CompuServe Thread

#Numbered-grid map-maker

58 messages in this thread
#111272From: John K. JordanJul 5, 1994 11:04 AM
All you marvelous 3DS tex map making maniacs… I uploaded a little AniPro POCO program (GRIDN.ZIP) to Lib 3 that may be useful to someone. In support of the amazing David Stinnett method of painting texture and bump maps… (map a grid onto an obj, render several views, use the views as a reference while hand-painting a texture map) .. GRIDN.POC will automatically create numbered grids at any resolution that AniPro will support. You can set it for any NxM array of cells, numbered or not. The cells are numbered (er, labeled) "A1, A2,…, B1, B2,…". You can vary the grid line thickness and color, and the font and font color. One note: for flexibility, I didn't force the ink to "Opaque" so beware if you change it to "Scrape" or something. I wrote (er, hacked) this to build maps for an optics simulation, where I needed to cylindrically map a numbered grid of resolution (PIxD)x(D) directly onto a conical object. It occured to me that it would be useful for all of us Stinnett wannabe's. (It also might be useful as an example of a way to make nested POCO menus with program-modified menu elements.) Feel free to send any comments, bugs, or suggestions my way. JKJ
#111282From: Jonas Ruikis [ADESK]Jul 5, 1994 12:53 PM
John, << poco..>> Looking forward to using it.. 🙂 jonas[adesk]
#111316From: ALAN IGLESIASJul 5, 1994 4:04 PM
Whatta gent, JKJ! -Alan
#111365From: John K. JordanJul 5, 1994 9:36 PM
It's just so rare that I do anything even remotely useful. <g> I must admit, with all the forum intensity over the last couple of months, I looked at my upload with a virtual magnifying glass to make sure I wasn't sending anything too controversial. <g><!> JKJ PS. I'm looking forward to some fun – you still in? Current plan: Bruce McGlasson and I will be driving and arriving late pre-Sig Saturday, returning the next Sat. Hey, could you possibly e-mail a phone # where I could send you a message, mouth to ear?
#111370From: ALAN IGLESIASJul 5, 1994 10:30 PM
Check your E-mail. -Alan
#111411From: Ted BoardmanJul 6, 1994 5:20 AM
John Very useful routine! Thanks for reminding us to reach for AniPro now and again. TedB !^NavFont01F0007MGHHG4BDF74
#111695From: John K. JordanJul 7, 1994 3:45 PM
AniPro forever. Fuzzy faces of the world, unite. JKJ
#111783From: ARA GREGORIANJul 8, 1994 2:41 AM
jhon: i downloaded the grid maker but for some reason i can not access it through ani pro. i get strange messages that it cant be accessed. is there any thing special i have to do in ani pro before i can load this poco.(i have never used this option in anipro so i am lost) any kind of advice would be very helpful please let me know tanks ara
#112031From: John K. JordanJul 10, 1994 2:46 PM
>>running POCO programs… There is nothing special you have to do. You might check your manual under "POCO MENU" for detailed instructions on running POCO programs – pg 3-50 in my manual. If you can run one of the POCO programs included with AniPro, and cannot run the grid program, you might have a bad download. ??? JKJ
#112137From: David J. MarksJul 11, 1994 9:36 AM
>> If you can run one of the POCO programs included with AniPro, and >> cannot run the grid program, you might have a bad download. ??? Are there any differences in the POCO implementation between 1.0 and 1.3?
