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- README.TXT file for LIGHT_I.PXP
- A Shareware Lighting Utilities Program
-
- To install LIGHT, copy the file LIGHT_I.PXP into your 3D Studio process
- directory, typically C:\3DS3\PROCESS. The program is accessible from the 3D
- Editor by pressing F12 and choosing LIGHT from the list.
-
- LIGHT provides the following functions: Light Style, Light Arrays, and Light
- Delete By Name.
-
- LIGHT STYLES:
- This function allows you to update existing lights in your scene with
- new properties. To do this, modify an existing light using the
- standard 3ds lighting adjust routines (Lights/Omni/Adjust,
- Lights/Spot/Adjust... This 'Prototype Light' will function as the
- prototype for adjusting other lights. Any or all properties of this light
- may be assigned to any other light in the scene. In this way, the
- 'Prototype Light' defines a 'Light Style'.
-
- To test it out, load the test drawing LT-TEST.3DS provided in the Zip file.
-
- -Adjust one of the lights, perhaps changing its color and Multiplier status.
- You might also turn it off, as this will make it easy to see the updated
- lights. Note the name of the light. This will be your 'Prototype'.
-
- - Run LIGHT from the PXP loader pulldown (or press F12). The main menu will
- come up. Choose the Update radio button and then click "Next" or press ENTER.
-
- - The 'Prototype for Update' dialog comes up, presenting you with a list of
- existing lights in the scene. Choose the light you just updated (the
- Prototype) and select "Next".
-
- - Now the 'Choose the Lights to Update' dialog comes up. This dialog is used
- to tag lights you wish to modify. You may tag/untag by 3 methods:
- 1) Click on the name in the list.
- 2) Use the Tag/Untag buttons with wildcard characters * and ?. This will
- tag/untag all lights that match the pattern.
- 3) Use the 'Quick Find' feature. Click in the CYAN window above the
- Quick Find text. The window shows "----------" indicating you have not
- made a selection yet. Type characters which uniquely identify light
- names in the list. Quick Find will locate the first light in the list
- whose name matches the entire sequence you have typed so far. When you
- have typed enough characters to locate the light you want, press the
- Spacebar or ENTER and the light will be tagged (or untagged).
- If you make an error and find an incorrect light, press ESC
- to start over. You may also invoke the quick find from the keyboard
- by typing ~ (the tilde character).
- Note: If you pick an Omni light as the Prototype, only Omni lights show up
- in the lights to alter list. (Only lights of the same type are presented).
-
- - Once you have selected all the lights to update, you are presented with
- the 'Parameters to Copy from the Prototype' dialog. Via buttons, select
- the properties of the prototype light you wish to copy to the lights you
- have tagged. Any properties you select get copied to each previously
- tagged light. Properties you did not select are left unaltered.
-
- The options for Properties to Copy are:
-
- [On/Off] - If the Source if off, the tagged lights will be off.If the
- source was on, the tagged lights will be on...
- [Color] - Color of light
- [Exclude] - Object Exclusion List
- [Multiplier] - 'Brightness factor' of light
- [Atten/Range] - Both Attenuation On/Off and light Range settings
- [Location] - X/Y/Z coordinate of source
- [Shadows] - All the shadow parameters: Cast Shadow On/Off, Mapped or
- Raytraced shadows, Bias value, Map size, Sample Range.
- [Cone/Ho/Fo] - Cone visibility, Hotspot angle, Falloff angle
- [Target Pt] - X/Y/Z location of spotlight target point of source.
- [Rect/Circ] - Shape of hotspot/falloff areas.
- [Roll/Aspect] - Both the bank angle and aspect ratio.
- [Overshoot] - Overshoot On/Off
- [Projector] - Projector light On/Off and Image File (if On).
-
- While in the dialog, if you forget the meaning of any of these, you can
- use 3ds style Alt-Mouseclick help. A brief message will popup describing
- that button. (This is also available on the main menu buttons.)
