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sstation.w3d (a library file, space station)

Image map:

Bump map:

Note:

Keep this in mind...
You can page through the W3D samples using Next and Previous in the Quick Navigation bars at the top and bottom of the page. You can also get directly back to the Ray Trace operator page by clicking on Parent. These documentation pages are subordinate to the Ray Trace operator.

To use the examples on these pages, you should copy and paste the SceneScript content into a text editor (we highly recommend TextPad which can perform SceneScript syntax highlighting.) Then save the text file to a location (or locations) in your filesystem where you want to maintain your ray trace files.

We suggest you create a filesystem location for library files (such as textures, standard objects and similar commonly used items) and a second filesystem location for "scenes" that use these library items.

The reason we don't build these structures for you is that every beta tester we had who worked with the ray trace operator preferred a completely different setup, and we were at a loss to try and create something that would work for everyone.

For your reference, here's what we use at Black Belt Systems:

c:\w3\for library files
c:\w3scenes\for scene files



This is the working area of the station - windows, docking bay, etc:

<apply "matte">    everything inherits these as a general type
<ambient .1>
<diffuse 1>
<normalize>
<color .5 .5 .5>

    <push>
        <color .5 .5 .5>
        <brilliance .5>
        <roughness 10>

        <rotate 0 yr 0>
        <scale ssize ssize ssize ssize>
            <position 0 0 0> <radius .5>
            <ambithresh .75>
            <imagemap "c:\source\docs\r6\pics\ballwindows.trm">
            <bumpmap "c:\source\docs\r6\pics\ssuvmap.trm">
            <bumpdrama 1>
                <object sphere>
                <object bound>
    <pop>


    This is the docking bay:
    <push>
        <translate 0 !ssize*-.14 0>  ...move it down the main axis
        <axis 0 0 0>
        <normalize>
            <push>
                <apply "matte">
                <scale !ssize*.26 !ssize*.17 !ssize*.85>    stretch it to fit our space and door
                <rotate 0 !yr+111 0>                            turn it to meet the door
                    <lib "dockbay.w3d">
                <object bound>
            <pop>

            Docking bay lamp
            <push>
                <color 1 1 1>
                <position 0 0 0>
                    <object light>
            <pop>
        </axis>
    <pop>

    ------ BARS
<push>
    <rotate 0 yr 0> ...to affect all subsequent elements so they spin around the center
    <push>
        <axis !ssize*-bard 0 !ssize*bard "r-n bar">
            <normalize>
            <structure>
                <scale !ssize*bd !ssize*bl !ssize*bd>
                <rotate 0 !yr+45 90>
                    <lib "cyl.w3d">
                    <object bound>
                <smooth>
            </structure>
        </axis>
    <pop>

    <push>
        <axis !ssize*bard 0 !ssize*bard "l-n bar">
            <normalize>
            <structure>
                <scale !ssize*bd !ssize*bl !ssize*bd>
                <rotate 0 !yr-45 90>
                    <lib "cyl.w3d">
                    <object bound>
                <smooth>
            </structure>
        </axis>
    <pop>

    <push>
        <axis !ssize*bard 0 !ssize*-bard "n bar">
            <normalize>
            <structure>
                <scale !ssize*bd !ssize*bl !ssize*bd>
                <rotate 0 !yr+45 90>
                    <lib "cyl.w3d">
                    <object bound>
                <smooth>
            </structure>
        </axis>
    <pop>

    <push>
        <axis !ssize*-bard 0 !ssize*-bard "n bar">
            <normalize>
            <structure>
                <scale !ssize*bd !ssize*bl !ssize*bd>
                <rotate 0 !yr-45 90>
                    <lib "cyl.w3d">
                    <object bound>
                <smooth>
            </structure>
        </axis>
    <pop>

    ------------------------------- SPOKES

    <push>
        <axis !ssize*offset 0 0 "rightmost spoke">
            <normalize>
            <structure>
                <scale !ssize*.1 !ssize*sl !ssize*.1>
                <rotate 0 yr 90>
                    <lib "cyl.w3d">
                    <object bound>
                <smooth>
            </structure>
        </axis>
    <pop>

    <push>
        <axis !ssize*-offset 0 0 "leftmost spoke">
            <normalize>
            <structure>
                <scale !ssize*.1 !ssize*sl !ssize*.1>
                <rotate 0 yr 90>
                    <lib "cyl.w3d">
                    <object bound>
                <smooth>
            </structure>
        </axis>
    <pop>

    <push>
        <axis 0 0 !ssize*offset "nearmost spoke">
            <normalize>
            <structure>
                <scale !ssize*.1 !ssize*sl !ssize*.1>
                <rotate 0 !yr+90 90>
                    <lib "cyl.w3d">
                    <object bound>
                <smooth>
            </structure>
        </axis>
    <pop>

    <push>
        <axis 0 0 !ssize*-offset "farmost spoke">
            <normalize>
            <structure>
                <scale !ssize*.1 !ssize*sl !ssize*.1>
                <rotate 0 !yr+90 90>
                    <lib "cyl.w3d">
                    <object bound>
                <smooth>
            </structure>
        </axis>
    <pop>

    ------------------------------------------- ENDBALLS

    <push>
        <axis !ssize*soffset 0 0 "rightmost endball">
            <position 0 0 0> <radius !ssize*eb>
                <object sphere>
        </axis>
    <pop>

    <push>
        <axis !ssize*-soffset 0 0 "leftmost endball">
            <position 0 0 0> <radius !ssize*eb>
                <object sphere>
        </axis>
    <pop>

    <push>
        <axis 0 0 !ssize*soffset "nearmost endball">
            <position 0 0 0> <radius !ssize*eb>
                <object sphere>
        </axis>
    <pop>

    <push>
        <axis 0 0 !ssize*-soffset "farmost endball">
            <position 0 0 0> <radius !ssize*eb>
                <object sphere>
        </axis>
    <pop>

<pop>




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