (+). This is your targetposition (the point your camera will be aimed at).Look at the X, Y, and Z gadgets located below the |uCamera|u button on theUpper Control Panel. The values in these gadgets represent thelocation of your camera on the landscape.To move the Camera position, click on the |uCamera|u button. Move themouse pointer over to the topographic map to where you would like tobe standing if you were taking a picture. When you have found this point,click once with the left mouse button to set the camera location. You willnotice that the little black box is now at the location you selected.If you would like to be above the surface, as if on a tall ladder, click onthe numerical gadget below the |uCamera|u button and to the right of the Zbutton. Enter the altitude (height of your camera on the ladder) and pressthe ENTER key. This raises you up off of the surface, but leaves you inthe same location. You may also lower the camera by entering asmaller value.Now you need to tell the camera which way to be pointing when takingthe picture. This is done by clicking on the |uTarget|u button with the leftmouse button, and then positioning the mouse to the point at which youwant to aim the camera, and clicking the left mouse button again. Youcan change the vertical position of the target in the same way you didwith the camera.Let's pick a point to look at. If you have been following this tutorialfrom the beginning, the landscape TUTORIAL.DEM should already beloaded and displayed in the topographical map.This landscape has five distinctive objects. Two at the top, one in themiddle, and two at the bottom. Most landscapes will not look like this, butthis landscape was made especially for this tutorial. Also the sky colorhas been turned off in order to speed up rendering time.Click on the |uCamera|u button. Now click on the blue square in the middleof the landscape. Your camera X, Y, and Z positions are set.Look at the Z value under the |uCamera|u button. You'll notice that it is 30.When setting a camera location, Vistapro will set the Z value to 30meters above the landscape. In this case the landscape under thecamera was 0 meters (above sea level). Let's lift the camera up a bithigher. Click on the Z numerical gadget under the |uCamera|u button andpress the number 5 followed by pressing the ENTER key. The Zposition of the camera should now be 530.To set the target, click on the |uTarget|u button and then click on the oddlyshaped object at the top left hand corner. You are now ready to produceyour initial rendering.|bViewing From Your Camera Position|b|bRight below the word "Poly" on the Middle Control Panel you will find fourbuttons. They are "|u1|u", "|u2|u", "|u4|u", "|u8|u". These buttons are used by Vistaproto determine the size of the polygons used to draw the landscape. Onlyone can be selected at a time. If you just want to get an idea of yourcamera position, click on the "|u8|u" button. This will cause Vistapro to uselarge polygons and fewer of them. As you can see, the larger the "Poly"setting, the less detail the image will have. The advantage of less detailis more speed.Another way to decrease rendering time is to click on the |uLckPal|u buttonlocated on the Middle Control Panel. This will prevent Vistapro fromcalculating a new color palette (which can be time consuming) each timeit renders a picture. Before rendering your final image, you will want tounlock the color palette (click on |uLckPal|u again) so that Vistapro willcalculate the best colors to use for the image.Let's take a quick look at the landscape, click on the "|u8|u" button. Click onthe |uLckPal|u button, just to speed things up. Now click on the |uRender|ubutton, and wait while Vistapro renders the landscape.As you can see, the landscape looks very blocky, but it gives you anidea of your camera position. Return to the topographical map andControl Panel screen by clicking the left mouse button. At this point, youcan change your camera and target positions as outlined above, andre-render until you have the camera position that you like. Once you likethe camera position, select a smaller "Poly" setting and then click on the |u|uRender|u button.Try rendering using each of the "Poly" settings. You will notice that a"Poly" setting of "1" can take a bit of time to render. That's why it's agood idea to use the larger and faster setting to fine tune your cameraposition.If you want to abort a rendering in progress, simply press the ESC key.|bAdjusting the Camera Lens|b|bYour imaginary camera also has an imaginary lens. To zoom in, or out,click on the |uLens|u button on the Middle Control Panel. Once you click onthe |uLens|u button, you will notice that the Lower Control Panel switches tobecome the Lens Lower Control Panel. There are two buttons locatedon this Panel: |uWide|u and |uZoom|u.The |uWide|u button is the default selection and has a focal length similar toa wide angle lens on a real camera.Click on the |uZoom|u button. Now click on the |uMain|u button to get the LowerControl Panel back. Click on the |uRender|u button. Notice that the object(mound) is now larger.Click on the left mouse button to return to the Control Panels. Click onthe |uLens|u button again. At the bottom of the Lens Control Panel, you'llnotice a numeric gadget. This contains the zoom value. This value canbe changed for a custom zoom value. The larger the number, thegreater the magnification.|bMaking a "Smoother" Image|b|bWhen rendering a landscape, even at Polygon size "1", you will oftensee small triangles in the close up portions of the picture. This isbecause the USGS data used to make the Vistapro DEM files is madeup of elevation points that are about 30 meters apart. When thatdistance is more than 1 pixel wide, then that point in the landscape willrender as a triangular block. There are several methods of |uhiding|u theseblocks when rendering.|bBlend|b|bBlending smoothes the changes in color from polygon to polygon,causing the small polygons to be less apparent, especially in thedistance. To use blending, click on the |uBlend|u button, on the MiddleControl Panel, before you render a picture. The button will remaindepressed until you again click on it to disable it.|bGouraud Shading|b|bGouraud Shading smoothes the boundary between polygons, making itmuch less apparent that they are even there. It also eliminates sharptransitions from one color to another, giving the image more of the qualityof an artist's rendition. Gouraud Shading may be enabled by pressingthe |uGShade|u button, in the Main Lower Control Panel, before rendering apicture. The button will remain depressed until you again click on it todisable it.