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LIGHT-ROM 1 (Amiga Library Services)(1994).iso
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manual2.txt
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1994-10-19
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At least read some of this. J.P.
Objects Guide - July 1989
Background:
A short time ago I realized that absolutely nobody was working
feverishly on decent objects so, being unemployed at the time (through
no fault of my own, save my sarcasm and inept laziness) I set about to
rectify this situation. Not being sure what I was going to construct in
3D, I grabbed a ladder and made toward my attic. I had'nt been up there
in years and what a wonderous sight met my eyes (darkness, I forgot to
flick on the light). I found (after achieving enlightenment) Sci-Fi
models from an array of Sci-Fi movie/series concieved throughout the
history of moviedom. Hmmm... I thought, while battling the urge to hack
and cough (attics are quite excessively packed with fiberglass
insulation... ), what the heck.
So, here they are, a smathering of Sci-Fi objects from my archive of
model kits. If you're into the kits, forget it. I purchased most of them
in the early 70's and they are IMPOSSIBLE to find . I hope you appreciate
the detail on some of 'em 'cause they died an untimely death at the blade
of Mr. Bandsaw whilst I seeked the dimensions I needed to recreate them
in 3D (Yep, slicing those suckers in sections every 10mm will get you
accuracy).
Aha! You say. You don't see all the Sci-Fi ships you know of here.
Well, if they offered it in a kit, I've got it, but do you really want
a 3D model of the SpinDrift shuttle from the Land of the Giants series?
Maybe when I get bored.
How I dun it:
I dun it all with Modeler 3D and Videoscape 3D. Very very much thanks
to Stuart Fergusen and Alan Hastings for these excellant programs with
which these objects would have never seen life without.
If you absolutely must do modifications to the objects, I suggest only
one program at this time - Modeler 3D. Why? Obviously because all the
objects were created using this program.
System:
All the objects were designed to be used on a single drive Amiga with
a minimum of 1Meg of RAM. This means that when creating an animation
with Videoscape, you are running ONLY Videoscape and no other
background tasks. To accomplish this, make a working copy of
Videoscape and edit the s/startup-sequence file to look like this:
3D
thats it. or simply edit all the text out of s/startup-sequence and
DOS will default to a CLI screen and await your typing in of " 3D ".
I'm not trying to make it hard on you, but if you want quality
animations without RAM problems, load ONLY videoscape.
If you have 1.5Meg or more of RAM you should be able to do as you
darn well please, but for us guys (I've only got 1Meg) who are almost
RAMless, well, we gots to suffer. And if you have 3Meg or more you're
one of the blessed ones that can use Z buffer in Videoscape in HAM
mode, I hope that you've got an '020 or '030 machine, 'cause if not,
better find alot to do while these things render (like take a weeks
vacation or something).
Using Modeler:
You should be able to load ANY of these objects (or more) into
modeler without any RAM problems. Though in a severe case you may
not be able to get a color preview with the 65K or larger models.
Do not leave Modeler active while using Vscape (unless you have an
ungodly amount of RAM or are simply masochistic).
Mods:
Before you load up the object you wish to modify, review it in
Videoscape to verify what colors/polygons you wish to modify.
Load the object into Modeler 3D.
Changing individual polygons:
Now you're asking for it. If you have need of single polygon changes
on something as complex as any version of the 1999Eagle... good luck.
Na, I shouldn't be so negative. Any polygon mods can be done to any
object as long as you cut away all most uneeded polygons into another
layer (place all cut parts into the same back layer) then work on the
polygons you wish to change. When finished I recommend cutting the
layer with the modified polygons into that background layer on which
you placed the rest of the object. Before switching to that layer,
turn off visible points and normals by using top menu Display/visible.
Now transfer to the layer containing the complete object. Now select
side menu POL, then press k on your keyboard. all the polygons on your
screen should begin to highlight in red. When they have finished
highlighting (next tuesday), cut them to another layer (an empty one).
The reason for this procedure is to clear out any points not necessary
to the construct of the object, sometimes they do creep in there. Just
for grins, before you switch to the new layer, select the top menu
Display/NewWindow/Statistics. This will tell you how many points exist
on the layer that you cut the polygons from. Now get rid of the
stat-requestor, press z to get rid of the points. Switch to the layer
containing the complete object. check stats on that layer, there may
be a lower point count, if not, no big deal, at least you know you had
a clean model. Now for the waiting part. Select the top menu
Modify/MergePoints. If your object was over 10K... go eat lunch.
If not, Modeler should be ready within a minute. If you had Zero
points merge during the operation then you've done something wrong...
try again.
Adding or removing part details:
Just a gluton for punishment, EH? Follow pretty much the same as
above, but keep in mind that the larger the object, the easier it is
to get lost and lose parts of that object.
The Objects:
Dr. Who:
From the BBC tv series that refuses to roll over and die, The famous
Tardis is simply (form the outside) a police call box. On the inside
it's a complex Time And Relative Dimensions In Space device. But alas,
to see the interior you'll have to watch the series on PBS 'cause
there's no way I could have got the interior to fit (little joke,
watch an episode... you'll get it).
Tardis.Complex 29586
Tardis.Simple 14730
Tardis.Simplest 11334
Thats it folks. If you're real nice and send for lots more subscriptions
from the folks at AmazingComputing/AMIGA maybe I'll get my butt in gear
and finish some of the partially completed objects I've got around here.
John Adam Pfeiffer - July 1989
If you must contact me for some reason, heres my address, don't abuse it.
John Adam Pfeiffer
c/o Hey!3DStuff (don't really have to include this)
446 Algene Drive
Lake Orion, Mich. 48035
Copyright: (Or something deceptively similar)
Note: This is not commercial software nor is it shareware, so like ya
can't sell it to anyone or recieve compesation for distributing it 'cause
like it's PUBLIC DOMAIN!!!... and I can do anything I want with this
software cause I'm not selling it or making any money off it (rats!)
and I can send it or give to anyone I want and you can't do diddley
squat 'cause It's mine... so there... Pffft!
JOHN PFEIFFER a trademark of "The John Pfeiffer software that is
freely and unavoidably distributable 'cause he wants it that way
and 'cause he can do anything he wants with it so there pffft!"
Corporation. (Not really).