#112169From: Jonas Ruikis [ADESK]Jul 11, 1994 11:52 AM
David, << Are there any differences in the POCO implementation between 1.0 and 1.3? >> Yes… There is a POCO Version 1.3 addendum reference manual which is in addition to the to the POCO 1.0 reference manual. Publication #101269. Nov. 1992. jonas[adesk]
#112259From: John K. JordanJul 11, 1994 8:26 PM
>>POCO implementation differences, 1.3 vs 1.0… If you're wondering whether 1.3 POCO programs will have any problems running on 1.0, I have no idea. That's a good question, but I've deleted 1.0 long ago and can't test. In the grid program, I did use one new menu function that came with 1.3. If GRIDN.POC won't run under 1.0, I think I could easily rewrite without that function. If you're asking about the feature difference from a programming perspective, 1.3 adds lots of new stuff. Some function names should give you an indication of the depth, so from the index… for User Interface Library Qedit() QmenuWithFlags() [nice!] QeditFile() PhysicalWaitClick() PhysicalPollInput() PhysicalWaitInput() PhysicalRubMoveBox() for Graphics Library GetBoxBevel() SetBoxBevel() SetCluster() GetCluster() HLStoRGB() RGBtoHLS() ClosestColorInScreen() SqueezeColors() FitScreenToColorMap() for Text Library CanScaleFont() ScaleFont() SetFontSpacing() GetFontSpacing() SetFontLeading() GetFontLeading() WordWrapContLines() and for the Cel Library, 2 new functions for Screen Library, 6 functions for String Library, 9 functions for Mem Manager Lib, 1 function for new Title Library, 12 functions for new Tween Library, 19 functions for new Flic Library, 12 functions plus new PSTAMP and PDRACCES libraries, whatever they are. All this comes documented in a 50-page manual addendum. JKJ
#112288From: David J. MarksJul 11, 1994 10:20 PM
>> Some function names should give you an indication of the depth, so >> from the index… Whoa! Far more of an answer than I expected. I can see from that vast list of functions that programs written for POCO 1.3 probably won't run under 1.0. General compatability was the main reason for my question. Thanks.
#112214From: ARA GREGORIANJul 11, 1994 2:59 PM
thanks john. i will download again and read the manual as well. take care ara
#112260From: John K. JordanJul 11, 1994 8:26 PM
>>running the grid maker… David Marks raised the question of whether a POCO program written for AniPro 1.3 would work in AniPro 1.0. Are you using 1.0? If so, I think I could rewrite it to strip out 1.3 functions at the slight expense of some function in one menu. JKJ
#112292From: ARA GREGORIANJul 11, 1994 10:50 PM
john: i am using 1.0. i dont use anipro that offten so i never upgraded it to 1.3. is this an important upgrade? also if you would be kind enough to upload a ver. that works with 1.0 i would really be thankfull. take care ara
#112474From: John K. JordanJul 12, 1994 4:46 PM
hey ara, GRIDN1 beta tester… I rewrote GRIDN just now to use (i think) only AniPro 1.0 calls. I sent it (GRIDN1.ZIP) directly to you by email, so perhaps you could check it out and see if it runs on 1.0. Let me know if I missed something. The only real difference is a small sacrifice on the way the menus work. I remember AniPro 1.3 as a worthwhile upgrade. I think there is a description of the new features somewhere in the libs here.