-
- Note: The Location parameter (and Target Pt for spotlights) control the
- actual X/Y/Z location of the light in the scene. If you select one of these
- options, all the tagged lights will be moved to the same location as the
- Prototype. At times this may be handy, but at times it may be disasterous.
- You are given ample warning however!
-
- Once you choose OK, and answer Yes to the confirmation prompt, all the tagged
- lights are update with the parameters you've choosen. Do a Lights/Omni(Spot)/
- Adjust and check it out...
-
- Two other functions are available which help support light styles:
- Light Array, and Light Delete.
-
- LIGHT ARRAY:
- This function allows you to create both rectangular and polar (circular)
- arrays of lights.
-
- Choose the Array function from the main menu, and select the prototype light.
- Again, this defines the style of all the created lights. A dialog will be
- presented for both types of arrays. Choose the Radio button which
- corresponds to the type of array you want to create. Note: This is fairly
- easy to forget. You may find yourself just filling in the parameters, so
- be sure to check the type of array you want.
-
- For rectangular arrays, you specify Width, Depth and Height
- Counts. These represent the number of lights along that dimension of the
- scene. You also specify Width, Depth and Height Spacing. This is the
- center to center spacing of the lights. The following example coordinate
- formats demonstrate what is available for the spacing parameters.
-
- 2 (This would indicate 2 of whatever units you are in (", ', CM or M))
- 2.0" (2 inches...)
- 5'2"
- 5'2-3/8" (Seperate the fraction from the whole number with the '-' sign)
- 5/32' (3ds's denominator is not relevent. Use whatever you need).
- 525.125'
-
- Polar arrays use a Source light at the Center of the array. The created lights
- are generated at a user defined plane and radius from this center point.
- The dialog prompts for the following values: Number of items (total number of
- lights to create), Radius (same formats as the spacing parameter described
- above), Construction Plane (Top/Front/Side). This parameter lets you array
- the lights horizontally (Top plane), or vertically aligned with the Front
- viewport (Front plane), or vertically aligned with the Side viewport (Side
- plane). The depth along the axis perpendicular to the plane is defined by
- where the source lights is along that axis. Thus, if you want to create
- an array of lights parallel to the ground plane, 8' in the air, with
- an overall diameter of 40', you would create your prototype light 8' high,
- and positioned wherever you need the center of the array. Then specify
- the Top plane and a radius of 20'0". You are also able to enter a start
- angle (0.0 degrees is to the right, along the horizontal axis). Positive
- rotation is counter clockwise. The final parameter is Angle to Fill. If
- set for 360 degrees, a complete circular array is generated. For Spotlights,
- you can select the Rotate Spotlights button. If off, all the spotlights
- retain their original orientation as they go around the circle. If set to
- On, all the spotlight targets point toward the source light location. The
- depth along the axis perpendicular to the construction plane is not altered.
- Experiment a bit with this, and you'll see what happens!
-
- For both rectangular and polar arrays, a name prefix is requested. You may
- type up to 8 characters. If you leave this field blank, the default prefix
- is the name of the Prototype light for the array. All created lights are
- named with the prefix and numbered sequentially.
-
- LIGHT DELETE BY NAME:
-
- This function uses the same 'Choose Lights' dialog box as described
- above. Choose the lights you wish to delete and press OK. After a
- confirmation prompt, they are deleted.
-
- SHAREWARE:
-
- If you find this program useful to you, please register your copy. Provide me
- with your Name, Address and Compuserve User ID. I'm keeping a database of
- registered users and will inform those in the database when program updates
- are available. Except for any major bug fixes, I do not plan to post any
- updated code, so if you want updates with new features, please register.
-
- To register, send a check in the amount of $35.00 to:
-
- Mark Meier
- 650 Hidden Valley #212
- Ann Arbor, Michigan 48104
-
- If you have ideas for new features or changes to existing ones, please
- let me know. Also, if you find any bugs, then certainly let me know!
-
- Thanks and enjoy the program,
-
- Mark Meier
- CIS: 76330,3402