|bDither|b|bThere are two methods of dithering available with Vistapro. The first,using the |uDither|u button causes a blending of the elevation colors,reducing the sharpness of the snow and tree lines. This can be changedby clicking on the numerical gadget below the word Dither in the MiddleControl Panel, and entering a new value. Larger values result in moredithering, smaller values result in less dithering.The second method is called pixel dithering, mixing slightly differentcolored pixels to simulate more colors. This can be set by clicking onthe numerical gadget below the |uPDthr|u button on the Main Lower ControlPanel, and entering a new value. Larger values result in more dithering,smaller values in less dithering. You can add so much dithering as tomake the image entirely unrecognizable.|bExperiment|b|bSpend some time experimenting with the features we have discussed.Try changing your camera and target location and rendering at different"Poly" levels with the different blending features. After you have a goodfeel for the operation of the program, go on to the next tutorial.₧▒N╬,1z─╤τ∞6_ªφ6{╟$\ÜΓ-e⌐≡■[í∞G^¿≤-tƼ▒²HÄ┌ P á Θ ≤ D
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1ZÖ¡±kúΩ=hä╚Xí└╒┌c¬∙ %q╢ⁿHæ╪%6;å╧d▒∩;Nhm»÷Cè╬-KP¢α(p╡Yá╗Qö┐OùßOnëÄ┌÷G}╚!&q╕GRÿ╪!l╢ⁿF Å ▀ ≥ >!ê!┴!╪!▌!#"k"¡"÷"7#s#ü#╟#$6$Y$o$t$╛$%K%e%½%╘%&.&K&P&ù&α&''?'å'╬'≥'²'@(H(Ä(╫(Θ())Z)î)╢)╗)÷)E*ï*╥*σ*&+x+╕+²+D,ô,£,Φ,#-p-╡-.B.å.─./I/É/┘/ 0D0`0e0½0≥051~1├1╓1%2u2┐23@3ì3╘3 4"4'4u4╣45O5Æ5│56E6O6s6v6ñ6Ω617{7┬78'8p8╖89O9ù9┘9∞9::P:â:╥:;U;Ü;▌;$<[<ª<≥<9=Q=V=ƒ=µ=+>r>╡>╧>╘>?g?░?∙?B@^@ƒ@σ@+AoA▓A╞A╦ABhB▓B÷B9C~C▒CⁿC/DsD║DERE¢EπE±E;FàF╧FGLGcGhG»G≈G<H_HuH╗HIIIdI¬I⌠IJNJkJ╡J²J>KOKÉK╙K·KLL[LxL└LMRMëMíMπM'N^N₧N|bTUTORIAL #2 - MAKING A PRETTIER PICTURE|b|bBefore starting this tutorial, you should have Vistapro running and havethe DEM file TUTORIAL.DEM loaded. If you are not at this stage, refer toTutorial #1.|bLoading a PCX Image|b|bBefore we further explore Vistapro features, let's take a look at a savedPCX image of the TUTORIAL.DEM landscape.Select the |bLoad PCX|b option from the LOAD menu (top of the screen).You should now see the Vistapro File Requestor. If you are unfamiliarwith the File Requestor, refer to Tutorial #1: Loading a DEM Landscape.Position the mouse pointer over the PCX directory and click the leftbutton. Search the list of files until you find the file: "TUTORIAL.PCX".Click the left mouse button on this file. Vistapro will now load anddisplay the PCX image.The image that you are looking at was created using theTUTORIAL.DEM landscape and several of Vistapro's options. Itprobably looks a lot different than what you were able to achieve usingthe features in Tutorial #1. Through the use of Vistapro's features, thisrelatively dull landscape has been "prettied" up a bit.Let's examine some of the options used to give this image its look.To get back to the topographical map and Control Panel, click the leftmouse button.|bAdding Texture|b|bArtificial detail can be added to a landscape by using the |uTexture|ubuttons. They are located on the Lower Control Panel under the word:Texture. They consist of four buttons, of which only one can be activatedat a time. The buttons are: "|uO|u", "|uL|u", "|uM|u", and "|uH|u". They stand for Off,Low, Medium, and High.The higher the texture setting, the more Vistapro will break up displayedpolygons into smaller pieces. Each piece is drawn as a slightly differentshade, thereby giving the landscape a more textured look.Set your camera and target location and try rendering the images usingeach of the texture settings.|bSetting the Timber Line|b|bLocate the |uTree|u button. Right below the |uTree|u button is a numericalgadget. The number in this gadget indicates the timber line, which is thealtitude above which there are no more trees. Just as in nature, thetimber line is a fuzzy value. Some trees will appear above the timber lineand some bare areas will appear below it.An altitude can be entered into the numerical gadget, or you can use the |u|uTree|u button to select the tree level by clicking on the |uTree|u button andthen clicking on the topographic map at a location which has the desiredaltitude.If the |uDrwTre|u button is not selected; Vistapro will not actually draw trees,instead it uses the tree colors (see CMAP) to color the ground.Try rendering the current landscape with different values for the tree line.|bDrawing Trees|b|bThrough the use of the |uDrwTre|u button, you can specify whether Vistaprowill draw trees on the landscape or not.Trees may be drawn anywhere that the tree colors are used (seeTimber Line above).Trees are time consuming to draw and may take from twice as long torender as the same scene without any trees.To draw trees, click on the |uDrwTre|u button. You will then see a requestorgiving you the option to change the tree size and type.The numerical gadget in the center of the requestor specifies the treesize in meters. You will also see a |uPine|u and |uOak|u button. Click on one ofthese to specify the type of tree to draw.|bSetting Tree Density|b|bUse the TreDns numerical gadget located on the Middle Control Panelto specify how many of the polygons drawn with tree colors will havetrees drawn on them (if the |uDrwTre|u button is selected). Useful valuesrange from 0 to 300. A value of 150 will result in one half of the treecolored polygons having trees.|bSetting Snow Level|b|bThe snow level is the lowest elevation where Vistapro covers thelandscape with snow. Just like the timber line, this is a fuzzy value.The snow level can be entered directly into the numerical gadget underthe |uSnow|u button, or you can click on the |uSnow|u button and then click onthe topographical map.|bAdding a Lake|b|bTo add a lake to your landscape, first select a location for your lake. Itneeds to be an area of landscape surrounded by landscape of a higherelevation. Move your mouse around until you find the lowest point inthe surrounding landscape. Now click on the |uLake|u button and then clickon the topographical map at an altitude just a bit lower than the lowestelevation of surrounding landscape. If you select an altitude that ishigher, the lake will spill over into other areas where you may not want it.