CompuServe Messages

#water..!

    21-Feb-95 10:24:30
Sb: #154489-#water..!
Fm: Ed Kellerman 71532,3255
To: MARTIN G FOSTER 70303,456
<<BTW, I applaud your work on TSE.> Thanks! <<I submitted a script, too, but I haven't had time to get really deeply into it.>> You are making good on the threat to contribute scripts that you made a few months back <g>. <have others write stuff for me, if necessary> I would be interested! <It's actually a much deeper basic than tse's – so I get a little upset with TSE's limited basic. > But, you can use TSE now, instead of having to wait for a version with more commands <g>. I asked about QuickBasic in my note, because I talk about it, in an article about Keyscript for the next issue of "Planet Studio." In the article I explain how to add QuickBasic to the program menu, and then be just a couple of clicks away from full-screen help for (a version of) BASIC. I also mention where to read about using QuickBasic to debug complex 3-D scenes. I hadn't thought of this idea when I wrote the article: – Place the information found while using help in QuickBasic in a file, before returning to the script editor. – Go to the script editor window that's not being used for your code, and load that file. – Use copy/paste to copy QuickBasic examples, to use as prototypes, to your code. Do you edit scripts within 3ds or have you found an editor you'd rather use? I like kedit, mostly because I can write macros to create new commands. I've done neat (IMHO) things with kedit that might be useful to many people if redone as scripts. Maybe someone will want to write scripts to do the following: 3ds Task-oriented help: I like the 3ds ".HLP" files, they are very well done, and are excellent for complete, summarized information. (Those files are used, by 3DS, when help is requested.) I combined copies of all of them in just one file (with an id added to each line to identify its source). I now use that file whenever I need task-oriented help. I search the file with kedit macros (that could be redone as scripts) whenever I don't think I know all the areas related to WHAT I WANT TO DO (vs. details about specific commands). For example, I just used the file to get help on blurring. I asked kedit for all entries that mentioned "blur." I got two. They covered three commands and a slider (four lines contain those items and are marked with an "*" below.): KeyColCom >8010 ( ) * KeyColCom Object/Motion Blur assigns the current motion blur settings to KeyColCom one or more objects. (You can define motion blur using * KeyColCom Renderer/Setup/Options in the 3D Editor, and you can apply * KeyColCom motion blur to the entire scene using Renderer/Video Post.) * MatEdi >23 ( The Reflect. Blur Slider ) MatEdi The Reflect. Blur slider determines the sharpness of reflection MatEdi bitmaps. In just those eight lines of text, besides the name of the four command/sliders, there is also information on when to use them and where to find them. Pretty complete and concise!: Apply blur to objects – Keyframer Object/Motion Blur Apply blur to scene – Keyframer Renderer/Video Post Adjust motion blur – 3D Editor Renderer/Setup/Options Adjust bitmap reflec. – Mat Editor Reflect. Blur slider I couldn't feel confident using a list that was not created automatically, such as the index to a book. In fact, the index of the Reference manual has only two entries for "blur," neither leading to any of the three commands I kedit found for me. TSE help and prototypes I use a slightly out-of-date copy of the TSE manual with kedit, to locate and copy portions (prototypes) to my scripts. This is specially useful with large structures, as the one listed below. With permission, I can make the file available. MyLightStuff.on = ? :' (1 or 0) light is turned on MyLightStuff.shadow = ? :' (1 or 0) light casts shadow MyLightStuff.cone = ? :' (1 or 0) cone is displayed MyLightStuff.rect = ? :' (1 or 0) light is rectangular MyLightStuff.proj = ? :' (1 or 0) light is projector MyLightStuff.over = ? :' (1 or 0) light overshoots MyLightStuff.atten = ? :' (1 or 0) light is attentuated MyLightStuff.ray = ? :' (1 or 0) shadow is raytraced MyLightStuff.x = ? :' X coord of light MyLightStuff.y = ? :' Y coord of light MyLightStuff.z = ? :' Z coord of light MyLightStuff.tx = ? :' X coord of light target MyLightStuff.ty = ? :' Y coord of light target MyLightStuff.tz = ? :' Z coord of light target MyLightStuff.hotsize = ? :' size of hotspot in degrees MyLightStuff.fallsize = ? :' size of falloff in degrees MyLightStuff.bank = ? :' bank in degrees MyLightStuff.aspect = ? :' aspect ratio MyLightStuff.inrange = ? :' attenuation min MyLightStuff.outrange = ? :' attenuation max MyLightStuff.bias = ? :' shadow map bias MyLightStuff.shadfilter = ? :' shadow map sample size MyLightStuff.size = ? :' shadow map size in pixels (squared) MyLightStuff.raybias = ? :' ray-traced shadow bias MyLightStuff.r = ? :' light color (red) MyLightStuff.g = ? :' light color (green) MyLightStuff.b = ? :' light color (blue) MyLightStuff.mult = ? :' light multiplier The Prohance-mouse I have found a 40-button Prohance very valuable. There are no OS/2 drivers for it yet (which has kept me from switching to OS/2). Each key has six "shift-states" (similar to alt, ctrl, etc.), so there are 240 definitions per "button-definition-file." You can have as many files as you want. For example, the button that takes me from 3ds to AniPro also loads the file with the definitions for the mouse buttons that I use in animator. You can specify very useful definitions for the buttons. For example, to test a KeyScript script I am editing, I use a button that saves the file, executes it, switches to the keyframer, sets the animation to the first frame and starts it. AND, on the way also answers all the "Are you sure …" questions. All in about a second or two for small scripts. Another button takes me back to the editor even quicker. It makes trying changes ("what if") very fast and easy. That description applies to all text-editors I use. The same button always takes me to the keyframer. The mouse simply executes commands specific to each editor (remember the six shifts per key, the mouse is in a different shift-state for each editor.). Similarly the same button takes me to the Keyscript editor from anywhere. The mouse handles the different ways to get there. I can concentrate on what I'm doing, and let the mousee tell 3ds the details it needs to do what I want. I would be more than happy to share my "mouse" files also. Ed K