#112483From: ARA GREGORIANJul 12, 1994 5:24 PM
john: thanks a billion. this is really super nice of you to react so fast to one individuals need. i hope someday i can be of help to you. i will test the product and let you know how it goes. thanks again and again. ara
#111322From: David StinnettJul 5, 1994 5:09 PM
Very cool. I'll grab it and have a look soon. Thanks. David
#111324From: David StinnettJul 5, 1994 5:23 PM
Ha!!! I just loaded your grid maker and I LOVE it! The first grid I made for mapping purposes took something like two hours to do (don't ask). If only I had this back then… Thanks. David
#111364From: John K. JordanJul 5, 1994 9:36 PM
>>grid maker… Good, and you are most welcome! As creator of the whale image (that I often display on my spare machine for inspiration) you are hereby granted priority for any wishes or suggestions for making the thing more useful. >>1st grid took two hours… I understand! When faced with making a single grid, I figured it would be easier (and a lot more fun) to write a program than to build the grid manually. Then, when I (inevitably) wanted to change it a little, it would be no problem. As it turned out, it was fairly simple to write, even though I hadn't done any POCO programming in at least a year. (One thing you might want to do immediately: edit the program and zap the silly opening message by deleting the "char zs[]…" and "Qtext(zs)" statements.) Hope to see you (and your whale in action) at Siggraph. JKJ
#111396From: David StinnettJul 6, 1994 2:26 AM
>>…suggestions… Well, now that you mention it…. I do alot of odd size maps, so it would be great to be able to punch in any size instead of just the usual Apro resolutions. However it's not much trouble to resize and or crop the saved file, so its no big deal. Regarding Siggraph, sorry to say I can't afford it at the moment (too many things on my wish list, a desparately needed second machine being first on that list). I'll have to wait till next year when I can just hop in the car and drive across town instead of flying cross-country. David
#111476From: John K. JordanJul 6, 1994 1:32 PM
>>odd sized maps… I'd thought before about adding a user-drawn box or control which will set the image size, so I'll probably go ahead and do it. Then a Cel/Clip,Save would save the map as a Cel file. However, I try to avoid Cels when possible, since only Autodesk products seem to be able to work with them. BTW, if you haven't tried it, it's real easy to set any odd-sized resolution in AniPro. What I do is set the screen size to the max (1024×768 with my VESA driver) in the Extra menu, then use Reset in the Flic menu to set any odd _logical_ screen size I want. Smaller sized images will be be constrained to a box on the screen. Any operation that fills the logical screen [like grid making] will fit the box exactly. When you save the pic, you get a GIF at exactly the resolution you want without having to crop or resize and take a quality hit. (Ack! After taking pains to ensure grid lines of exactly, say, 3 pixels, at a given resolution, my inner-purist cringes at the thought of resizing the map. <g>) In fact, when working on 640×480 images in AniPro, I often keep the physical screen at 1024 with the logical screen at 640. This gives me more screen room so the menus & such don't obscure the working area. (It helps to have a 20" monitor!) (Sorry, David, if I'm spelling out what you already know, but this may also provide lurker benefit. <g>) >>Sig gig… I understand about the trip – when I went for the first time last year it was cross-country for me – this year I get to drive (not quite across town, but a trifling 12 hour drive). I got the biggest kick last year pinning faces and voices on forum names. Maybe you should have animated your virtual self swimming with the whales to send as proxy! JKJ
#111592From: David StinnettJul 7, 1994 2:05 AM
>> in the Extra menu, then use Reset in the Flic menu to set any odd _logical_ screen size… Sorry, David, if I'm spelling out what you already know… Hey, that was easy. That was new to me – I really don't know anipro that well, in fact, I almost never use it (mostly because I don't know it!). I'd probably get more use out of it if I would just sit down and read the manual sometime. >>should have animated your virtual self swimming… Not to worry… My purty mug will be in the upcoming "3d Studio – Special Effects" book, along with a little surprise for you whale fans (you'll get to examine the thing up close and personal). David
#111610From: Accu-WeatherJul 7, 1994 7:55 AM
PMJI > I really don't know anipro that well, in fact, I almost never use it< AniPro is really one of the most powerful features of the MatEd, IMHO, especially for use of opacity, hilites, reflections, etc. animated or otherwise. The use of flc's is very flexible as maps.
#111760From: David StinnettJul 7, 1994 11:34 PM
Wade, I mostly use Photoshop and Painter for maps. I just can't deal with 8 bit painting tools (and I find anipro's painting tools really awkward), even when using 8 bit maps, I always create them in 24 them drop them to 8 when they're done. this way I can keep the softness and subtler shades/gradients that aren't possible when starting in 8 bit. However I'm sure there are plenty of things I would find Anipro ideal for (accessing it directly from 3ds is a BIG plus, rather than having to quit, start win, etc…), I just need to take the time to learn the program a bit. I wish I had time… David
#111785From: John TissavaryJul 8, 1994 3:51 AM
Really, the best thing about Ani Pro for me is the optics and sprites tools. I do most of my image creation in Fractal and Photostyler, then bring .gifs into Anipro for animating. I'm doing something like that right now, and it's really pretty easy (I don't know diddley about Ani Pro either <g>). I just can't wait until Fractal comes out with their 2D animation suite. That'll be great!!!!!!!! John Tissavary (LUNA cie)
#111805From: Eli J. BoyajianJul 8, 1994 8:25 AM
John, Would you give a little more info on FD's 2D animation suite? Thanks.