|bAdding a River|b|bThe |uRiver|u button is used to create rivers that flow downhill, from theselected starting point, following the curves of the landscape. A riverwill continue to flow downhill until it reaches the ocean, the edge of thetopographic map, or until it runs into another river. Placing a river ontop of an existing river will widen the existing one. You may stop the flowof a river by pressing the ESC key or the right mouse button.To select the river location, click on the |uRiver|u button and then on thetopographical map.|bChanging the Haze Level|b|bThe haze level is the amount of haze that will appear between thecamera, target, and horizon. With a 0 haze level, the horizon will becrystal clear, but you will lose a little of the depth of the image. To setor change the haze level, click on the |uHaze|u button. Vistapro willgenerate a value based upon the distance between the camera and thetarget. Alternately, you can enter a value in the numerical gadget belowthe |uHaze|u button.|bSetting the Light Direction|b|bTo change the light direction, click on the |uLight|u button on the MiddleControl Panel. You will see a target drawn around the topographicalmap. Each circular line represents the altitude of the light source indegrees. Notice that there is a line radiating out from the center (orbulls eye). This line represents the direction of the light source.You will also see a new Lower Control Panel. On the left of the panel arethe "|uN|u", "|uE|u", "|uS|u", and "|uW|u" buttons for the most simple light directions.These represent light coming from the north, east, south or west at 45degrees above the horizon.If you want your light source to come from one of these directions, thenclick on the button representing the direction from which you want the lightto come. If, however, you want the light to come from a differentdirection, click on the |uCustom|u button.After clicking on the |uCustom|u button, move the mouse pointer to thetopographical map. Notice that moving the position of the mouse pointeron the map changes the end point of the light source direction/altitudeline. Once you have the direction and altitude set to your liking, clickthe left mouse button to accept the setting.Alternately you can use the numerical gadgets on the Light LowerControl Panel to input values.|bShadows and Exaggeration|b|bYou will also see two buttons on the Light Lower Control Panel; they are |u|uShadows|u and |uExager|u.If the |uShadows|u button is selected, Vistapro will take into account the lightsource direction and create shadows on the landscape.The |uExager|u button exaggerates the shading of the landscape. With thisbutton selected, the rate at which shadowed areas darken is increased.|bChanging Colors|b|bVistapro allows you to change its color map. This allows you to fine tuneyour image to get that perfect look of realism. It also allows you totamper with nature; imagine flaming red snow, or pink lakes and rivers.By altering the color map, you can drastically change the look of yourlandscape.Before you change colors, make sure that the |uLckPal|u button is notselected. If the button is depressed, click on it to raise it.To change the colors, click on the |uCMap|u button in the Middle ControlPanel. This will activate the Color Control Panel. You will see two rowsof buttons labeled with the names of landscape features. To the left arered, green, and blue slider bars. To change the color of a landscapefeature, click on the button and use the slider bars to change the color.To exit the Color Control Panel and keep the new colors, click on the |u|uAccept|u button. If you don't want to keep any changes made, click on the |u|uReject|u button.At this point take a minute to look over the Color Control Panel chapter ofthis manual. After you have read that chapter, experiment with differentcolors until you find a set that you would like to save.|bSaving the Color Map|b|bThe Vistapro color map can be saved by using the |bSave CMAP|b optionfrom the Save menu (top of the screen). Once you pick this option, youwill be presented with the Vistapro File Requestor. The FilenameWindow will contain a list of directories. Click on the CMAP directory.You should see a list of CMAP files (they have a DEM extension).Click on the Filename: text gadget and enter the filename: TESTCMAPfollowed by pressing the ENTER key. This is the name under which thecurrent color map will be saved. Now click on the |uSave CMAP|u button atthe top left of the File Requestor.Your color map has now been saved.|bLoading a Color Map|b|bLet's load a different color map. Pick the |bLoad CMAP|b option from theLoad menu. You will now be at the Vistapro File Requestor. Switch tothe CMAP directory and click on the file "TUTCMAP.DEM". Now click onthe |uLoad CMAP|u button.Set your camera and target positions and render an image. As you cansee the landscape looks quite different.Pick the |bLoad CMAP|b again and load the file that you previously saved:"TESTCMAP.DEM".|bSaving Your Rendered Image|b|bNow that you know how to create beautiful and bizarre images, the nextstep is to be able to save your masterpiece for viewing at a later date.Using the techniques covered in earlier sections, render an image thatyou would like to save.Now pick the |bSave PCX|b option from the Save menu. You will see theVistapro File Requestor. Switch to the PCX directory and then click onthe Filename: text gadget. Enter: MYPICfollowed by pressing the ENTER key. Now click on the |uSave PCX|ubutton.Your picture is now saved and can be viewed by using the |bLoad PCX|boption or by using any IBM paint or viewer program that supports the 256color PCX format.|bTUTORIAL #3 - MANIPULATING THE LANDSCAPE|b|bIn past tutorials we have covered how to change the look of yourlandscape; now let's change the landscape itself.|bCreating an Imaginary Fractal Landscape|b|bLet's start by creating a completely new random landscape.Click on the |uFrac|u button on the Middle Control Panel. You will notice theLower Control Panel change to become the Fractal Lower Control Panel.Located on the Fractal Lower Control Panel are several buttons and twonumerical gadgets.The |uRandom|u button causes a random landscape to be generated.Clicking on the |uIsland|u button prior to clicking on the |uRandom|u button willcause the generated landscape to have peaks surrounded by lowerelevations. The peaks can be made into islands by adjusting the sealevel (see Middle Control Panel: Sea). Landscapes that are generatedwithout the |uIsland|u button selected look like they were cut from a piece ofterrain.Click on the |uRandom|u button and notice the numerical gadget right below.You can regenerate this identical landscape at any time byremembering the state of the |uIsland|u button and the number located in thenumerical gadget right below the |uRandom|u button. To regenerate alandscape that was created earlier, just set the |uIsland|u button, click on thenumerical gadget, enter the number and press the ENTER key.The FrDim numerical gadget is used to change the vertical scale androughness of the mountains and hills on the random landscape.Larger values generate taller and rougher landscapes, while smallervalues generate flatter and smoother landscapes. Changing FrDimvalue does not affect the current landscape, only landscapes generatedafter the new value has been entered. This value is also used by the |u|uFractlz|u button when determining the amount of fractalization to beperformed on an existing landscape.