This is an archive of CompuServe forum messages from 1985 to 1995, as saved in transcripts by John Foust.
Search Results (2,112 messages)
I think I've still got something hanging around from 1990. Call me… -Alan
Margret, if the file is not too large, you could Email it to me and I could try to tell you what's going on with it… -Alan
Stick with .AI export from Corel, Christie. DXF is just not usable. Bring your .AI files in with a minimun line weight, no fill, and when it's in do a select all and then do a modify/vertex/weld/selected to close those "open" polygons. -Alan
Most welcome, Christie. Yeah, we try to stay pretty much like actual people around here… -Alan
! -Alan
No, John. I'm sorry to say that I was not resposible for that fine work. I hope to be able to do more of that kind of stuff for them, though. No AU for me this year — I've just got too much to do… -Alan
Gary, your renderings will always default to the resolution (or less) of your video card as long as it is chosen as your rendering device. Try setting your image size to your requirements and choose the NULL device and see if that doesn't allow you to work in the frame…
They're for cut/scenes, Harley. For the latest in good-looking (pre-rendered) 3D game play, check Rob Stein's work in 11th hour which should be released (if it hasn't been already) real soon (or so I've been told). -Alan
Kim, Greg is pretty much right there in Newport Beach and I'm about 50 min south in Escondido. -Alan
You have a great attitude, Kyle! Thanks for the stuff… -Alan
Hi Daniel, I believe DD used the *expensive stuff* for those shots. I agree that a full-length movie of that quality would be a lot of fun… -Alan
I'm just putting some 3DS/3D environments together for a Mech Warrior add-on release, Harley. -Alan
Hi Andrew, How've you been? Things are going as usual here. To tell ya the truth, I know really nothing about the game, and if I did, I'm under an NDA not to disuss it. I'd bet that if you gave Activision a call they'd help you out. Hey, I'd…
Congratulations Wade! Now, take it easy for a while… -Alan
Check your Shape closely (use Shape/Check), Morpheus. And use .AI 'cause DXF export is pretty useless. You'll probably find some overlapping problems you can fix… -Alan PS -What's your real name?
Munch! -Alan
I think Digital Domain may be responsible for those shots, Daniel. I hope my recent 3D work in the Mech Warrior add-on is more to your liking… -Alan
Gawd…where's the Slimfast? -Alan
Kelly, with all the mis-information, speculation, rumours, and downright hearsay associated with this business, and perpetuated on OL services, written material, and word-of-mouth, I just feel it's real important to (at least) try to stick to the facts on this forum. You wouldn't believe the stuff people come up with…
A 60% percent increase in speed (what many developers are saying they are getting with a second Intel processor running Intel-specific, native NT code) from 150Mhz would equal about 240Mhz, right? So, if the 233Mhz Alpha chip handles floating-point math (as has been stated by DEC) just a little better…
Ah — well, then in that case, LW has *won* the "race" hasn't it? Not much of a race though, I'd have to say. Like you say, the real race starts when all these products are available to the public at large. Thanks for the clarification… -Alan PS -Adesk has…
Kelly, maybe you could elaborate a little on how exactly LW/NT and SI/NT have suddenly "raced ahead" of 3DS (DOS or MAX)?? LW/NT is basically *the same* Amiga program with the *same* interface but now runs in NT, isn't it? This is racing ahead? Hmmmm…. SI/NT is, as far as…
Well, if you are considering buying a DEC machine now, here's what's up: The DEC Celebris line offers full upgradability to faster, dual P5, as well as Alpha (233Mhz) solutions now. It is a CPU/Daughterboard upgrade, and I believe they will take a trade-in. Call DEC PCs at 1/800/722/9332 for…
Tyler, please ask me these questions again sometime around the middle of next week, OK? I'll have more answers then (almost all of the DEC/PC folks are at a large conference right now) and hopefully, some of them may be pretty positive! As a preview, I can tell you that…
Tyler, have Ignacio give me a shout here next week with a specific question, OK? I missed the first part of the thread, and I should be getting some interesting information from DEC on Monday… -Alan
