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1992-06-11
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Carmen Rizzlo proudly presents...
Yet ANOTHER Imagine 2.0 object: NCC-80E Shuttlecraft
Welcome back! Or if this is your first time; Greetings! You've
just downloaded an object for Imagine 2.0.. Sorry Imagine 1.x users,
you've gotta upgrade to use this object.
This is a very small structure compared to the "CRUISER" object I
made a while ago. It's only capable of holding 2-8 people. In fact,
you can actually see two of them in the object. Look in the window of
the shuttle, you'll see two pilots. Don't get too close to the window
because the illusion will be destroyed by seeing too much of the
detail of the pilot's objects.
The burning engine glow is improved over the way I did the engine
glow of the CRUISER object. It's the first time I've dinked with the
RADIAL texture.. Pretty neat.
You'll notice the "NCC-80E" markings in four places on the
shuttle. I did this because it is similar to the shuttles you have
seen in Star Trek movies/shows. If you have an Enterprise object you
want to use the shuttle with, the markings will help it to blend in
nicely. If you want to get rid of the markings, it's real easy.
Render the object, so you can see where the markings are located.
Then load the object up in your detail editor. Select the markings by
clicking on them in the object and delete them. Simple, eh?
If you're unfamiliar with the CRUISER object, you'll notice the
object is grouped in a very odd method. There' a parent axis that has
two child axis. One above and one below. Then all the parts of the
SHUTTLE are grouped with either the upper or lower children axis. The
reason I did this is to give YOU the user more control over the look
of the object. All lights, windows and flames are grouped to the
upper child axis. Don't mess with that one. All gray metal parts are
grouped to the lower child axis. This axis uses the PASTELLA texture.
In the texture's window you'll see that APPLY TO CHILDREN OBJECTS is
selected. This means that all of the metal surfaces have that
PASTELLA look on it. You can easily modify the PASTELLA texture
information or add other textures by adding it to this lower child
axis. Just be sure to activate APPLY TO CHILDREN when adding a new
texture so that the entire object is textured properly. Pretty slick
trick, eh? I thought so too. :)
What the hell are those beams for in the front of the ship? I
dunno.. I just added them for looks. There is a conical light source
going through those beams, so if another object intersects with a
beam, you'll see a spotlight hitting it. This would be great for
having your shuttle traveling low along a planet's bumpy surface. Be
sure that is something DOES intersect with a beam, that it's thick
enough not to let the beam show through on the other side. That
wouldn't look to realistic. In other words, the beams are ideal for
large asteroids, planets or other ships. But if you have the beam
showing through a small monolith or a flat plane, you'll see the
remainder of the beam projecting through the object and sticking out
the back. That's a no-no. If you want to, of course, you're welcome
to delete the headlights and/or the beams if it conflicts with the
scene you're about to use.
This object does not use ANY iff brushes (yay!). It does,
however, use at least three textures, so if you moved or renamed your
"Textures" drawer, you're in for a rude treat upon rendering. It
belongs in the same directory that your Imagine program is located.
I hope you enjoy using the object as much as I have enjoyed
creating it. This object, and everything included in the NCC-80E
archive is FREELY DISTRIBUTABLE, but it is not PUBLIC DOMAIN. Please
only distribute the original archive with all of it's files in their
original form. This way the next guy knows what the heck he's just
downloaded. You may not use it commercially or for broadcast
purposes without written permission by me. If you use this object
in a project and decide to distribute it, please give me credit for
modeling help. Is that too much to ask? Thanks.
Carmen Rizzolo
June 11, 1992
======================================================================
WARNING!!! TUTORIAL SECTION!!!
Okay, Okay, I know some of you have been awaiting this, so here it
is.. I'm very proud of this particular tutorial.. I think it's as
valuable as the tutorial that was bundled with CRUISER.LHA. This
tutorial can speed up your animation creation by a factor of 10 or
MORE! Depending on the complexity of your animation. How? Read on,
pioneer!
Some of you may already know this, but as for me, it just dawned
on me recently. My scenes are getting very complex, with objects
ranging in size from 50k to 400k or more per object. As great as
these mondo object may look, they sure take hell-long to load up when
moving about in the STAGE EDITOR. Even if an object like this shuttle
or the CRUISER object is completely in FASTDRAW mode, it's so complex
that it still seemingly takes forever to draw in the tri-view windows
and in the perspective view. Here's the clincher. In your ACTION
EDITOR, the size of an object is noted by only the size of the group's
PARENT OBJECT'S AXIS in the size bar. All of the detail of an object
is defined by it's relation to that parent axis, and is disregarded by
the ACTION EDITOR. The only info in that SIZE BAR is the size of the
one axis.. I'm sorry I'm repeating myself, but it's an important
point! But what does this all mean?? It means that if ANOTHER object
with similar size and shape had an IDENTICAL axis, it could be
interchangeably used in the ACTION and STAGE editor as a less-detailed
twin to your complex object. You can use this simple twin while you
choreograph your animation, then easily switch it to the 'Real McCoy'
when you're ready to render. On my Amiga 3000, I've been able to
crank out animation preview frames at about 1 frame per second using
the perspective window anim preview thingy. Here's what to do!
I'll use the SHUTTLE object in this example to illustrate. In the
detail editor, load up the NCC-80E.obj object file. Enter PICK
OBJECTS mode. Click on the parent object of the entire group. If you
need to use the FIND BY REQUESTOR method the object is called "NCC-
80E.OBJ". Since you're in PICK OBJECTS mode, and not PICK GROUPS
mode, only the one object will be highlighted. COPY and PASTE it. Go
back to PICK GROUPS mode. ADD a Primitive; a PLANE with only 1x1
section. Hit F1 to pick the new plane. Use MODE; EXTRUDE. Just use
the default values and click on PERFORM. Now use the 'm' and 's' keys
to surround the bulk of the shuttle. Hit the spacebar when you're
happy with it. Use the Amiga-N key to cycle through the existing
groups until you hit the copy of the Shuttle's parent object. Hit F1
to pick it. Then hit Amiga-N till the extruded plane is selected.
Use SHIFT-F1 to multi-select both the Parent axis and the extruded
plane. Save the simple new object as "NCC-80E.fake" in the same
drawer that your NCC-80E is saved. Enter the STAGE editor and use the
".fake" objects to choreograph your animation. Once it's perfect, and
you're ready to render, save and enter the ACTION EDITOR. Starting
from the top, enter all ACTOR BARS and change any file extensions that
end with ".fake" to ".obj".. Save then render! Simple, eh? Once you
can move about the STAGE EDITOR like water rather than sludge, it's
easier to get more creative and daring in your animations. Simple, eh?
Have fun! I know I will!
Carmen Rizzolo
P.S. Included in the archive is a .fake version of this Shuttle object,
and of the CRUISER object. The samples are examples of slightly more
complex structures than a single box.. There are no rules here, just
remember, the simpler the object, the faster your animation creation!
Notice I left in the outline of the shuttle's window. This way I can
tell exactly where the window is, even when the majority of the object
is boxed up. Not even Lightwave 3D can do this! Keep in mind that
you can leave in pieces of the original object for referance. Here
are some examples: Floppy Disk Drive holes that a disk will insert in.
Windows that the camera will peer inside of. Holes that another object
will rest in such as a light switch in a wall plate.