|bFractalize Your Landscape|b|bThe |uFractlz|u button is used to change the roughness of the currentlandscape. Clicking on it causes Vistapro to fractalize the landscape(add detail). It uses the number in the FrDim numerical gadget todetermine the amount of fractalization to be done on the landscape. Lowvalues smooth the landscape, while higher values cause the landscapeto become rougher.The buttons right below the |uFractlz|u button are the fractal divisor. Thesebuttons determine the scale where fractalization occurs. If the "|u1|u" buttonis selected, then the fractal detail will be added at a very small scale,whereas if the "|u8|u" button is selected the landscape will look muchrougher and may not even resemble the original landscape.Fractalizing at fractal divisor "1" is useful for adding small details afterenlarging a landscape. Fractalizing is also good for adding detail tolandscapes that don't have much detail of their own.|bTo Stretch a Landscape|b|bUse the |uStretch|u button to vertically stretch an existing landscape. Thisbutton causes peaks to grow taller and valleys to grow deeper. Thescale at which this happens is controlled by the |uFractal Divisor|u buttonsimmediately above the |uStretch|u button. Smaller values cause only thesmallest features to be stretched, whereas larger values cause thelarger features to be stretched.You will need to experiment a bit to find the settings that are most to yourliking. Take some time and generate some landscapes using differentsettings.|bTurning Your World Upside Down...|b|b|b... and other not so drastic alterations.By entering a number into the VScale numerical gadget (located on theMiddle Control Panel) the currently loaded landscape can be re-scaled.So, for example, if you enter a value of 2.0 into the VScale gadget, thenthe landscape will become twice as tall. A value below 1.0 causes thelandscape to become flattened. Entering a -1.0 causes the landscapeto flip over (become inverted).Try entering different VScale values. Try scaling up the landscape so amountain will exceed 32000 meters and then scaling it back down again.This will result in a pit in the top of the mountain. Add a lake in the pitat the top of the mountain. Now enter a VScale value of -1.0. As you cansee, some pretty interesting things can be done with the VScale option.Vertical scaling can be used to give relatively boring landscapesdramatic features.|bEnlarging Your Landscape|b|bVistapro has an option which allows you to enlarge a portion of thelandscape so it fills the entire topographic area.Click on the |uEnlarge|u button located on the Middle Control Panel. You willsee a box that follows the mouse cursor around the screen. Pick a spoton the topographical map, and click the left mouse button.At this point, a requestor will open asking you to select either theInterpolate (average) or Duplicate mode. Choosing the Interpolatemode will result in a smooth transition between elevation points. TheDuplicate mode will result in a coarse or step effect.After enlarging a portion of the landscape, it's a good idea to fractalizeit to regain that natural look. Try fractalizing at a fractal dimension of100 to 200 with the fractal divisor set to "1" after each enlargement.|bSmooth Your Landscape|b|bWith the |uSmooth|u button, the power of erosion is at your finger tips.Clicking on the |uSmooth|u button will remove the harsher, more jaggededges of your landscape, often improving the landscape's appearance. You can click on the |uSmooth|u button as many times as you like, butremember, each time you use it your landscape is eroded even more.|bTUTORIAL #4 - ANIMATION|b|bVistapro has the ability to do animated fly throughs of landscapes. Thisis done by producing a series of images with a slightly different cameraand/or target location for each frame. Sitting and rendering each framecould get tedious, so Vistapro provides the ability to run the renderingprocess by way of a script. Each of the camera and target locations arecontained in a script file.Animations can be saved as a series of PCX files or in the VANIMformat. Animations saved as a VANIM file can be played back by usingthe VIEWER program that was distributed with Vistapro. To view a PCXanimation, you would need to have a different software package thatallowed loading and viewing a series of PCX files as an animation.|bCreating a Script|b|bThere are two ways to create a script file in Vistapro. The first is to usethe |bGenerate|b option from the Script menu. Choosing this option will resultin a script file that starts with your current camera and target positionand with each frame moves the camera toward the target. The scriptgeneration ends when the camera and target locations are the same.The second way to create a script file is by manually specifying thecamera and target location for each image (frame).Choose the |bCreate|b option from the Script menu. Vistapro will create ablank script file using the name that you specify.The next thing to do is to begin adding frames to your script file.Position the camera and the target at the position where you want yourflight to begin. Next choose the |bAdd|b option from the Script menu to havethe camera and target positions added to the script file. Now repositionthe camera and target slightly along the path that you plan to take, andrepeat the |bAdd|b option. Repeat this until your camera has flown thedesired path.If you want to add on to a script file that was created during a previoussession, then choose the |bOpen|b option from the Script menu and specifythe script name. You can then continue to |bAdd|b on to the script file.After a script has been created, the camera positions can be viewed bychoosing the |bPreview|b option from the Script menu.