@database "IMAGINE MAILING LIST" @WIDTH 80 @font topaz.font 8 @index Index @toc contents @node MAIN "IMAGINE MAILING LIST NUMBER V62" @toc contents @{b} This GUIDE File was generated by an @{ub} @{b} IMAGINE MAILING LIST PROCESSOR @{ub} @{b} Written By Joop van de Wege @{ub} @{b} © 1994 @{ub} \|/ @ @ +---------------------------------oOO-(_)-OOo---------------------------------+ | | | This is | | the Imagine Mailing List (imagine@email.eag.unisysgsg.com) Archive #62 | | covering messages from May 01 1995 to May 31 1995. | | | | If you've any questions or problems with this file, E-mail Joop van de Wege | | at Joop.vandeWege@medew.ento.wau.nl | | To join the IML, send email to: imagine-request@email.eag.unisysgsg.com and | | in the subject line type in: subscribe | | | | Thanks goes to: Neil Miller for the Imagine Mailing List Processor | | Nik Vukovljak for the archives | +-----------------------------------------------------------------------------+ @{" Turn the Page " link contents} @endnode MAIN @node contents "IMAGINE MAILING LIST V62- CONTENTS" Click-->@{" 1 " link IML-1} MSG- 1 Subject: Re: diminish intensity Click-->@{" 2 " link IML-2} MSG- 2 Subject: Real 3d mailing list Click-->@{" 3 " link IML-3} MSG- 3 Subject: Request for textures Click-->@{" 4 " link IML-4} MSG- 4 Subject: Virtual Memory Matters Click-->@{" 5 " link IML-5} MSG- 5 Subject: Upgrade fees Click-->@{" 6 " link IML-6} MSG- 6 Subject: Fw:re: TextureStudio on aminet!! Click-->@{" 7 " link IML-7} MSG- 7 Subject: Imagine3.0, a500 and mem Click-->@{" 8 " link IML-8} MSG- 8 Subject: Re: Mirroring Objects Click-->@{" 9 " link IML-9} MSG- 9 Subject: Re: Virtual Memory Matters Click-->@{" 10 " link IML-10} MSG- 10 Subject: Imagine 4 Click-->@{" 11 " link IML-11} MSG- 11 Subject: Real3DSy Click-->@{" 12 " link IML-12} MSG- 12 Subject: Re: Virtual Memory Matters Click-->@{" 13 " link IML-13} MSG- 13 Subject: Re: Imagine for Windows II Click-->@{" 14 " link IML-14} MSG- 14 Subject: Gigamem/imagine Click-->@{" 15 " link IML-15} MSG- 15 Subject: Re: Virtual Memory Matters Click-->@{" 16 " link IML-16} MSG- 16 Subject: Re: imagine3.0, a500 and mem Click-->@{" 17 " link IML-17} MSG- 17 Subject: Re: fw:re: TextureStudio on aminet!! Click-->@{" 18 " link IML-18} MSG- 18 Subject: Re: TextureStudio problems fixed Click-->@{" 19 " link IML-19} MSG- 19 Subject: Re[2]: Imagine for Windows II Click-->@{" 20 " link IML-20} MSG- 20 Subject: Re: Imagine for Windows II Click-->@{" 21 " link IML-21} MSG- 21 Subject: Glass texture trouble... Click-->@{" 22 " link IML-22} MSG- 22 Subject: Got the textures? Click-->@{" 23 " link IML-23} MSG- 23 Subject: TextureStudio problems fixed Click-->@{" 24 " link IML-24} MSG- 24 Subject: Transparent or Genlock Click-->@{" 25 " link IML-25} MSG- 25 Subject: Job Click-->@{" 26 " link IML-26} MSG- 26 Subject: I'm happy again! Click-->@{" 27 " link IML-27} MSG- 27 Subject: Re: diminish intensity Click-->@{" 28 " link IML-28} MSG- 28 Subject: Re: Genlock button Click-->@{" 29 " link IML-29} MSG- 29 Subject: Re: Double your RAM!!! Click-->@{" 30 " link IML-30} MSG- 30 Subject: Re: Imagemaster R/t Click-->@{" 31 " link IML-31} MSG- 31 Subject: Imagine Documentation Click-->@{" 32 " link IML-32} MSG- 32 Subject: PC hotkeys (Was: Ids and Imagine newsletter) Click-->@{" 33 " link IML-33} MSG- 33 Subject: Imag 2.0 PC and mem Click-->@{" 34 " link IML-34} MSG- 34 Subject: Imagine & OS/2 Click-->@{" 35 " link IML-35} MSG- 35 Subject: Imagine 3.x or 4.0? Click-->@{" 36 " link IML-36} MSG- 36 Subject: Re: Impulse Gazette and Wasted Bandwidth. Click-->@{" 37 " link IML-37} MSG- 37 Subject: Re: Re[2]: Imagine for Windows II Click-->@{" 38 " link IML-38} MSG- 38 Subject: Re: Real3DSy Click-->@{" 39 " link IML-39} MSG- 39 Subject: Double your RAM!! Click-->@{" 40 " link IML-40} MSG- 40 Subject: Double your RAM!!! Click-->@{" 41 " link IML-41} MSG- 41 Subject: Re:WINE Click-->@{" 42 " link IML-42} MSG- 42 Subject: Deformations (was Re: Re[2]: Imagine for Windows II) Click-->@{" 43 " link IML-43} MSG- 43 Subject: Cloth,carpet,etc. Click-->@{" 44 " link IML-44} MSG- 44 ------=> Sorry NO Subject! Click-->@{" 45 " link IML-45} MSG- 45 ------=> Sorry NO Subject! Click-->@{" 46 " link IML-46} MSG- 46 Subject: Re:WINE Click-->@{" 47 " link IML-47} MSG- 47 Subject: Re: amiga->pc upgrades Click-->@{" 48 " link IML-48} MSG- 48 Subject: Re: Imagine 3.x or 4.0? Click-->@{" 49 " link IML-49} MSG- 49 Subject: Re: Imagine Documentation Click-->@{" 50 " link IML-50} MSG- 50 Subject: TextureStudio on the PC? No. Click-->@{" 51 " link IML-51} MSG- 51 Subject: TextureStudio's support for graphics cards Click-->@{" 52 " link IML-52} MSG- 52 Subject: Tutorials! we need more of them Click-->@{" 53 " link IML-53} MSG- 53 Subject: Amiga->pc upgrades Click-->@{" 54 " link IML-54} MSG- 54 Subject: Pick/select bug!? Click-->@{" 55 " link IML-55} MSG- 55 Subject: Re: transparent or Genlock Click-->@{" 56 " link IML-56} MSG- 56 Subject: Imagine 4.0 Click-->@{" 57 " link IML-57} MSG- 57 Subject: Re: TEXTURE-STUDIO Click-->@{" 58 " link IML-58} MSG- 58 Subject: Re: Imagine for Windows II Click-->@{" 59 " link IML-59} MSG- 59 Subject: Re: Imagine Documentation Click-->@{" 60 " link IML-60} MSG- 60 Subject: Essence PC Textures Click-->@{" 61 " link IML-61} MSG- 61 Subject: Re: Impulse Gazette and Wasted Bandwidth. Click-->@{" 62 " link IML-62} MSG- 62 Subject: Metaballs? Click-->@{" 63 " link IML-63} MSG- 63 Subject: ESSENCE PC Click-->@{" 64 " link IML-64} MSG- 64 Subject: Rayman/Renderman? Click-->@{" 65 " link IML-65} MSG- 65 Subject: Re: Essence PC Textures Click-->@{" 66 " link IML-66} MSG- 66 Subject: Re: Tutorials! we need more of them Click-->@{" 67 " link IML-67} MSG- 67 Subject: Neon? Click-->@{" 68 " link IML-68} MSG- 68 Subject: Re: Imagine Documentation Click-->@{" 69 " link IML-69} MSG- 69 Subject: TextureStudio and Bricks.itx and Dots.itx Click-->@{" 70 " link IML-70} MSG- 70 Subject: Amiga->pc upgrades Click-->@{" 71 " link IML-71} MSG- 71 Subject: Re: Imagemaster R/t Click-->@{" 72 " link IML-72} MSG- 72 Subject: Iterated Systems Click-->@{" 73 " link IML-73} MSG- 73 Subject: New Web Page and Programs Click-->@{" 74 " link IML-74} MSG- 74 Subject: Re: Imagine Documentation Click-->@{" 75 " link IML-75} MSG- 75 Subject: Re: Imagine Documentation Click-->@{" 76 " link IML-76} MSG- 76 Subject: Re: Impulse Gazette and Wasted Bandwidth. Click-->@{" 77 " link IML-77} MSG- 77 Subject: Font Objects Click-->@{" 78 " link IML-78} MSG- 78 Subject: Modelling Bike Parts Click-->@{" 79 " link IML-79} MSG- 79 Subject: Morphing Click-->@{" 80 " link IML-80} MSG- 80 Subject: Morphing... Click-->@{" 81 " link IML-81} MSG- 81 Subject: Re: Morphing... Click-->@{" 82 " link IML-82} MSG- 82 Subject: Re: Double your RAM!!! Click-->@{" 83 " link IML-83} MSG- 83 Subject: Object speed Click-->@{" 84 " link IML-84} MSG- 84 Subject: How to make a lake on PC? Click-->@{" 85 " link IML-85} MSG- 85 Subject: PC 2 Amiga redux... Click-->@{" 86 " link IML-86} MSG- 86 Subject: Rayman/Renderman? Click-->@{" 87 " link IML-87} MSG- 87 Subject: Re: OBJECTS. Click-->@{" 88 " link IML-88} MSG- 88 Subject: Star Trek - Generations Click-->@{" 89 " link IML-89} MSG- 89 Subject: Re: Double your RAM!!! Click-->@{" 90 " link IML-90} MSG- 90 Subject: TextureStudio and Bricks.itx and Dots.itx Click-->@{" 91 " link IML-91} MSG- 91 Subject: Transparent or Genlock Click-->@{" 92 " link IML-92} MSG- 92 Subject: Binaries to the IML Click-->@{" 93 " link IML-93} MSG- 93 Subject: Wine Click-->@{" 94 " link IML-94} MSG- 94 Subject: Re: Iterated Systems Click-->@{" 95 " link IML-95} MSG- 95 Subject: Re: Tutorials! we need more of them Click-->@{" 96 " link IML-96} MSG- 96 Subject: Re: Wine Click-->@{" 97 " link IML-97} MSG- 97 Subject: Re: Glass texture Click-->@{" 98 " link IML-98} MSG- 98 ------=> Sorry NO Subject! Click-->@{" 99 " link IML-99} MSG- 99 Subject: Re: Imagine Documentation Click-->@{" 100 " link IML-100} MSG- 100 Subject: Copy Protection Click-->@{" 101 " link IML-101} MSG- 101 Subject: Re: Neon? Click-->@{" 102 " link IML-102} MSG- 102 Subject: Re: Wine Click-->@{" 103 " link IML-103} MSG- 103 Subject: Duh! (was Re:Imagine for WindowsII) Click-->@{" 104 " link IML-104} MSG- 104 Subject: Suggestion for a project Click-->@{" 105 " link IML-105} MSG- 105 Subject: Re: Neon? Click-->@{" 106 " link IML-106} MSG- 106 ------=> Sorry NO Subject! Click-->@{" 107 " link IML-107} MSG- 107 Subject: Re: your mail Click-->@{" 108 " link IML-108} MSG- 108 Subject: Re: Imagine Documentation Click-->@{" 109 " link IML-109} MSG- 109 Subject: IMAGINE Click-->@{" 110 " link IML-110} MSG- 110 Subject: WWW Imagine page Click-->@{" 111 " link IML-111} MSG- 111 Subject: Re: Metaballs? Click-->@{" 112 " link IML-112} MSG- 112 Subject: Re: Rayman/Renderman? Click-->@{" 113 " link IML-113} MSG- 113 Subject: Re: Imagine Documentation Click-->@{" 114 " link IML-114} MSG- 114 Subject: Re: How to make a lake on PC? Click-->@{" 115 " link IML-115} MSG- 115 Subject: Font Objects in 2.0 Click-->@{" 116 " link IML-116} MSG- 116 Subject: WWW-Site Click-->@{" 117 " link IML-117} MSG- 117 Subject: Re: Tutorials! we need more of them Click-->@{" 118 " link IML-118} MSG- 118 Subject: Imagine 3.0 Fonts (fwd) Click-->@{" 119 " link IML-119} MSG- 119 Subject: Re: How to make a lake on PC? Click-->@{" 120 " link IML-120} MSG- 120 Subject: Re: Star Trek - Generations Click-->@{" 121 " link IML-121} MSG- 121 Subject: Re: Double your RAM!!! Click-->@{" 122 " link IML-122} MSG- 122 Subject: Font Objects in 2.0 Click-->@{" 123 " link IML-123} MSG- 123 Subject: Re: Double your RAM!!! Click-->@{" 124 " link IML-124} MSG- 124 Subject: Re: Double your RAM!!! Click-->@{" 125 " link IML-125} MSG- 125 Subject: A500Prob Click-->@{" 126 " link IML-126} MSG- 126 Subject: Cool coolfir effect Click-->@{" 127 " link IML-127} MSG- 127 Subject: Re: Copy Protection Click-->@{" 128 " link IML-128} MSG- 128 Subject: Re: How to make a lake on a PC? Click-->@{" 129 " link IML-129} MSG- 129 Subject: Re: How to make a lake on PC? Click-->@{" 130 " link IML-130} MSG- 130 Subject: Re: Impulse Gazette and Wasted Bandwidth. Click-->@{" 131 " link IML-131} MSG- 131 Subject: IML DIGEST Click-->@{" 132 " link IML-132} MSG- 132 Subject: Re: How to make a lake on PC? Click-->@{" 133 " link IML-133} MSG- 133 Subject: Re: IML DIGEST Click-->@{" 134 " link IML-134} MSG- 134 Subject: Re: IML DIGEST Click-->@{" 135 " link IML-135} MSG- 135 Subject: Re: Binaries to the IML Click-->@{" 136 " link IML-136} MSG- 136 Subject: Re: Duh! (was Re:Imagine for WindowsII) Click-->@{" 137 " link IML-137} MSG- 137 Subject: Re: Glass texture Click-->@{" 138 " link IML-138} MSG- 138 Subject: Re: unsubscribe Click-->@{" 139 " link IML-139} MSG- 139 Subject: More On IML Digest Click-->@{" 140 " link IML-140} MSG- 140 Subject: Re: Mirroring Objects Click-->@{" 141 " link IML-141} MSG- 141 Subject: Inspiration Click-->@{" 142 " link IML-142} MSG- 142 Subject: Re: IML DIGEST Click-->@{" 143 " link IML-143} MSG- 143 ------=> Sorry NO Subject! Click-->@{" 144 " link IML-144} MSG- 144 Subject: Re: Star Trek - Generations Click-->@{" 145 " link IML-145} MSG- 145 Subject: Re:Re:OBJ Click-->@{" 146 " link IML-146} MSG- 146 Subject: About Particles Click-->@{" 147 " link IML-147} MSG- 147 Subject: IML digest--are you folks really that bored? Click-->@{" 148 " link IML-148} MSG- 148 Subject: Re: IML DIGEST Click-->@{" 149 " link IML-149} MSG- 149 Subject: Imagine DIGEST Click-->@{" 150 " link IML-150} MSG- 150 Subject: I don't have a d key Click-->@{" 151 " link IML-151} MSG- 151 Subject: Re: Inspiration Click-->@{" 152 " link IML-152} MSG- 152 Subject: Imagine 3.0 Fonts Click-->@{" 153 " link IML-153} MSG- 153 Subject: Re:TextureStudio problems fixed Click-->@{" 154 " link IML-154} MSG- 154 Subject: Imagine Newsgroup Click-->@{" 155 " link IML-155} MSG- 155 Subject: Re: Imagine Newsgroup Click-->@{" 156 " link IML-156} MSG- 156 Subject: Upgrade fees Click-->@{" 157 " link IML-157} MSG- 157 Subject: Re: I don't have a d key Click-->@{" 158 " link IML-158} MSG- 158 Subject: Re: IML DIGEST Click-->@{" 159 " link IML-159} MSG- 159 Subject: Re: Imagine 3.0 Fonts Click-->@{" 160 " link IML-160} MSG- 160 Subject: Latest version of TextureStudio Click-->@{" 161 " link IML-161} MSG- 161 Subject: Re: Latest version of TextureStudio Click-->@{" 162 " link IML-162} MSG- 162 Subject: Re: Questions Click-->@{" 163 " link IML-163} MSG- 163 Subject: Re: Questions Click-->@{" 164 " link IML-164} MSG- 164 Subject: Questions Click-->@{" 165 " link IML-165} MSG- 165 Subject: TextureStudio Click-->@{" 166 " link IML-166} MSG- 166 Subject: IM 3.1-3.2 Textures Click-->@{" 167 " link IML-167} MSG- 167 Subject: Re: IML DIGEST Click-->@{" 168 " link IML-168} MSG- 168 Subject: Re: PC hotkeys (Was: Ids and Imagine newsletter) Click-->@{" 169 " link IML-169} MSG- 169 Subject: Re: object speed Click-->@{" 170 " link IML-170} MSG- 170 Subject: Objects Click-->@{" 171 " link IML-171} MSG- 171 Subject: Impulse's address Click-->@{" 172 " link IML-172} MSG- 172 Subject: Re: How to make a lake on PC? Click-->@{" 173 " link IML-173} MSG- 173 Subject: Re: TextureStudio Click-->@{" 174 " link IML-174} MSG- 174 Subject: Re: Impulse's address Click-->@{" 175 " link IML-175} MSG- 175 Subject: Impulse's address Click-->@{" 176 " link IML-176} MSG- 176 Subject: TextureStudio Click-->@{" 177 " link IML-177} MSG- 177 Subject: 3.x addendums Click-->@{" 178 " link IML-178} MSG- 178 Subject: WWW Page Click-->@{" 179 " link IML-179} MSG- 179 Subject: Re: Imagine Newsgroup Click-->@{" 180 " link IML-180} MSG- 180 Subject: Re: Tutorials! we need more of them Click-->@{" 181 " link IML-181} MSG- 181 Subject: Re: Questions Click-->@{" 182 " link IML-182} MSG- 182 Subject: Cool coolfir effect Click-->@{" 183 " link IML-183} MSG- 183 Subject: Re: Genlock button Click-->@{" 184 " link IML-184} MSG- 184 Subject: Re: Questions Click-->@{" 185 " link IML-185} MSG- 185 Subject: Re: Imagine Documentation Click-->@{" 186 " link IML-186} MSG- 186 Subject: IML digest--are you folks really that bored? Click-->@{" 187 " link IML-187} MSG- 187 Subject: TextureStudio and blank menus Click-->@{" 188 " link IML-188} MSG- 188 Subject: Lumbient Click-->@{" 189 " link IML-189} MSG- 189 Subject: Re: Star Trek - Generations Click-->@{" 190 " link IML-190} MSG- 190 Subject: Suggestion for a project Click-->@{" 191 " link IML-191} MSG- 191 Subject: TIP #0001, Ummm...Water. Click-->@{" 192 " link IML-192} MSG- 192 Subject: TIP #0001, Ummm...Water. Click-->@{" 193 " link IML-193} MSG- 193 Subject: Re: Star Trek - Generations Click-->@{" 194 " link IML-194} MSG- 194 Subject: Re: WHAT THE F*CK.... Click-->@{" 195 " link IML-195} MSG- 195 Subject: Re: Tutorials! we need more of them Click-->@{" 196 " link IML-196} MSG- 196 ------=> Sorry NO Subject! Click-->@{" 197 " link IML-197} MSG- 197 Subject: Re: Imagine Documentation Click-->@{" 198 " link IML-198} MSG- 198 Subject: Re: Imagine Documentation Click-->@{" 199 " link IML-199} MSG- 199 Subject: Re: Star Trek - Generations Click-->@{" 200 " link IML-200} MSG- 200 Subject: Re:WINE Click-->@{" 201 " link IML-201} MSG- 201 Subject: Re: Star Trek - Generations Click-->@{" 202 " link IML-202} MSG- 202 Subject: TextureStudio Click-->@{" 203 " link IML-203} MSG- 203 Subject: Re: Suggestion for a project Click-->@{" 204 " link IML-204} MSG- 204 Subject: Re: Suggestion for a project Click-->@{" 205 " link IML-205} MSG- 205 Subject: Re: Suggestion for a project Click-->@{" 206 " link IML-206} MSG- 206 Subject: Re: Star Trek - Generations Click-->@{" 207 " link IML-207} MSG- 207 Subject: Re: Suggestion for a project Click-->@{" 208 " link IML-208} MSG- 208 Subject: Re: Suggestion for a project Click-->@{" 209 " link IML-209} MSG- 209 Subject: Re: Morphing Click-->@{" 210 " link IML-210} MSG- 210 Subject: Re: Imagine Newsgroup Click-->@{" 211 " link IML-211} MSG- 211 Subject: Re: WHAT THE F*CK.... Click-->@{" 212 " link IML-212} MSG- 212 Subject: Re: Glass Click-->@{" 213 " link IML-213} MSG- 213 Subject: Rendering Prices? Click-->@{" 214 " link IML-214} MSG- 214 Subject: IMLarc60+61 text & guide format on Aminet Click-->@{" 215 " link IML-215} MSG- 215 Subject: Re: Apex (was Yo- Kelly) Click-->@{" 216 " link IML-216} MSG- 216 Subject: RSDP settings Click-->@{" 217 " link IML-217} MSG- 217 Subject: Re: rendering price. Click-->@{" 218 " link IML-218} MSG- 218 Subject: Rendering Prices? Click-->@{" 219 " link IML-219} MSG- 219 Subject: RSDP settings Click-->@{" 220 " link IML-220} MSG- 220 Subject: Re: Star Trek - Generations Click-->@{" 221 " link IML-221} MSG- 221 Subject: Re: WHAT THE F*CK.... Click-->@{" 222 " link IML-222} MSG- 222 Subject: Coolfir effect cool! Click-->@{" 223 " link IML-223} MSG- 223 Subject: Re: RSDP settings Click-->@{" 224 " link IML-224} MSG- 224 Subject: Re[2]: Newsgroup ? TempStorage Click-->@{" 225 " link IML-225} MSG- 225 Subject: Re: Newsgroup ? TempStorage Click-->@{" 226 " link IML-226} MSG- 226 Subject: Re: IM 3.1-3.2 Textures Click-->@{" 227 " link IML-227} MSG- 227 Subject: Re: Glass etc Click-->@{" 228 " link IML-228} MSG- 228 Subject: Texturemapping Click-->@{" 229 " link IML-229} MSG- 229 Subject: PC Imagine: Hardware Incompatibilities? Click-->@{" 230 " link IML-230} MSG- 230 Subject: Moving ground Click-->@{" 231 " link IML-231} MSG- 231 Subject: Re: RSDP settings Click-->@{" 232 " link IML-232} MSG- 232 Subject: Re: RSDP settings Click-->@{" 233 " link IML-233} MSG- 233 Subject: Re: IM 3.1-3.2 Textures Click-->@{" 234 " link IML-234} MSG- 234 Subject: Re: RSDP settings Click-->@{" 235 " link IML-235} MSG- 235 Subject: Re: Star Trek - Generations Click-->@{" 236 " link IML-236} MSG- 236 Subject: Nobody Click-->@{" 237 " link IML-237} MSG- 237 Subject: About Particles Click-->@{" 238 " link IML-238} MSG- 238 Subject: Re: moving ground Click-->@{" 239 " link IML-239} MSG- 239 Subject: Re: texturemapping Click-->@{" 240 " link IML-240} MSG- 240 Subject: Re: Star Trek - Generations Click-->@{" 241 " link IML-241} MSG- 241 Subject: Re: texturemapping Click-->@{" 242 " link IML-242} MSG- 242 Subject: Re: object speed Click-->@{" 243 " link IML-243} MSG- 243 Subject: Re: texturemapping Click-->@{" 244 " link IML-244} MSG- 244 Subject: 3DSite - A 3D WWW page Click-->@{" 245 " link IML-245} MSG- 245 Subject: Re: moving ground Click-->@{" 246 " link IML-246} MSG- 246 Subject: Re[2]: IM 3.1-3.2 Textures Click-->@{" 247 " link IML-247} MSG- 247 Subject: Re[2]: moving ground Click-->@{" 248 " link IML-248} MSG- 248 Subject: Particles with Dust2 Click-->@{" 249 " link IML-249} MSG- 249 Subject: Shredder Click-->@{" 250 " link IML-250} MSG- 250 Subject: Re: moving ground Click-->@{" 251 " link IML-251} MSG- 251 Subject: Re: texturemapping Click-->@{" 252 " link IML-252} MSG- 252 Subject: TextureStudio v1.0.2 Click-->@{" 253 " link IML-253} MSG- 253 Subject: Threat Click-->@{" 254 " link IML-254} MSG- 254 Subject: IMAGINE NEWSGROUP Click-->@{" 255 " link IML-255} MSG- 255 Subject: Re: texturemapping Click-->@{" 256 " link IML-256} MSG- 256 ------=> Sorry NO Subject! Click-->@{" 257 " link IML-257} MSG- 257 ------=> Sorry NO Subject! Click-->@{" 258 " link IML-258} MSG- 258 Subject: Depth of brush maps Click-->@{" 259 " link IML-259} MSG- 259 Subject: Re: Moving Ground Click-->@{" 260 " link IML-260} MSG- 260 Subject: Moving Ground Click-->@{" 261 " link IML-261} MSG- 261 ------=> Sorry NO Subject! Click-->@{" 262 " link IML-262} MSG- 262 Subject: Re: Rendering Prices? Click-->@{" 263 " link IML-263} MSG- 263 Subject: Fwd: texturemapping Click-->@{" 264 " link IML-264} MSG- 264 ------=> Sorry NO Subject! Click-->@{" 265 " link IML-265} MSG- 265 ------=> Sorry NO Subject! Click-->@{" 266 " link IML-266} MSG- 266 ------=> Sorry NO Subject! Click-->@{" 267 " link IML-267} MSG- 267 Subject: Pages in a book Click-->@{" 268 " link IML-268} MSG- 268 ------=> Sorry NO Subject! Click-->@{" 269 " link IML-269} MSG- 269 Subject: Re: Depth of brush maps Click-->@{" 270 " link IML-270} MSG- 270 Subject: Re: Babylon-5 Jumpgate Click-->@{" 271 " link IML-271} MSG- 271 Subject: Re: TextureStudio v1.0.2 Click-->@{" 272 " link IML-272} MSG- 272 Subject: Jabber Click-->@{" 273 " link IML-273} MSG- 273 Subject: Missing faces Click-->@{" 274 " link IML-274} MSG- 274 Subject: Re: Babylon-5 Jumpgate Click-->@{" 275 " link IML-275} MSG- 275 Subject: Babylon-5 Jumpgate Click-->@{" 276 " link IML-276} MSG- 276 Subject: Help! Click-->@{" 277 " link IML-277} MSG- 277 Subject: Visible Light Prob Click-->@{" 278 " link IML-278} MSG- 278 Subject: Digital Portfolios Click-->@{" 279 " link IML-279} MSG- 279 Subject: Re: Babylon-5 Jumpgate Click-->@{" 280 " link IML-280} MSG- 280 Subject: Re: Babylon-5 Jumpgate Click-->@{" 281 " link IML-281} MSG- 281 Subject: Imagine Crashes!! mem problems? Click-->@{" 282 " link IML-282} MSG- 282 Subject: Dare to Imagine Queries Click-->@{" 283 " link IML-283} MSG- 283 Subject: Re: jabber Click-->@{" 284 " link IML-284} MSG- 284 Subject: Re:Visible Light Prob Click-->@{" 285 " link IML-285} MSG- 285 ------=> Sorry NO Subject! Click-->@{" 286 " link IML-286} MSG- 286 Subject: Re:Babylon5 jumpgate Click-->@{" 287 " link IML-287} MSG- 287 Subject: Re:Babylon5 jumpgate Click-->@{" 288 " link IML-288} MSG- 288 Subject: Imagine 2.0 Crashes, Expanded Mem Probelms? Click-->@{" 289 " link IML-289} MSG- 289 Subject: Re: TextureStudio v1.0.2 Click-->@{" 290 " link IML-290} MSG- 290 Subject: How do you make trees ? Click-->@{" 291 " link IML-291} MSG- 291 Subject: Re: How do you make trees ? Click-->@{" 292 " link IML-292} MSG- 292 Subject: Rendering Prices Posts Click-->@{" 293 " link IML-293} MSG- 293 Subject: Babylon-5 Jumpgate Click-->@{" 294 " link IML-294} MSG- 294 Subject: Fwd: texturemapping Click-->@{" 295 " link IML-295} MSG- 295 Subject: How do you make trees ? Click-->@{" 296 " link IML-296} MSG- 296 Subject: Moving ground Click-->@{" 297 " link IML-297} MSG- 297 Subject: Moving Ground Click-->@{" 298 " link IML-298} MSG- 298 Subject: Re: RSDP settings Click-->@{" 299 " link IML-299} MSG- 299 Subject: Re: Star Trek - Generations Click-->@{" 300 " link IML-300} MSG- 300 Subject: Re: How do you make trees ? Click-->@{" 301 " link IML-301} MSG- 301 Subject: ClipTran texture Click-->@{" 302 " link IML-302} MSG- 302 Subject: Multiple copies of mails... Click-->@{" 303 " link IML-303} MSG- 303 Subject: Re:Babylon5 jumpgate Click-->@{" 304 " link IML-304} MSG- 304 Subject: Date & Time stamp Click-->@{" 305 " link IML-305} MSG- 305 Subject: DAre 2 Imagine Info Click-->@{" 306 " link