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Amiga Plus Extra 1996 #6
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AmigaPlus-eXtra-6-96.iso.7z
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AmigaPlus-eXtra-6-96.iso
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programme
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a-render
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define.doc
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1987-03-22
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Define Instructions:
-------------------
Type 'define heart'
The view pyramid and light source are normally displayed upon entry to
define. A light source will not be displayed now because we have not
yet defined a light source. The point of the view pyramid represents
the eye position in the scene, while the base of the pyramid represents
the view plane (the monitor screen). The current view and light
filenames are retreived from the .world file.
First we'll make our physical database. (file).
-----------------------------------------------
Loading our previously designed heart:
Click in a window with your left mouse button, then pick LOAD AN OBJ up
in the Define DB's menu. When the screen flips, click the left button
again and type in the file name of the heart, 'digi.obj', then <RETURN>.
When asked for the object number, type 1, then <RETURN>.
You can pull down the screen by grabbing the top line and pulling down,
to check that digi.obj loaded correctly. Pull up the screen.
Now to define the location and attributes of the heart entity in our world:
(You could have multiple occurences of the heart in your world, with
different location, scale, color, and rotation. All entities refer to
the master heart object for the actual shape of the heart.
Click in a window with your left mouse button.
Pick 'Edit Entitys' in a menu.
Click in the console window and enter the following values
in response to the prompts.
Edit Entity in Frame # - 1
Edit Entity # - 1 We're defining our first entity now
Parent Object - 1 (We loaded the bird as object 1, remember?)
Location in X - 50 Location
Location in Y - 50
Location in Z - 70
Scale in X - .3 Size
Scale in Y - .3
Scale in Z - 8
Rotation in X - 0 Rotation
Rotation in Y - 40
Rotation in Z - -10
Red Intensity - 1 Color
Green Intensity - .2
Blue Intensity - .2
Randomize - 0 Randomize surface color for textured look
Diffuse Coefficient - .8 Lighting parameters
Specular Coefficient - 1
Specular Power - 165
Parent Object - 0 non-functional, still type them in as zero.
Child Count - 0 "
You may re-edit the entity as much as you like.
Click in a window.
Pick 'SAVE ENTITY' in the OPTION menu.
Click in a window.
Type in a entity filename (use heart.ent) as the save file.
Click in a window.
Now pick 'MAKE PHYS DB' in a menu to create the physical database. Type
in a physical filename (use heart.phys). This is the same name we typed
in the world file for the physical file. Type in '1' for the frame
number. Make Phys will take a minute. The physical database is the result
of processing the object-shape specs, and the entity specs such as
location, scale, rotation, and light properties into a single file in a
real space coordinate system. The new object will be drawn in wire-frame
in the three views.
Second we'll make our light file. (See LIGHT.DOC for more information)
---------------------------------
Click in a window.
Pick 'EDIT LIGHT' in the OPTION menu.
Click in the window.
Type '1' to select light 1 for editing.
Light X Location - 70 Light location
Light Y Location - 60
Light Z Location - 50
Light Red Value - 1 1 & (Color)
Light Green Value - 1 1 &
Light Blue Value - 1 1 = full intensity white light (0=off)
Light Falloff - 1
You will see a small dot in the three views indicating the light source.
Click in a window.
Pick 'EDIT LIGHT' in the OPTION menu.
Type '99' to select global lighting for editing.
Click in the window.
Global Light Red Value - .3
Global Light Green Value - .3
Global Light Blue Value - .3
Click in a window.
Pick SAVE LIGHTS
Click in the window.
Type 'heart.lights <RETURN>'
(This is the name assigned to the light file when we made the world file)
Click in a window.
Pick quit in a menu to exit Define.