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ch7.txt
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1993-08-12
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________________________
Virtual Reality Studio
Part 7
________________________
GENERAL Menu Options
Note: The options are arranged in order of appearance, from top
to bottom.
---------------------------
Menu: GENERAL
Name: PREFERENCES
---------------------------
Function: Set up specific Parameters used in the Virtual
Reality Studio to your own preference.
Response: A Dialog Box will appear
Action: Enter the required numerical input.
Response: The Preferences will be set to those selected
whenever possible.
Note 1: This function allows you to set up the step sizes
for the vehicles/cameras used during editing. There
are three step sizes; move step size, angle step
size and object step size. Each step size has two
entries, one for the left mouse button and one for the
right button when clicking on the icons. The keys will
use the left mouse button step size.
Note 2: When the buffer size is changed ALL CURRENT DATA
IS LOST. If an attempt is made to allocate more memory
than is available the system will allocate as much as
it can. After allocating a buffer of a different size
than that requested, an ALERT BOX will be displayed
showing the amount requested and the actual amount
allocated.
---------------------------
Menu: GENERAL
Name: RESET
---------------------------
Function: Resets the game/environment to the initial position
as set in the defaults.
Response: The game/environment will reset
Note: This also resets all objects/animators to their
initial status and clears all variables except
Variable 255.
---------------------------
Menu: GENERAL
Name: CREATE CONDITION
---------------------------
Function: Create a new GENERAL condition.
Response: A new GENERAL condition will be allocated ready
for editing.
Note: GENERAL conditions are conditions which are executed
each FREESCAPE frame regardless of the players
position with the exception of the "Initial" condition
specified in the Defaults section.
---------------------------
Menu: GENERAL
Name: EDIT CONDITION
---------------------------
Function: To edit a GENERAL condition.
Response: A list of existing General Conditions will be
displayed in the Item Selector.
Action: Select a condition from the Item Selector. The
Selected condition will then be displayed below the
VIEW Window. This can be edited using normal text
editing.
Note: See also CONDITIONS.
---------------------------
Menu: GENERAL
Name: DELETE CONDITION
---------------------------
Function: Deletes a General Condition.
Response: A list will be displayed, as above, and once a
selection is made from the list the specified
condition will be erased from memory.
---------------------------
Menu: GENERAL
Name: DEFAULTS
---------------------------
Function: Set up the Default game variables.
Action: Within this DIALOG BOX you can alter:
1. The climb ability
2. The "safe" fall distance
3. The activate range
4. The Timer frequency
5. The start area
6. The start entrance
7. The initial mode
8. The initial General Condition number
Note: RESET should be selected to set these Defaults.
---------------------------
Menu: GENERAL
Name: CONTROLS
---------------------------
Function: To set up the controls that are used in the Test
Screen.
Response: A list of the available control displayed.
Action: Select a control by clicking left mouse button over
the name. Once a control is selected any key
pressed will become the key associated with that
control.
Response: The key name will be displayed next to the control.
Next to the key name you will notice a small tick or
cross . This indicates whether an icon in the Test
Screen has been defined for the control or not.
Action: To define an icon for the control, click right mouse
button over the name.
Response: The Currently loaded BORDER (if any) will replace the
Virtual Reality Screen.
Action: To set the position of the icon, move the mouse
pointer to the top left corner of the desired area and
click the left mouse button. You will notice a box
appear, this box will follow your mouse pointer
movements growing and shrinking accordingly. Move the
mouse to the bottom right corner of the desired area
so that the box encompasses the area of the icon (note
although the icon area must be rectangular this does
not mean that the image of the icon on the border must
be, as the rectangle of the icon definition is
invisible anyway), then click on the mouse button to
set the definition..
Response: A Dialog Box will appear
Action: Select whether the icon should be activated by the
left, right, either, or both mouse buttons in the
Dialogue box. Once the icon is set the list of
controls will be re-displayed and you may continue to
edit the controls. When editing is completed select
the TICK icon to set the controls and the Virtual
Reality Studio screen will be re-displayed.