IML-306} MSG- 306 Subject: Babylon5 Jumpgate. Click-->@{" 307 " link IML-307} MSG- 307 Subject: Re: Date & Time stamp Click-->@{" 308 " link IML-308} MSG- 308 Subject: Re: How do you make trees. Click-->@{" 309 " link IML-309} MSG- 309 Subject: Form_Tutorial.lzh Click-->@{" 310 " link IML-310} MSG- 310 Subject: Screen Size hack for 3.2 Click-->@{" 311 " link IML-311} MSG- 311 Subject: Quickies! Click-->@{" 312 " link IML-312} MSG- 312 Subject: Re: Screen Size hack for 3.2 Click-->@{" 313 " link IML-313} MSG- 313 Subject: Transparent decal? Click-->@{" 314 " link IML-314} MSG- 314 Subject: Moving Ground Click-->@{" 315 " link IML-315} MSG- 315 Subject: Re: How do you make trees ? Click-->@{" 316 " link IML-316} MSG- 316 Subject: Transparent decal? Click-->@{" 317 " link IML-317} MSG- 317 Subject: Re: How do you make trees. Click-->@{" 318 " link IML-318} MSG- 318 Subject: Freelancers needed Click-->@{" 319 " link IML-319} MSG- 319 Subject: Re: Transparent decal? Click-->@{" 320 " link IML-320} MSG- 320 Subject: LightROM Vol 1 CD Click-->@{" 321 " link IML-321} MSG- 321 ------=> Sorry NO Subject! Click-->@{" 322 " link IML-322} MSG- 322 Subject: WTB: Pagoda object Click-->@{" 323 " link IML-323} MSG- 323 Subject: About un/subscribing Click-->@{" 324 " link IML-324} MSG- 324 Subject: Re: Quickies Click-->@{" 325 " link IML-325} MSG- 325 Subject: Re: Transparent decal? Click-->@{" 326 " link IML-326} MSG- 326 Subject: Re: Transparent decal? Click-->@{" 327 " link IML-327} MSG- 327 Subject: Transparent decal? Click-->@{" 328 " link IML-328} MSG- 328 Subject: Re: How do you make trees. Click-->@{" 329 " link IML-329} MSG- 329 Subject: Re:Babylon5 jumpgate Click-->@{" 330 " link IML-330} MSG- 330 Subject: Re: Date & Time stamp (fwd) Click-->@{" 331 " link IML-331} MSG- 331 Subject: Re: About un/subscribing Click-->@{" 332 " link IML-332} MSG- 332 Subject: Re: Transparent decal? Click-->@{" 333 " link IML-333} MSG- 333 Subject: Quickies - Hack Trees Click-->@{" 334 " link IML-334} MSG- 334 Subject: Re: Transparent decal? Click-->@{" 335 " link IML-335} MSG- 335 Subject: Re: Transparent decal? Click-->@{" 336 " link IML-336} MSG- 336 Subject: Re: About un/subscribing Click-->@{" 337 " link IML-337} MSG- 337 Subject: Re: Quickies Click-->@{" 338 " link IML-338} MSG- 338 Subject: Re: TextureStudio v1.0.2 Click-->@{" 339 " link IML-339} MSG- 339 Subject: Re: Transparent decal? Click-->@{" 340 " link IML-340} MSG- 340 Subject: Transparent decal? Click-->@{" 341 " link IML-341} MSG- 341 ------=> Sorry NO Subject! Click-->@{" 342 " link IML-342} MSG- 342 Subject: Re: your mail Click-->@{" 343 " link IML-343} MSG- 343 Subject: Re: UNSUBSCRIBE Click-->@{" 344 " link IML-344} MSG- 344 Subject: Babylon/Star Trek Texture Click-->@{" 345 " link IML-345} MSG- 345 Subject: Re:BABYLON 5 objects Click-->@{" 346 " link IML-346} MSG- 346 Subject: Transparent decal? Click-->@{" 347 " link IML-347} MSG- 347 Subject: Re:your mail Click-->@{" 348 " link IML-348} MSG- 348 Subject: Re: Transparent decal? Click-->@{" 349 " link IML-349} MSG- 349 Subject: Re:BABYLON 5 objects Click-->@{" 350 " link IML-350} MSG- 350 Subject: Re: Transparent decal? Click-->@{" 351 " link IML-351} MSG- 351 Subject: IM 3.0 Drive Wipes (long msg, 1 tip) Click-->@{" 352 " link IML-352} MSG- 352 Subject: Babylon 5 converted objects Click-->@{" 353 " link IML-353} MSG- 353 Subject: Re: Transparent decal? Click-->@{" 354 " link IML-354} MSG- 354 Subject: Lightwave OBJs and Bab5. Click-->@{" 355 " link IML-355} MSG- 355 Subject: Imagine textures Click-->@{" 356 " link IML-356} MSG- 356 Subject: Font objects Click-->@{" 357 " link IML-357} MSG- 357 Subject: Lightning and other Natural Phenomena Click-->@{" 358 " link IML-358} MSG- 358 Subject: Re: Project render date bug Click-->@{" 359 " link IML-359} MSG- 359 Subject: Finding postscript fonts Click-->@{" 360 " link IML-360} MSG- 360 Subject: Re: object speed Click-->@{" 361 " link IML-361} MSG- 361 Subject: Re: Transparent decal? Click-->@{" 362 " link IML-362} MSG- 362 Subject: Re: Neon? Click-->@{" 363 " link IML-363} MSG- 363 Subject: Decals Click-->@{" 364 " link IML-364} MSG- 364 Subject: Re: Date & Time stamp Click-->@{" 365 " link IML-365} MSG- 365 Subject: Re: No subject given, but could we include one? Click-->@{" 366 " link IML-366} MSG- 366 Subject: Re: Finding postscript fonts Click-->@{" 367 " link IML-367} MSG- 367 Subject: Re[2]: Neon? Click-->@{" 368 " link IML-368} MSG- 368 Subject: ????? Click-->@{" 369 " link IML-369} MSG- 369 Subject: Atilla's Forms Editor Click-->@{" 370 " link IML-370} MSG- 370 ------=> Sorry NO Subject! Click-->@{" 371 " link IML-371} MSG- 371 Subject: Re: Neon? Click-->@{" 372 " link IML-372} MSG- 372 Subject: Re: Finding postscript fonts Click-->@{" 373 " link IML-373} MSG- 373 Subject: Re: Imagine Hater Click-->@{" 374 " link IML-374} MSG- 374 Subject: Re: decals Click-->@{" 375 " link IML-375} MSG- 375 Subject: Decals Click-->@{" 376 " link IML-376} MSG- 376 Subject: Re: Finding postscript fonts Click-->@{" 377 " link IML-377} MSG- 377 Subject: Re:font objects Click-->@{" 378 " link IML-378} MSG- 378 Subject: Brush Tacking Click-->@{" 379 " link IML-379} MSG- 379 Subject: Re: decals Click-->@{" 380 " link IML-380} MSG- 380 Subject: Decals Click-->@{" 381 " link IML-381} MSG- 381 Subject: Re:font objects Click-->@{" 382 " link IML-382} MSG- 382 Subject: Re: DATE & TIME STAMP Click-->@{" 383 " link IML-383} MSG- 383 Subject: Excomunicated Click-->@{" 384 " link IML-384} MSG- 384 Subject: Re: Help! Click-->@{" 385 " link IML-385} MSG- 385 Subject: PSfonts Click-->@{" 386 " link IML-386} MSG- 386 Subject: Re: Project render date bug (fwd) Click-->@{" 387 " link IML-387} MSG- 387 Subject: Re: Finding postscript fonts (fwd) Click-->@{" 388 " link IML-388} MSG- 388 Subject: Imagine's future... hmmm Click-->@{" 389 " link IML-389} MSG- 389 Subject: Re: Brush Tacking Click-->@{" 390 " link IML-390} MSG- 390 Subject: No subject Click-->@{" 391 " link IML-391} MSG- 391 Subject: TIP...OCTREES Click-->@{" 392 " link IML-392} MSG- 392 Subject: Re: Transparent decal? Click-->@{" 393 " link IML-393} MSG- 393 Subject: Lightning and other Natural Phenomena Click-->@{" 394 " link IML-394} MSG- 394 Subject: Digest Click-->@{" 395 " link IML-395} MSG- 395 Subject: Re: TIP #0001, Ummm...Water. Click-->@{" 396 " link IML-396} MSG- 396 Subject: Black triangles Click-->@{" 397 " link IML-397} MSG- 397 Subject: Re: Re[2]: Newsgroup ? TempStorage Click-->@{" 398 " link IML-398} MSG- 398 Subject: Re: About Particles Click-->@{" 399 " link IML-399} MSG- 399 Subject: Re: object speed Click-->@{" 400 " link IML-400} MSG- 400 Subject: Re: font objects Click-->@{" 401 " link IML-401} MSG- 401 Subject: Brush Tacking Click-->@{" 402 " link IML-402} MSG- 402 Subject: Multimail Click-->@{" 403 " link IML-403} MSG- 403 Subject: >Dave Wickard (612) 456-2783 "It's not the SIZE of your ima Click-->@{" 404 " link IML-404} MSG- 404 Subject: Re: flc-scr/imagine-svga/interchange Click-->@{" 405 " link IML-405} MSG- 405 Subject: Lost Mail Click-->@{" 406 " link IML-406} MSG- 406 Subject: States bug! and fix Click-->@{" 407 " link IML-407} MSG- 407 Subject: Viewmodes Click-->@{" 408 " link IML-408} MSG- 408 Subject: Flc-scr/imagine-svga/interchange Click-->@{" 409 " link IML-409} MSG- 409 Subject: Re: About Particles Click-->@{" 410 " link IML-410} MSG- 410 Subject: Re: flc-scr/imagine-svga/interchange Click-->@{" 411 " link IML-411} MSG- 411 Subject: Re: About Particles Click-->@{" 412 " link IML-412} MSG- 412 Subject: Re: Black triangles Click-->@{" 413 " link IML-413} MSG- 413 Subject: Re: Help! Click-->@{" 414 " link IML-414} MSG- 414 Subject: Re: object speed Click-->@{" 415 " link IML-415} MSG- 415 Subject: Re: Viewmodes Click-->@{" 416 " link IML-416} MSG- 416 Subject: SOS - HELP!! Click-->@{" 417 " link IML-417} MSG- 417 Subject: Probs With Attributes Click-->@{" 418 " link IML-418} MSG- 418 Subject: Re: Probs With Attributes Click-->@{" 419 " link IML-419} MSG- 419 Subject: Displaying text in spline editor--help Click-->@{" 420 " link IML-420} MSG- 420 Subject: Re: flc-scr/imagine-svga/interchange Click-->@{" 421 " link IML-421} MSG- 421 Subject: Re: Suggestion for a project Click-->@{" 422 " link IML-422} MSG- 422 Subject: Re: Displaying text in spline editor--help Click-->@{" 423 " link IML-423} MSG- 423 Subject: Re: Lightning and other Natural Phenomena Click-->@{" 424 " link IML-424} MSG- 424 Subject: Probs With Attributes Click-->@{" 425 " link IML-425} MSG- 425 Subject: No subject Click-->@{" 426 " link IML-426} MSG- 426 Subject: Re: Black triangles Click-->@{" 427 " link IML-427} MSG- 427 Subject: Re: Displaying text in spline editor--help Click-->@{" 428 " link IML-428} MSG- 428 Subject: Re: Probs With Attributes Click-->@{" 429 " link IML-429} MSG- 429 Subject: Creating faces in the spline editor Click-->@{" 430 " link IML-430} MSG- 430 Subject: Crestline Software Click-->@{" 431 " link IML-431} MSG- 431 Subject: Re: Imagine's future Click-->@{" 432 " link IML-432} MSG- 432 Subject: Particles Click-->@{" 433 " link IML-433} MSG- 433 Subject: Re: Displaying text in spline editor--help Click-->@{" 434 " link IML-434} MSG- 434 Subject: Re: Displaying text in spline editor... Click-->@{" 435 " link IML-435} MSG- 435 Subject: Re: Displaying text in spline editor--help Click-->@{" 436 " link IML-436} MSG- 436 Subject: Re: particles Click-->@{" 437 " link IML-437} MSG- 437 Subject: Re: Displaying text in spline editor--help Click-->@{" 438 " link IML-438} MSG- 438 Subject: Re: Creating faces in the spline editor Click-->@{" 439 " link IML-439} MSG- 439 Subject: Re: Creating faces in the spline editor Click-->@{" 440 " link IML-440} MSG- 440 Subject: Re: Displaying text in spline editor--help Click-->@{" 441 " link IML-441} MSG- 441 Subject: Re: Creating faces in the spline editor Click-->@{" 442 " link IML-442} MSG- 442 Subject: Re:Crestline Fax Click-->@{" 443 " link IML-443} MSG- 443 Subject: Spike Fx Prob (PC) Click-->@{" 444 " link IML-444} MSG- 444 Subject: Adding brushes/Edit Axis Click-->@{" 445 " link IML-445} MSG- 445 Subject: Re: Postscript fonts Click-->@{" 446 " link IML-446} MSG- 446 Subject: Re: Black triangles Click-->@{" 447 " link IML-447} MSG- 447 Subject: Babylon 5 .iob's Click-->@{" 448 " link IML-448} MSG- 448 Subject: Phone Click-->@{" 449 " link IML-449} MSG- 449 Subject: Spline editor Click-->@{" 450 " link IML-450} MSG- 450 Subject: Re: Black triangles Click-->@{" 451 " link IML-451} MSG- 451 Subject: Re: Imagine's future Click-->@{" 452 " link IML-452} MSG- 452 Subject: Re: Displaying text in spline editor--help Click-->@{" 453 " link IML-453} MSG- 453 Subject: TEXTURES... Click-->@{" 454 " link IML-454} MSG- 454 Subject: Re: Digimax WAS: Imagine's future Click-->@{" 455 " link IML-455} MSG- 455 Subject: Re: phone Click-->@{" 456 " link IML-456} MSG- 456 Subject: Re: Black triangles Click-->@{" 457 " link IML-457} MSG- 457 Subject: Re: Displaying text in spline editor--help Click-->@{" 458 " link IML-458} MSG- 458 Subject: Re: Displaying text in spline editor--help Click-->@{" 459 " link IML-459} MSG- 459 Subject: Re: Postscript fonts Click-->@{" 460 " link IML-460} MSG- 460 Subject: Re: Digimax WAS: Imagine's future Click-->@{" 461 " link IML-461} MSG- 461 Subject: Re: How do you make trees ? Click-->@{" 462 " link IML-462} MSG- 462 Subject: Re: How do you make trees. Click-->@{" 463 " link IML-463} MSG- 463 Subject: Re: Quickies (snow) Click-->@{" 464 " link IML-464} MSG- 464 Subject: Re: Quickies (snow) Click-->@{" 465 " link IML-465} MSG- 465 Subject: Programming Textures Click-->@{" 466 " link IML-466} MSG- 466 Subject: Trees and stuff Click-->@{" 467 " link IML-467} MSG- 467 ------=> Sorry NO Subject! Click-->@{" 468 " link IML-468} MSG- 468 ------=> Sorry NO Subject! Click-->@{" 469 " link IML-469} MSG- 469 ------=> Sorry NO Subject! Click-->@{" 470 " link IML-470} MSG- 470 Subject: VISTA PRO3 and TOASTER on PC Click-->@{" 471 " link IML-471} MSG- 471 Subject: Re: Digimax Click-->@{" 472 " link IML-472} MSG- 472 Subject: MovingTheAxis Click-->@{" 473 " link IML-473} MSG- 473 Subject: Re: Programming Textures Click-->@{" 474 " link IML-474} MSG- 474 Subject: Re: How do you make trees ? Click-->@{" 475 " link IML-475} MSG- 475 Subject: Re: How do you make trees. Click-->@{" 476 " link IML-476} MSG- 476 Subject: Re: About Particles Click-->@{" 477 " link IML-477} MSG- 477 Subject: Is it soup yet? Click-->@{" 478 " link IML-478} MSG- 478 Subject: Re: phone Click-->@{" 479 " link IML-479} MSG- 479 Subject: FAQ and question Click-->@{" 480 " link IML-480} MSG- 480 Subject: Re: About Particles Click-->@{" 481 " link IML-481} MSG- 481 Subject: COOL PIC's Click-->@{" 482 " link IML-482} MSG- 482 Subject: Re: FAQ and question Click-->@{" 483 " link IML-483} MSG- 483 Subject: Phone Click-->@{" 484 " link IML-484} MSG- 484 Subject: Re: telephone (fwd) Click-->@{" 485 " link IML-485} MSG- 485 Subject: Re: Moving Axis - Thanks Click-->@{" 486 " link IML-486} MSG- 486 Subject: Quickies! Click-->@{" 487 " link IML-487} MSG- 487 Subject: FAQ and question Click-->@{" 488 " link IML-488} MSG- 488 Subject: Re: About Particles Click-->@{" 489 " link IML-489} MSG- 489 Subject: Another possible bug (3.2) Click-->@{" 490 " link IML-490} MSG- 490 Subject: Re: About Particles Click-->@{" 491 " link IML-491} MSG- 491 Subject: Re: Brush Tacking Click-->@{" 492 " link IML-492} MSG- 492 Subject: Decals Click-->@{" 493 " link IML-493} MSG- 493 Subject: Displaying text in spline editor--help Click-->@{" 494 " link IML-494} MSG- 494 Subject: Re: FAQ and question Click-->@{" 495 " link IML-495} MSG- 495 Subject: Re: Displaying text in spline editor--help Click-->@{" 496 " link IML-496} MSG- 496 Subject: Imagine's future... hmmm Click-->@{" 497 " link IML-497} MSG- 497 Subject: Lightning and other Natural Phenomena Click-->@{" 498 " link IML-498} MSG- 498 Subject: Re: Lightning and other Natural Phenomena Click-->@{" 499 " link IML-499} MSG- 499 Subject: Re: particles Click-->@{" 500 " link IML-500} MSG- 500 Subject: States bug! and fix Click-->@{" 501 " link IML-501} MSG- 501 Subject: TIP...OCTREES Click-->@{" 502 " link IML-502} MSG- 502 Subject: Transparent decal? Click-->@{" 503 " link IML-503} MSG- 503 Subject: Re: Transparent decal? Click-->@{" 504 " link IML-504} MSG- 504 Subject: Quickies! Click-->@{" 505 " link IML-505} MSG- 505 Subject: Is it soup yet? Click-->@{" 506 " link IML-506} MSG- 506 Subject: Amiga&PC in class Click-->@{" 507 " link IML-507} MSG- 507 Subject: Re: Lightning and other Natural Phenomena Click-->@{" 508 " link IML-508} MSG- 508 Subject: Re: Rendering times Click-->@{" 509 " link IML-509} MSG- 509 Subject: Amiga&PC in class Click-->@{" 510 " link IML-510} MSG- 510 Subject: Quickies! Click-->@{" 511 " link IML-511} MSG- 511 Subject: Impulse's Phone&Fax Numbers Click-->@{" 512 " link IML-512} MSG- 512 Subject: Re:Amiga&PC in class Click-->@{" 513 " link IML-513} MSG- 513 Subject: Latest ESCOM news Click-->@{" 514 " link IML-514} MSG- 514 Subject: Re: Fonts and eps files Click-->@{" 515 " link IML-515} MSG- 515 Subject: 1950 Click-->@{" 516 " link IML-516} MSG- 516 Subject: Re[2]: Amiga&PC in class Click-->@{" 517 " link IML-517} MSG- 517 Subject: Displaying text in spline Click-->@{" 518 " link IML-518} MSG- 518 Subject: Re: Displaying text in spline editor--help Click-->@{" 519 " link IML-519} MSG- 519 Subject: Re: Brush Tacking Click-->@{" 520 " link IML-520} MSG- 520 Subject: Rendering times Click-->@{" 521 " link IML-521} MSG- 521 Subject: Re[2]: How do you make trees. Click-->@{" 522 " link IML-522} MSG- 522 Subject: Workbench 3.1 upgrades? Click-->@{" 523 " link IML-523} MSG- 523 Subject: Re: Brush Tacking Click-->@{" 524 " link IML-524} MSG- 524 Subject: Re: Brush Tacking Click-->@{" 525 " link IML-525} MSG- 525 Subject: Re: Brush Tacking Click-->@{" 526 " link IML-526} MSG- 526 Subject: Re: Amiga&PC in class Click-->@{" 527 " link IML-527} MSG- 527 Subject: Fonts and eps files Click-->@{" 528 " link IML-528} MSG- 528 Subject: Re:Amiga&PC in class Click-->@{" 529 " link IML-529} MSG- 529 Subject: IM Click-->@{" 530 " link IML-530} MSG- 530 Subject: Questions... Click-->@{" 531 " link IML-531} MSG- 531 Subject: Upgrade Program Click-->@{" 532 " link IML-532} MSG- 532 Subject: Re: FAQ and question Click-->@{" 533 " link IML-533} MSG- 533 Subject: Realistic Render Click-->@{" 534 " link IML-534} MSG- 534 Subject: Brush Tacking Click-->@{" 535 " link IML-535} MSG- 535 Subject: Re: Rendering times Click-->@{" 536 " link IML-536} MSG- 536 Subject: Re[3]: How do you make trees. Click-->@{" 537 " link IML-537} MSG- 537 Subject: Organic Modelling Click-->@{" 538 " link IML-538} MSG- 538 Subject: Blackbelt address Click-->@{" 539 " link IML-539} MSG- 539 Subject: Re: States bug! and fix Click-->@{" 540 " link IML-540} MSG- 540 Subject: Re: Amiga&PC in class Click-->@{" 541 " link IML-541} MSG- 541 Subject: Re: Realistic Render Click-->@{" 542 " link IML-542} MSG- 542 Subject: Re: Imagine's future... hmmm Click-->@{" 543 " link IML-543} MSG- 543 Subject: Re: Fonts and eps files Click-->@{" 544 " link IML-544} MSG- 544 Subject: PC reads Amiga Disks (Wanted) Click-->@{" 545 " link IML-545} MSG- 545 Subject: Editor color preferences Click-->@{" 546 " link IML-546} MSG- 546 Subject: FastROM/VMM render speedup? Click-->@{" 547 " link IML-547} MSG- 547 Subject: Re: Displaying text in spline editor--help Click-->@{" 548 " link IML-548} MSG- 548 Subject: Re: Brush Tacking Click-->@{" 549 " link IML-549} MSG- 549 Subject: Re: Amiga&PC in class Click-->@{" 550 " link IML-550} MSG- 550 Subject: Re: Editor color preferences Click-->@{" 551 " link IML-551} MSG- 551 Subject: Re: Rendering times Click-->@{" 552 " link IML-552} MSG- 552 Subject: Re: Amiga&PC in class Click-->@{" 553 " link IML-553} MSG- 553 Subject: Steve Worley email address Click-->@{" 554 " link IML-554} MSG- 554 Subject: OBJECTS&ATTRIBUTES Click-->@{" 555 " link IML-555} MSG- 555 Subject: FONT TROUBLE Click-->@{" 556 " link IML-556} MSG- 556 Subject: Showcase on SGI Click-->@{" 557 " link IML-557} MSG- 557 Subject: Re: Organic Modeling Click-->@{" 558 " link IML-558} MSG- 558 Subject: Re: Editor color preferences Click-->@{" 559 " link IML-559} MSG- 559 Subject: Re: Steve Worley email address Click-->@{" 560 " link IML-560} MSG- 560 Subject: Re: Rendering times Click-->@{" 561 " link IML-561} MSG- 561 Subject: Re: Rendering times Click-->@{" 562 " link IML-562} MSG- 562 Subject: Re: Organic Modeling Click-->@{" 563 " link IML-563} MSG- 563 Subject: Re: Steve Worley email address Click-->@{" 564 " link IML-564} MSG- 564 Subject: FONT TROUBLE Click-->@{" 565 " link IML-565} MSG- 565 Subject: Re: FastROM/VMM render speedup? Click-->@{" 566 " link IML-566} MSG- 566 Subject: Re: How do you make trees. Click-->@{" 567 " link IML-567} MSG- 567 Subject: Fire and quilt textures Click-->@{" 568 " link IML-568} MSG- 568 Subject: Re: OBJECTS&ATTRIBUTES Click-->@{" 569 " link IML-569} MSG- 569 Subject: Re:FONT TROUBLE........ Click-->@{" 570 " link IML-570} MSG- 570 Subject: Re:MY HOMEPAGE Click-->@{" 571 " link IML-571} MSG- 571 Subject: Re: Steve Worley email address Click-->@{" 572 " link IML-572} MSG- 572 Subject: Re:FONT TROUBLE........ Click-->@{" 573 " link IML-573} MSG- 573 Subject: Re: Rendering times Click-->@{" 574 " link IML-574} MSG- 574 Subject: Re: Latest ESCOM news Click-->@{" 575 " link IML-575} MSG- 575 Subject: Re: FastROM/VMM render speedup? Click-->@{" 576 " link IML-576} MSG- 576 Subject: Re: FastROM/VMM render speedup? Click-->@{" 577 " link IML-577} MSG- 577 Subject: Re:FONT TROUBLE........ Click-->@{" 578 " link IML-578} MSG- 578 Subject: Old Antialias Switch? Click-->@{" 579 " link IML-579} MSG- 579 Subject: Re: Brush Tacking Click-->@{" 580 " link IML-580} MSG- 580 Subject: Displaying text in spline Click-->@{" 581 " link IML-581} MSG- 581 Subject: Editor color preferences Click-->@{" 582 " link IML-582} MSG- 582 Subject: Tom's Homepage Click-->@{" 583 " link IML-583} MSG- 583 Subject: Re: Realistic Render Click-->@{" 584 " link IML-584} MSG- 584 Subject: Tom's Homepage Click-->@{" 585 " link IML-585} MSG- 585 Subject: Re: Imagine's future... hmmm Click-->@{" 586 " link IML-586} MSG- 586 Subject: Re: Brush Tacking Click-->@{" 587 " link IML-587} MSG- 587 Subject: Re[2]: Displaying text in spline editor--help Click-->@{" 588 " link IML-588} MSG- 588 Subject: Re: Brush Tacking Click-->@{" 589 " link IML-589} MSG- 589 Subject: DANDREA: about Dust2.lha Click-->@{" 590 " link IML-590} MSG- 590 Subject: FW: States bug! and fix Click-->@{" 591 " link IML-591} MSG- 591 Subject: Re: Brush Tacking Click-->@{" 592 " link IML-592} MSG- 592 Subject: Re: Brush Tacking Click-->@{" 593 " link IML-593} MSG- 593 Subject: Spline Editors Click-->@{" 594 " link IML-594} MSG- 594 Subject: Tom's Homepage Click-->@{" 595 " link IML-595} MSG- 595 Subject: Fountain-Particles Click-->@{" 596 " link IML-596} MSG- 596 Subject: TIP...LIGHT!!! Click-->@{" 597 " link IML-597} MSG- 597 Subject: TIP...LIGHT!!! Click-->@{" 598 " link IML-598} MSG- 598 Subject: Two things Click-->@{" 599 " link IML-599} MSG- 599 Subject: Re[2]: brush tacking Click-->@{" 600 " link IML-600} MSG- 600 Subject: ReversePath'sDirection? Click-->@{" 601 " link IML-601} MSG- 601 Subject: Re: Brush Tacking Click-->@{" 602 " link IML-602} MSG- 602 Subject: TIP...LIGHT!!! Click-->@{" 603 " link IML-603} MSG- 603 Subject: Help with an effect Click-->@{" 604 " link IML-604} MSG- 604 Subject: Re: brush tacking Click-->@{" 605 " link IML-605} MSG- 605 Subject: Re: Fire and quilt textures Click-->@{" 606 " link IML-606} MSG- 606 Subject: Re: Two things (zones) Click-->@{" 607 " link IML-607} MSG- 607 Subject: How do I create a picture on my AMIGA for the PC world? Click-->@{" 608 " link IML-608} MSG- 608 Subject: Re: Two things (zones) Click-->@{" 609 " link IML-609} MSG- 609 Subject: Trouble using tiff file as brush map Click-->@{" 610 " link IML-610} MSG- 610 Subject: Re: Two things (zones) Click-->@{" 611 " link IML-611} MSG- 611 Subject: Re: Lighting Calculations Click-->@{" 612 " link IML-612} MSG- 612 Subject: Lighting Calculations @endnode contents @node Index "IMAGINE MAILING LIST V62- CONTENTS" @toc contents Click-->@{" 1 " link IML-370} MSG- 370 ------=> Sorry NO Subject! Click-->@{" 2 " link IML-261} MSG- 261 ------=> Sorry NO Subject! Click-->@{" 3 " link IML-264} MSG- 264 ------=> Sorry NO Subject! Click-->@{" 4 " link IML-257} MSG- 257 ------=> Sorry NO Subject! Click-->@{" 5 " link IML-468} MSG- 468 ------=> Sorry NO Subject! Click-->@{" 6 " link IML-467} MSG- 467 ------=> Sorry NO Subject! Click-->@{" 7 " link IML-256} MSG- 256 ------=> Sorry NO Subject! Click-->@{" 8 " link IML-265} MSG- 265 ------=> Sorry NO Subject! Click-->@{" 9 " link IML-44} MSG- 44 ------=> Sorry NO Subject! Click-->@{" 10 " link IML-321} MSG- 321 ------=> Sorry NO Subject! Click-->@{" 11 " link IML-285} MSG- 285 ------=> Sorry NO Subject! Click-->@{" 12 " link IML-45} MSG- 45 ------=> Sorry NO Subject! Click-->@{" 13 " link IML-266} MSG- 266 ------=> Sorry NO Subject! Click-->@{" 14 " link IML-268} MSG- 268 ------=> Sorry NO Subject! Click-->@{" 15 " link IML-341} MSG- 341 ------=> Sorry NO Subject! Click-->@{" 16 " link IML-143} MSG- 143 ------=> Sorry NO Subject! Click-->@{" 17 " link IML-196} MSG- 196 ------=> Sorry NO Subject! Click-->@{" 18 " link IML-106} MSG- 106 ------=> Sorry NO Subject! Click-->@{" 19 " link IML-469} MSG- 469 ------=> Sorry NO Subject! Click-->@{" 20 " link IML-98} MSG- 98 ------=> Sorry NO Subject! Click-->@{" 21 " link IML-515} MSG- 515 Subject: 1950 Click-->@{" 22 " link IML-177} MSG- 177 Subject: 3.x addendums Click-->@{" 23 " link IML-244} MSG- 244 Subject: 3DSite - A 3D WWW page Click-->@{" 24 " link IML-403} MSG- 403 Subject: >Dave Wickard (612) 456-2783 "It's not the SIZE of your ima Click-->@{" 25 " link IML-368} MSG- 368 Subject: ????? Click-->@{" 26 " link IML-125} MSG- 125 Subject: A500Prob Click-->@{" 27 " link IML-146} MSG- 146 Subject: About Particles Click-->@{" 28 " link IML-237} MSG- 237 Subject: About Particles Click-->@{" 29 " link IML-490} MSG- 490 Subject: Re: About Particles Click-->@{" 30 " link IML-476} MSG- 476 Subject: Re: About Particles Click-->@{" 31 " link IML-480} MSG- 480 Subject: Re: About Particles Click-->@{" 32 " link IML-488} MSG- 488 Subject: Re: About Particles Click-->@{" 33 " link IML-409} MSG- 409 Subject: Re: About Particles Click-->@{" 34 " link IML-398} MSG- 398 Subject: Re: About Particles Click-->@{" 35 " link IML-411} MSG- 411 Subject: Re: About Particles Click-->@{" 36 " link IML-323} MSG- 323 Subject: About un/subscribing Click-->@{" 37 " link IML-331} MSG- 331 Subject: Re: About un/subscribing Click-->@{" 38 " link IML-336} MSG- 336 Subject: Re: About un/subscribing Click-->@{" 39 " link IML-444} MSG- 444 Subject: Adding brushes/Edit Axis Click-->@{" 40 " link IML-509} MSG- 509 Subject: Amiga&PC in class Click-->@{" 41 " link IML-506} MSG- 506 Subject: Amiga&PC in class Click-->@{" 42 " link IML-552} MSG- 552 Subject: Re: Amiga&PC in class Click-->@{" 43 " link IML-512} MSG- 512 Subject: Re: Amiga&PC in class Click-->@{" 44 " link IML-540} MSG- 540 Subject: Re: Amiga&PC in class Click-->@{" 45 " link IML-549} MSG- 549 Subject: Re: Amiga&PC in class Click-->@{" 46 " link IML-526} MSG- 526 Subject: Re: Amiga&PC in class Click-->@{" 47 " link IML-528} MSG- 528 Subject: Re: Amiga&PC in class Click-->@{" 48 " link IML-53} MSG- 53 Subject: Amiga->pc upgrades Click-->@{" 49 " link IML-70} MSG- 70 Subject: Amiga->pc upgrades Click-->@{" 50 " link IML-47} MSG- 47 Subject: Re: Amiga->pc upgrades Click-->@{" 51 " link IML-489} MSG- 489 Subject: Another possible bug (3.2) Click-->@{" 52 " link IML-215} MSG- 215 Subject: Re: Apex (was Yo- Kelly) Click-->@{" 53 " link IML-369} MSG- 369 Subject: Atilla's Forms Editor Click-->@{" 54 " link IML-447} MSG- 447 Subject: Babylon 5 .iob's Click-->@{" 55 " link IML-352} MSG- 352 Subject: Babylon 5 converted objects Click-->@{" 56 " link IML-345} MSG- 345 Subject: Re: BABYLON 5 objects Click-->@{" 57 " link IML-349} MSG- 349 Subject: Re: BABYLON 5 objects Click-->@{" 58 " link IML-275} MSG- 275 Subject: Babylon-5 Jumpgate Click-->@{" 59 " link IML-293} MSG- 293 Subject: Babylon-5 Jumpgate Click-->@{" 60 " link IML-279} MSG- 279 Subject: Re: Babylon-5 Jumpgate Click-->@{" 61 " link IML-280} MSG- 280 Subject: Re: Babylon-5 Jumpgate Click-->@{" 62 " link IML-270} MSG- 270 Subject: Re: Babylon-5 Jumpgate Click-->@{" 63 " link IML-274} MSG- 274 Subject: Re: Babylon-5 Jumpgate Click-->@{" 64 " link IML-344} MSG- 344 Subject: Babylon/Star Trek Texture Click-->@{" 65 " link IML-306} MSG- 306 Subject: Babylon5 Jumpgate. Click-->@{" 66 " link IML-303} MSG- 303 Subject: Re: Babylon5 jumpgate Click-->@{" 67 " link IML-329} MSG- 329 Subject: Re: Babylon5 jumpgate Click-->@{" 68 " link IML-286} MSG- 286 Subject: Re: Babylon5 jumpgate Click-->@{" 69 " link IML-287} MSG- 287 Subject: Re: Babylon5 jumpgate Click-->@{" 70 " link IML-92} MSG- 92 Subject: Binaries to the IML Click-->@{" 71 " link IML-135} MSG- 135 Subject: Re: Binaries to the IML Click-->@{" 72 " link IML-396} MSG- 396 Subject: Black triangles Click-->@{" 73 " link IML-446} MSG- 446 Subject: Re: Black triangles Click-->@{" 74 " link IML-412} MSG- 412 Subject: Re: Black triangles Click-->@{" 75 " link IML-426} MSG- 426 Subject: Re: Black triangles Click-->@{" 76 " link IML-450} MSG- 450 Subject: Re: Black triangles Click-->@{" 77 " link IML-456} MSG- 456 Subject: Re: Black triangles Click-->@{" 78 " link IML-538} MSG- 538 Subject: Blackbelt address Click-->@{" 79 " link IML-401} MSG- 401 Subject: Brush Tacking Click-->@{" 80 " link IML-534} MSG- 534 Subject: Brush Tacking Click-->@{" 81 " link IML-378} MSG- 378 Subject: Brush Tacking Click-->@{" 82 " link IML-579} MSG- 579 Subject: Re: Brush Tacking Click-->@{" 83 " link IML-548} MSG- 548 Subject: Re: Brush Tacking Click-->@{" 84 " link IML-592} MSG- 592 Subject: Re: Brush Tacking Click-->@{" 85 " link IML-601} MSG- 601 Subject: Re: Brush Tacking Click-->@{" 86 " link IML-604} MSG- 604 Subject: Re: Brush tacking Click-->@{" 87 " link IML-491} MSG- 491 Subject: Re: Brush Tacking Click-->@{" 88 " link IML-524} MSG- 524 Subject: Re: Brush Tacking Click-->@{" 89 " link IML-523} MSG- 523 Subject: Re: Brush Tacking Click-->@{" 90 " link IML-586} MSG- 586 Subject: Re: Brush Tacking Click-->@{" 91 " link IML-525} MSG- 525 Subject: Re: Brush Tacking Click-->@{" 92 " link IML-389} MSG- 389 Subject: Re: Brush Tacking Click-->@{" 93 " link IML-591} MSG- 591 Subject: Re: Brush Tacking Click-->@{" 94 " link IML-519} MSG- 519 Subject: Re: Brush Tacking Click-->@{" 95 " link IML-588} MSG- 588 Subject: Re: Brush Tacking Click-->@{" 96 " link IML-301} MSG- 301 Subject: ClipTran texture Click-->@{" 97 " link IML-43} MSG- 43 Subject: Cloth,carpet,etc. Click-->@{" 98 " link IML-126} MSG- 126 Subject: Cool coolfir effect Click-->@{" 99 " link IML-182} MSG- 182 Subject: Cool coolfir effect Click-->@{" 100 " link IML-481} MSG- 481 Subject: COOL PIC's Click-->@{" 101 " link IML-222} MSG- 222 Subject: Coolfir effect cool! Click-->@{" 102 " link IML-100} MSG- 100 Subject: Copy Protection Click-->@{" 103 " link IML-127} MSG- 127 Subject: Re: Copy Protection Click-->@{" 104 " link IML-429} MSG- 429 Subject: Creating faces in the spline editor Click-->@{" 105 " link IML-439} MSG- 439 Subject: Re: Creating faces in the spline editor Click-->@{" 106 " link IML-441} MSG- 441 Subject: Re: Creating faces in the spline editor Click-->@{" 107 " link IML-438} MSG- 438 Subject: Re: Creating faces in the spline editor Click-->@{" 108 " link IML-442} MSG- 442 Subject: Re: Crestline Fax Click-->@{" 109 " link IML-430} MSG- 430 Subject: Crestline Software Click-->@{" 110 " link IML-589} MSG- 589 Subject: DANDREA: about Dust2.lha Click-->@{" 111 " link IML-305} MSG- 305 Subject: DAre 2 Imagine Info Click-->@{" 112 " link IML-282} MSG- 282 Subject: Dare to Imagine Queries Click-->@{" 113 " link IML-304} MSG- 304 Subject: Date & Time stamp Click-->@{" 114 " link IML-330} MSG- 330 Subject: Re: Date & Time stamp (fwd) Click-->@{" 115 " link IML-364} MSG- 364 Subject: Re: Date & Time stamp Click-->@{" 116 " link IML-382} MSG- 382 Subject: Re: DATE & TIME STAMP Click-->@{" 117 " link IML-307} MSG- 307 Subject: Re: Date & Time stamp Click-->@{" 118 " link IML-380} MSG- 380 Subject: Decals Click-->@{" 119 " link IML-375} MSG- 375 Subject: Decals Click-->@{" 120 " link IML-363} MSG- 363 Subject: Decals Click-->@{" 121 " link IML-492} MSG- 492 Subject: Decals Click-->@{" 122 " link IML-374} MSG- 374 Subject: Re: Decals Click-->@{" 123 " link IML-379} MSG- 379 Subject: Re: Decals Click-->@{" 124 " link IML-42} MSG- 42 Subject: Deformations (was Re: Re[2]: Imagine for Windows II) Click-->@{" 125 " link IML-258} MSG- 258 Subject: Depth of brush maps Click-->@{" 126 " link IML-269} MSG- 269 Subject: Re: Depth of brush maps Click-->@{" 127 " link IML-394} MSG- 394 Subject: Digest Click-->@{" 128 " link IML-460} MSG- 460 Subject: Re: Digimax WAS: Imagine's future Click-->@{" 129 " link IML-454} MSG- 454 Subject: Re: Digimax WAS: Imagine's future Click-->@{" 130 " link IML-471} MSG- 471 Subject: Re: Digimax Click-->@{" 131 " link IML-278} MSG- 278 Subject: Digital Portfolios Click-->@{" 132 " link IML-27} MSG- 27 Subject: Re: Diminish intensity Click-->@{" 133 " link IML-1} MSG- 1 Subject: Re: Diminish intensity Click-->@{" 134 " link IML-580} MSG- 580 Subject: Displaying text in spline Click-->@{" 135 " link IML-517} MSG- 517 Subject: Displaying text in spline Click-->@{" 136 " link IML-419} MSG- 419 Subject: Displaying text in spline editor--help Click-->@{" 137 " link IML-493} MSG- 493 Subject: Displaying text in spline editor--help Click-->@{" 138 " link IML-547} MSG- 547 Subject: Re: Displaying text in spline editor--help Click-->@{" 139 " link IML-435} MSG- 435 Subject: Re: Displaying text in spline editor--help Click-->@{" 140 " link IML-457} MSG- 457 Subject: Re: Displaying text in spline editor--help Click-->@{" 141 " link IML-433} MSG- 433 Subject: Re: Displaying text in spline editor--help Click-->@{" 142 " link IML-440} MSG- 440 Subject: Re: Displaying text in spline editor--help Click-->@{" 143 " link IML-452} MSG- 452 Subject: Re: Displaying text in spline editor--help Click-->@{" 144 " link IML-437} MSG- 437 Subject: Re: Displaying text in spline editor--help Click-->@{" 145 " link IML-427} MSG- 427 Subject: Re: Displaying text in spline editor--help Click-->@{" 146 " link IML-458} MSG- 458 Subject: Re: Displaying text in spline editor--help Click-->@{" 147 " link IML-422} MSG- 422 Subject: Re: Displaying text in spline editor--help Click-->@{" 148 " link IML-495} MSG- 495 Subject: Re: Displaying text in spline editor--help Click-->@{" 149 " link IML-518} MSG- 518 Subject: Re: Displaying text in spline editor--help Click-->@{" 150 " link IML-434} MSG- 434 Subject: Re: Displaying text in spline editor... Click-->@{" 151 " link IML-39} MSG- 39 Subject: Double your RAM!! Click-->@{" 152 " link IML-40} MSG- 40 Subject: Double your RAM!!! Click-->@{" 153 " link IML-121} MSG- 121 Subject: Re: Double your RAM!!! Click-->@{" 154 " link IML-29} MSG- 29 Subject: Re: Double your RAM!!! Click-->@{" 155 " link IML-82} MSG- 82 Subject: Re: Double your RAM!!! Click-->@{" 156 " link IML-124} MSG- 124 Subject: Re: Double your RAM!!! Click-->@{" 157 " link IML-123} MSG- 123 Subject: Re: Double your RAM!!! Click-->@{" 158 " link IML-89} MSG- 89 Subject: Re: Double your RAM!!! Click-->@{" 159 " link IML-103} MSG- 103 Subject: Duh! (was Re:Imagine for WindowsII) Click-->@{" 160 " link IML-136} MSG- 136 Subject: Re: Duh! (was Re:Imagine for WindowsII) Click-->@{" 161 " link IML-545} MSG- 545 Subject: Editor color preferences Click-->@{" 162 " link IML-581} MSG- 581 Subject: Editor color preferences Click-->@{" 163 " link IML-558} MSG- 558 Subject: Re: Editor color preferences Click-->@{" 164 " link IML-550} MSG- 550 Subject: Re: Editor color preferences Click-->@{" 165 " link IML-63} MSG- 63 Subject: ESSENCE PC Click-->@{" 166 " link IML-60} MSG- 60 Subject: Essence PC Textures Click-->@{" 167 " link IML-65} MSG- 65 Subject: Re: Essence PC Textures Click-->@{" 168 " link IML-383} MSG- 383 Subject: Excomunicated Click-->@{" 169 " link IML-487} MSG- 487 Subject: FAQ and question Click-->@{" 170 " link IML-479} MSG- 479 Subject: FAQ and question Click-->@{" 171 " link IML-494} MSG- 494 Subject: Re: FAQ and question Click-->@{" 172 " link IML-532} MSG- 532 Subject: Re: FAQ and question Click-->@{" 173 " link IML-482} MSG- 482 Subject: Re: FAQ and question Click-->@{" 174 " link IML-546} MSG- 546 Subject: FastROM/VMM render speedup? Click-->@{" 175 " link IML-565} MSG- 565 Subject: Re: FastROM/VMM render speedup? Click-->@{" 176 " link IML-575} MSG- 575 Subject: Re: FastROM/VMM render speedup? Click-->@{" 177 " link IML-576} MSG- 576 Subject: Re: FastROM/VMM render speedup? Click-->@{" 178 " link IML-359} MSG- 359 Subject: Finding postscript fonts Click-->@{" 179 " link IML-387} MSG- 387 Subject: Re: Finding postscript fonts (fwd) Click-->@{" 180 " link IML-376} MSG- 376 Subject: Re: Finding postscript fonts Click-->@{" 181 " link IML-366} MSG- 366 Subject: Re: Finding postscript fonts Click-->@{" 182 " link IML-372} MSG- 372 Subject: Re: Finding postscript fonts Click-->@{" 183 " link IML-567} MSG- 567 Subject: Fire and quilt textures Click-->@{" 184 " link IML-605} MSG- 605 Subject: Re: Fire and quilt textures Click-->@{" 185 " link IML-408} MSG- 408 Subject: Flc-scr/imagine-svga/interchange Click-->@{" 186 " link IML-404} MSG- 404 Subject: Re: Flc-scr/imagine-svga/interchange Click-->@{" 187 " link IML-410} MSG- 410 Subject: Re: Flc-scr/imagine-svga/interchange Click-->@{" 188 " link IML-420} MSG- 420 Subject: Re: Flc-scr/imagine-svga/interchange Click-->@{" 189 " link IML-356} MSG- 356 Subject: Font objects Click-->@{" 190 " link IML-77} MSG- 77 Subject: Font Objects Click-->@{" 191 " link IML-115} MSG- 115 Subject: Font Objects in 2.0 Click-->@{" 192 " link IML-122} MSG- 122 Subject: Font Objects in 2.0 Click-->@{" 193 " link IML-400} MSG- 400 Subject: Re: Font objects Click-->@{" 194 " link IML-377} MSG- 377 Subject: Re: Font objects Click-->@{" 195 " link IML-381} MSG- 381 Subject: Re: Font objects Click-->@{" 196 " link IML-555} MSG- 555 Subject: FONT TROUBLE Click-->@{" 197 " link IML-564} MSG- 564 Subject: FONT TROUBLE Click-->@{" 198 " link IML-569} MSG- 569 Subject: Re: FONT TROUBLE........ Click-->@{" 199 " link IML-572} MSG- 572 Subject: Re: FONT TROUBLE........ Click-->@{" 200 " link IML-577} MSG- 577 Subject: Re: FONT TROUBLE........ Click-->@{" 201 " link IML-527} MSG- 527 Subject: Fonts and eps files Click-->@{" 202 " link IML-543} MSG- 543 Subject: Re: Fonts and eps files Click-->@{" 203 " link IML-514} MSG- 514 Subject: Re: Fonts and eps files Click-->@{" 204 " link IML-309} MSG- 309 Subject: Form_Tutorial.lzh Click-->@{" 205 " link IML-595} MSG- 595 Subject: Fountain-Particles Click-->@{" 206 " link IML-318} MSG- 318 Subject: Freelancers needed Click-->@{" 207 " link IML-590} MSG- 590 Subject: FW: States bug! and fix Click-->@{" 208 " link IML-6} MSG- 6 Subject: Fw:re: TextureStudio on aminet!! Click-->@{" 209 " link IML-17} MSG- 17 Subject: Re: Fw:re: TextureStudio on aminet!! Click-->@{" 210 " link IML-294} MSG- 294 Subject: Fwd: texturemapping Click-->@{" 211 " link IML-263} MSG- 263 Subject: Fwd: texturemapping Click-->@{" 212 " link IML-28} MSG- 28 Subject: Re: Genlock button Click-->@{" 213 " link IML-183} MSG- 183 Subject: Re: Genlock button Click-->@{" 214 " link IML-14} MSG- 14 Subject: Gigamem/imagine Click-->@{" 215 " link IML-227} MSG- 227 Subject: Re: Glass etc Click-->@{" 216 " link IML-21} MSG- 21 Subject: Glass texture trouble... Click-->@{" 217 " link IML-137} MSG- 137 Subject: Re: Glass texture Click-->@{" 218 " link IML-97} MSG- 97 Subject: Re: Glass texture Click-->@{" 219 " link IML-212} MSG- 212 Subject: Re: Glass Click-->@{" 220 " link IML-22} MSG- 22 Subject: Got the textures? Click-->@{" 221 " link IML-603} MSG- 603 Subject: Help with an effect Click-->@{" 222 " link IML-276} MSG- 276 Subject: Help! Click-->@{" 223 " link IML-413} MSG- 413 Subject: Re: Help! Click-->@{" 224 " link IML-384} MSG- 384 Subject: Re: Help! Click-->@{" 225 " link IML-607} MSG- 607 Subject: How do I create a picture on my AMIGA for the PC world? Click-->@{" 226 " link IML-295} MSG- 295 Subject: How do you make trees ? Click-->@{" 227 " link IML-290} MSG- 290 Subject: How do you make trees ? Click-->@{" 228 " link IML-474} MSG- 474 Subject: Re: How do you make trees ? Click-->@{" 229 " link IML-315} MSG- 315 Subject: Re: How do you make trees ? Click-->@{" 230 " link IML-300} MSG- 300 Subject: Re: How do you make trees ? Click-->@{" 231 " link IML-291} MSG- 291 Subject: Re: How do you make trees ? Click-->@{" 232 " link IML-461} MSG- 461 Subject: Re: How do you make trees ? Click-->@{" 233 " link IML-317} MSG- 317 Subject: Re: How do you make trees. Click-->@{" 234 " link IML-566} MSG- 566 Subject: Re: How do you make trees. Click-->@{" 235 " link IML-308} MSG- 308 Subject: Re: How do you make trees. Click-->@{" 236 " link IML-475} MSG- 475 Subject: Re: How do you make trees. Click-->@{" 237 " link IML-462} MSG- 462 Subject: Re: How do you make trees. Click-->@{" 238 " link IML-328} MSG- 328 Subject: Re: How do you make trees. Click-->@{" 239 " link IML-128} MSG- 128 Subject: Re: How to make a lake on a PC? Click-->@{" 240 " link IML-84} MSG- 84 Subject: How to make a lake on PC? Click-->@{" 241 " link IML-119} MSG- 119 Subject: Re: How to make a lake on PC? Click-->@{" 242 " link IML-132} MSG- 132 Subject: Re: How to make a lake on PC? Click-->@{" 243 " link IML-129} MSG- 129 Subject: Re: How to make a lake on PC? Click-->@{" 244 " link IML-172} MSG- 172 Subject: Re: How to make a lake on PC? Click-->@{" 245 " link IML-114} MSG- 114 Subject: Re: How to make a lake on PC? Click-->@{" 246 " link IML-150} MSG- 150 Subject: I don't have a d key Click-->@{" 247 " link IML-157} MSG- 157 Subject: Re: I don't have a d key Click-->@{" 248 " link IML-26} MSG- 26 Subject: I'm happy again! Click-->@{" 249 " link IML-529} MSG- 529 Subject: IM Click-->@{" 250 " link IML-351} MSG- 351 Subject: IM 3.0 Drive Wipes (long msg, 1 tip) Click-->@{" 251 " link IML-166} MSG- 166 Subject: IM 3.1-3.2 Textures Click-->@{" 252 " link IML-226} MSG- 226 Subject: Re: IM 3.1-3.2 Textures Click-->@{" 253 " link IML-233} MSG- 233 Subject: Re: IM 3.1-3.2 Textures Click-->@{" 254 " link IML-33} MSG- 33 Subject: Imag 2.0 PC and mem Click-->@{" 255 " link IML-30} MSG- 30 Subject: Re: Imagemaster R/t Click-->@{" 256 " link IML-71} MSG- 71 Subject: Re: Imagemaster R/t Click-->@{" 257 " link IML-109} MSG- 109 Subject: IMAGINE Click-->@{" 258 " link IML-34} MSG- 34 Subject: Imagine & OS/2 Click-->@{" 259 " link IML-288} MSG- 288 Subject: Imagine 2.0 Crashes, Expanded Mem Probelms? Click-->@{" 260 " link IML-152} MSG- 152 Subject: Imagine 3.0 Fonts Click-->@{" 261 " link IML-118} MSG- 118 Subject: Imagine 3.0 Fonts (fwd) Click-->@{" 262 " link IML-159} MSG- 159 Subject: Re: Imagine 3.0 Fonts Click-->@{" 263 " link IML-35} MSG- 35 Subject: Imagine 3.x or 4.0? Click-->@{" 264 " link IML-48} MSG- 48 Subject: Re: Imagine 3.x or 4.0? Click-->@{" 265 " link IML-10} MSG- 10 Subject: Imagine 4 Click-->@{" 266 " link IML-56} MSG- 56 Subject: Imagine 4.0 Click-->@{" 267 " link IML-281} MSG- 281 Subject: Imagine Crashes!! mem problems? Click-->@{" 268 " link IML-149} MSG- 149 Subject: Imagine DIGEST Click-->@{" 269 " link IML-31} MSG- 31 Subject: Imagine Documentation Click-->@{" 270 " link IML-59} MSG- 59 Subject: Re: Imagine Documentation Click-->@{" 271 " link IML-99} MSG- 99 Subject: Re: Imagine Documentation Click-->@{" 272 " link IML-68} MSG- 68 Subject: Re: Imagine Documentation Click-->@{" 273 " link IML-113} MSG- 113 Subject: Re: Imagine Documentation Click-->@{" 274 " link IML-185} MSG- 185 Subject: Re: Imagine Documentation Click-->@{" 275 " link IML-108} MSG- 108 Subject: Re: Imagine Documentation Click-->@{" 276 " link IML-49} MSG- 49 Subject: Re: Imagine Documentation Click-->@{" 277 " link IML-75} MSG- 75 Subject: Re: Imagine Documentation Click-->@{" 278 " link IML-74} MSG- 74 Subject: Re: Imagine Documentation Click-->@{" 279 " link IML-198} MSG- 198 Subject: Re: Imagine Documentation Click-->@{" 280 " link IML-197} MSG- 197 Subject: Re: Imagine Documentation Click-->@{" 281 " link IML-20} MSG- 20 Subject: Re: Imagine for Windows II Click-->@{" 282 " link IML-58} MSG- 58 Subject: Re: Imagine for Windows II Click-->@{" 283 " link IML-13} MSG- 13 Subject: Re: Imagine for Windows II Click-->@{" 284 " link IML-373} MSG- 373 Subject: Re: Imagine Hater Click-->@{" 285 " link IML-254} MSG- 254 Subject: IMAGINE NEWSGROUP Click-->@{" 286 " link IML-154} MSG- 154 Subject: Imagine Newsgroup Click-->@{" 287 " link IML-179} MSG- 179 Subject: Re: Imagine Newsgroup Click-->@{" 288 " link IML-210} MSG- 210 Subject: Re: Imagine Newsgroup Click-->@{" 289 " link IML-155} MSG- 155 Subject: Re: Imagine Newsgroup Click-->@{" 290 " link IML-355} MSG- 355 Subject: Imagine textures Click-->@{" 291 " link IML-496} MSG- 496 Subject: Imagine's future... hmmm Click-->@{" 292 " link IML-388} MSG- 388 Subject: Imagine's future... hmmm Click-->@{" 293 " link IML-542} MSG- 542 Subject: Re: Imagine's future... hmmm Click-->@{" 294 " link IML-585} MSG- 585 Subject: Re: Imagine's future... hmmm Click-->@{" 295 " link IML-431} MSG- 431 Subject: Re: Imagine's future Click-->@{" 296 " link IML-451} MSG- 451 Subject: Re: Imagine's future Click-->@{" 297 " link IML-7} MSG- 7 Subject: Imagine3.0, a500 and mem Click-->@{" 298 " link IML-16} MSG- 16 Subject: Re: Imagine3.0, a500 and mem Click-->@{" 299 " link IML-131} MSG- 131 Subject: IML DIGEST Click-->@{" 300 " link IML-147} MSG- 147 Subject: IML digest--are you folks really that bored? Click-->@{" 301 " link IML-186} MSG- 186 Subject: IML digest--are you folks really that bored? Click-->@{" 302 " link IML-134} MSG- 134 Subject: Re: IML DIGEST Click-->@{" 303 " link IML-142} MSG- 142 Subject: Re: IML DIGEST Click-->@{" 304 " link IML-148} MSG- 148 Subject: Re: IML DIGEST Click-->@{" 305 " link IML-167} MSG- 167 Subject: Re: IML DIGEST Click-->@{" 306 " link IML-133} MSG- 133 Subject: Re: IML DIGEST Click-->@{" 307 " link IML-158} MSG- 158 Subject: Re: IML DIGEST Click-->@{" 308 " link IML-214} MSG- 214 Subject: IMLarc60+61 text & guide format on Aminet Click-->@{" 309 " link IML-130} MSG- 130 Subject: Re: Impulse Gazette and Wasted Bandwidth. Click-->@{" 310 " link IML-36} MSG- 36 Subject: Re: Impulse Gazette and Wasted Bandwidth. Click-->@{" 311 " link IML-61} MSG- 61 Subject: Re: Impulse Gazette and Wasted Bandwidth. Click-->@{" 312 " link IML-76} MSG- 76 Subject: Re: Impulse Gazette and Wasted Bandwidth. Click-->@{" 313 " link IML-171} MSG- 171 Subject: Impulse's address Click-->@{" 314 " link IML-175} MSG- 175 Subject: Impulse's address Click-->@{" 315 " link IML-174} MSG- 174 Subject: Re: Impulse's address Click-->@{" 316 " link IML-511} MSG- 511 Subject: Impulse's