CompuServe Thread

#MakePath 2.0

12 messages in this thread
#53523From: Nick MurrayMar 26, 1992 3:09 PM
I have been playing with VistaPro 2.0 and my HAME and been having one heck of a great time! I was blown away by those example scripts that you guys have on the disk. Really cool stuff! I play them back on my Amiga 3000 through HAME and they really look good! I am sure glad you guys supported HAME! Question… I have 6 meg in my 3000 now. What would say 4 more meg get me in VistaPro 2.0? Is it the more memory you have the more detailed the image? I could't find anything in the manual that mentions the benefits you get with extra memory. Also in MAKEPATH, is there a way to load in those example scripts that are on the VP 2.0 disk? One last question… What are these really HUGE landscapes that you guys are talking about? Nick
#53580From: Clint H. WoeltjenMar 27, 1992 1:01 AM
Nick: Look at the leftmost menu on VistaPro 2.0. There is a Menu Item called Landscape Size. Small landscapes are 258 x 258 data points, and are the size you are used to playing with in earlier versions of VistaPro and Vista. Large is 514×514 data points, and can be a single landscape or made up of 4 Small landscapes. Huge is 1026×1026 data points and can be a single landscape or made up of 16 Small landscapes. Our "X" series scapes are made up so that the small landscapes will "lock" together to form a Large or Huge landscape with VistaPro 2.0. A Small landscape will typically load in a machine with 3 megs of memory, while a Large landscape needs 4.5 megs and a Huge landscape around 8.5 megs of FAST memory. This is described in more detail on pages 3-2 and 3-3 of the VistaPro 2.0 manual. Unfortunately, there was not room on the disks to save the Sessions from MakePath, however, these were very simple scripts made with MakePath, and should be able to be duplicated in just a few seconds. It was just "Load a landscape", "Set the flight mode", "Point and click to make a path", "Select Loop", "MakePath", "Save Script". MakePath will load Small, Large and Huge landscapes.
#53597From: Nick MurrayMar 27, 1992 9:17 AM
Ok Clint thanks a bunch for the info. Can I combine a few differnet landscapes to make a big landscape or must they be a "X" series scape? Nick
#53671From: Clint H. WoeltjenMar 28, 1992 1:06 AM
Actually, you can combine any of the Small scapes, but they won't join together like the "X" scapes will. You'll get some very straight cliffs where two scapes meet at different altitudes.
#53981From: Jim SakladMar 30, 1992 10:19 PM
> …you can combine any of the Small scapes, but they won't join > together like the "X" scapes will. You'll get some very straight cliffs > where two scapes meet at different altitudes. Yeah, but then you could fly directly from Devil's Tower to Olympus Mons, or from the Grand Canyon to Valles Marineris….
#54019From: Clint H. WoeltjenMar 31, 1992 2:21 AM
That's true. Just wait and see… <grin>
#54066From: Pete GouldMar 31, 1992 10:59 PM
I tried rendering a scene with clouds, and they look great except that right around the horizon (aligning more-or-less to the edges of the DEM file used to render them) there are hard edges to the cloud mass. In other words, they don't extend all the way down. What's the best fix?
#54089From: Clint H. WoeltjenApr 1, 1992 2:07 AM
Pete: The clouds try to stay at least 500 meters above the highest point on the landscape. There are several solutions: 1) Try to lower the cloud elevations. 2) Load the largest landscape area you can. If you are using a small landscape, Enlarge it to fill the landscape area. 3) Try to have hills or mountains on the horizon. In small mode, the horizon is only about 5 miles away at the best case, so you can suffer from the "edge of the world" phenomena. A Large landscape is about 10 miles wide, and a Huge one is about 20 miles wide. As you can see, the Large and Huge give you much farther horizons, and make it harder to see off the edge. 4) Sky Haze can cause the horizon to blend into the clouds. If you use a low enough cloud elevation and large enough Haze (around 50 – 100 should be plenty), you won't see the division between the bottom of the clouds and the horizon.
#54323From: Jim WilliamsApr 4, 1992 4:46 PM
Hmm… you mean we've discovered an FTL travel method??? <grin>
#54592From: Jim SakladApr 9, 1992 11:05 PM
> Hmm… you mean we've discovered an FTL travel method??? <grin> Only By The Power Of The Amiga… <grin> . . . . . JimDoc
#53598From: Nick MurrayMar 27, 1992 9:20 AM
One other question that I think you forgot to answer. What kind of improvements to image quality will I get if I add 4 more meg of ram to my already 6 meg Amiga 3000? (2 meg chip 4 fast). Can the image on the cover of the manual be done with a 10 meg 3000? Can you upload a JPEG of that image? Nick
#53672From: Clint H. WoeltjenMar 28, 1992 1:06 AM
Nick: I think a JPEG of that image is already over in AmigaArts. That was done with my 3000 when I had only 5 megs in it. It could conceivably be done on a 3 meg machine. At 3 megs you can do Small scapes up to 768x484x24bits. At 10 megs I've done 1024x768x24bits and a Small scape. I tried a 1536x956x24bit, but I didn't have enough memory even with 10 megs. On an 18 meg 3000 you should be able to do 2048x1536x24bit and a Large scape, or 1536x956x24bit and a Huge scape. The theoretical maximum is 4096x3072x24bits and a Huge scape, but that would require about 48 megs of FAST memory. We haven't tested that high due to lack of memory ourselves, but the code is supposed to handle it. We have done as high as 1536x956x24bits. With 10 megs in a 3000 you _might_ be able to squeeze in a Huge landscape if you have 2.0 in ROM, but you also might not. It's right on the border. Most of the advertizing pics (except for the Devil's Tower) were done with Small landscapes at 768x484x24bits. I've been working on some Large scapes recently, and I'm definitely liking the results I'm getting. I just did one of Yosemite Falls that came out beautifully. I have a few ideas of ways to make it even better, and I'll upload a JPEG of it when I'm done. There are already a few JPEG's over in Arts of some 2.0 renderings that are quite spectacular. Clint <VRLI>