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- December 1991 CONTOUR_4D v1.5
- ---------------
-
- Copyright © 1991 by Bruce Thomson
-
- DISCLAIMER
- No guarantee is made, expressed or implied as to Contour_4D's
- suitability for any application. No responsibility will be taken by the
- author for any results of its use or misuse.
-
- SIZE LIMITATION
- This is Shareware. This version will create objects of up to 2000
- faces. If you want more then I recommend you register with $US10 to get
- latest major updates etc.
-
- What Does It Do?
-
- Contour_4D makes objects for Sculpt 4D out of IFF brushes. It uses
- a 'colour' brush and a 'contour' brush. The 'colour' brush is converted
- into a flat plane with various controls over texture etc. It doesn't
- stay flat for long. The 'contour' brush alters the altitude of the
- pixels in the flat brush depending on the colour of the matching pixel
- in the 'contour' brush. Bright colours make for high points, dark
- colours for low points. You end up with a 3D surface. The program
- allows you to use standard, Extra Halfbrite and HAM brushes for both
- the 'colour' and 'contour' brushes. It works in full colour.
-
- You can also:
- - Optimise the brush so that areas of the same colour become
- one large square as opposed to many small ones.
- - Make any colours transparent.
- - Alter the texture of colours independently.
-
- How Do I Use It?
-
- Contour_4D runs from CLI or Workbench and is easy to use. It needs
- about 160K of free memory as well as the screen memory for your brushes.
-
- When running respond to the requesters, set up transparency and textures
- and then the object file will be created, ready to load into Sculpt 4D
- as an object or scene.
-
- You will need a copy of 'req.library' in your LIBS: directory.
-
- How Does It Work?
-
- Contour_4D loads in the brushes and displays them. You enter some
- information and then Contour_4D will then proceed to analyse the
- pictures and convert the pixels into pairs of sculpt faces making up
- squares with that block's colour.
- The height of the pixels depends on the colours in the 'contour'
- brush. The four pixels around the corners of the faces in the object
- are averaged to get the height of that corner. Black (red=0, green=0,
- blue=0) has an altitude of zero. White (red=15, green=15, blue=15) has
- an altitude of 45. Shades inbetween these boundaries will give
- intermediary altitudes. Pure red for example gives an altitude of 15.
- The red, green and blue values are added to give the final altitude.
- The best palette to work with when designing the contour palette is
- one with 16 grey scales. Colours you think might give the same height
- may not, such as white and bright yellow. Yellow is missing any blue
- component and will have 33% less height. If you wanted to use a
- colourful IFF you had handy generally convert it to B&W first.
- The program links up all the squares to give a smooth surface.
- You can have some optimisation of the object, rather than every pixel
- being made into a pair of faces. This allows areas of one colour to
- become a large block rather than lots of small blocks.
- Depending on the brush, optimisation of up to around 90% can be
- achieved, giving a great saving in memory and object faces.
-
- When the conversion is finished you will be told of the number of
- vertices, edges, faces and file size of the object, along with the
- percentage of points made transparent and the percentage of compression
- performed. Conversion time varies greatly depending on brush size and
- complexity, but should be around a couple of minutes. The current
- location being converted is shown on the main screen along with the
- current number of faces. If you wish to abort the conversion for any
- reason click on the 'Abort' gadget.
-
- When one conversion has been done you will be given the choice to
- perform another or to quit.
-
- The Inputs.
-
- A series of requesters and gadgets will pop up which you will use to
- control the conversion.
-
- First you must select the filenames for the IFF brushes. A file
- requester will appear and you will enter the 'Colour' brush first and
- then the 'Contour' brush. If you want to quit then click on 'Forget it'
-
- Next the contour control panel window will appear and from this you
- can change the
- - Height and Width to be converted
- The area to be converted is from the top left and these values
- give the size of the area to convert.
- They default to the largest area possible constrained by the size
- of both input brushes.
-
- - Optimisation
- Click on the gadget to toggle between optimisation or not. If
- you don't optimise every pixel will be converted into a pair of
- faces.
- You should normally have optimising on. You will get a smoother
- contour under some circumstances without it but depending on
- brush complexity could have a lot more faces.
-
- - Transparent colours
- If you have a HAM screen as the colour brush you will only be
- able to make the background colour transparent.
- If you have a non-HAM brush for the colour brush then each colour
- can be made transparent or not. A set of gadgets will appear on
- another window, each with a number 0 - #colours in brush. The
- numbers correspond to the palette number in the brush. Click on
- the gadgets to toggle transparency for that colour.
- The bright and dull versions of extra-halfbrite colours can be
- changed separately.
-
- - Textures
- If you have the colour brush as a non-HAM screen then each colour
- can be given a different texture so that the final object will be
- constructed of faces of differing textures. When you click on
- 'change colour textures' another window will appear with gadgets
- for each colour you can change. The current setting of each
- colour is displayed to the gadget's right. The two characters
- shown are the abbreviations of the possible textures. The
- numbers in the gadgets are the palette numbers. To change
- textures click on the first colour to change, then the last and
- finally the texture that you want them to become.
- All colours start off being dull.
- With a HAM screen as the colour brush you can only alter the
- overall texture for the object.
- With EHB the half-brite colours should be textured separately
- from their corresponding bright colours.
-
- When the conversion is finished you will be asked for a filename to
- save the scene under. A ".scene" will be appended to the name so do
- not enter one yourself.
-
- Tips.
-
- Make sure the 'contour' brush is large enough to cover the 'colour'
- brush or the program will automatically convert a smaller brush.
-
- If you have a simple but large brush you should reduce it in size to
- greatly decrease conversion time.
-
- Fewer colours will result in higher compression levels but you should
- balance the memory saving against the look of the object.
-
- If you want smaller objects then reduce the brush before conversion or
- reduce the number of colours on a program like Deluxe Photolab.
-
- Name your objects when they are loaded in as when you have transparent
- colours the various parts may not be connected so you will want an easy
- way of selecting the whole object.
-
- Key frame animation can be performed. Use either no optimisation and
- any brushes of the same size or you can use optimisation as long as you
- change only the colouring of the contour or colour brush within blocks
- of one colour which have surrounding edges of an unchanging colour.
-
- Errors.
-
- You will be told throughout if anything goes wrong like not being able
- to open the screen or files etc.
-
- You might get the "Exceeded maximum vertices" or "Exceeded maximum
- faces" message. If this happens you should send off the cash for the
- version without limits. Alternatively reduce your image (but lose
- detail).
-
- If you run the program but it returns immediately then you may not have
- the "req.library" in your LIBS: directory, or be low on memory.
-
- 7. The Address
-
- I am a poor student, and need your donations. Future upgrades depend on
- your generosity. These will be sent free of charge when any important
- changes are made, to all registered users.
-
- Send your money to:
-
- Bruce Thomson
- PO Box 33116
- Takapuna
- Auckland
- NEW ZEALAND
-
- Make that $US cash or international cheques or money orders.
-
- 8. Other Important Stuff.
-
- This program is to be distributed with these docs intact and unaltered.
- Distribution of restricted (in object size) version. (ie this package)
- - This restricted version is freely uploadable to BBS's etc.
- - Fred Fish can include it in his library.
- - Other PD/Shareware libraries can distribute it if they are
- not greedy, ie they charge no more than 150% of Fred
- Fish's charges.
- - Free User Group disk magazines, etc. may distribute it.
- - Ask me if you want to distribute it packaged in any form
- that is not covered above, that you will be charging any
- money for - e.g. a disk that accompanies a magazine
- -The unlimited size version is for your private use only if you
- decide to register. It is not to be copied.
-