Phone&Fax Numbers Click-->@{" 317 " link IML-141} MSG- 141 Subject: Inspiration Click-->@{" 318 " link IML-151} MSG- 151 Subject: Re: Inspiration Click-->@{" 319 " link IML-477} MSG- 477 Subject: Is it soup yet? Click-->@{" 320 " link IML-505} MSG- 505 Subject: Is it soup yet? Click-->@{" 321 " link IML-72} MSG- 72 Subject: Iterated Systems Click-->@{" 322 " link IML-94} MSG- 94 Subject: Re: Iterated Systems Click-->@{" 323 " link IML-272} MSG- 272 Subject: Jabber Click-->@{" 324 " link IML-283} MSG- 283 Subject: Re: Jabber Click-->@{" 325 " link IML-25} MSG- 25 Subject: Job Click-->@{" 326 " link IML-513} MSG- 513 Subject: Latest ESCOM news Click-->@{" 327 " link IML-574} MSG- 574 Subject: Re: Latest ESCOM news Click-->@{" 328 " link IML-160} MSG- 160 Subject: Latest version of TextureStudio Click-->@{" 329 " link IML-161} MSG- 161 Subject: Re: Latest version of TextureStudio Click-->@{" 330 " link IML-612} MSG- 612 Subject: Lighting Calculations Click-->@{" 331 " link IML-611} MSG- 611 Subject: Re: Lighting Calculations Click-->@{" 332 " link IML-357} MSG- 357 Subject: Lightning and other Natural Phenomena Click-->@{" 333 " link IML-393} MSG- 393 Subject: Lightning and other Natural Phenomena Click-->@{" 334 " link IML-497} MSG- 497 Subject: Lightning and other Natural Phenomena Click-->@{" 335 " link IML-498} MSG- 498 Subject: Re: Lightning and other Natural Phenomena Click-->@{" 336 " link IML-423} MSG- 423 Subject: Re: Lightning and other Natural Phenomena Click-->@{" 337 " link IML-507} MSG- 507 Subject: Re: Lightning and other Natural Phenomena Click-->@{" 338 " link IML-320} MSG- 320 Subject: LightROM Vol 1 CD Click-->@{" 339 " link IML-354} MSG- 354 Subject: Lightwave OBJs and Bab5. Click-->@{" 340 " link IML-405} MSG- 405 Subject: Lost Mail Click-->@{" 341 " link IML-188} MSG- 188 Subject: Lumbient Click-->@{" 342 " link IML-62} MSG- 62 Subject: Metaballs? Click-->@{" 343 " link IML-111} MSG- 111 Subject: Re: Metaballs? Click-->@{" 344 " link IML-140} MSG- 140 Subject: Re: Mirroring Objects Click-->@{" 345 " link IML-8} MSG- 8 Subject: Re: Mirroring Objects Click-->@{" 346 " link IML-273} MSG- 273 Subject: Missing faces Click-->@{" 347 " link IML-78} MSG- 78 Subject: Modelling Bike Parts Click-->@{" 348 " link IML-139} MSG- 139 Subject: More On IML Digest Click-->@{" 349 " link IML-79} MSG- 79 Subject: Morphing Click-->@{" 350 " link IML-80} MSG- 80 Subject: Morphing... Click-->@{" 351 " link IML-81} MSG- 81 Subject: Re: Morphing... Click-->@{" 352 " link IML-209} MSG- 209 Subject: Re: Morphing Click-->@{" 353 " link IML-485} MSG- 485 Subject: Re: Moving Axis - Thanks Click-->@{" 354 " link IML-296} MSG- 296 Subject: Moving ground Click-->@{" 355 " link IML-230} MSG- 230 Subject: Moving ground Click-->@{" 356 " link IML-260} MSG- 260 Subject: Moving Ground Click-->@{" 357 " link IML-297} MSG- 297 Subject: Moving Ground Click-->@{" 358 " link IML-314} MSG- 314 Subject: Moving Ground Click-->@{" 359 " link IML-245} MSG- 245 Subject: Re: Moving ground Click-->@{" 360 " link IML-259} MSG- 259 Subject: Re: Moving Ground Click-->@{" 361 " link IML-250} MSG- 250 Subject: Re: Moving ground Click-->@{" 362 " link IML-238} MSG- 238 Subject: Re: Moving ground Click-->@{" 363 " link IML-472} MSG- 472 Subject: MovingTheAxis Click-->@{" 364 " link IML-402} MSG- 402 Subject: Multimail Click-->@{" 365 " link IML-302} MSG- 302 Subject: Multiple copies of mails... Click-->@{" 366 " link IML-570} MSG- 570 Subject: Re: MY HOMEPAGE Click-->@{" 367 " link IML-67} MSG- 67 Subject: Neon? Click-->@{" 368 " link IML-105} MSG- 105 Subject: Re: Neon? Click-->@{" 369 " link IML-371} MSG- 371 Subject: Re: Neon? Click-->@{" 370 " link IML-101} MSG- 101 Subject: Re: Neon? Click-->@{" 371 " link IML-362} MSG- 362 Subject: Re: Neon? Click-->@{" 372 " link IML-73} MSG- 73 Subject: New Web Page and Programs Click-->@{" 373 " link IML-225} MSG- 225 Subject: Re: Newsgroup ? TempStorage Click-->@{" 374 " link IML-390} MSG- 390 Subject: No subject Click-->@{" 375 " link IML-425} MSG- 425 Subject: No subject Click-->@{" 376 " link IML-365} MSG- 365 Subject: Re: No subject given, but could we include one? Click-->@{" 377 " link IML-236} MSG- 236 Subject: Nobody Click-->@{" 378 " link IML-83} MSG- 83 Subject: Object speed Click-->@{" 379 " link IML-242} MSG- 242 Subject: Re: Object speed Click-->@{" 380 " link IML-360} MSG- 360 Subject: Re: Object speed Click-->@{" 381 " link IML-169} MSG- 169 Subject: Re: Object speed Click-->@{" 382 " link IML-399} MSG- 399 Subject: Re: Object speed Click-->@{" 383 " link IML-414} MSG- 414 Subject: Re: Object speed Click-->@{" 384 " link IML-170} MSG- 170 Subject: Objects Click-->@{" 385 " link IML-554} MSG- 554 Subject: OBJECTS&ATTRIBUTES Click-->@{" 386 " link IML-568} MSG- 568 Subject: Re: OBJECTS&ATTRIBUTES Click-->@{" 387 " link IML-87} MSG- 87 Subject: Re: OBJECTS. Click-->@{" 388 " link IML-578} MSG- 578 Subject: Old Antialias Switch? Click-->@{" 389 " link IML-562} MSG- 562 Subject: Re: Organic Modeling Click-->@{" 390 " link IML-557} MSG- 557 Subject: Re: Organic Modeling Click-->@{" 391 " link IML-537} MSG- 537 Subject: Organic Modelling Click-->@{" 392 " link IML-267} MSG- 267 Subject: Pages in a book Click-->@{" 393 " link IML-432} MSG- 432 Subject: Particles Click-->@{" 394 " link IML-248} MSG- 248 Subject: Particles with Dust2 Click-->@{" 395 " link IML-436} MSG- 436 Subject: Re: Particles Click-->@{" 396 " link IML-499} MSG- 499 Subject: Re: Particles Click-->@{" 397 " link IML-85} MSG- 85 Subject: PC 2 Amiga redux... Click-->@{" 398 " link IML-32} MSG- 32 Subject: PC hotkeys (Was: Ids and Imagine newsletter) Click-->@{" 399 " link IML-168} MSG- 168 Subject: Re: PC hotkeys (Was: Ids and Imagine newsletter) Click-->@{" 400 " link IML-229} MSG- 229 Subject: PC Imagine: Hardware Incompatibilities? Click-->@{" 401 " link IML-544} MSG- 544 Subject: PC reads Amiga Disks (Wanted) Click-->@{" 402 " link IML-483} MSG- 483 Subject: Phone Click-->@{" 403 " link IML-448} MSG- 448 Subject: Phone Click-->@{" 404 " link IML-478} MSG- 478 Subject: Re: Phone Click-->@{" 405 " link IML-455} MSG- 455 Subject: Re: Phone Click-->@{" 406 " link IML-54} MSG- 54 Subject: Pick/select bug!? Click-->@{" 407 " link IML-459} MSG- 459 Subject: Re: Postscript fonts Click-->@{" 408 " link IML-445} MSG- 445 Subject: Re: Postscript fonts Click-->@{" 409 " link IML-424} MSG- 424 Subject: Probs With Attributes Click-->@{" 410 " link IML-417} MSG- 417 Subject: Probs With Attributes Click-->@{" 411 " link IML-418} MSG- 418 Subject: Re: Probs With Attributes Click-->@{" 412 " link IML-428} MSG- 428 Subject: Re: Probs With Attributes Click-->@{" 413 " link IML-465} MSG- 465 Subject: Programming Textures Click-->@{" 414 " link IML-473} MSG- 473 Subject: Re: Programming Textures Click-->@{" 415 " link IML-386} MSG- 386 Subject: Re: Project render date bug (fwd) Click-->@{" 416 " link IML-358} MSG- 358 Subject: Re: Project render date bug Click-->@{" 417 " link IML-385} MSG- 385 Subject: PSfonts Click-->@{" 418 " link IML-164} MSG- 164 Subject: Questions Click-->@{" 419 " link IML-530} MSG- 530 Subject: Questions... Click-->@{" 420 " link IML-181} MSG- 181 Subject: Re: Questions Click-->@{" 421 " link IML-184} MSG- 184 Subject: Re: Questions Click-->@{" 422 " link IML-162} MSG- 162 Subject: Re: Questions Click-->@{" 423 " link IML-163} MSG- 163 Subject: Re: Questions Click-->@{" 424 " link IML-464} MSG- 464 Subject: Re: Quickies (snow) Click-->@{" 425 " link IML-463} MSG- 463 Subject: Re: Quickies (snow) Click-->@{" 426 " link IML-333} MSG- 333 Subject: Quickies - Hack Trees Click-->@{" 427 " link IML-510} MSG- 510 Subject: Quickies! Click-->@{" 428 " link IML-504} MSG- 504 Subject: Quickies! Click-->@{" 429 " link IML-311} MSG- 311 Subject: Quickies! Click-->@{" 430 " link IML-486} MSG- 486 Subject: Quickies! Click-->@{" 431 " link IML-337} MSG- 337 Subject: Re: Quickies Click-->@{" 432 " link IML-324} MSG- 324 Subject: Re: Quickies Click-->@{" 433 " link IML-64} MSG- 64 Subject: Rayman/Renderman? Click-->@{" 434 " link IML-86} MSG- 86 Subject: Rayman/Renderman? Click-->@{" 435 " link IML-112} MSG- 112 Subject: Re: Rayman/Renderman? Click-->@{" 436 " link IML-145} MSG- 145 Subject: Re: Re:OBJ Click-->@{" 437 " link IML-2} MSG- 2 Subject: Real 3d mailing list Click-->@{" 438 " link IML-11} MSG- 11 Subject: Real3DSy Click-->@{" 439 " link IML-38} MSG- 38 Subject: Re: Real3DSy Click-->@{" 440 " link IML-533} MSG- 533 Subject: Realistic Render Click-->@{" 441 " link IML-541} MSG- 541 Subject: Re: Realistic Render Click-->@{" 442 " link IML-583} MSG- 583 Subject: Re: Realistic Render Click-->@{" 443 " link IML-217} MSG- 217 Subject: Re: Rendering price. Click-->@{" 444 " link IML-292} MSG- 292 Subject: Rendering Prices Posts Click-->@{" 445 " link IML-218} MSG- 218 Subject: Rendering Prices? Click-->@{" 446 " link IML-213} MSG- 213 Subject: Rendering Prices? Click-->@{" 447 " link IML-262} MSG- 262 Subject: Re: Rendering Prices? Click-->@{" 448 " link IML-520} MSG- 520 Subject: Rendering times Click-->@{" 449 " link IML-551} MSG- 551 Subject: Re: Rendering times Click-->@{" 450 " link IML-573} MSG- 573 Subject: Re: Rendering times Click-->@{" 451 " link IML-561} MSG- 561 Subject: Re: Rendering times Click-->@{" 452 " link IML-535} MSG- 535 Subject: Re: Rendering times Click-->@{" 453 " link IML-560} MSG- 560 Subject: Re: Rendering times Click-->@{" 454 " link IML-508} MSG- 508 Subject: Re: Rendering times Click-->@{" 455 " link IML-3} MSG- 3 Subject: Request for textures Click-->@{" 456 " link IML-600} MSG- 600 Subject: ReversePath'sDirection? Click-->@{" 457 " link IML-516} MSG- 516 Subject: Re[2]: Amiga&PC in class Click-->@{" 458 " link IML-599} MSG- 599 Subject: Re[2]: brush tacking Click-->@{" 459 " link IML-587} MSG- 587 Subject: Re[2]: Displaying text in spline editor--help Click-->@{" 460 " link IML-521} MSG- 521 Subject: Re[2]: How do you make trees. Click-->@{" 461 " link IML-246} MSG- 246 Subject: Re[2]: IM 3.1-3.2 Textures Click-->@{" 462 " link IML-19} MSG- 19 Subject: Re[2]: Imagine for Windows II Click-->@{" 463 " link IML-37} MSG- 37 Subject: Re: Re[2]: Imagine for Windows II Click-->@{" 464 " link IML-247} MSG- 247 Subject: Re[2]: moving ground Click-->@{" 465 " link IML-367} MSG- 367 Subject: Re[2]: Neon? Click-->@{" 466 " link IML-224} MSG- 224 Subject: Re[2]: Newsgroup ? TempStorage Click-->@{" 467 " link IML-397} MSG- 397 Subject: Re: Re[2]: Newsgroup ? TempStorage Click-->@{" 468 " link IML-536} MSG- 536 Subject: Re[3]: How do you make trees. Click-->@{" 469 " link IML-216} MSG- 216 Subject: RSDP settings Click-->@{" 470 " link IML-219} MSG- 219 Subject: RSDP settings Click-->@{" 471 " link IML-223} MSG- 223 Subject: Re: RSDP settings Click-->@{" 472 " link IML-231} MSG- 231 Subject: Re: RSDP settings Click-->@{" 473 " link IML-232} MSG- 232 Subject: Re: RSDP settings Click-->@{" 474 " link IML-298} MSG- 298 Subject: Re: RSDP settings Click-->@{" 475 " link IML-234} MSG- 234 Subject: Re: RSDP settings Click-->@{" 476 " link IML-310} MSG- 310 Subject: Screen Size hack for 3.2 Click-->@{" 477 " link IML-312} MSG- 312 Subject: Re: Screen Size hack for 3.2 Click-->@{" 478 " link IML-556} MSG- 556 Subject: Showcase on SGI Click-->@{" 479 " link IML-249} MSG- 249 Subject: Shredder Click-->@{" 480 " link IML-416} MSG- 416 Subject: SOS - HELP!! Click-->@{" 481 " link IML-443} MSG- 443 Subject: Spike Fx Prob (PC) Click-->@{" 482 " link IML-449} MSG- 449 Subject: Spline editor Click-->@{" 483 " link IML-593} MSG- 593 Subject: Spline Editors Click-->@{" 484 " link IML-88} MSG- 88 Subject: Star Trek - Generations Click-->@{" 485 " link IML-206} MSG- 206 Subject: Re: Star Trek - Generations Click-->@{" 486 " link IML-240} MSG- 240 Subject: Re: Star Trek - Generations Click-->@{" 487 " link IML-193} MSG- 193 Subject: Re: Star Trek - Generations Click-->@{" 488 " link IML-235} MSG- 235 Subject: Re: Star Trek - Generations Click-->@{" 489 " link IML-299} MSG- 299 Subject: Re: Star Trek - Generations Click-->@{" 490 " link IML-144} MSG- 144 Subject: Re: Star Trek - Generations Click-->@{" 491 " link IML-220} MSG- 220 Subject: Re: Star Trek - Generations Click-->@{" 492 " link IML-120} MSG- 120 Subject: Re: Star Trek - Generations Click-->@{" 493 " link IML-199} MSG- 199 Subject: Re: Star Trek - Generations Click-->@{" 494 " link IML-201} MSG- 201 Subject: Re: Star Trek - Generations Click-->@{" 495 " link IML-189} MSG- 189 Subject: Re: Star Trek - Generations Click-->@{" 496 " link IML-406} MSG- 406 Subject: States bug! and fix Click-->@{" 497 " link IML-500} MSG- 500 Subject: States bug! and fix Click-->@{" 498 " link IML-539} MSG- 539 Subject: Re: States bug! and fix Click-->@{" 499 " link IML-553} MSG- 553 Subject: Steve Worley email address Click-->@{" 500 " link IML-571} MSG- 571 Subject: Re: Steve Worley email address Click-->@{" 501 " link IML-559} MSG- 559 Subject: Re: Steve Worley email address Click-->@{" 502 " link IML-563} MSG- 563 Subject: Re: Steve Worley email address Click-->@{" 503 " link IML-190} MSG- 190 Subject: Suggestion for a project Click-->@{" 504 " link IML-104} MSG- 104 Subject: Suggestion for a project Click-->@{" 505 " link IML-205} MSG- 205 Subject: Re: Suggestion for a project Click-->@{" 506 " link IML-421} MSG- 421 Subject: Re: Suggestion for a project Click-->@{" 507 " link IML-203} MSG- 203 Subject: Re: Suggestion for a project Click-->@{" 508 " link IML-204} MSG- 204 Subject: Re: Suggestion for a project Click-->@{" 509 " link IML-207} MSG- 207 Subject: Re: Suggestion for a project Click-->@{" 510 " link IML-208} MSG- 208 Subject: Re: Suggestion for a project Click-->@{" 511 " link IML-484} MSG- 484 Subject: Re: Telephone (fwd) Click-->@{" 512 " link IML-57} MSG- 57 Subject: Re: TEXTURE-STUDIO Click-->@{" 513 " link IML-228} MSG- 228 Subject: Texturemapping Click-->@{" 514 " link IML-251} MSG- 251 Subject: Re: Texturemapping Click-->@{" 515 " link IML-243} MSG- 243 Subject: Re: Texturemapping Click-->@{" 516 " link IML-241} MSG- 241 Subject: Re: Texturemapping Click-->@{" 517 " link IML-255} MSG- 255 Subject: Re: Texturemapping Click-->@{" 518 " link IML-239} MSG- 239 Subject: Re: Texturemapping Click-->@{" 519 " link IML-453} MSG- 453 Subject: TEXTURES... Click-->@{" 520 " link IML-202} MSG- 202 Subject: TextureStudio Click-->@{" 521 " link IML-165} MSG- 165 Subject: TextureStudio Click-->@{" 522 " link IML-176} MSG- 176 Subject: TextureStudio Click-->@{" 523 " link IML-187} MSG- 187 Subject: TextureStudio and blank menus Click-->@{" 524 " link IML-90} MSG- 90 Subject: TextureStudio and Bricks.itx and Dots.itx Click-->@{" 525 " link IML-69} MSG- 69 Subject: TextureStudio and Bricks.itx and Dots.itx Click-->@{" 526 " link IML-50} MSG- 50 Subject: TextureStudio on the PC? No. Click-->@{" 527 " link IML-23} MSG- 23 Subject: TextureStudio problems fixed Click-->@{" 528 " link IML-153} MSG- 153 Subject: Re: TextureStudio problems fixed Click-->@{" 529 " link IML-18} MSG- 18 Subject: Re: TextureStudio problems fixed Click-->@{" 530 " link IML-252} MSG- 252 Subject: TextureStudio v1.0.2 Click-->@{" 531 " link IML-289} MSG- 289 Subject: Re: TextureStudio v1.0.2 Click-->@{" 532 " link IML-338} MSG- 338 Subject: Re: TextureStudio v1.0.2 Click-->@{" 533 " link IML-271} MSG- 271 Subject: Re: TextureStudio v1.0.2 Click-->@{" 534 " link IML-51} MSG- 51 Subject: TextureStudio's support for graphics cards Click-->@{" 535 " link IML-173} MSG- 173 Subject: Re: TextureStudio Click-->@{" 536 " link IML-253} MSG- 253 Subject: Threat Click-->@{" 537 " link IML-191} MSG- 191 Subject: TIP #0001, Ummm...Water. Click-->@{" 538 " link IML-192} MSG- 192 Subject: TIP #0001, Ummm...Water. Click-->@{" 539 " link IML-395} MSG- 395 Subject: Re: TIP #0001, Ummm...Water. Click-->@{" 540 " link IML-597} MSG- 597 Subject: TIP...LIGHT!!! Click-->@{" 541 " link IML-602} MSG- 602 Subject: TIP...LIGHT!!! Click-->@{" 542 " link IML-596} MSG- 596 Subject: TIP...LIGHT!!! Click-->@{" 543 " link IML-501} MSG- 501 Subject: TIP...OCTREES Click-->@{" 544 " link IML-391} MSG- 391 Subject: TIP...OCTREES Click-->@{" 545 " link IML-594} MSG- 594 Subject: Tom's Homepage Click-->@{" 546 " link IML-582} MSG- 582 Subject: Tom's Homepage Click-->@{" 547 " link IML-584} MSG- 584 Subject: Tom's Homepage Click-->@{" 548 " link IML-327} MSG- 327 Subject: Transparent decal? Click-->@{" 549 " link IML-313} MSG- 313 Subject: Transparent decal? Click-->@{" 550 " link IML-346} MSG- 346 Subject: Transparent decal? Click-->@{" 551 " link IML-316} MSG- 316 Subject: Transparent decal? Click-->@{" 552 " link IML-502} MSG- 502 Subject: Transparent decal? Click-->@{" 553 " link IML-340} MSG- 340 Subject: Transparent decal? Click-->@{" 554 " link IML-350} MSG- 350 Subject: Re: Transparent decal? Click-->@{" 555 " link IML-348} MSG- 348 Subject: Re: Transparent decal? Click-->@{" 556 " link IML-339} MSG- 339 Subject: Re: Transparent decal? Click-->@{" 557 " link IML-392} MSG- 392 Subject: Re: Transparent decal? Click-->@{" 558 " link IML-361} MSG- 361 Subject: Re: Transparent decal? Click-->@{" 559 " link IML-353} MSG- 353 Subject: Re: Transparent decal? Click-->@{" 560 " link IML-326} MSG- 326 Subject: Re: Transparent decal? Click-->@{" 561 " link IML-325} MSG- 325 Subject: Re: Transparent decal? Click-->@{" 562 " link IML-319} MSG- 319 Subject: Re: Transparent decal? Click-->@{" 563 " link IML-335} MSG- 335 Subject: Re: Transparent decal? Click-->@{" 564 " link IML-334} MSG- 334 Subject: Re: Transparent decal? Click-->@{" 565 " link IML-332} MSG- 332 Subject: Re: Transparent decal? Click-->@{" 566 " link IML-503} MSG- 503 Subject: Re: Transparent decal? Click-->@{" 567 " link IML-91} MSG- 91 Subject: Transparent or Genlock Click-->@{" 568 " link IML-24} MSG- 24 Subject: Transparent or Genlock Click-->@{" 569 " link IML-55} MSG- 55 Subject: Re: Transparent or Genlock Click-->@{" 570 " link IML-466} MSG- 466 Subject: Trees and stuff Click-->@{" 571 " link IML-609} MSG- 609 Subject: Trouble using tiff file as brush map Click-->@{" 572 " link IML-52} MSG- 52 Subject: Tutorials! we need more of them Click-->@{" 573 " link IML-95} MSG- 95 Subject: Re: Tutorials! we need more of them Click-->@{" 574 " link IML-66} MSG- 66 Subject: Re: Tutorials! we need more of them Click-->@{" 575 " link IML-117} MSG- 117 Subject: Re: Tutorials! we need more of them Click-->@{" 576 " link IML-195} MSG- 195 Subject: Re: Tutorials! we need more of them Click-->@{" 577 " link IML-180} MSG- 180 Subject: Re: Tutorials! we need more of them Click-->@{" 578 " link IML-598} MSG- 598 Subject: Two things Click-->@{" 579 " link IML-608} MSG- 608 Subject: Re: Two things (zones) Click-->@{" 580 " link IML-610} MSG- 610 Subject: Re: Two things (zones) Click-->@{" 581 " link IML-606} MSG- 606 Subject: Re: Two things (zones) Click-->@{" 582 " link IML-138} MSG- 138 Subject: Re: Unsubscribe Click-->@{" 583 " link IML-343} MSG- 343 Subject: Re: UNSUBSCRIBE Click-->@{" 584 " link IML-156} MSG- 156 Subject: Upgrade fees Click-->@{" 585 " link IML-5} MSG- 5 Subject: Upgrade fees Click-->@{" 586 " link IML-531} MSG- 531 Subject: Upgrade Program Click-->@{" 587 " link IML-407} MSG- 407 Subject: Viewmodes Click-->@{" 588 " link IML-415} MSG- 415 Subject: Re: Viewmodes Click-->@{" 589 " link IML-4} MSG- 4 Subject: Virtual Memory Matters Click-->@{" 590 " link IML-15} MSG- 15 Subject: Re: Virtual Memory Matters Click-->@{" 591 " link IML-12} MSG- 12 Subject: Re: Virtual Memory Matters Click-->@{" 592 " link IML-9} MSG- 9 Subject: Re: Virtual Memory Matters Click-->@{" 593 " link IML-277} MSG- 277 Subject: Visible Light Prob Click-->@{" 594 " link IML-284} MSG- 284 Subject: Re: Visible Light Prob Click-->@{" 595 " link IML-470} MSG- 470 Subject: VISTA PRO3 and TOASTER on PC Click-->@{" 596 " link IML-221} MSG- 221 Subject: Re: WHAT THE F*CK.... Click-->@{" 597 " link IML-211} MSG- 211 Subject: Re: WHAT THE F*CK.... Click-->@{" 598 " link IML-194} MSG- 194 Subject: Re: WHAT THE F*CK.... Click-->@{" 599 " link IML-93} MSG- 93 Subject: Wine Click-->@{" 600 " link IML-102} MSG- 102 Subject: Re: Wine Click-->@{" 601 " link IML-96} MSG- 96 Subject: Re: Wine Click-->@{" 602 " link IML-41} MSG- 41 Subject: Re: WINE Click-->@{" 603 " link IML-46} MSG- 46 Subject: Re: WINE Click-->@{" 604 " link IML-200} MSG- 200 Subject: Re: WINE Click-->@{" 605 " link IML-522} MSG- 522 Subject: Workbench 3.1 upgrades? Click-->@{" 606 " link IML-322} MSG- 322 Subject: WTB: Pagoda object Click-->@{" 607 " link IML-110} MSG- 110 Subject: WWW Imagine page Click-->@{" 608 " link IML-178} MSG- 178 Subject: WWW Page Click-->@{" 609 " link IML-116} MSG- 116 Subject: WWW-Site Click-->@{" 610 " link IML-347} MSG- 347 Subject: Re: Your mail Click-->@{" 611 " link IML-107} MSG- 107 Subject: Re: Your mail Click-->@{" 612 " link IML-342} MSG- 342 Subject: Re: Your mail @endnode Index @node IML-1 " MSG-1 Subject: Re: Diminish intensity @toc contents Subject: Re: Diminish intensity Date: Monday, 01 May 1995 00:15:02 From: Dave Rhodes ---------------------------------------------------------------------------- Hi imagine@etc. Charles Blaquiere wrote: > The light I used had intensities of 255, 255, 255. As you can see, > illumination stays constant for 256 units, after which it drops > exponentially by 50% every 256 units. Thanks Charles, for a lucid explanation of a subject which has never been clear to me. (What baffles me is how you found this out, was it just by experimenting ?) This gives me an idea for the "wish list" for V4. What about a technical reference section in the manual, which gives us some idea how certain functions work, in order for experienced users to get straight to the nuts and bolts of Imagine, without bogging down new users with too much confusing detail ? Maybe you could write it Charles ! -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 580" link IML-580} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-2 " MSG-2 Subject: Real 3d mailing list @toc contents Subject: Real 3d mailing list Date: Monday, 01 May 1995 09:40:31 From: Steve McLaughlin ---------------------------------------------------------------------------- Correction on the real3d mailing list wrong: listserv@uwa.edu.au right: listserv@gu.uwa.edu.au send subscribe real3d in the text area @{" Thread 11" link IML-11} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-3 " MSG-3 Subject: Request for textures @toc contents Subject: Request for textures Date: Monday, 01 May 1995 11:05:04 From: Stuart Hogton ---------------------------------------------------------------------------- >From: milan@dieppe.artmediatech.nl (Milan Polle) >If you want the textures, reply to this and I will reply with the >uuencoded file. This sounds good, I would like these textures if possible. You must be fed up with all these requests, so I say a big hearty thanks in advance. Stu @{" Thread 600" link IML-600} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-4 " MSG-4 Subject: Virtual Memory Matters @toc contents Subject: Virtual Memory Matters Date: Monday, 01 May 1995 12:24:15 From: Stuart Hogton ---------------------------------------------------------------------------- Greetings all, Is there anybody out there who can help me with a couple of problems I have with Imagine? System configuration : Amiga 1200 with Viper 030 + MMU + 10MB RAM Imagine version : 3.0 1 - I cannot get Gigamem to work in conjuntion with Imagine without crashing frequently. I have tried many different settings in the preferences in both Imagine and Gigamem, but to no avail. Are there any PD virtual memory programs which work well with Imagine? Has anybody managed to get Gigamem to work well at all? 2 - I've completely forgotten what the other matter was, so if anybody knows of a cure for unstable human memory, let me know. Thanks in advance. Stu. @{" Thread 15" link IML-15} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-5 " MSG-5 Subject: Upgrade fees @toc contents Subject: Upgrade fees Date: Monday, 01 May 1995 15:02:49 From: michael@labyrinth.apana.org.au (Michael Mulhall) ---------------------------------------------------------------------------- Howdy, Could someone in Oz please let me know how much it would cost to upgrade Imagine 2 to the latest version. RE:Gards, Michael Mulhall michael@labyrinth.apana.org.au # Voice: +61-2-7139148 # Data/Fax: +61-2-7125691 # @{" Thread 531" link IML-531} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-6 " MSG-6 Subject: Fw:re: TextureStudio on aminet!! @toc contents Subject: Fw:re: TextureStudio on aminet!! Date: Monday, 01 May 1995 15:18:00 From: "rob (r.d.) hounsell" ---------------------------------------------------------------------------- >> I used it last night and it GURU'd everytime on me when I loaded a supplied >> texture and then a Imagine texture. GURU 80...03 >> Looks like it is not completly bug free :) > >It works on my machine.. just tried it with Radar.itx and BeamMeUp.itx. > >However, all the menus are blank! Makes using it rather difficult... >A great program however, works with all the user-textures I have >written and collected too. I just wish it could render directly to >DCTV or graphic boards. I get both problems - blank menus and the occasional spinning process (extremely slow mouse response and screen updates). But I loved being able to manipulate the Imagine textures similar to Forge. Fix the bugs, and it's a winner. I'm using a stock 25MHz A3000 @ OS2.04. Rob @{" Thread 17" link IML-17} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-7 " MSG-7 Subject: Imagine3.0, a500 and mem @toc contents Subject: Imagine3.0, a500 and mem Date: Monday, 01 May 1995 15:28:03 From: ag533@rgfn.epcc.Edu (Rogelio J Quintanilla) ---------------------------------------------------------------------------- Ok i have an amiga 500 with a total of 2.5mb of ram. I have read that imagine3.0 requires 2mb of ram to run, but i can't imagine3.0 to work with 2.5mb, Can anyone tell me what the problem is, and maybe how i could fix it. @{" Thread 16" link IML-16} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-8 " MSG-8 Subject: Re: Mirroring Objects @toc contents Subject: Re: Mirroring Objects Date: Monday, 01 May 1995 16:32:25 From: "Randy R. Wall" ---------------------------------------------------------------------------- Yes. Just use the Translations R/A_T and set the Scale value to -1 for the direction you want to mirror.(example)to mirror an object in the X direction set x to -1.00. =RRW= > Hello! I've been using Imagine 3.0 since December and have just > recently upgraded to 3.2. I think it's a wonderful program. It allows me > to do stuff I've always dreamed of doing. > > Anyway, I have a question. I'm am currently working on a human > figure. I'm using the forms editor to make the basic shapes which I then > combine point to point in the detail editor. I was wondering if there is a > way to "mirror" an object so that I would have two objects, one being the > relfection of the other. For example, I have a rather complex left hand and > I would like to be able to make an identically proportioned right hand > without connecting and positioning the points to match the left. If there > is a way to do this, please let me know. However, if there is currently no > way to do this, I think a "mirror" function would be a wonderful time-saving > addition to upcoming versions of Imagine. > > Thank you. > > > Andy Krieg > kriegaa@nextwork.rose-hulman.edu > > @{" Thread 273" link IML-273} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-9 " MSG-9 Subject: Re: Virtual Memory Matters @toc contents Subject: Re: Virtual Memory Matters Date: Monday, 01 May 1995 16:42:52 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- >System configuration : Amiga 1200 with Viper 030 + MMU + 10MB RAM > Imagine version : 3.0 >1 - I cannot get Gigamem to work in conjuntion with Imagine without > crashing frequently. I have tried many different settings in > the preferences in both Imagine and Gigamem, but to no avail. Are > there any PD virtual memory programs which work well with Imagine? > Has anybody managed to get Gigamem to work well at all? Try VMM_V3.lha from Aminet. It is much better and cheaper than GigaMem. Big advantage: Uses a file like a partition meaning: Fast like a partition and deletable like a file. Disadvantage: can't be any bigger than halve your HD partition it resides on. Use Reorg to make the largest free block as large as possible. >2 - I've completely forgotten what the other matter was, so if > anybody knows of a cure for unstable human memory, let me know. Err, there is a cure for but ehhem, I forgot. ;) Greetings Joop @{" Thread 277" link IML-277} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-10 " MSG-10 Subject: Imagine 4 @toc contents Subject: Imagine 4 Date: Monday, 01 May 1995 17:50:29 From: Darren Priestnall ---------------------------------------------------------------------------- Does anyone know when the Imagine 3.3 and 4.0 update's are due ? I ask because I heard that V4 was due out at the end of May but I wondered if this has been put back to a later date to allow V3.3 to be released. I fail to see how they can release 2 update's so close together.....I personally would rather see one more update in the form of a fully working and decent Imagine 4. What about everyone else, would you like another update bashed together to meet the deadline while all their real attention is on getting V4 working or would you rather V4 to be released at the original deadline. How about just releasing V4 in May and then the final update could be a month or so later in the form of a fully working version with all bug fixes...(I'm not being pessimistic with Impulse it's just that all new software has bug's so I'm certain the new V4 interface will need severe Beta testing by all us Imagine user's) -- ~===========================================================================~ Darren Priestnall - darren@hanger.demon.co.uk (PandGImaging) Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063 -- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! -- @{" Thread 56" link IML-56} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-11 " MSG-11 Subject: Real3DSy @toc contents Subject: Real3DSy Date: Monday, 01 May 1995 19:26:45 From: Darren Priestnall ---------------------------------------------------------------------------- Sorry, wrong Real3D mailing list address. try: listserv@gu.uwa.edu.au What's the Imagine address to unsubscribe ? -- ~===========================================================================~ Darren Priestnall - darren@hanger.demon.co.uk (PandGImaging) Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063 -- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! -- @{" Thread 38" link IML-38} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-12 " MSG-12 Subject: Re: Virtual Memory Matters @toc contents Subject: Re: Virtual Memory Matters Date: Tuesday, 02 May 1995 00:15:54 From: Mike Cheng ---------------------------------------------------------------------------- On Mon, 1 May 1995, Stuart Hogton wrote: > the preferences in both Imagine and Gigamem, but to no avail. Are > there any PD virtual memory programs which work well with Imagine? I have used VMM (from aminet) in conjunction with Imagine for a while now. It is pretty stable. (I've had no experience with Gigamem). There are a few things of which you should take note: Running Grapevine (irc client) and Imagine at the same time often leads to a guru. Things seem more stable if you specify that the program stays in real RAM and only swaps out DATA to vmem. (this is an option in VMM, which will make itself apparent when you run it) If you leave programs running idle for a time, VMM sometimes seems to 'forget' that you had them running, and immediately gives you a #80000004 program fail error when you try to 'un-minimize them'. (which you can just suspend). Moral: run as few programs as necessary. If anyone else has tips for stable VMM operation, don't hesitate to share. MiKE (Cstar on #amiga) memfc@alinga.newcastle.edu.au http://joffre.newcastle.edu.au/ @{" Thread 9" link IML-9} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-13 " MSG-13 Subject: Re: Imagine for Windows II @toc contents Subject: Re: Imagine for Windows II Date: Tuesday, 02 May 1995 00:55:07 From: Falko@aol.com ---------------------------------------------------------------------------- To all: Just thought you might like to hear something NEW and SIGNIFICANT about Imagine for Windows. Especially since it came from the source!!! And I Quothe (cut and paste actually): >>Subj: Re: Imagine for Windows II >>Date: 95-04-29 22:48:49 EDT >>From: 76004.1767@compuserve.com >> >>From: 76004.1767@compuserve.com (Mike Halvorson) >>To: Falko@aol.com (INTERNET:Falko@aol.com) >> >>Falko >> >>Imagine will run under Win 32s, Windows 95 and WIndows NT all in each native >>mode, it will be faster than any other windows rendering engine, and it will be >>as small in code size as we can make it. Hope that helps. >> >>Mike Seems Mike overheard an earlier remark I made on the IML about my hopes for this and responded quite promptly. This is quoted as he responded to me privately. I hope some of you other Win users out there are as exited as I am about this. It means that Imagine for Windows will utilize full preemptive multitasking on Win95 and WinNT. Not to mention the performance boost form 32bit code and data moves. Falko @{" Thread 373" link IML-373} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-14 " MSG-14 Subject: Gigamem/imagine @toc contents Subject: Gigamem/imagine Date: Tuesday, 02 May 1995 02:29:00 From: w.graham6@genie.geis.com ---------------------------------------------------------------------------- I use Gigamem with Imagine 3.2 all the time. It sounds like your problem may be that Imagine is timing out. I use a swap partition, not a swap file. By using a swap file of any size, your Vmem is spread all over that partition/ drive. Also, make sure, in your Gigimem Prefs, that your Cache size is set to 300k, the reccomended size for 32 bit machines. To use Vmem, I first run Imagine, pop it to the backround and run Gigamem, then run Gigamem Prefs, making sure the Im32.fp executeable is selected, then I bring Imagine back to the front, use the check memory command in the Project editor, and make sure everything is cool. Also, your swap buffer needs to be between 25-35% of your fast ram. @{" Thread 227" link IML-227} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-15 " MSG-15 Subject: Re: Virtual Memory Matters @toc contents Subject: Re: Virtual Memory Matters Date: Tuesday, 02 May 1995 04:14:32 From: Gregory Helleren ---------------------------------------------------------------------------- On Mon, 1 May 1995, Stuart Hogton wrote: > Is there anybody out there who can help me with a couple > of problems I have with Imagine? > > System configuration : Amiga 1200 with Viper 030 + MMU + 10MB RAM > Imagine version : 3.0 > > 1 - I cannot get Gigamem to work in conjuntion with Imagine without > crashing frequently. I have tried many different settings in > the preferences in both Imagine and Gigamem, but to no avail. Are > there any PD virtual memory programs which work well with Imagine? > Has anybody managed to get Gigamem to work well at all? > You cannot have your Gigamem swap file on the same HD partition as any of the input and output data for the task using VM. In other words the swap sapce should be either a separate partition or a swap file on a different partition to your objects, maps, brushes, textures, output pics... This is clearly mentioned in the Gigamem manual. I have successfully used Gigamem on an A4000/040 using Imagine 2.0, 3.0, 3.1 and now 3.2. It works flawlessly. Love Peace and Wing Mirrors Gregg @{" Thread 12" link IML-12} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-16 " MSG-16 Subject: Re: Imagine3.0, a500 and mem @toc contents Subject: Re: Imagine3.0, a500 and mem Date: Tuesday, 02 May 1995 07:40:01 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello Rogelio, in <9505012028.AA29319@rgfn.epcc.Edu> on May 1 you wrote: > Ok i have an amiga 500 with a total of 2.5mb of ram. I have read > that imagine3.0 requires 2mb of ram to run, but i can't imagine3.0 > to work with 2.5mb, This is'nt surprising, you have to allow for system overheads such as your ROM, Workbench screen etc. Open a Shell and type AVAIL to get an accurate memory read-out after you have booted. Even with 2.5Meg of spare memory you would be hard pressed to do anything complex in Imagine. I tried to render a complete detailed chess set with 15Megs of spare memory and ran out of RAM. :-( > Can anyone tell me what the problem is, and maybe how i could fix it. Yuo need to upgrade - more RAM? a new computer? -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 131" link IML-131} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-17 " MSG-17 Subject: Re: Fw:re: TextureStudio on aminet!! @toc contents Subject: Re: Fw:re: TextureStudio on aminet!! Date: Tuesday, 02 May 1995 07:56:04 From: James Brooks ---------------------------------------------------------------------------- On Mon, 1 May 1995, rob (r.d.) hounsell wrote: > >> I used it last night and it GURU'd everytime on me when I loaded a supplied > >> texture and then a Imagine texture. GURU 80...03 > >> Looks like it is not completly bug free :) > > > >It works on my machine.. just tried it with Radar.itx and BeamMeUp.itx. > > > >However, all the menus are blank! Makes using it rather difficult... > >A great program however, works with all the user-textures I have > >written and collected too. I just wish it could render directly to > >DCTV or graphic boards. > > I get both problems - blank menus and the occasional spinning process > (extremely slow mouse response and screen updates). But I loved being able to > manipulate the Imagine textures similar to Forge. Fix the bugs, and it's a > winner. > > I'm using a stock 25MHz A3000 @ OS2.04. > > Rob Hmm, I have been playing with the program off and on and I have NOT ran into any of the problems that I have been seeing going across this mailing list. I must be one lucky soul! :-) I have also E-Mailed the programmers about their program. My setup: A4000w 20MB RAM, OS 3.0, Warp Engine 28MHz If I was you all just write an E-Mail msg letting them know the problem. Their addresses are in the AmigaGuide format docs. Alex --------------------------------------------------------------- James "Alex" Brooks Amiga 4000/040/28MHz 20MB RAM Lightwave 3.5 / Imagine 3.0 VideoToaster 4000 3.1 Syquest 3.5" 270MB Bernoulli 90Pro NEC 3xp Triple Speed CDROM Warp Engine 4028 Epson ES-600C Scanner E-Mail: jamesb@clark.net -------------------------------------------------------------- @{" Thread 294" link IML-294} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-18 " MSG-18 Subject: Re: TextureStudio problems fixed @toc contents Subject: Re: TextureStudio problems fixed Date: Tuesday, 02 May 1995 11:16:42 From: Mike McCool ---------------------------------------------------------------------------- Hey Andy, and mates, Thanks, you, for TextureStudio. The only prob I've had with it so far is that blank menu's thing. No biggy for me. Especially as the rest of it's so delicious. Way to go, you. @{" Thread 252" link IML-252} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-19 " MSG-19 Subject: Re[2]: Imagine for Windows II @toc contents Subject: Re[2]: Imagine for Windows II Date: Tuesday, 02 May 1995 11:19:22 From: aciolino@ccmail.rrddts.donnelley.com ---------------------------------------------------------------------------- Great. But I wonder what other goodies will show up in later releases. Some of my wishes: A spline forms editor, and the ability to use splines with control handles for paths: Point editing in new mode: snap object to grid: sound support:collisions detection: etc: etc: Greg Denby gdenby@darwin.cc.nd.edu ----------------------------------------------------- Let's see Impulse do the WinNT thing first; we can ask for options AFTER we see some software. This is the first time I've heard that Impulse is actually going in the direction that the users have asked for, and I think it's great that Impulse has decided to listen to its customer base. I applaud them for this move. And before we get a flame war, I own BOTH Amiga's and IBM's. As long as the rendering engine underneath can handle the same staging, I really don't care what platform I'm on. As for the Imagine related question: Does anyone use the deformations cube that the Detail Editor supplies? I made a 10x10 cube, pinched the center of it (so it looked like a hourglass), placed a sphere in the middle, applied the cube, and instead of getting an "hourglass-shaped sphere", I got an egg. Does this make sense? Did I need to pinch the deformation cube tighter? Since I haven't had time to play with this, I thought I'd ask. Oh, and also so this message had some relevance to the list. -AC @{" Thread 37" link IML-37} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-20 " MSG-20 Subject: Re: Imagine for Windows II @toc contents Subject: Re: Imagine for Windows II Date: Tuesday, 02 May 1995 11:44:23 From: gregory denby ---------------------------------------------------------------------------- >>>Imagine will run under Win 32s, ..... Great. But I wonder what other goodies will show up in later releases. Some of my wishes: A spline forms editor, and the ability to use splines with control handles for paths: Point editing in new mode: snap object to grid: sound support:collisions detection: etc: etc: Greg Denby gdenby@darwin.cc.nd.edu @{" Thread 58" link IML-58} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-21 " MSG-21 Subject: Glass texture trouble... @toc contents Subject: Glass texture trouble... Date: Tuesday, 02 May 1995 13:09:22 From: milan@Dieppe.artmediatech.nl (Milan Polle) ---------------------------------------------------------------------------- Hi all, This is about the bug in the glass texture Bob reported. I have tried it out and it seems the glass texture sometimes shows odd looking faces when using shadowcasting in trace mode. The buggy faces seem to show up around the shadow edge of the object. I have tried to find an explenation for this behaviour, but haven't found the cause of it yet. Now for some other trouble with the released version. First I will explain how it works, the ray hits the first layer of glass and after that the second. When the second layer is hit, the texture alters the object's attributes. The first layer (front) cannot be altered because the thickness of the object is unknown at this point. The problem is that I didn't think of removing the first layer (except for highlights) so when you want to make an object that turns from red glass into blue glass according to thickness, it wont work because the front layer is still red. This problem is now fixed. Another thing is that when making the glass opaque or turbid, the shading will be that of the second layer, for instance when using a sphere, the shading will look mirrored. A solution would be to use the normal vector of the first layer for the second layer. This works, but removes the second highlight you get with glass (not a problem when the glass is thin). I will make this shading fix an option. So an update is in order. For now it seems the buggy faces problem is a complex one, I hope that I can fix it, but I cannot garantee it. I will send the updated version to the list as soon as possible. Sorry for the inconvinience. Greetings, Milan @{" Thread 137" link IML-137} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-22 " MSG-22 Subject: Got the textures? @toc contents Subject: Got the textures? Date: Tuesday, 02 May 1995 13:18:01 From: milan@Dieppe.artmediatech.nl (Milan Polle) ---------------------------------------------------------------------------- To all who requested my textures, please reply to me privatly if you requested them but didn't receive them. Then I will see if I can find the problem and send them again. Greetings, Milan @{" Thread 603" link IML-603} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-23 " MSG-23 Subject: TextureStudio problems fixed @toc contents Subject: TextureStudio problems fixed Date: Tuesday, 02 May 1995 14:43:42 From: Andrew Dean ---------------------------------------------------------------------------- Hi all! My name is Andy Dean and I am the co-author of 'TextureStudio' - the shareware Imagine3 texture renderer for the Amiga. I've just joined the list and I guess from seeing a post by James "Alex" Brooks that several of you are having problems with v1.0.0 of the software. The problem is due to us incorrectly building the final executable (oops!) and a corrected version 1.0.1 has been uploaded to Aminet today (2/5/95) which should fix all the strange problems. Apologies for the inconvenience. In the meantime, if you have any questions about the program feel free to Email either me or the list - I'll do my best to answer them. If the answer to your question is likely to benefit others I suggest