Note 1: Selecting "either" will register both left and right
mouse buttons. For movement the right button will
default to a step size five times that of the left
button, and turning will step by 30 degrees.
Note 2: Using any of the function keys as an associated key
will set that control to undefined - it cannot be
used, neither from the keys nor using an icon.
Note 3: Icon controls can only be activated if an associated
key is defined.
Note 4: See "Additional Information" section for default
controls.
---------------------------
Menu: GENERAL
Name: CREATE INSTRUMENT
---------------------------
Function: Allocate a new instrument.
Response: A new Instrument will be added
Note: When created, an instrument will default to UNDEFINED
and will therefore not be displayed at all. The new
instrument can be edited using the EDIT INSTRUMENT
function detailed below.
---------------------------
Menu: GENERAL
Name: EDIT INSTRUMENT
---------------------------
Function: To edit the various parameters associated with
instruments.
Response: A list of the current Instruments will be displayed.
Action: Select the Instrument from the Item Selector.
Response: A dialogue box will be displayed.
Note: Each parameter required to define an instrument
will now be dealt with in turn.
TYPE:
Each instrument must have a type, these include HORIZONTAL (bar),
VERTICAL (bar) NUMERICAL and TEXT WINDOW or UNDEFINED.
The two bars are thermometer style sliding indicators, they can be
various sizes and combinations of colors. Also, the direction of
the bar can be set using min/max values explained later, a sliding
bar must have associated with it a VARIABLE number as this is where
the instrument will get its current setting from.
The NUMERICAL type is simply a text area where the value is its
associated instrument is displayed in decimal. This can include
negative numbers. If the minimum value is negative, the instrument
will use a sign if necessary to display the value.
The TEXT WINDOW type is an area on the screen definable as both
height and width in which messages may be printed using the FCL
command PRINT. (See Conditions Section).
POSITION and SIZE define the screen position and size of the
instrument, all instrument types are positioned to pixel
boundaries, horizontal and vertical bar sizes are defined in
increments of 1 pixel while text window and numerical types are
defined in steps of 8 pixels (1 character).
VARIABLE NUMBER contains the number of the variable (if required)
that the instrument will fetch is value from.
LEFT/BOTTOM contains the leftmost/bottommost value for a sliding
bar, or numeric instrument, by making this value lower than the
RIGHT/TOP value the bar will either go down or to the left or vice
versa.
RIGHT/TOP contains the uppermost/rightmost value for a sliding or
numeric bar, see also LEFT/BOTTOM, the step change for a sliding
bar will be automatically scaled according to the difference
between LEFT/BOTTOM and RIGHT/TOP values and the size of the bar.
FG/BG COLOR contains the two color numbers (for the Foreground and
Background) in which the bar/text will be printed.
The following are legal colors for instruments:
CGA: Alphanumeric Instruments 0...3
Horizontal/Vertical bars 0...15
EGA Alphanumeric Instruments 0...15
Horizontal/Vertical bars 0..255
Instruments associated with a variable may be updated in two ways,
either by altering the contents of the associated variable, in
which case the instrument is automatically updated or by calling
the FCL command UPDATE! with the relevant number. The text window
type instrument can be updated only by using FCL command PRINT.
---------------------------
Menu: GENERAL
Name: SET VIEW WINDOW
---------------------------
Function: To set the size and position of the FREESCAPE view
window in the Test screen.
Response: The Virtual Reality Studio screen will be replaced by
the alternate Test window. This will be black if no
border has been loaded.
Action: Position the mouse pointer at the top left of your
required window and drag the box to surround
the area you wish to be included. Click the left mouse
button once more at the bottom right and the window
will be set.
Note: The width is limited to 256 pixels.
---------------------------
Menu: GENERAL
Name: TEST
---------------------------
Function: Go to the Test screen allowing the environment to
be tested.
Note 1: This performs the same function as the F1 key
which toggles between the two screens. Pressing
the F1 key is necessary to return to the editor.
Note 2: Cameras are not allowed in the test area. The
mode will default to WALK, FLY1 or FLY2 is using
a camera when the test screen is accessed.
*** END ***