|bPre-Viewing a Script|b|bChoosing the |bPreview|b option from the Script menu and specifying anexisting script name will result in a series of little black dots beingdisplayed on the topographical map. Each of these dots represents acamera location within the script.Creating a VANIM FileLet's create a VANIM animation. Load a landscape and create a scriptusing one of the methods described earlier. For this tutorial, call thescript: TESTSCR.SCRUnder the GrMode menu, pick the |bVANIM 320X200|b option. This is theonly graphics mode in which VANIM animations can be created. Pickingany of the other options will result in a series of PCX files rather thanone VANIM file.At this point adjust the settings (poly, shading, timber line, snow line,etc.) to the desired values.Now select the |bExecute|b option from the Script menu. Specify the nameof the script that you created earlier (TESTSCR.SCR). Next specify thename that you would like the VANIM to be stored under. Call it: TESTPIC.VANVistapro will now begin rendering each frame in the script file.This can take some time depending on the speed of your machine andthe number of frames in the animation.|bViewing a VANIM File|b|bAfter your machine is finished rendering each of the frames, you areready to view the animation.To do this, you must be at the DOS prompt and in the directory that youspecified for the file TESTPIC.VAN. The file VIEWER must also bepresent in the directory (unless there is a DOS path to it). Pick the |bQuit|boption from the Projects menu to exit Vistapro. Type: VIEWER TESTPIC.VANfollowed by pressing the ENTER key. You will now be viewing youranimation. Use the numbers on your keyboard to change the playbackspeed. To exit the VIEWER program, press the ESC key.Reference the Viewer section of this manual for more details onkeyboard controls.@H
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IÉ┌≈<é╟",GId Software is a group of programmers, designers, artists and musicianswith the goal of providing cutting edge games, both in softwaretechnology and design.Chief Operating Officer - Jay WilburSoftware Engineers - John Carmack, John RomeroMaster of the Pixel - Adrian CarmackCreative Director - Tom HallArt & Manual Design - Kevin CloudComposer - Robert PrinceCover Illustration - Ken RiegerApogee Software is the official shareware distributor of |uWolfenstein 3-D|u, |u|uCommander Keen|u, and other video games and education software forIBM compatibles. For more information on Wolfenstein 3-D and otherproducts available from Apogee, call |b1-800-GAME123|b.Copyright |s00,246,001992 by Id Software, Inc.Wolfenstein, the Wolfenstein logo and the Wolfenstein likeness aretrademarks of Id Software Inc. All rights reserved.IBM is a registered trademark of International Business Machines, Inc.Sound Blaster is a registered trademark of Creative Labs, Inc. AdLib isa registered trademark of AdLib Inc. Gravis PC Gamepad is aregistered trademark of Gravis, Inc.|bPLEASE DON'T MAKE ILLEGAL COPIES OF THIS SOFTWARE|b|b|bThe program you're using was produced through the efforts of manypeople. Wolfenstein|s00,247,00 3-D was created by talented artists, designers,programmers, and musicians. Everyone along the line, from theprogrammer to the distributor who sold Wolfenstein 3-D relies on salesof the program for their living. Wolfenstein 3-D is protected by federaland international copyright.Help preserve jobs by honoring the copyright of this program. Don'tmake illegal copies for others who have not paid for the right to useWolfenstein 3-D. Please report copyright violations to the SoftwarePublishers Association. Call |b1-800-388-PIR8|b or write:Software Publishers AssociationSuite 9011101 Connecticut Avenue NWWashington, DC 20036xIÅ╘eWolfenstein features 256-color VGA graphics that animate faster than amotion picture. The controls for Wolfenstein are made simple for theuser. Instead of slowing down the action with laborious and complexcontrols, we placed the challenge of Wolfenstein in the gameplay. Tosurvive all you'll need are quick reflexes, a good sense of direction, anda killer instinct.@æeâ╦X¥µ2=ç╚Y₧┌%r╗ Jô┘$f|bTHE STORY SO FAR...|b|b|bYou're William J. "B.J." Blazkowicz, the Allies' bad boy of espionageand a terminal action seeker.Your mission was to infiltrate the Nazi fortress Castle Hollehammer andfind the plans for Operation Eisenfaust (Iron Fist), the Nazi's blueprintfor building the perfect army. Rumors are that deep within CastleHollehammer the diabolical Dr. Schabbs has perfected a technique forbuilding a fierce army from the bodies of the dead. It's so far removedfrom reality that it would seem silly if it wasn't so sick. But what if itwere true?You never got a chance to find out! Captured in your attempt to grab thesecret plans, you were taken to the Nazi prison, Wolfenstein forquestioning and eventual execution. For twelve long days you've beenimprisoned beneath the castle fortress. Just beyond your cell door sits alone thick-necked Nazi guard. He assisted an SS dentist/mechanic inan attempt to jump start your tonsils earlier that morning.You're at your breaking point! Quivering on the floor you beg for medicalassistance in return for information. His face hints a smug grin of victoryas he reaches for his keys. He opens the door, the tumblers in the lockecho through the corridors and the door squeaks open. HIS MISTAKE!A single kick to his knee sends him to the floor. Giving him your versionof the victory sign, you grab his knife and quickly finish the job. Youstand over the guard's fallen body, grabbing frantically for his gun.You're not sure if the other guards heard his muffled scream. Deep in thebelly of a Nazi dungeon, you must escape. This desperate act hassealed your fate -- get out or die trying.∞uKûα #m┤┬ MZÄ╓`ôáúΦ3zë═ⁿEç╤/Nhwz─?ÇíΦ2Hæ┌% o ¿ ╣ ╝