Hi Greg, Nope, your file was fine, it was the MESH that was screwy! It had horrible smoothing problems which meant that NO reflection mapping was going to do it any good until it was fixed. I was able to get the exact effect I was looking for, once the…
No appologies necessary, Kevin. You're just a guy who wants very badly to emulate some cool high-end 3D effects with your affordable 3DS-based system. As one of those guys myself, I can tell you that I think it's a very GOOD thing! I'm sorry you didn't get the help you…
Oops, thanks, Bruce… -Alan
You need to think a little more about what you are asking for, Kevin. The statement "chrome or polished flat metal is impossible" in 3DS is absolutely false! Let me explain: Things that are highly reflective need to reflect _something_, and a highly-reflective (chrome, if you will) _flat_ piece of…
He's around here, Eric. Maybe someone has his ID and will post it 'cause I don't have it. David Dtinnet, who works with Tim is also around. He may be able to help you too. -Alan
Sanjay, please complete (carefully) the tutorials addressing the different types of reflection mapping in 3DS. If there's still some questions, feel free to give me a holler! -Alan
My pleasure, Kevin. Check the file I UL'ed for GregL's reflection problem. It's called Nchip.zip and is in LIB 2. It shows the high-detail technique along with one I call "non-automatic cubic mapping" that I started using just after r2 was released. It can work well for flat surfaces too,…
Nicely said, David. -Alan
I'll look for it… -Alan
Refmap problem…
Message #194336
Greg, I've DL'ed your file Chip.3ds and done a bit of tweaking on the reflection mapping and other aspects of the file. The file is called Nchip.zip and I'll be ULing it to the 3D Studio library today. It uses standard maps shipped with 3DS. There were some real problems…
I'll tell ya what, Kev. If you want, I'll Email you my phone number and I'll explain all this to you in person. I can also provide you with examples of spherical reflections off flat surfaces, if you wish. I've been doing it for 5 years, now, and if 3DS…
While I wouldn't say that 3DS "does not produce proper reflections on flat surfaces" (it does but you just can't see 'em at certain map resolutions), here is why things are as they are, Jeff. A spherical reflection map basically creates a spherical surface around your mesh objects from which…
Hi Wade. Which SD channel is running your stuff? -Alan
Hate to say you're full of it, Kevin, but guess what? Have Greg use a material that uses a Refmap that is MUCH higher in detail for his flat surfaces *only*. I sometimes use one based on Granite.Cel (comes with 3DS). The "busier" the Refmap, the more "reflections" one will…
Darin, this is how I'd approach this. First, make sure your hull mesh is as simple as possible; eg a one-element mesh with nothing attached to it. This should allow multiple boolean ops. I've done these operations with complicated meshes made with Deform/Fit, etc, many times (as long as the…
Alesky, As usual, the stuff looks great and has wonderful potential for simulating ray-tracing in a scan-line renderer. I'll be DLing everything today and showing it to our user group tonight. Thanks! -Alan
Steven, please keep in mind that using no memory manager does not *gaurantee* a shortening of rendering times. It really depends on the machine. After doing quite a bit of testing on different systems, I advise clients to perform render benchmarks on 3DS machines with no MM, QEMM, and Himem…
I'm glad I was able to help, Chris. -Alan
-Alan
Hey Bob, glad to see ya back and that you had a nice time. Heck yeah I saw ya hangin' out of that plane! Where were ya goin'? Hawaii? Not much to report on out here, just the usual… Hasta, -Alan
#Test
Message #192318
Please excuse this test, everyone! Thanks, -Alan
>>…lucky to have such a fine person on their team…
Sheesh! That does sound tedious, Chris! I usually .AI out of Corel Draw into the Shaper. Pretty easy. 3DS will load PFB's, so if you have a TT-to-PFB converter you could use that. Does Micro/Designer export .AI? You might try that if it does. Just remember to Weld all Vertices…
No compression, actually Geoff. the FLx format uses a Delta method, which is comprised of the first full image, and then only the pixels that *change* between frames. -Alan
Just watch out for those time-share sales, Lydell! -Alan
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