Mic J.Healey michealey@compuserve.com August 21st, 2000 1.0: Initial text September 1st, 2000 rev. 1.1: Revisions to SIZE information, corrections to text. (note: this text file is designed to be viewed from DOS. Simply type: TYPE CLAWISLE.TXT |MORE or use EDIT.COM to view in proper format) ____________________________________________________________________________ Introduction: Hello, Thanks for downloading Claw Island. This is basically a Stunt Island test/user package and may serve as a bit of a tutorial to individuals trying to create large landable shapes with the SD editor for SI. Purpose: Design a large island prop for use 'off' Stunt Island... and make this prop -landable- by utilizing the COLL feature. The result of my initial efforts is: Claw Island Enclosed are the following files: ISLAND02. (editor file of Claw Isle) ISLAND02.BIN (bin file ready for MAKERES) LANDFORM.RES (Res file for use in SI - note index is 125) LANDFORM.EQU " ISLAND01.TKE (default footage of test) ISLAND01.FLM (Final edited film) ISLAND01.ALL (file needed for Playone) ISLAND1.SET (Set where the above film was shot.) CLAWISLE.TXT (You're reading it!) With the above files, you can review my efforts and or hopefully build on them... or learn from them. ____________________________________________________________________________ Creation Debriefing: Claw Isle is an object created with the SD Editor. The 19 point, 27 poly object was first laid out on standard quad paper in the top down X by Z profile . If you use this method remember that the front of your object is at the top of the page. Also note that the horizontal X-Axis runs from Neg. numbers on the left to Pos. numbers on the right. Z-Axis runs from Pos. numbers at the top or fore to Neg. numbers at the bottom or aft. - Zero at the center. Lastly, when you enter the editor your first view is in the X by Y profile, looking head on at the -back- of your object or field... to see the X by Z profile you must rotate the view down 90 degrees. For plotting, I let each square of the quad paper (about .25") = 1000, this makes for easy point data gathering and keeps your points nicely spaced. It has been said that points should be no tighter than 100; I stick to that convention here. An important point to remember when using the above method is DO NOT SCALE or SIZE your object until you are done designing it with the quad paper and entering the points you gather from the quad paper into the editor. Once you use either of the two above features, points on your paper will no longer match what you see on the SD screen. So, to have an object generated in the editor to exactly match what you have on the quad paper, hands off the SIZE, STRETCH, SCALE until you are done with using the paper to get any point data. There is a definite relationship between the feet and points in the editor, they are not disconnected (as alluded to in the editor's documentation). Once done, I created an object that measured 6 feet from point 12 at the top of the plateau to point 17 at the bottom plateau, or the area of the island that will be the landable surface. I then used the SIZE button and changed this number to 6000! Happily, doing this does not blow the point size way out over the allowable limit of 16k x 16k x 16k, though point coordinates do change. There is some kind of internal juggling going on here. It is good to save your object BEFORE you resize it, in the event that you wish to redesign your object with the quad paper later. Keep this file aside, and resave to a different name after you resize. With Claw Isle, there are two series of points. An outer set: 1 thru 11, and an inner set: 12 thru 19. All outer points have a Y value of 0, all inner have a value of -2000. The result being a rather steep island with a table top elevation of 1074'. Once all points were set for the island, polygons were created to form the -skin-, using triangle polys only. Even the top plateau of the island was broken up into a series of triangles as this shape is very stable in SI. I did do a test where I made the plateau one large multi-point poly. Although all points were in one plane, the pleteau seemed a bit unsable in SI with with this poly and seemed to flash a bit. I have made stable displaying polys in SI up to 5 points, but I think it is better to stay with the more simple shapes. After making the object, I entered the COLL to SETLAND. This sets a landable surface via the selection of two points. The points will make a green boxed area which is then landable. You can have multiple land zones, and this is good for objects like Claw Isle since the top of it is not a simple rectangle. You can see these land zones for yourself by loading the object into the editor and going to the COLL submenu. Then select SHOW ALL. When you select the two points, they should be diagonal to each other, and the direction in which you go from point A to point B will have slightly different results. Once you have the zones set, simply exit the submenu and Save (don't forget to BSAVE as well). And so it came to pass, that Claw Isle was created... ____________________________________________________________________________ Usage Debriefing: When you utilize Claw Island in Stunt Island, you will find the island available under the new Land Forms category (note the index of this category is 125. If you have already used this number you may have to recompile the *.RES & *.EQU with a different number. Enclosed is the file ISLAND1.SET. You can examine it in SI. Remember (I did not at first) COLL must be ON for Claw Isle AND your aircraft to achieve a landing. Happily, Claw Isle is nicely -landable- with an elevation of 1074. Yes! Unfortunately, all is not perfect... There are a couple of -not too terrible- display problems. Here's a list: 1) Under a certain altitude, near the landable surface, your spot aircraft view of object 1 can disappear from the default, aft view location. Solution, you can swing the view around with the adjustable spot view and your aircraft usually re-appears. This happens here around 1100 feet - on Claw Island. You can further diminish this situation with an aerial view (in the ISLAND.SET I used the ballon object - camera 5 I think). One other weird thing I noticed in regards to camera 5. The footage looked perfect when viewed in the editor (at the point when the aircraft turns to it stops). However, when viewed in the theatre, I observed blue flashing of the ocean floor beneath several times (If you make a film of this camera's footage (5) you will see it). Since it only flashed at the beginning third of this footage, I simply edited it out of the final cut film. 2) The "hard deck" is a bit -mushy-. By this I mean that objects set at the altitude of the landable surface may not always look right. They may seem to be embedded on sunk in the surface at some points in your cameras filming... At other points, they are fine. One thing to remember, if the object your are placing has a default starting altitude, you must add this number to the hard deck altitude. For example,the Taj on the island is at altitude: 1118' (1074 + 44). You get the default alt. number when you first place an object and go to the ADJ sub menu. Then you can change the altitude number and push it up though the hard deck. If you are thinking that putting the object -above- the hard deck may solve the problem, this can - help - but if you taxi up to these objects after landing they will be in -hover mode- above you. The display problems with objects on the island 'somewhat sunk' can happen slightly differently in different takes. Indeed, flying around the island a bit seems to somewhat stabilize these objects... Either that, or I was getting way too tired. (Hey, it was 2 a.m.) Much of the time, views of these objects are acceptable, if not perfect. ____________________________________________________________________________ Summary: I think Claw Island is a usable piece. If I was doing a large scene on top of this island after landing, I think I would re-create the set at ground level to avoid the above concerns. However, even as it is, I think the island effective; take a look at the film and give your opinion. The island can also serve as a backdrop to give you a very different looking locaton than the -all too well recognized- SI pre-made sets and locations. ____________________________________________________________________________ Feedback: If you are into SI w/SD, I would be very interested in your response or possible solutions to the above problems (I am not sure, but I think the mushy hard deck problem exits on the aircraft carriers offshore of SI). This file is primarily designed for SIFA members. It is offered for the benefit of the group. Members are free to utilize anything in this package. I hope you enjoy Claw Isle. Kind Regards, Mic Healey