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6}╔ gz}┼BSVú▒┐┬l┤■N[^ÿ╡╕After the title sequence, you'll be presented with an Options Menu. Usethe arrow keys, mouse or joystick to highlight a desired selection. Pressthe Enter key, left mouse button, or Fire button to activate that option.The following is a list of options available to you.|bNEW GAME|b|b|bWhen you select New Game, you can choose from four difficulty levels.Each level differs in the amount of enemies you'll face and the damageyou can take.|bCan I Play Daddy |bis appropriate for younger players or non-gamers.|bDon't Hurt Me|b is designed for part-time gamers who are startingWolfenstein.|bBring 'Em On |bis designed for most game players.|bI Am Death Incarnate|b is for those people who want a real challenge.Next, select which episode you wish to play. It is recommended to playthe episodes in order. Episodes four through six are part of theNocturnal Missions available from Apogee Software.|bSOUND...F4|b|b|bThere are three types of sounds in Wolfenstein -- Sound Effects,Digitized Sound, and Music. Wolfenstein will automatically detect if yoursystem is equipped with the appropriate sound board and default to thebest settings.To activate or deactivate a particular type of sound, highlight theappropriate selection and press the Enter key.A sound board isn't required to play Wolfenstein, but to hear the game'senhanced sounds you must have a compatible sound board. Here arethe type of sounds that are available to you if you have a Sound Blaster,AdLib, Disney Sound Source, or 100% compatible sound board.Sound Effects - Blaster and AdLibDigitized - Blaster and DisneyMusic - Blaster and AdLib|bCONTROL...F6|b|b|bThe Control Menu allows you to select and modify the input device forplaying Wolfenstein. In conjunction with the keyboard you may also usea mouse, joystick or Gravis PC GamePad.|s00,247,00If your mouse is operating at an awkward speed, select the MouseSensitivity option to adjust it.Choose the Customize Control option to modify the controls for playingWolfenstein. For example, instead of using the Ctrl key to fire, you mayprefer the Space bar.To customize a control, select a device and function to modify and pressthe Enter key. The name of the key or control which currently activatesthat function will change to a "?". Press the key or button that you wishto use to activate that function. (Though both sets of arrow keys work inthe game, use the keypad keys to set them as a control.)|bLOAD GAME...F3|b|b|bPress F3 to load a saved game. If you're in a game, you will be askedto confirm your choice.|bSAVE GAME...F2|b|b|bWolfenstein's Save screen provides ten Save game slots. To save agame, move to an empty slot (or one you don't mind writing over), enter aname and press Enter.|bQuick Save...F8|b|b|bQuick Save is an easy method for saving a game without leaving theaction. The first time it is used the standard Save menu will appear.Select a slot to use for that Save. Future Quick Saves won't interrupt thegame because they automatically save over your last saved game.|bQuick Load...F9|b|b|bIf you wish to quickly return to the Quick Saved location, press F9.|bCHANGE VIEW...F5|b|b|bYou may wish to reduce the view of Wolfenstein in order to speed-upgame play. Use the arrow keys to change the size of the window.Wolfenstein will scale everything to fit in the new window.|bREAD THIS...F1|b|b|bIf you are having difficulty playing Wolfenstein, press F1 to access theon-line help.|bVIEW SCORES|b|b|bSelect View Scores to see a list of the top seven game scores.|bBACK TO DEMO/GAME|b|b|bIf you aren't currently playing a game, this option will be "Back to Demo."If chosen, you will see the title sequence and a short demonstration ofthe game. If you are playing a game, this option will be "Back to Game."|bEND GAME...F7|b|b|bThis will end a game and return you to the Options Menu.|bQUIT...F10|b|b|bPress F10 to quit from Wolfenstein and return to DOS.|bBACK TO OPTIONS MENU...ESC|b|b|bIf at any time during the game you wish to return to the Options Menu,press the ESC key.╝█]Eî╒■Gëòíñ∩5k¡╢°2üæΓ a£¡╝╠ß≤@s║╙τΩ8Lôº∞5{û┤╖ IMæ╒┌! c ¿ ░ ├ ╞
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j▒ß■KôIf you've selected New Game and Episode One, you are standing overa dead Nazi guard. The door to your prison cell is unlocked. You arecarrying the recently terminated guard's knife and pistol. Outside thatdoor is a world of hurt waiting for you!The following is a list of controls and commands for moving and fightingwithin Wolfenstein. Remember to press the |bF1|b key for on-lineassistance.|bTRAVELING|b|b|bThe key to playing Wolfenstein is learning how to effectively maneuverthrough the castle's passages. Once in the game, you'll need to movequickly in order to surprise guards and avoid others.|bWalking|b -- Use the up and down Arrow keys to walk through thedungeon.|bRun|b -- Hold down the right Shift key and an Arrow key to run.|bTurning|b -- Use the left and right Arrow keys to turn.|bFast Turn|b -- Hold down the right Shift key and the left or right Arrow keyfor fast turns.|bStrafe|b -- Press the Alt key and the left or right Arrow key to slide side toside instead of turning left or right.|bARMING YOURSELF|b|b|bOnce you have more than one gun, you'll want to choose betweenfirearms. The numeric keys 1-4 select a particular weapon.The weapons are:|m0201 = Knife|m0202 = Pistol|m0203 = Machine Gun|m0204 = ChaingunYou start the game with only a knife and a pistol. Until you discover otherweapons, pressing "3" and "4" will have no effect.If you are out of ammo, you can only use the knife. Pressing a numberkey will have no effect.|bKILLING THE ENEMY|b|b|bTo use your knife or fire your weapon, point it toward your adversary andpress the Ctrl key.If you are using a machine gun or chaingun, you can hold down the Ctrlkey for rapid fire.The accuracy of a weapon diminishes with the range of the shot. Youmay want to aim to the left or right of an enemy if your bullets are nothitting. A healthy dose of your victim's splattering blood is a goodindicator that you've hit.|bOPENING DOORS AND PUSHWALLS|b|b|bTo open door and elevators, move in front of the door and press theSpace bar. It is not necessary to actually touch the door before openingit.Some walls in the castle can be pushed back to reveal hidden rooms.To search for hidden rooms, move against a wall and press the Spacebar.Several of the doors in Wolfenstein will require keys. These keys canbe found somewhere on the same level as the locked door. Using akey requires no additional commands other than the Space bar to opena door.|bPICKING UP STUFF|b|b|bThough the fighting is fierce, there's always time to grab a few trinkets orhelpful items. To pick up an item simply walk over it. You're smart andwill know if you need to keep it.For example, if you are carrying the maximum ammunition of 99 bullets,you won't pick up more ammunition by walking over it.|bGETTING TO THE NEXT FLOOR|b|b|bEach level contains an elevator. Once you find an elevator, press theSpace bar to open the door. Then walk into the elevator and press theSpace bar once again to move to the next level.|bJOYSTICK AND MOUSE CONTROL|b|bWhen using the mouse or joystick, use button 1 to shoot, and button 2 tostrafe. With a three-button mouse, use the third button to open doors.Gravis PC GamePads have a fourth button that is useful as a run button.