#Soft F/X Application Err
11 messages in this thread
I've just received my copy of Soft F/X, which I'm running under Windows 3.11.
I'm primarily interested in learning the modeler, so I tend to launch it
without going through the Soft F/X. When I do this, I consitently get a
'Growstub' Application Error in the POINTER.DLL. I can continue running the
program – everything seems okay. Am I doing something wrong?
Also, I have a major gripe: this package is very sophisticated, but the
documentation isn't. The totorial seems oriented towards animation, but I need
to learn the modeler first. Is there a 3rd party book or other reference
material you can suggest?
Sorry about the complaint, but – you know – it's frustrating knowing what you
want to do without know how to do it.
Thanks,
Rick Quisenberry
Rick,
Although I'm not with Byte by Byte, I can answer this question. Soft F/X
is likely a Win32s application. Microsoft mouse drivers prior to the most
recent version will typically crash when a Win32s app is first run.
This does not impact the machine, as you have discovered. You can cure
this in two ways. (1) locate and then download the very latest mouse
driver or (2) remove a specific reference in the win.ini (or system.ini,
I have this info at work and can't recall the details right now) to the
part of the mouse driver that fails.
In any event, this is not the fault of Soft F/X and has been fixed
by Microsoft.
Jason
Elastic Reality (hot subbing for BbB)
Jason –
Thanks for the reply – I'll look for the new mouse driver.
Rick
>>(2) remove a specific reference in the win.ini (or system.ini,
I have this info at work and can't recall the details right now) to the
part of the mouse driver that fails.<<
The file in question is in SYSTEM.INI, name POINTER.EXE.
My 2 cents
Rob
Thanks Rob.
I wasn't able to find an upgrade on MS Forum, so I simply removed it.
Everythings fine now (except that I'm still lost with the program!).
Rick
Hi Jason:
Thanks for the tech help. I'll send you a complimentary copy of SoftF/X if
you'll learn it and keep up the great tech support. What do you say?
Best regards,
Scott
Hi Rick:
I am sorry to hear that you are having trouble with the modeling portion of
SoftF/X. You are quite correct in that the modeler is quite sophisticated. We
are currently working on a tutorial for the manual. We will let you know when
it is completed. In the mean time, you should find the on-line help to be very
in-depth. If you need more help, please contact our tech department.
Thank you for your support and patience.
Best regards,
Scott
Scott –
Thanks for your reply. I'm glad that you folks recognize the need for more
'how-to's" on the modeler. I am feeling my way around, and have made some
progress. Perhaps you can give me a bit of a nudge…
I'm trying to apply a procedural map to one of my objects by doing the
following:
1. I selected the object such that all vertices appear highlighted.
2. I used the Set Attributes (?) option, which shows me that x-number of faces
are selected. In this dialog I select the internal shader to use (in this case
Marble).
3. I edit the shader to select the colors it is to use (in the preview dialog).
When I render the object, I don't see the colors I selected for the shader.
What am I doing wrong?
Rick
Dear Rick Quisenberry:
The shader color can not be set in the "Shader Preview Dialog." This priview
dialog is used only to view the color and shader (texture) combination quickly
so that the model does not have to be rendered every time you change the face
color, shader color, and/or shader mapping as well as the settings for
glossiness, tansmissivity, and reflectivity. To view the color/shader
combination as it would appear on rounded surfaces, click the button marked
"Sphere," and to get an idea of what it would look like applied to flat objects
with edges involved, you would select the radio button marked "Cube." This
whole dialog box is a way you can get an idea of what settings you would need
to get the color and shader the way you want them. Also it allows you to get a
pretty good idea of how changing the settings will affect the image if you are
not sure what the number settings correspond to.
To actually set the face color and mapping, shader color and mapping, as well
as the settings for glossiness, reflectivity and transmissivity, you must use
the "Set Attributes" dialog box located under the "Attributes > Face
Attributes" menu bar.
In this screen, to set face and shader color, click on the appropriate colored
block. This should get you to a "Set Color" dialog. Choose your color and click
on "OK." The chosen color should appear in the color block. Now you must click
on the "Set" button or the color will not be assigned. Again the set button
must be hit every time you make changes to glossiness, transmissivity, and
reflectivity as well. The "Get" button will restore the color or number value
to the one that has been set for that face or surface. you already know how to
set the internal. shader. To set a face or surface map you must click on the
set button under the MAPS block. Choose NEW and click on OK. Click on the EDIT
button under the same block. Choose our surface image from the available
images. You can also choose mapping type, reflection images, and bump images in
this dialog. Additional images can be purchased from other companies, as well.
I hope this information will help you. If you still have trouble setting the
shader color or with any other part of SoftF/X, then please do not hesitate to
send us another message or call our technical support line at (512) 795-0150.
Mike Srivathanakul
SoftF/X Technical Support
Thanks Mark… I'll give it a try.