posting to the list, that way I can avoid answering the same question over and over again. Many thanks, I look forward to your feedback, Andy Dean -------- Andy Dean, co-author of ImageStudio and TextureStudio Email: adean@eleceng.ucl.ac.uk @{" Thread 153" link IML-153} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-24 " MSG-24 Subject: Transparent or Genlock @toc contents Subject: Transparent or Genlock Date: Tuesday, 02 May 1995 15:18:19 From: MCADOO ---------------------------------------------------------------------------- What attribute color should I use to allow a video tape playing in the back ground to be seen? I've used 0,0,0 with no luck. This is with Imagine 3.0. Dpaint 0,0,0 give me no problem. Direct from my keyboard to your screen mcadoo@vax.edinboro.edu @{" Thread 55" link IML-55} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-25 " MSG-25 Subject: Job @toc contents Subject: Job Date: Tuesday, 02 May 1995 17:54:29 From: Darren Priestnall ---------------------------------------------------------------------------- I don't suppose where there's any job's going for a soon to be unemployed animator :( I can send examples of me work either as computer digital image's on disk or via the net or animation's in the Mpeg, Fli, Flc, SSA, Anim format's or on video tape. Email me if anyone can help or else I'll just have to try and get more Freelance work........thank's. -- ~===========================================================================~ Darren Priestnall - darren@hanger.demon.co.uk (PandGImaging) Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063 -- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! -- @{" Thread 513" link IML-513} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-26 " MSG-26 Subject: I'm happy again! @toc contents Subject: I'm happy again! Date: Tuesday, 02 May 1995 19:36:26 From: Goeran Ehrsson ---------------------------------------------------------------------------- Sorry for the waste of bandwidth but I just wanna tell you how easy it was for Impulse to make me happy again. :) I ordered Imagine 3.1 for Amiga AND PC back in December but Impulse "lost" my order! One fax and one Email didn't help. But after a recent mail conversation with Mike H I refaxed my order on April 25. They shipped my order on April 27 and I received it today May 2 (lots of disks, v3.0, v3.1 and v3.2) That is the fastest delivery from the states I ever received! Thank you very much Mike, I accept your appology. - Goran -- Email: goran@abalon.se (MIME compliant) Earth: Goran Ehrsson, Abalon AB, Box 11129, 16111 BROMMA, SWEDEN --------------------------------------------------------------------------- @{" Thread 529" link IML-529} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-27 " MSG-27 Subject: Re: Diminish intensity @toc contents Subject: Re: Diminish intensity Date: Tuesday, 02 May 1995 22:29:58 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Dave Rhodes > > > Charles Blaquiere wrote: > > The light I used had intensities of 255, 255, 255. As you can see, > > illumination stays constant for 256 units, after which it drops > > exponentially by 50% every 256 units. > > Thanks Charles, for a lucid explanation of a subject which has > never been clear to me. (What baffles me is how you found this out, > was it just by experimenting ?) Yes, I simply placed the camera, a point light, and a vertical plane along they Y axis, and did test renders with the plane at various distances from the light. > This gives me an idea for the "wish list" for V4. > What about a technical reference section in the manual, which gives > us some idea how certain functions work, in order for experienced > users to get straight to the nuts and bolts of Imagine, without > bogging down new users with too much confusing detail ? > > Maybe you could write it Charles ! Users have always wanted better documentation from Impulse, but I must say that quality has much improved with 3.x. I'd _love_ to write tutorials and documentation for Imagine and other software, and am slowly gearing up to do so. Certainly would be more permanent than those fleeting messages on the IML. (Although there _are_ compendia) -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 1" link IML-1} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-28 " MSG-28 Subject: Re: Genlock button @toc contents Subject: Re: Genlock button Date: Tuesday, 02 May 1995 22:48:56 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Richard Heidebrecht > > This is probably going to sound like a dumb question (I'm still > relatively new to Imagine(2.0, PC)), but what exactly does the genlock > button do? Amiga computers have always enjoyed an intimate relationship with the video world, going back to the original design of the first Amiga in 1985. Along with computer-type RGB signals, Amigas are made to output regular NTSC composite video, just like the "video out" from your VCR or camcorder. In fact, many Amigas include a "video out" connector. If you want to _combine_ your Amiga graphics with another video signal, or if your Amiga model does not include a video output, you must buy a peripheral called a "genlock". The name is actually a misnomer, since Amiga genlocks typically perform three functions: 1) They synchronize the computer's video circuitry to an input video signal; 2) They mix and/or overlay the Amiga's graphics on top of that video image; 3) They output the result as a composite video signal. (Strictly speaking, a genlock performs function #1) Function #2 is where the Imagine "use genlock" button comes into play. As you know, computers often display graphics in one of two modes: register-based and true-color. In true-color mode, often 24-bit, each pixel contains the actual red, green and blue color values at that position; for example, a fully red pixel would have values of 255, 0, 0. Such displays are not meant to be overlaid on top of video by most Amiga genlocks. In register-based modes, the image contains a reduced number of colors, normally a multiple of 2 such as 16 or 256, along with a color palette. The palette contains the RGB values which can be displayed by each pixel. The pixels contain, not a triplet of RGB values, but a _single number_ that points to one of the palette positions. For example, in a 256-color image, that fully red pixel might contain a single value of 137, and the palette would contains 256 RGB triplets numbered from 0 to 255; palette position #137 would contain 255, 0, 0. Amiga genlocks work in a straightforward manner: color zero is deemed to be transparent and will let the video input show through; all other colors are overlaid on top of the video. If you used Imagine to render a flying logo in 256-color mode, you would want to force Imagine to use color zero as the background, and colors 1-255 for any foreground objects. The resulting image or animation would show the logo flying on top of whatever video signal was input into the genlock, for example a shot of a TV news anchor desk. In a nutshell, this is what "use genlock" does: it prevents Imagine from using color zero to render foreground objects, allowing the render to be overlaid on top of live video using a genlock. I don't know how relevant this is in the PC world, and in any case, the function has been broken a few versions back, and won't be fixed until alpha channel functionality is finalized. @{" Thread 183" link IML-183} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-29 " MSG-29 Subject: Re: Double your RAM!!! @toc contents Subject: Re: Double your RAM!!! Date: Tuesday, 02 May 1995 22:55:49 From: Mike McCool ---------------------------------------------------------------------------- Hey Falko, This sounds sweet--if it works. A friend of mine has a 386, and he recently did something similar to his system, allegedly doubling the 'size' of his hd. As with all things pertaining to Windoze, I was skeptical. But it worked. (Halving everything except graphic size, of course. I want to see someone crunch graphics down to half their size without losing). @{" Thread 82" link IML-82} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-30 " MSG-30 Subject: Re: Imagemaster R/t @toc contents Subject: Re: Imagemaster R/t Date: Tuesday, 02 May 1995 23:01:32 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Nikola Vukovljak > > > Interface-wise, it's a major revision of IM! It has a > > full-fledged timeline. Imagine dragging an entire directory's worth of > > animation files onto the timeline, then dragging an FX button, which > > becomes an FX timeline; double-click to set parameters at any keyframe, > > even play with spline interpolation controls! No scripting required! > > It's absolutely gorgeous, and even has 2 new classes of effects, > > including plasma, fire, lightning, all animatable. > > How typical! They never bothered with this on the Amiga! They kinda just > implied - you've got Arexx - go forth and program all the effects! > > I remember buying one version after the other hoping that they'd put in a > useable interface... I can't really fault Black Belt. When they started writing WinImages for Windows, they had the luxury of 4 years of Amiga development, yet starting with a clean slate on the PC. Like having your cake and eating it too. They could count on certain consistencies on the PC side in the way menus, dialogs, area selections, the underlying 24-bit image... could be combined, compared to the assortment of Amiga display peripherals. (Firecracker24, HAM-E, and DCTV all work in radically different ways) So, with years of Imagemaster refinement under their belt, plus all the design work they'd put in towards a planned Imagemaster version 10, they set forth creating a dramatically-improved interface on top of the existing powerful functionality. In addition, the PC market was really ripe for programs as powerful, yet as inexpensive, as WinImages:Morph and WinImages:FX. When Commodore went into liquidation, Black Belt put a stop to Amiga development to concentrate on the PC. This probably saved them from bankruptcy. It would've been a folly to spend the man-years needed to overhaul the interface, on a platform in limbo, compared to the vast and virgin territory that was the PC market, certainly at WinImages' price point. The result is that Black Belt is still alive today, and has just released a new version of Imagemaster R/t. I wouldn't have it any other way. Of course, it would be nice if they'd port the improved interface to the Amiga, now that the company has been picked up by Escom. We can always wish, can't we? Me, I'm buying a Pentium to sit next to my trusty 3000, ready to run the WinImages sitting on my shelf. Best of both worlds. @{" Thread 71" link IML-71} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-31 " MSG-31 Subject: Imagine Documentation @toc contents Subject: Imagine Documentation Date: Tuesday, 02 May 1995 23:08:56 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Mike Vandersommen > > No doubt it's a transcript....or someone retyping an Imagine manual. > My question was whether it was ok to send it out for those users that > bought 2.0 via Magazine or Modelling Lab but have scarce documentation > to actually use the program they bought. Seems rather sadistic to buy a > fully functional program (though dated version) and not be able to use > it due to no documentation of it's features. What's the point of selling > it? If they can get 2.0 going, they may actually take Impulse up on the > upgrade offer to 3.0. Nespa'? > > ...can you Imagine (no pun) what it would be like to use 3.0 without > documentation? :) (Sorry for the late reply -- I've been away for most of April) No, it's not sadistic. They got the program on the cover of a magazine that cost them $10 or so. I paid hundreds of dollars for it. That's why I got an (inadequate) manual and they got maybe 3 pages of instructions. As has been explained so often on the Imagine Mailing List, they can spend $55 and get the wonderful book by Philip Shaddock. Or wait for the new Steve Worley book, or Mr. Shaddock's new version, for that matter. If they don't want to spend the money, they can download IML archives. If they have a PC with CD-ROM drive, they can buy Imagine L/T for $99 and try it free for 30 days. But regardless what they want, there is no excuse for justifying the piracy of a manual that did not, and was never meant to, come with the magazine version they bought. @{" Thread 59" link IML-59} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-32 " MSG-32 Subject: PC hotkeys (Was: Ids and Imagine newsletter) @toc contents Subject: PC hotkeys (Was: Ids and Imagine newsletter) Date: Tuesday, 02 May 1995 23:44:21 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Dan Gervais > > Also I am so used to using my Amiga with the Arq requesters that I keep > hitting keys to remove the (OK/CANCEL) requesters. Its a pain to have to > mouse up for that one operation when my fingers are flying. :) Here is a message I captured the other week. You're in for some good news. ------------------------------------------------------------ Yes, and did you know that Left Amiga which I believe on the IBM is the Alter key. Well heres a short list of some others L/A_T = Twist L/A_B = Bend L/A_C = Pinch L/A_H = Shear L/A_E = Stretch L/A_P = Taper L/A_O = Smooth ------------------------------------------------------------ > I have been thinking of networking my Amiga 2500 and my PC together to > share a drive or something. Anyone out there have any experience with > this? Ok I think thats all from me for now. DanGer You may want to e-mail Dale Larson at Intangible Assets Manufacturing, and ask about his book on Amiga networking. I believe it's called "Connect your Amiga" and sells for $25 + $8 postage and fondling, as he humourously puts it. I'll be getting a PC and am ordering his book tomorrow, since I also want seamless, peer-to-peer networking between my faithful Amiga and my new PC. @{" Thread 168" link IML-168} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-33 " MSG-33 Subject: Imag 2.0 PC and mem @toc contents Subject: Imag 2.0 PC and mem Date: Tuesday, 02 May 1995 23:46:40 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: surentrr@vax.sbu.ac.uk > > If you want to render a anim or still quickrender a object in the detail > or stage editor and you get an out of RAM message dont lose hope ! I've > found that for some objects which require a bit more mem than your own > config, render fine in the project editor. This is due to the fact that > the wireframe/shaded viewports in imagine require memory. In addition, check your Preferences settings. You'll find some True/False flags that control whether Imagine will dump anything in the Undo, Copy/Paste, and Play Movie buffers before quickrendering. @{" Thread 30" link IML-30} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-34 " MSG-34 Subject: Imagine & OS/2 @toc contents Subject: Imagine & OS/2 Date: Tuesday, 02 May 1995 23:49:38 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: RedIs@cup.portal.com > > will it run on a machine with OS2 installed? Imagine is the one program I > won't go without, so this answer is critical for me. Here's an answer straight from Mike Halvorson: ------------------------------------------------------------ #: 6635 S3/Impulse 01-May-95 17:35:04 Sb: #6606-Amiga --> PC Fm: Mike Halvorson 72662,3330 @{" Thread 288" link IML-288} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-35 " MSG-35 Subject: Imagine 3.x or 4.0? @toc contents Subject: Imagine 3.x or 4.0? Date: Wednesday, 03 May 1995 00:11:27 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Richard Heidebrecht > > BTW, what are some of the differences between v2.0, v3.0, and v3.24? Since someone else has posted the 3.1 differences, I'll post the 3.2 improvements. This is an edited version of the Impulse docs, to try and give an idea of the new functionality without revealing to pirates exactly how they work. ------------------------------------------------------------ Howdy Here is Imagine 3.2 Sorry for the delay, but trying to decide on how long things are going to take to invent is an art form that requires years of practice. So we continue to practice. Never-the-less we are happy with the new improvements that have found their way into Imagine 3.2 and we are sure you will feel likewise. This document is your resource for the new additions to 3.2, please print this document or if you like, use it on line, and save the paper. Over the years people have wanted a way to increase the size of the workspace or to take more advantage of the higher resolutions that the computer can display. If you are using a PC and have a vesa compliant card you can now set Imagine to run in several different modes, and as an added bonus you can now run Imagine in 256 color mode. There is one drawback, however, unless your computer is a speedy one, you will find that the new modes slow things down a bit. This is understandable due to the increase in memory usage and the shear fact that there is much more to keep track of. Other new features include, QUICK ATTRIBUTES, seems silly after all these years that people would still need this function but after we used it here in the office, it became one of the neatest and most useful new features of Imagine 3.2. There are numerous new features and more importantly we have fixed a box full of bugs in Imagine 3.2. The following list is a comprehensive list of things that were fixed, please take the time to review the list and make sure that we have wacked the ones you have told us about. So, on to all the new goodies and bug fixes. Ah yes before we get into the middle of it all, of course the next question you have is, when is 3.3 going to be out. At the time of this writing it looks like Imagine 3.3 will be out at the end of March with 4.0 following close on its heels. The constant update program promised each of you 4.0 by May and it looks like we are right on track. Again thanks for you support and as always, let us know what you think, we are listening. The Gang At Impulse. BUGS BUGS AND HOPEFULLY THE END OF BUGS oldest bugs ... 1. Star field - animates correctly now 2. Cloning states - works correctly now 3. fog length changes now in "load attributes" 4. Fixed "Constrain" menu item check mark 5. transformations requester does constrained movement in "Pick Objects" mode only now (not Pick Groups). Also, it ignores scale factors in constrained motion 6. Fixed object morphs in looping animation's 7. Fixed change from tweened motion to following a path, so objects don't slow down just before hitting the path 8. Fixed a bug in the Particle F/X -- where points could move way too far 9. Fixed "diminishing intensity" light sources 10. Fixed a couple of bugs with shaded perspective view, where the display would change after deleting objects, etc. 11. Fixed bug where state and forms data wasn't blown out on extrudes, etc., ... where the point count changes. 12. Fixed a bug in "Make Path" that caused trouble down the line if the "selected" object was one of the path axes 13. Fixed palette bugs (RGB reversals) in TGA files 14. "Add Font Object" works correctly on Amiga version now (compiler bug) 15. Fixed face colors on extrudes -- they work correctly again 16. "Fixed" brush/texture tacking with scaled up objects -- they use the texture axes in set in the "tacking state" now ------------------------------------------------------------------------- newer bugs.. 17. Fixed a bug with the Phong shader in the PC version ... that caused odd behavior in rare circumstances 18. Fixed "Make Big/Small Bones Subgroup" functions ... big does big, and small does small now 19. Fixed bugs in "Pick/Unpick Subgroup", "Edge Filter", and "Pick Range" ... bugs where hidden points, edges, etc., were not ignored. 20. "Fracture" in edge/point/face mode deals correctly with subgroups now 21. "Hide Points" using "pick subgroup" can be undone now ... just like hiding with mouse clicks, drag box, etc. 22. Unpick subgroup works allot faster now -- still needs a redraw to see the changes 23. Fixed bug where interactive scaling of points was leaving edges picked internally ... which would screw up a "Join" later on ... maybe more. 24. Removed un-necessary warnings (in Pick Points mode, etc.) about losing state data, when the states don't actually contain any "per-point" or "per-face" data 25. Made switch back to Pick Objects or Pick Groups mode in detail editor cause a perspective view redraw if points had been hidden in the previous mode. 26. Changed "OK to Quit PS Editor ?" text to "OK to Quit Spline Editor ?" 27. Added a ".FLC with more than 8 bits per pixel -- not supported" error message for 16 or 24 bit .FLC file format 28. Changed "Imagine" version number in TGA file headers to "3.0" 29. Fixed bug with ".FLI" files used in brush mapping ("LC" deltas) 30. Fixed EditPath/NewMode display bugs -- re-center, cursor scroll, etc., work correctly now. 31. Changed "Coordinates" format on title bar so large negative values don't mess up the display 32. Sped up "Edge Filter" a bit -- no delay before requester appears now ---------------------------------------------------------------------------- recent bugs ... 33. "Cancel" is now allowed in Action editor's Cut/Copy modes 34. "Undo" allowed after Cut/Paste operations in Action editor 25. Fixed bug with Attributes requester's brush/texture slider ... it doesn't crash now when scrolling a large list, when the one of the items is highlighted, and it scrolls out of the box. 26. Fixed bugs with F/X data in staging files ... they didn't cause any problems with existing effects, but newer ones may not work with old software ... which, incidentally, is always the case. 27. Fixed a bug with the "color chip" in the Attributes/Light requester 28. Fixed a bug deleting "Quickrender" pictures when the directory path was set to "" in Preferences ... Fixed similar bugs when user sets the "Path for Movie" in the Subproject requester to "". 29. Fixed bugs in loading DXF files, using the "One Object Per Color" or "Color Change -> Layer Change" options 30. Fixed bug where Mold/Extrude would try to work in "Pick Points" mode 31. Fixed bug with hot-key for "Magnetism On/Off" 32. Made "darkons" work in the PC version (like Amiga now) ... Detail Editor light sources with negative intensity values. 