ê╣CHORWksv{æáú¿├╒╪▌δ∙'9MapäçîÜ⌐╜╬▐ßµ@hï¬╟φ;PSXtäçî├απ0xThe following is a list of key commands used for playing Wolfenstein.|bHELP|b|b|b|bF1|b = Read This!|bPAUSE|b|b|b|bPause Key|b = Pause|bOPTIONS MENU|b|b|b|bEsc Key|b = Options Menu|bPROGRAM HOTKEYS|b|b|b|bF2|b = Save|bF3|b = Load|bF4|b = Sound|bF5|b = View|bF6|b = Control|bF7|b = End Game|bF8|b = Quick Save|bF9|b = Quick Load|bF10|b = Quit|bWEAPONS SELECTION|b|b|b|b1|b = Knife|b2|b = Pistol|b3 |b= Machine Gun|b4|b = Chaingun|bMOVEMENT KEYS|b|b|b|bUp Arrow|b = Move Forward|bLeft Arrow|b = Turn Left|bShift + Up Arrow|b = Run Forward|bShift + Left Arrow |b= Fast Left Turn|bAlt + Left Arrow|b = Strafe Left|bDown Arrow|b = Move Backward|bRight Arrow|b = Turn Right|bShift + Down Arrow|b = Run Backward|bSift + Right Arrow|b = Fast Right Turn|bAlt + Right Arrow|b = Strafe Right|bFIRING YOUR WEAPON|b|b|b|bCtrl|b = Fire Your Weapon|bOPENING DOORS|b|b|b|bSpace Bar|b = Open Doors and Search for Secret Doors|bJOYSTICK AND MOUSE CONTROL|b|b|bWhen using the mouse or joystick, use button 1 to shoot, and button 2 tostrafe. With a three-button mouse, use the third button to open doors.Gravis PC GamePads have a fourth button, useful as a run button.r98Kqî¿─╠╧Yad¡Θ±⌠EÉ¿▒┤Kÿα^º∞≥⌡Cêï╪±SÜτ1At the bottom the play screen is a status bar which provides informationimportant to the play of Wolfenstein.|gwolf7.pcx,416,16,0,0,13,|gwolf7.pcx,416,16,16,0,13,|gwolf7.pcx,416,10,32,0,13,|bLEVEL|b|b|bThere are at least 9 levels in each episode of Wolfenstein. The currentlevel is always indicated at the far left of the status bar.|bSCORE|b|b|bYou can gain points by picking up treasure or killing. Every 40,000points provides an extra life. So collect those treasures!|bLIVES|b|b|bStart each episode with three lives. If you die, you'll restart the currentlevel with only a pistol and eight shots. You'll also lose the points youobtained on that level.|bHEALTH|b|b|bWhen you start Wolfenstein your Health is 100%. Each time you are hit,your Health will be reduced. Health is indicated not only in percentages,but also in a visual representation located in the status bar. You begin tolook increasingly unhealthy the more damage you take. If you Health isdropping, grab some food or first aid.|bAMMO|b|b|bYour amount of ammunition is indicated on the status bar. You can carrya total of 99 bullets. Be sure to pick up the ammo left behind when youkill someone. Run out of ammo and you'll be stuck using your knife.|bKEY|b|b|bWhen you find a key, a representation of that key will be shown in one ofthe two small slots located to the right of the ammo count.|bWEAPON|b|b|bA representation of the currently active weapon will be shown at the farright of the status bar.|bGETTING REWARDED|b|b|bWhen you go to a new level, a Bonus Screen will tally your performance.Hidden rooms located, ratio of kills, and percentage of treasure foundwill be calculated. Each 100% ratio provides 10,000 extra points. Also, ifyou beat the par times for completing a level, you'll receive extra bonuspoints.α»
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Wolfenstein is packed with items that you'll want and need. These itemsfall within four categories (Healing, Killing, Treasure, and Special Items.)|bHEALING|b|b|b|uDinners = 10% Health|u|uYou've always had bad table manners. After clearing your Nazi hostsfrom the dinner table, you should pick up some food-to-go!|gwolf8a.pcx,59,16,0,20,13,|gwolf8a.pcx,59,16,16,20,13,|gwolf8a.pcx,59,16,32,20,13,|gwolf8a.pcx,59,17,48,20,13,|uFirst Aid = 25% Health|u|uThe Nazis have been intercepting Red Cross packages and storingthem throughout their strongholds.|gwolf8b.pcx,62,16,0,20,13,|gwolf8b.pcx,62,16,16,20,13,|gwolf8b.pcx,62,16,32,20,13,|gwolf8b.pcx,62,16,48,20,13,|gwolf8b.pcx,62,3,64,20,13,|bKILLING|b|b|b|uAmmo = 4, 8 Bullets|u|uThese guards are armed to the teeth. Gracious even in death, they'llleave their ammo for the taking! Pick up unused ammo for 8 bullets.|gwolf8c.pcx,50,16,0,20,13,|gwolf8c.pcx,50,16,16,20,13,|gwolf8c.pcx,50,16,32,20,13,|gwolf8c.pcx,50,8,48,20,13,|uMachine Gun|u|uThis machine gun is the primary armament of the SS guards. It's anefficient and powerful weapon that is useful for attacking multipleenemies.|gwolf8d.pcx,72,16,0,20,13,|gwolf8d.pcx,72,16,16,20,13,|gwolf8d.pcx,72,16,32,20,13,|gwolf8d.pcx,72,5,48,20,13,|uChaingun|u|uThe Chaingun uses the gatling gun principle of rotating barrels. It's adestructive killing machine that will clear the room. However, it has ahealthy appetite for ammunition.|gwolf8dd.pcx,68,16,0,20,13,|gwolf8dd.pcx,68,16,16,20,13,|gwolf8dd.pcx,68,16,32,20,13,|gwolf8dd.pcx,68,8,48,20,13,|bTREASURE|b|b|bHitler has a twisted desire for treasure and religious artifacts. Hisill-gotten booty is stored within the walls of his impenetrable fortresses.|m020Cross - 100 Points|gwolf8e.pcx,44,16,0,20,13,|gwolf8e.pcx,44,16,16,20,13,|gwolf8e.pcx,44,16,32,20,13,|gwolf8e.pcx,44,16,48,20,13,|gwolf8e.pcx,44,13,64,20,13,|m020Chalice - 500 Points|m020Chest - 1000 Points|gwolf8f.pcx,54,16,0,20,13,|gwolf8f.pcx,54,16,16,20,13,|gwolf8f.pcx,54,16,32,20,13,|gwolf8f.pcx,54,16,48,20,13,|gwolf8f.pcx,54,9,64,20,13,|m020Crown - 5000 Points|bSPECIAL ITEMS|b|b|b|uKeys|u|u|uSome of the upper levels are well secured with locked doors andelevators. You'll need to search the level for keys into these areas.|gwolf8g.pcx,48,16,0,20,13,|gwolf8g.pcx,48,16,16,20,13,|gwolf8g.pcx,48,16,32,20,13,|gwolf8g.pcx,48,4,48,20,13,|uOne Ups = Full Health, Full Ammo or 1 Life|u|u|uHidden within secret rooms of the fortresses are items that give you thatextra urge to keep fighting!|gwolf8h.pcx,63,16,0,20,13,|gwolf8h.pcx,63,16,16,20,13,|gwolf8h.pcx,63,16,32,20,13,|gwolf8h.pcx,63,16,48,20,13,|gwolf8h.pcx,63,16,64,20,13,T╬)*-{╛╞=FIèª├α²"qàí╛█°#&[wö▒|bEPISODE ONE: ESCAPE FROM WOLFENSTEIN|b|b|bWolfenstein is filled with a host of people who would like nothing betterthan to see you in a body bag. Remember that anything moving is athreat.The opponents you will be up against vary in weapons, body armor,speed, skill, aggressiveness, and even intelligence.|bGuards|b|b|bThe bullies in brown go down easy, but there's a lot of 'em.|gwolf9a.pcx,59,16,0,20,13,|gwolf9a.pcx,59,16,16,20,13,|gwolf9a.pcx,59,16,32,20,13,|gwolf9a.pcx,59,16,48,20,13,|gwolf9a.pcx,59,12,64,20,13,|bSS|b|b|bMembers of the Schutzstaffel, they wear blue uniforms, bullet-proof vests,and sadistic grins.|gwolf9b.pcx,47,16,0,20,13,|gwolf9b.pcx,47,16,16,20,13,|gwolf9b.pcx,47,16,32,20,13,|gwolf9b.pcx,47,16,48,20,13,|gwolf9b.pcx,47,13,64,20,13,|bKiller Dogs|b|b|bThese German shepherds go right for your throat.|gwolf9c.pcx,61,16,0,20,13,|gwolf9c.pcx,61,16,16,20,13,|gwolf9c.pcx,61,16,32,20,13,|gwolf9c.pcx,61,15,48,20,13,£ìMKﺰ(:à╠(IÆ┌(u╗┌!_ª╢╓`q£δ4AW¥▒╞Zgâ╙µ&kƒσ, n Ä ╨