#111844From: krazy imagesJul 8, 1994 3:03 PM
You can ask about it in the FDC section (GO ULTIMEDIA) ana /krazy images
#111864From: John TissavaryJul 8, 1994 5:48 PM
>>FD 2d anim<< I can't give you any info, because I don't know a thing about it, other than that there were some threads about X4 here a few months ago. John Tissavary (LUNA cie)
#111856From: David StinnettJul 8, 1994 4:31 PM
And lets not forget about the 3d painting features due out in the next Painter. There's some pretty cool stuff on the horizon. David
#111878From: John TissavaryJul 8, 1994 7:26 PM
Yeah, the 3D painting stuff should be great for maps (I would think…) and stills. John Tissavary (LUNA cie)
#112135From: David RhotenJul 11, 1994 9:34 AM
Apparently, there is an ad for Painter v3 in the August issue of Wired (I checked the newstand Friday, but they still had July's w/ a v2/x2 ad). However, someone in the Painter forum called the number in the ad, and the woman on the other end didn't know ship dates or upgrade pricing or anything. He kinda flamed Fractal for placing an ad, obviously months ago, in a mag, knowing that an August issue comes out 2-3 weeks before August 1, without being ready, at least to give their operators some info w/ which to answer callers. This is, no doubt, why Autodesk doesn't talk about products until they KNOW they're ready to ship.! Dave
#111792From: Accu-WeatherJul 8, 1994 7:04 AM
Quite right for texture maps or any maps that require color. For any animated opacity maps, a 256 grey scale does the job and the one flc file is much easier to work w/ than dozens or hundreds of tga files.
#111857From: David StinnettJul 8, 1994 4:31 PM
It depends on the map. The other packages allow for anti-aliased lines and soft edge tools such as airbrushes as well as advanced selection tools (even in greyscale). as far as I know, anipro does not have these tools. Of course you can't animate in these other programs, but you can do the initial work and then later bring in it into anipro to animate and output as a flic. David
#112116From: Accu-WeatherJul 11, 1994 6:34 AM
Good point; antialiased edges are an achilles heel in 8bit/AniPro. Just depends on the job.
#111352From: Yost GroupJul 5, 1994 8:11 PM
Great idea, John… Cool! – G
#111634From: Gayle G de N, SAVANTESJul 7, 1994 9:05 AM
Thank you, this is going to be really useful. BTW – where's the whale? I'd like to download it also. GAyle G de N
#111643From: Jonas Ruikis [ADESK]Jul 7, 1994 9:31 AM
Gayle, << BTW – where's the whale? >> Search the Images/Animations section and the 3D Studio section of the lib with the keyword whale.
#111696From: John K. JordanJul 7, 1994 3:46 PM
You're most welcome. Check out WHALE1.JPG, WHALE2.JPG, WHALE3.JPG and BKWIDW.JPG in lib 5 and become an instant Stinnett fan. JKJ PS: Hey, what is 'G de N'?
#111678From: John N. JordanJul 7, 1994 1:52 PM
JKJ Sounds great! Now only if I had ANIPRO!! I'm considering Corel Draw 5, and would love any input on the pro's /con's of these programs. (I can't get both) I think that C Draw would be good for importing into the 2d shaper for more advanced shapes, etc. and C Move would be good for making animated flic files, etc of this or that. It comes with oodles of fonts and clip art, and I'm not sure what you all would suggest. Also, I have access to Rio Animator 5.2, and I (personally) don't really like it that much. I think something like corel, or anipro would be easier to use for someone like myself who is not too acclimated to targa based programs. What is best for animated 2D stuff, for either flat art, or animated maps? Is learning Rio my best bet, or would upgrading to a different product be better? Thanks all, JNJ JKJ-going to Siggraph?