33. Fixed bugs where "fog objects" and "global fog" appeared together, with no objects behind them in the scene 34. Fixed (an old) bug with specular hardness values ... a hardness value of 0 was the same as a value of 4, and the behavior for values 1,2, and 3 was a bug ... now values of 0,1,2,... act like the old values of 4,5,6,... 35. Fixed bug in Scanline rendering with transparent objects and global fog 36. "Drive Full" errors are now properly detected ... system doesn't keep slowly chugging along now. 37. Changed the way objects are saved to disk to avoid "stack overflow" crashes when groups with very "deep" hierarchies are saved ... 38. Fixed cases where perspective view was not redrawn after certain operations 39. Fixed "Hide Points" menu item -- doesn't come back disabled now, after going to Preferences editor from Pick Points mode, etc. 40. Changed the behavior of "Fracture" on entire objects ... now, it separates the faces in an object, and shrinks them down (for scale factors less than 1.0) to look like the holes that "Latticize" leaves in an object 41. Fixed interactive camera manipulation in the stage, for cases where the camera is tracked to an object. 42. Made the staging file (action editor data) remember "Y rotation" values if the camera is interactively manipulated, or manipulated with the transformation requester, in a frame corresponding to the first or last frame of a "tracking alignment" bar in the action editor. 43. Added support for "brush tacking" with altitude brushes ... NEW THINGS THAT WILL MAKE IT HAPPEN! QUICK ATTRIBUTES OK, so after all this time we have implemented Quick Attributes, you will find this new function under the functions menu. Click on it and you will be presented with 25 pre-set attributes. To use it, simply select an object, then choose the Quick Attributes menu item, click on one of the buttons that describes what you are looking for in an attribute, i.e. glass, or chrome etc. Once the attribute is loaded, the object has all of the properties that you were looking for. In the event that you want to make your own attribute presets we considered this as a viable alternative to the 25 that we have made as presets. SET EDGE LINE, FILL EDGE LINE...This new menu item under the Functions menu will save you lots of time and help you do something that has been very time consuming in the past. Consider that you have two objects, or even a open seam in a single object. In the past you had to add faces to the two objects after joining them or you had to add the triangles by hand to the open seam in a single object. Using this command will make creating Contiguous objects from several object very easy and will add in the creation of some great objects that will lend themselves to being given bones. PICK MORE, HIDE UNPICKED, UNHIDE ALL, UNHIDE SUBGROUP. Just what it sounds like, when you are heavy into editing and have hidden several points of an object, in order to get back the points you had to exit to Object mode and then start all over. This made us just as mad as it made you so now we have fixed it. From point, edge or face mode you can after hiding some points, simply invoke the Unhide All command, all the points that were hidden will now be reshown without ever leaving the mode that you were in. The same is true of the other command, Unhide Subgoup, except that it works only on subgroups of faces, edges and points. Conversely, you may find that you want to hide the unpicked sets of points and faces or edges that you are working on, not to worry, Just use the Hide unpicked menu item, then all of the points, edges or faces that are not currently picked will be hidden from view. PICK MORE... As you create more and more elaborate objects, you will become very aware that selecting a series of triangles that share the same basic areas, can be much harder than it appears to be. With the PICK MORE command you can select the next row of faces directly connected to the area that you are working on. SMOOTH EDGE LINE... No matter how hard you try, you will most likely never make a st of points perfectly smooth in an arc. If you have a line of points connected by edges, you multi pick the edges, then you invoke the Smooth Line command and hit return when the small requester comes up just hit the return key. The value of 3 will cause the line of points to be smoothed. If you don't like the results, simply use the UNDO command and try a different figure. From our experience the lower the number the more sever the arc that is created, the higher the number the lower the effect on the line. MONITORS AND HIGHER RESOLUTIONS This section is mainly for PC users, and for Amiga users with a Retina display card installed ... although the "SMOD" setting, below, (run Imagine on a 256 color screen), applies to Amiga users with a AA (or better) graphics chip set (i.e. Amiga 1200 or Amiga 4000) If you like you can now make Imagine work in a higher resolution. One BIG caution, the increase in resolution will in most cases slow your machines redraw don't by at least 50%. To set things differently you must make some changes in the Preferences Editor. SMOD 0 # imagine screen width: 0=640,1=800,2=1024,3=1280 Setting the SMOD variable to a value of 0 which is the default of 640, if you use the value of 1 it will set the Horizontal res to 800 pixels, a value of 2 makes it 1024 and a value of 3 will make the screen 1280 pixels wide. The vertical res of these different settings are as follows, 800 by 600, 1024 by 768 and 1280 by 960 or 1024 depending on what your video card is capable of. For Amiga users, this setting is ignored unless you have a Retina display card, and are running RetinaEMU ... in this case, you should set the "REMU T/F" setting to "T" ... this tells Imagine to expect that RetinaEMU will trap its calls to the graphics library, and cause the screen to appear on the VGA display. The ( S256 F # run 640x480 Imagine in a 256 color display (if possible)) function in the preferences editor will tell Imagine that you want to use the 256 color mode of the display card, if the card is capable of doing 256 SVGA colors. By default this value is set to F (false), if you change it to TRUE (T) then you will be running your video card and the Imagine interface in 256 color mode. You won't notice much of a change because Imagine still only uses 16 colors for the interface, the biggest change will come when you view an image as a backdrop picture, you will see the picture in 32 levels of gray, much better to look at than the single color of Imagine 3.1. BACKDROP Images can now be loaded independently into each of the quad view windows, this will allow for up to four images at a time in the quad view. All you need do is click in the window where you want the image to show, then choose the load backdrop image function. Fracture has been changed so that you can now put in an amount to fracture that is smaller than the number one. If you choose fracture and then input the number .5 (point 5) the triangles will be decreased in size to one half their initial value and the object will maintain the general size with the separated triangles. COOL NEW TOY, classic hand drawn animators use a technique called page flipping, this is where as they draw the animation they keep several pages of the animation secured between each finger of the hand that they don't draw with. This allows them to flip back and forth to see the flow of the animation as well as the timing of the animation. While we don't have real pages to put in-between your fingers, we have added a slider at the bottom of the animation requester that comes up in the detail and stage editor, after you have made an animation and want to preview the animation before you commit to rendering it. If you grab the small black box and move it left to right you will see that it moves the animation backwards and forwards. This should make your timing work much smoother and the animation process in general much easier. NEW TEXTURES Chaser Texture Use: Used statically, this texture can be used to paint a row of windows (bright and not bright) onto a building or like on a space ship. By animating, you can do all kinds of chasing and random blinking effects - ie. LED bar graphs, ping pong LEDs, landing strip strobing lights, blinking light patterns on flying saucers, etc. SHREDDER EFFECT Shredder (Explosion) effect: Example Project: 100 frame animation. Default size primative sphere at position (0, 0, 0). Ground object at position (0, 0, -100.0). Shredder applied to the Sphere from frame 2 to frame 100. This example will give you a starting point when working with Shredder. To speed up the animation so that all the particles stop moving, increase the "End Time" to something like 2. Overview: Shredder does an explode that breaks up an object into random shaped/sized particles. The effect can also explode an object while keeping subgroups intact or, in the case of a grouped object made of many, smaller parts, it can keep the whole objects intact. The effect tries to use real-world numbers (seconds and meters) instead of the usual frames and units measurements. Because of this, you have to tell Shredder how many units are in a meter and how many seconds are represented in the included frames. Textures that are properly tacked to an object (State objects with shape and texture data saved as well as lock states in all the textures) will remain tacked during the explode. Shredder is a very complex effect, and shredding an object with a lot of faces will be slow compared to Imagine's other effects. Using subgroups or keeping objects intact is much faster than shredding up an object La Machine style. Shredder F/X Info The first part of the Sredder requester asks the following info: o Whole Objects as Parts (Grouped Object) o Use Defined Subgroups as parts o La Machine Maximum Number of Triangles in Group [] Bounding Subgroup [] This Controls how the object(s) are shredded. "Whole Objects as Parts" keep entire objects intact - like you may use to explode a grouped object while keep the individual objects intact. By selecting this, you can also make a single object bounce on the ground like a rubber ball. "Use Defined Subgroups" lets you absolutely control the size and shape of the pieces that fly off the shredded object. By defining subgroups on the object you can do something like blowing up a sphere with a logo pasted on it while keeping the chunk of the object with the logo intact. "La Machine" is where Shredder gets its name - it totally shreds an object into random shaped and sized pieces. The size of the pieces is controlled with the "Maximum Number of Triangles" parameter. The "Bounding Subgroup" can be use to restrict the explosion to a specific part of the object. Try the example project with "Whole Objects" selected to see the sphere bounce. When Shredder shreds an object in "La Machine" mode, it selects groups of adjacent faces by doing a random walk over the surface of the object. This produces shapes that tend to wander across the surface instead of looking like clumps of faces all grouped together. The Timing of the effect is controlled in the following seciton of the requester data: Start / End Time (seconds) [] [] Explosion Timing Delay (%) [] "Hold at" Frame Number [] The data that describes the bouncing of the particles is as follows: o Bounce Particles o Flip on Bounce Ground Z Position (Imagine units) [] o Use Maximal Bounding Sphere o Use Minimal Bounding Sphere o Use Average Bounding Sphere Elasticity Min/Max (%) [] [] The particle conditions are set up in the following: Inital Velocity Range Min/Max (m/s) [] [] Triangle Rotations Min/Max (rot/s) [] [] Particle Trajectory Min/Max (degrees) [] [] Final Scaling Factor Range Min/Max [] [] Gravitational Acceleration (m/s^2) [] Lastly, the following parameters must be set up: Imagine Units per Meter [] Random Number Generator Seed [] ------------------------------------------------------------ @{" Thread 48" link IML-48} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-36 " MSG-36 Subject: Re: Impulse Gazette and Wasted Bandwidth. @toc contents Subject: Re: Impulse Gazette and Wasted Bandwidth. Date: Wednesday, 03 May 1995 00:34:03 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Anime a day... > > On Wed, 5 Apr 1995 aciolino@ccmail.rrddts.donnelley.com wrote: > > > > > Is it just me, or does it seem that Impulse hires > > people who speak French to do their writing? Heyy, careful there... *I* speak French. And my explanations tend to be on the clear side. Maybe we should start the rumour that Impulse writers speak Norwegian, and have Conny jump in! grinning, ducking & running> > BTW, whatever happened to Impulses attempt for digital non-linear > editing? They had this box they were planning on doing magic with.. > forgot the name.. It's not dead. Sanyo will be marketing it later this year. (Maybe they've even announced it at last month's NAB, for all I know) @{" Thread 61" link IML-61} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-37 " MSG-37 Subject: Re: Re[2]: Imagine for Windows II @toc contents Subject: Re: Re[2]: Imagine for Windows II Date: Wednesday, 03 May 1995 00:51:53 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- > As for the Imagine related question: Does anyone use > the deformations cube that the Detail Editor supplies? > I made a 10x10 cube, pinched the center of it (so it > looked like a hourglass), placed a sphere in the > middle, applied the cube, and instead of getting an > "hourglass-shaped sphere", I got an egg. Does this make > sense? Did I need to pinch the deformation cube > tighter? > I've had some great luck with the deform cube. What do you mean by pinched? Did you use the pinch function in the Detail Editor? I've found that if you pick and move the points of the deform tool, and at an exagerated amount it works pretty well. That is, you have to deform the cube a lot more than you think you need to in order for it to work ok. In your example, yes, you have to pinch the cube much tighter... --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 247" link IML-247} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-38 " MSG-38 Subject: Re: Real3DSy @toc contents Subject: Re: Real3DSy Date: Wednesday, 03 May 1995 00:54:55 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello Darren, on May 1 you wrote: > What's the Imagine address to unsubscribe ? imagine-request@email.eag.unisysgsg.com subject: unsubscribe (OR subscribe) -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 533" link IML-533} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-39 " MSG-39 Subject: Double your RAM!! @toc contents Subject: Double your RAM!! Date: Wednesday, 03 May 1995 00:55:27 From: Falko@aol.com ---------------------------------------------------------------------------- This may be of interest to Imagine PC/WIN @{" Thread 40" link IML-40} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-40 " MSG-40 Subject: Double your RAM!!! @toc contents Subject: Double your RAM!!! Date: Wednesday, 03 May 1995 01:02:51 From: Falko@aol.com ---------------------------------------------------------------------------- Ooops!! Sorry, previous msg was sent incomplete! Anyways, this may be of interest to Imagine PC/WIN users. Seamless Software Corp. has announced that they will be shipping Soft RAM in mid-May. This product can effectively double your installed RAM. It does not accomplish this as some other products on other platforms have done, by using virtual memory/swapfile technology. This product apparantly is to RAM as Stacker is to disk space. The product claims to accomplish its task through advanced and intelligent memory management which includes data compression as well as memory optimizing/defragmenting. From the article that I have read it works very low-level in the system, good enough to fool diagnostics that can access memory managment into thinking an 8mb PC actually has 16mb installed. It is said to achieve this without sacrificing performance and should work with DOS, Windows, and Windows95. Considering the increasing cost of RAM (yes, wholesale prices are up due to increased demand.) This may be one possible solution. Admittedly nothing is better than physical RAM, but for the price this may meet the needs of many an Imagine fan that's run out of memory rendering that long animation or large complex object/project. Oh, yes the price. Soft RAM $99 retail $69 - $79 anticipated street price. As soon as I can get it will give it a try on my 486/66/16mb system and tell you what I find. Falko @{" Thread 121" link IML-121} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-41 " MSG-41 Subject: Re: WINE @toc contents Subject: Re: WINE Date: Wednesday, 03 May 1995 01:43:05 From: Lumbient@aol.com ---------------------------------------------------------------------------- Sorry...AOL splits the mail for system convience. If you want I can UUE again or send it to specific people. ::Now raise your hands!:: Its just a cup(not great) against a stipped wall(incorrect bathtile texture axis :) with two spotlites projecting the shadow in two directions. I actually did this to test its shadow scanning ability. Thr ripples in the wine look pretty on the wall. @{" Thread 46" link IML-46} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-42 " MSG-42 Subject: Deformations (was Re: Re[2]: Imagine for Windows II) @toc contents Subject: Deformations (was Re: Re[2]: Imagine for Windows II) Date: Wednesday, 03 May 1995 01:54:10 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello aciolino, in <9504027994.AA799435162@ccmail.rrddts.donnelley.com> on May 02 you wrote: > As for the Imagine related question: Does anyone use > the deformations cube that the Detail Editor supplies? > I made a 10x10 cube, pinched the center of it (so it > looked like a hourglass), placed a sphere in the > middle, applied the cube, and instead of getting an > "hourglass-shaped sphere", I got an egg. Does this make > sense? Did I need to pinch the deformation cube > tighter? > > Since I haven't had time to play with this, I thought > I'd ask. Oh, and also so this message had some > relevance to the list. I've played with this feature for days with unpredictable results. I know the positioning and scale of the positive side of the axis' is important, more so than the position of the cube itself. There is only half a page devoted to this subject in the manual, I'd love to see a tutorial on this one. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 258" link IML-258} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-43 " MSG-43 Subject: Cloth,carpet,etc. @toc contents Subject: Cloth,carpet,etc. Date: Wednesday, 03 May 1995 02:36:00 From: w.graham6@genie.geis.com ---------------------------------------------------------------------------- Try using a low resolution bitmap (very pixelated) with few colors in conjunction with the Crumpled texture, with any applied color turned off. I make the Crumpled size about half the size of the bitmap pixels in the rendered image, so the size of the bitmap used obviously will depend on the final image's resolution. There is an Essence texture called Fiber that is worth playing with to simulate fur, you could also try using a custom object for Particles, should you have tons of ram. @{" Thread 126" link IML-126} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-44 " MSG-44 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 03 May 1995 04:07:21 From: imagine-relay@email.sp.paramax.com ---------------------------------------------------------------------------- From what Mike Halvorson has told me, V4.0 will not be a major rewrite so the "look-and-feel" will be same as it is now. He has said Impulse plans on a major re-write after V4 is released, I guess meaning V5. Apparently V3.3 is almost completed so it should be out shortly (relative). V3.4, which will be V4.0 is planned to come out shortly after V3.3. Maybe Mike H. doesn't want it spread around but he told me that V4.0 is planned to have Metaballs modeling! I think Impulse has stated that the release date of V4.0 is more dependent on when it is ready versus meeting a proposed schedule. On Mon, 1 May 1995, Darren Priestnall wrote: > Does anyone know when the Imagine 3.3 and 4.0 update's are due ? > I ask because I heard that V4 was due out at the end of May but I > wondered if this has been put back to a later date to allow V3.3 to be > released. > I fail to see how they can release 2 update's so close together.....I > personally would rather see one more update in the form of a fully > working and decent Imagine 4. > > What about everyone else, would you like another update bashed together > to meet the deadline while all their real attention is on getting V4 > working or would you rather V4 to be released at the original deadline. > > How about just releasing V4 in May and then the final update could be a > month or so later in the form of a fully working version with all bug > fixes...