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IÆ¢╖║ LIf you are going to survive Wolfenstein, you'll need more than a triggerfinger. Here are some tips to help you escape Wolfenstein 3-D.|bDon't Rush Into the Room!|b|bIf there is only one entrance, let the Nazi guards come out at you. They'lloften be nice enough to open the doors for you.|bGet at an Angle|b|bIt's never smart to run into a room. Guards are sometimes posted nearthe entrances and stay hidden until you move close to the door. Go upto the door, slide to the side at an angle, and pick the enemy off with lessdanger to you.|bUse the Keyboard and the Mouse|b|bOnce you have the game down, try using the mouse and keyboard at thesame time. The mouse provides better control for shooting and turning.Also, the Strafe mode is much easier using the second mouse button.|bCharge!|b|bIf you run at someone and shoot them point blank, you are more likely towound them. Plus, this will provide less time for them to shoot you.|bEvery Level Has Hidden Stuff|b|bIf you explore carefully, you'll find extra health and ammo hiddeneverywhere! Be sure to collect as much treasure as possible.Remember that every 40,000 points will provide you with an extra life.You'll need it!|bNecessary Items Aren't Hidden|b|bThe Nazis may be rude hosts, but they would never hide anythingnecessary to escaping. Keys and elevators can be reached through thenormal passages.|bDon't Be Too Proud to Eat with the Dogs!|b|bAfter taking too many bullets, it's a wise idea to get help from anywhere.Eating dog food may be humiliating, but it will provide a small boost toyour health.|bUse the Quick Save!|b|bThe Quick Save, (F8) and Load, (F9) are easy methods of improvingyour survival rate.|bConserve Your Ammo|b|bAlthough it's fun to hold down the Ctrl key to spit bullets everywhere, youshould try to restrain yourself. Conserve ammunition and make yourshots count.|bDon't Attack with a Knife|b|bIf armed with only a knife don't rush into a room full of guards and expectto come out alive.Spend your time looking for hidden rooms which may provide moreammo. The only thing that separates a brave man and a dead man is awell-placed bullet.|bDo More Damage at Close Range|b|bThe closer you are to an enemy the more damage he takes with eachshot. However, killing is a two way street. These Nazi guards have away of appearing behind you with a point blank shot to your back.|bSearching for Hidden Passages|b|bHidden passages can be located almost anywhere. Sometime theentrance appears obvious, but often it is not! To make your searcheasier, move against a wall at an angle. Then hold down the Space barand strafe across the wall. This enables you to check long walls quickly. Make sure the room is free of Nazis before you start!|bDoes B.J. Need a Little Help?|b|bOut of ammo, beaten to a pulp, and want to survive? Press the MLI keysand receive full health, 99 bullets, and 2 keys. Beware, cheaters neverprosper!|bHOW TO RECEIVE FULL HINTS|b|b|bTo receive full hints on playing Wolfenstein, including level maps, secretcheat keys, and game play hints from the Id development team, callApogee at |b1-800-GAME123|b. Ask for the Wolfenstein Hint Book.ÆÜHaxÖ£Σ!g⌐εⁿ @ê╩█▐#c{~╞Rû┤⌡>ç╚╦Xÿ▐$jà├Sù╘·²F î ╘
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.x|bMEMORY PROBLEMS|b|b|bIf you run Wolfenstein and get an "Out of Memory" window, there are afew things you can do.|bRemove TSR (Resident) Programs|b|b|bIf you change your AUTOEXEC.BAT to not load TSRs they won't take upthe memory that Wolfenstein needs to run.|bLoad DOS High|b|b|bIf you have at least a 286 computer and extended memory, plus DOS5.0, you can load DOS into high memory. Simply put "DOS=HIGH" inyour CONFIG.SYS file. Refer to your DOS Manual for further details.|bOther Ideas|b|b|bWolfenstein will use XMS (extended memory) and EMS (expandedmemory) if available. If you have an EMS card or a 386 computer, checkyour system manual for information on how to make this available.|bSOUND PROBLEMS|b|b|bA sound board is recommended for playing Wolfenstein. If you arehaving sound problems here are a few ideas that may assist you!|bSound Blaster Address|b|b|bWhen you installed your Sound Blaster or Sound Blaster Pro, you mayhave needed to change the default addresses in order to resolvepossible hardware conflicts. Wolfenstein 3D can work with |bnon-standard|bSound Blaster and Sound Blaster Pro settings. However, Wolfensteinneeds to know these settings.To enable Wolfenstein to obtain your settings, set the "BLASTER"environment variable to contain the appropriate information. To do thiseither include the following in your AUTOEXEC.BAT file or type it on thecommand-line before running Wolfenstein 3D: SET BLASTER=Axxx IxDxAxxx represents the address of the Sound Blaster/Sound Blaster Pro.For the Sound Blaster, it's either A210, A220, A230, A240, A250 or A260.For the Sound Blaster Pro, it's A220 or A240. Default is A220.Ix represents the IRQ number used by the Sound Blaster/ Sound BlasterPro. For the Sound Blaster, it's either I2, I5, or I7. IRQ 10 (onlyavailable on a machine with AT BIOS and the Sound Blaster Pro) is notsupported. Default is I7.Dx represents the DMA channel used by the Sound Blaster/SoundBlaster Pro. D0, D1, or D3 are acceptable values. Default is D1.Try the default values first. If one of the values is out of the acceptablerange, the program will Quit, indicating which of the values wasn'tacceptable. Refer to your Sound Blaster manual for details.|bSound Blaster Pro Volume Is Too Low|b|b|bYou may need to adjust the volume coming from the Sound Blaster Pro.You can do this by adjusting the volume wheel or adjusting the volumeon whatever you have the Sound Blaster Pro attached to, or by using theSBP-SET program that came with the Sound Blaster Pro. If you use theSBP-SET program, see the SB Pro User's Manual for details on how touse SBP-SET.|bSound Blaster and Gravis PC Gamepad Problems|b|b|bIf you have a Gravis PC Gamepad, a second joystick card and a SoundBlaster, you need to set the jumper on the Sound Blaster card to "On" sothat you are using the joystick port on the Sound Blaster. Refer to yourSound Blaster manual for details.─⌐ü▒*│Pα╣`µ╩wü╪ó╞▌╢uσ╠±Φ.⌡√[Credits/CopyrightAbout Wolfenstein 3-DEpisode One: Escape From WolfensteinGetting StartedControlling The ActionWolfenstein 3-D Key Commands And ShortcutsYour Current StatusItems You Can Pick UpThe Denizens Of WolfensteinHints & StrategiesTroubleshooting