#111687From: John K. JordanJul 7, 1994 2:56 PM
>>Corel vs AniPro… For a 3DS companion, there is no contest: AniPro wins (my opinion of course). AniPro will let you build maps (still and animated), work with 3DS flics (edit, join, title, etc.), and extract and edit palettes for flic rendering. It also comes with a CD-ROM with 100 fonts and a bunch of other stuff. Get both Corel and AniPro eventually, but I'd recommend AniPro first if you're low on money. (You can generally find it for around $500) I've been using Corel for years and it's great for the kind of graphics it's known for. For 3DS use, however, I only occasionally use it to draw a logo or edit some text or something to .AI to the 3DS shaper. (The spline editing tools in Corel are much better then those in the shaper, but you can get by with the Shaper.) More opinions: CorelMOVE is a waste of disk space. Their paint program? – I'd rather use Photostyler or FDPainter. Their Trace program is a nice idea but in practice, you can generally create a new outline quicker than you can trace and fix. The clipart and font collections on the CD are pretty good, but far more useful in desktop publishing than 3DS. I have on occasion used a specific font from the CD to match what someone wanted wanted in a animation or model. AniPro also has an amazing amout of untapped potential, hopefully about to be unleashed by the likes of Ed Kellerman. It's also an easy way to fool with C-programming, with graphics to boot. It's not too hard to do some 2D animation with it either. <g> JKJ PS. My current plans are to Sig from Sat to Sat.
#111707From: John StetzerJul 7, 1994 4:52 PM
>>Their paint program? – I'd rather use Photostyler or FDPainter. Have you tried the 5.0 Photopaint? From what I (briefly) saw of it when I looked at it on a friend's system at tech. pubs., it's really been upgraded. He does almost all 2d, and he stated that 5.0 is better than Photoshop 2.5. My jaw dropped when I saw the quality of an images when reduced from 24 bit color to a Microsoft 16 color palette. John Stetzer JWS PS. I agree. For 3ds, AniPro first, Corel second. PPS. When we tried to duplicate some of the bugs that were posted on the Corel forum, found that we couldn't duplicate the problems. Go figure.
#111740From: John K. JordanJul 7, 1994 8:54 PM
>>tried Corel 5 Photopaint?… No, with memories of 4.0's debacle, when Corel called me this year and asked if I wanted to upgrade, I said "fool me once, shame…" I decided to wait till they got the first few revisions out. <g> Does Corel still change all your custom Window's bitmap Associations "for your convenience" to point to Photopaint every time you fire up Photopaint? JKJ
#111809From: John StetzerJul 8, 1994 9:46 AM
>>Does Corel still change all your custom Window's bitmap Associations "for your convenience" to point to Photopaint every time you fire up Photopaint? Don't know. If you mean when you double click on a bmp, does it fire up photopaint as opposed to another program, he says it does. If thats not what you need, lemme know more spefically and I'll pass it along. >> I decided to wait till they got the first few revisions out. <g> Wise decision. I'm doing the same. I was suprised, though, that it (Draw and Paint) didn't crash during the demo my friend gave me. Esp. since we tried some things that were claimed to have caused problems. John Stetzer JWS
#112032From: John K. JordanJul 10, 1994 2:46 PM
>>Corel associations… I have associations set up such that if I click on a .GIF file, for example, PaintShopPro fires and loads it. The Corel PhotoPaint developers were so consumed by ego that I guess they couldn't imagine anyone ever wanting to use anything else. Every time PhotoPaint(4) ran, it changed all file associations for bitmap files to point to itself! This made me unhappy. I erased PhotoPaint from my disk. If the new version doesn't do this, I might consider trying it again. Thanks if you can ask about this for me. JKJ
#112147From: John StetzerJul 11, 1994 10:36 AM
Just talked to my friend regarding the association question, and you may rest assured that their (Corel's) egos have not dimished ;^). Still changes associations to itself, apparently. John Stetzer JWS
#112266From: John K. JordanJul 11, 1994 8:29 PM
Ack!! I was afraid of that. That makes it even easier for me to wait for Corel to stabilize. Thank you for checking for me. JKJ
#111709From: Constance R. RothJul 7, 1994 5:10 PM
Hi, JKJ. I have a question about AniPro. A few months ago, I attempted to copy a large animation and it's title sequence to AniPro from 3DS to JOIN them. No problem with the title sequence (about 5 MB), but when I attempted to PLAY the large animation, it wouldn't animate…just showed the 1st frame as a still (this .FLI file is about 62MB). Could the problem be it's size? Regards, Connie
#111741From: John K. JordanJul 7, 1994 8:54 PM
>>big ani… Hello Connie. I'm afraid I'm no AniPro wizard, just a simpleminded software guy. <g> Could you step thru your animation manually? Could you save it out to disk? Would it play with AniPlay? Do you have enough memory, and are you using a good memory manager? Before I got all my memory conficts worked out (knock on wood <g>) I remember all kinds of problems. Adding a bunch of memory helped too. Did you try asking Ed Kellerman [71532,3255]? JKJ
#111873From: John N. JordanJul 8, 1994 6:35 PM
Thanks for your comparison. I'll look into AniPro some more. I guess I haven't given it much consideration. (sorry guys!) Corel Move a waste of disk space?? Hmm.. interesting. Why? Also, are you running Corel Draw 5? A friend and I are Sigging from Friday to Sat or so. (With a quick stop at my uncle's cabin, and Cocoa Beach.) I finally get a real excuse for a vacation! See you there. JNJ
#112033From: John K. JordanJul 10, 1994 2:46 PM
>>Corel Move?… When I first looked at it, it seemed too limited in function to be useful. Perhaps I didn't give it enough time to judge it fairly, but I with all the bugs and crash problems in Corel 4, I was perhaps already biased against it. Also, with 3DS and AniPro, I could already do any kind of animation I could dream up. On Corel 5: as I mentioned to John S., I have decided not to buy the Corel update this time until I've heard good testimony that they've made everything work. I have had THREE different Corel 4 versions and all is still not right. (I simply don't have time to beta test 5 for them.) JKJ
#112089From: John N. JordanJul 10, 1994 8:00 PM
Hmm.. Does ANIPRO do keyframed 2D work? I'll need to do some basic font/image moving around. I assume it does, but just wondering.. How does anipro compare to Rio Animator 5.2? I don't really like working in such a low resolution (targa +64 board). Targa stuff just doesn't work with me.. Am I giving it a bad rap? I guess I'm spoiled with 1024×768 capable Windows programs.. JNJ
#112095From: John K. JordanJul 10, 1994 11:05 PM
>>does AniPro do keyframed 2D?… Not in the way 3DS does keyframed 3D. AniPro is a pixel-based animated paint program, not an obj oriented graphics program. Anything you lay down on a frame is painted down. You have some flexibility with Cel animation, and something called Optics that lets you do all sorts of motion, scaling, and rotational stuff. AniPro will work in 1024×768 or any other resolution you have VESA drivers for. I've never seen Rio. JKJ
#112232From: John N. JordanJul 11, 1994 5:42 PM
thanks.
#112241From: John N. JordanJul 11, 1994 5:59 PM
Does Corel move have keyframe type stuff? Thanks again. JNJ
#111891From: Jeffrey HeftJul 8, 1994 8:46 PM
JKJ, Finally got a chance to check it out. Wonderful. Thanks! JDH
#112034From: John K. JordanJul 10, 1994 2:46 PM
You're most welcome – I'm glad someone can use it. "Brainplay", huh? Sounds interesting! JKJ