(I'm not being pessimistic with Impulse it's just that all new > software has bug's so I'm certain the new V4 interface will need severe > Beta testing by all us Imagine user's) > > > -- > ~===========================================================================~ > Darren Priestnall - darren@hanger.demon.co.uk (PandGImaging) > Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063 > -- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! -- > @{" Thread 321" link IML-321} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-45 " MSG-45 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 03 May 1995 04:22:07 From: imagine-relay@email.sp.paramax.com ---------------------------------------------------------------------------- Do any of you out there have any good tricks for making realistic-looking fur/carpet/cloth. I've had a heck of a time trying to get that "fuzzy look". None of the noise textures seem to do quite what I want. Any and all suggestions appreciated. @{" Thread 266" link IML-266} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-46 " MSG-46 Subject: Re: WINE @toc contents Subject: Re: WINE Date: Wednesday, 03 May 1995 09:12:48 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello Lumbient, in <950502201038_104536494@aol.com> on May 2 you wrote: > Sorry...AOL splits the mail for system convience. If you want I can UUE > again or send it to specific people. ::Now raise your hands!:: > Its just a cup(not great) against a stipped wall(incorrect bathtile texture > axis :) with two spotlites projecting the shadow in two directions. I > actually did this to test its shadow scanning ability. Thr ripples in the > wine look pretty on the wall. For anyone that's interested the Amiga PD program FJPEG loads in as much of the pic as possible, so you can get a good idea of these reflections. It's the only program I've found that does'nt reject the pic outright. The results are quite interesting, I wonder if standard lights as opposed to spotlights would create the same effect? --Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 200" link IML-200} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-47 " MSG-47 Subject: Re: Amiga->pc upgrades @toc contents Subject: Re: Amiga->pc upgrades Date: Wednesday, 03 May 1995 09:44:25 From: esanders@sandman.pdial.interpath.net ---------------------------------------------------------------------------- >From: Peter Appleton >Does anyone know if Impulse has an upgrade offer for those of us >swapping platforms? I realise this is a long shot as it probably goes >against the licencing or copyright laws. > >I an using v3.2 on an A1200/030/882 40MHz 6MB and will CONSIDER moving to >a Pentium as I am unwilling to upgrade my Amiga hardware/software any >further until the C=/Escom saga is finalised and NEW machines appear... > You can upgrade to the PC version (cross platform) of Imagine 3.0 for $200.00 U.S. Overseas freight: $10.00 Constant Upgrade Program for PC Img3.0 is $100.00 Yes, we all love the Amiga. I've owned a 500,3000, and 4000, but hey.. what can I say? My 90mhz pentium renders 4 to 5 times faster than my old 25mhz/3000. I love speed. Sandman ----------------------------------- Erik Sanders Liquid Light Animations esanders@sandman.pdial.interpath.net ----------------------- Erik Sanders Claremont,NC USA esanders@sandman.pdial.interpath.net @{" Thread 489" link IML-489} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-48 " MSG-48 Subject: Re: Imagine 3.x or 4.0? @toc contents Subject: Re: Imagine 3.x or 4.0? Date: Wednesday, 03 May 1995 10:12:22 From: Ted Stethem ---------------------------------------------------------------------------- Another new feature in V3.2 that was not immediately significant to me until I used it, is Pick More. This new tool is incredibly valuable in modeling and especially for Bones. With the Fast Bones and Pick More, the effort to make an animated character has become much easier. @{" Thread 10" link IML-10} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-49 " MSG-49 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Wednesday, 03 May 1995 10:19:12 From: denryan@interaccess.com ---------------------------------------------------------------------------- On Tue, 2 May 1995, Charles Blaquiere wrote: ..... > As has been explained so often on the Imagine Mailing List, they can > spend $55 and get the wonderful book by Philip Shaddock. Or wait for the ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ . And, as I and others have tried to explain, the "wonderful" Shaddock book *doesn't* cover the animation features of Imagine 2.0 very well. I give up. I can certainly understand the mentality that finds the piracy of the Imagine 3.x software or manual repugnant, but this selfish, recriminatory attitude concerning the now-obsolete documentation of Imagine 2.0 just strikes me as mean-spirited. I too have paid "hundreds of dollars" for software that is now obsolete, and, while I wouldn't just pass copies of this software around on the internet or bbs's, if somebody had a perfectly legal copy of the software in their possession, it wouldn't take me a New York minute to give my approval to them obtaining the documentation for this software. And, for what it's worth, I don't understand any contrary opinion to this at all. And, as a side issue: (re: the suggestion to purchase Imagine LE and use it for the 30 day free trial period) To me, "LE" ("Light Editions" of software) are ancillary give-aways usually accompanying a hardware purchase that enhance the "out-of-box" experience, and I resent any company that makes a marketing decison to attempt to use these editions of their software as a separate profit line. It all just muddies the waters of software purchase and use - waters that certainly don't need this kind of muddying. @{" Thread 75" link IML-75} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-50 " MSG-50 Subject: TextureStudio on the PC? No. @toc contents Subject: TextureStudio on the PC? No. Date: Wednesday, 03 May 1995 10:20:58 From: Andrew Dean ---------------------------------------------------------------------------- Hi all, In answer to the "Will you be porting TextureStudio to the PC?" questions, the answer I'm afraid is no. We intend to continue developing and improving both ImageStudio and TextureStudio on the Amiga and don't really have the time to consider a PC port (it's more than just a re- compile). -------- Andy Dean, co-author of ImageStudio and TextureStudio Email: adean@eleceng.ucl.ac.uk @{" Thread 23" link IML-23} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-51 " MSG-51 Subject: TextureStudio's support for graphics cards @toc contents Subject: TextureStudio's support for graphics cards Date: Wednesday, 03 May 1995 10:24:14 From: Andrew Dean ---------------------------------------------------------------------------- Hi all, It is quite likely that we'll be adding CyberGraphics support to both TextureStudio and ImageStudio (although ImageStudio will get it first). Before that though, we've got to get a Cybervision64 card :-) We have no intention of supporting the EGS standard. -------- Andy Dean, co-author of ImageStudio and TextureStudio Email: adean@eleceng.ucl.ac.uk @{" Thread 173" link IML-173} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-52 " MSG-52 Subject: Tutorials! we need more of them @toc contents Subject: Tutorials! we need more of them Date: Wednesday, 03 May 1995 11:16:20 From: Steve McLaughlin ---------------------------------------------------------------------------- Imagine Tutorials! We need more of them! Here is my suggestion, please comment and tell me what you think! I'd like to see more tutorials about Imagine on this list so I thought to myself how do we encourage people to contribute! Prizes? Money? Fame? Thanks from other Imagineers? The one that would be easiest and get more response would be more tutorials in return. I am suggesting that we keep a growing list of tutorials offline available ONLY to those who contribute a tutorial about a feature in IMAGINE. This would encourage people to write a tutorial about IMAGINE, and they would be rewarded with a compilation of tutorials to date and future editions. What about beginners you ask? How does a beginner how doesn't know anything about IMAGINE, write something about IMAGINE? Well, there are examples in the manual that could definately use some cleaning up and commenting about, or there have been tutorials posted on this list that can be expanded and cleaned up. If you are willing to write a tutorial about IMAGINE, please email me privately, or if you have suggestions or comments about this idea please post to this list. THanks! Steve McLaughlin stevemcl@vnet.ibm.com @{" Thread 95" link IML-95} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-53 " MSG-53 Subject: Amiga->pc upgrades @toc contents Subject: Amiga->pc upgrades Date: Wednesday, 03 May 1995 11:19:05 From: Peter Appleton ---------------------------------------------------------------------------- Does anyone know if Impulse has an upgrade offer for those of us swapping platforms? I realise this is a long shot as it probably goes against the licencing or copyright laws. I an using v3.2 on an A1200/030/882 40MHz 6MB and will CONSIDER moving to a Pentium as I am unwilling to upgrade my Amiga hardware/software any further until the C=/Escom saga is finalised and NEW machines appear... No flames please.... I am an amiga die hard, I love the OS but I need the speed. @{" Thread 70" link IML-70} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-54 " MSG-54 Subject: Pick/select bug!? @toc contents Subject: Pick/select bug!? Date: Wednesday, 03 May 1995 11:21:46 From: Peter Appleton ---------------------------------------------------------------------------- S.O.S. I am using Imagine V3.2 on an A1200/030/882 40MHz 6MB and have found that when I use the PICK SELECT menu item in the detail editor I get garbage drawn in the 2D view windows. The garbage disappears when I use REDRAW but this is still annoying. I have many commodities running which maybe causing the problem but have been unable to track it down. The problem does not occur when I run Imagine from boot/early startup. Has anyone had similar probs or have any ideas for a fix.... @{" Thread 459" link IML-459} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-55 " MSG-55 Subject: Re: Transparent or Genlock @toc contents Subject: Re: Transparent or Genlock Date: Wednesday, 03 May 1995 13:32:12 From: Dylan Neill ---------------------------------------------------------------------------- On Tue, 2 May 1995, MCADOO wrote: > What attribute color should I use to allow a video tape playing in the back > ground to be seen? I've used 0,0,0 with no luck. This is with Imagine 3.0. > Dpaint 0,0,0 give me no problem. Try loading a blank Dpaint picture as the background for the anim maybe? Just a wild guess! :) --- |\ /| o O ________________________oOO_=( ^ )=_OOo___________________________ | ''' U ''' | | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 | | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ | |__________________________________________________________________| @{" Thread 466" link IML-466} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-56 " MSG-56 Subject: Imagine 4.0 @toc contents Subject: Imagine 4.0 Date: Wednesday, 03 May 1995 14:23:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- To Mike H. (if listening) or anyone else in the know.Will Imagine 4.0 be coming with a completely NEW manual or simplyaddendems to the 3.0 manual?Also, will the Imagine for Windows eventually replace the PC DOS onlyversion, or will there co ntinue to be dual OS versions on the PC side=? __________________________ _____________________________ /____________________________________________ _____________\ /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D==3D=3D=3D=3D= 3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\ =3D| Mike van der Sommen || Emai l: =|=3D =3D| GraFX Haus BBS || mike.vande rsommen@caddy.uu.silcom.com =|=3D =3D| Santa Barbara, Ca. || _________________ _____________________ =|=3D =3D| "..where the 4 Horsemen of the Apocalypse pl ay golf..." =|=3D =3D| 14.4k v.32bis 24 hours - 805-683-1388 =|=3D \_____________________________________________________________/--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 281" link IML-281} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-57 " MSG-57 Subject: Re: TEXTURE-STUDIO @toc contents Subject: Re: TEXTURE-STUDIO Date: Wednesday, 03 May 1995 14:34:15 From: Dave Rhodes ---------------------------------------------------------------------------- (ref TEXTURE STUDIO) > it's the answer to my prayers. I've sent off my registration > and it's back to waiting for the posty again ! > > (just like waiting for Im. 3.0 -but not for nearly a year.) Damn right ! It's here already, virtually by return of post, Now that's good service. It's the latest version, fully working, (of course) and no longer crashes with the "older" textures which I listed in my original post. Most of them seem to actually work properly too, except bricks and dots, but I'll have to experiment further. It seems to work with all my (old) Essence stuff too, but I'm not sure about the newer ones,- I haven't got them ! You can even generate anims via Arexx, there's a couple of example scripts which are simple, but work well. Amiga users - Do yorselves a favour and get this (and register!) as soon as you can. I love it (more than ever) BTW - I have had no problems with blank menus.. I use WB 3 Dave -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 228" link IML-228} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-58 " MSG-58 Subject: Re: Imagine for Windows II @toc contents Subject: Re: Imagine for Windows II Date: Wednesday, 03 May 1995 14:50:42 From: Dave Rhodes ---------------------------------------------------------------------------- Hi imagine@email.sp.paramax.com gregory denby wrote: > Some of my wishes: A spline forms editor, and the ability to use splines > with control handles for paths: Point editing in new mode: snap object ^^^^^^^^^^^^^^^^^^^^^^^^^ You can edit points in new mode, at least on the Amiga version - although you have to make sure that you haven't got any of the buttons in the perspective window selected, i.e. A,Z or P. Just get the view so you can see the points you want to move, for instance, select drag points, (or whatever) and de-select A,Z or P and there you have it. This confused me at first. Best wishes Dave -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 13" link IML-13} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-59 " MSG-59 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Wednesday, 03 May 1995 15:10:34 From: Dave Rhodes ---------------------------------------------------------------------------- Hi imagine@email.sp.paramax.com In Charles Blaquiere wrote: > > From: Mike Vandersommen > > > > No doubt it's a transcript....or someone retyping an Imagine manual. Are you talking about the post to this list which was called something like Imagine 2.0 Documentation ? -- if so, it turned out to be only the Imagine FAQ , but the note from the guy that posted it said he thought it was the manual. (That says something in itself...) > No, it's not sadistic. They got the program on the cover of a magazine > that cost them $10 or so. I paid hundreds of dollars for it. That's why > I got an (inadequate) manual and they got maybe 3 pages of instructions. I have to agree with you Charles, they were lucky to get it at all, I've no real objection to people getting it for (nearly) free, if it helps to spread The Word, but they can't expect the whole package.. for what it's worth. People have to believe they can get something not available elsewhere when they buy a program like Imagine, or piracy will surely send Impulse ^^^ (and our dearly beloved) down the tubes. Dave -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 99" link IML-99} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-60 " MSG-60 Subject: Essence PC Textures @toc contents Subject: Essence PC Textures Date: Wednesday, 03 May 1995 17:30:47 From: Curtis White ---------------------------------------------------------------------------- For all you PC users out there, it is time to get excited again. The following is the latest response from Steve Worley concerning Imagine Textures for the PC and other Apex products. --------------------------------------------------------------------------- Hi Curtis! Yes, Apex still exists. The demise of the Amiga has slowed things down a whole lot, but we've ridden along and haven't quite submerged. We certainly are not dropping Imagine support in any way; that's our entire user base! In fact, we are just now putting together our next newsletter which announces the availability of Essence for PC Imagine. EssPC is effectively available now; I have master disks I can copy, though I don't expect to for a week or so until the newletter and official announcement goes out. Understanding Imagine, Third Edition. Ready June 15. Lightwave plugins, code named Tsunami, are currently under development. No release date yet, I'd expect August or so. I'd be nice to have them for SIGGRAPH. The "official" announcement of EssPC and UI will be made next week, when we send out the mailing. Hope this answers your questions. -Steve --------------------------------------------------------------------------- ========================================================= = Do not follow where the path may lead. = = Go instead where there is no path and leave a trail. = ========================================================= Curtis White @{" Thread 65" link IML-65} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-61 " MSG-61 Subject: Re: Impulse Gazette and Wasted Bandwidth. @toc contents Subject: Re: Impulse Gazette and Wasted Bandwidth. Date: Wednesday, 03 May 1995 18:13:14 From: Torgeir Holm ---------------------------------------------------------------------------- >> > Is it just me, or does it seem that Impulse hires >> > people who speak French to do their writing? >Heyy, careful there... *I* speak French. And my explanations tend >to be on the clear side. Maybe we should start the rumour that >Impulse writers speak Norwegian, and have Conny jump in! >grinning, ducking & running> Conny is Sweedish!!!! I AM NORWEGIAN!!!! KILL :) (I think, Mike H, is Norwegian BTW..) >> BTW, whatever happened to Impulses attempt for digital non-linear >> editing? They had this box they were planning on doing magic with.. >> forgot the name.. >It's not dead. Sanyo will be marketing it later this year. (Maybe >they've even announced it at last month's NAB, for all I know) I remember reading about this in comp.sys.amiga.graphics. It was supposed to be pretty good as well.. Torge!r @{" Thread 76" link IML-76} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-62 " MSG-62 Subject: Metaballs? @toc contents Subject: Metaballs? Date: Wednesday, 03 May 1995 18:35:15 From: Richard Heidebrecht ---------------------------------------------------------------------------- Somebody recently mentioned that Metaballs might be included in Imagine 4.0. I have heard of them before, but I have no idea what they do. Would somebody please enlighten me? Rick @{" Thread 111" link IML-111} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-63 " MSG-63 Subject: ESSENCE PC @toc contents Subject: ESSENCE PC Date: Wednesday, 03 May 1995 19:13:54 From: paulC@Dieppe.artmediatech.nl (Paul Claessens) ---------------------------------------------------------------------------- Hi there, Could anyone tell me if ESSENCE is already available for the PC. If so, ***PLEASE*** tell me where and how to get it.... Is it possible to order it through E-Mail? Many thanks in advance... P.S. Please send replies to my own adress, cause I'm currently not on the list. (snif...) paulC@artmediatech.nl ------------------------------------------------------------------------- Life's a towel... ------------------------------------------------------------------------- @{" Thread 60" link IML-60} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-64 " MSG-64 Subject: Rayman/Renderman? @toc contents Subject: Rayman/Renderman? Date: Wednesday, 03 May 1995 19:53:00 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- I have herd of a programme on the PC called Renderman or Rayman? Does anyone know anything about this programme. I am considering getting a PC to increase my rendering speeds instead of spending lots of money souping up my Amiga 2000. If this programme is specifically for rendering and can out-gun Ami Imagine or PC Imagine then I will consider puchasing a PC. My personal preferance is for Amiga, but I work with PCs, Macs, Unix professionally as a graphic artist, and I realise that there are other computers out there that will do things that I need to do much quicker than an Amiga can. I will not throw out my Ami yet though. 8-) ######################################## ## YYY YYY RRRRRRR OOOOOO DDDDDD ## ## YYY YYY RRR RRR OOO OOO DDD DDD ## ## YYYYYYY RRRRRRR OOO OOO DDD DDD ## ## YYY RRR RRR OOO OOO DDD DDD ## ## YYY RRR RRR OOOOOO DDDDDD ## ## yrod@ozemail.com.au ## ## A2000/030 FPU 4MB &-( ## ## GeneralProtectionFaultFreeZone 8-) ## ######################################## @{" Thread 86" link IML-86} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-65 " MSG-65 Subject: Re: Essence PC Textures @toc contents Subject: Re: Essence PC Textures Date: Wednesday, 03 May 1995 19:53:54 From: plucas@vt.edu (Perry Lucas) ---------------------------------------------------------------------------- >For all you PC users out there, it is time to get excited again. The >following is the latest response from Steve Worley concerning Imagine >Textures for the PC and other Apex products. > >--------------------------------------------------------------------------- > >Hi Curtis! > >Yes, Apex still exists. The demise of the Amiga has slowed things >down a whole lot, but we've ridden along and haven't quite >submerged. > >We certainly are not dropping Imagine support in any way; that's >our entire user base! In fact, we are just now putting together >our next newsletter which announces the availability of Essence >for PC Imagine. EssPC is effectively available now; I have master >disks I can copy, though I don't expect to for a week or so until >the newletter and official announcement goes out. Phone #, Phone #, Phone #, Phone #, Phone #, Phone #, Phone #... --Perry @{" Thread 383" link IML-383} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-66 " MSG-66 Subject: Re: Tutorials! we need more of them @toc contents Subject: Re: Tutorials! we need more of them Date: Wednesday, 03 May 1995 20:18:45 From: zmievski@herbie.unl.edu (Andrey Zmievskiy) ---------------------------------------------------------------------------- > return. I am suggesting that we keep a growing list of tutorials > offline available ONLY to those who contribute a tutorial about > a feature in IMAGINE. This would encourage people to write a tutorial > about IMAGINE, and they would be rewarded with a compilation of > tutorials to date and future editions. I feel that keeping tutorials only for selected few is not such a good idea. There shouldn't be an incentive to write a tutorial except to help others. Look at "Dare to Imagine" - wonderful compilation of freely available tutorials. Andrey @{" Thread 117" link IML-117} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-67 " MSG-67 Subject: Neon? @toc contents Subject: Neon? Date: Wednesday, 03 May 1995 20:43:07 From: plucas@vt.edu (Perry Lucas) ---------------------------------------------------------------------------- How do you make a Neon light? I have been playing around with FOG, Bright, and Haze, but to little avail. Also here is a request for an update. Barndoors - For those that do not know, shutters that attach to a light so that you can control where the light falls more accurately. _____________ |\ /| | \ / | | \_____/ | | |___| | | / \ | | / \ | |/_________\| Okay, so I am not the best ascii artist, but the doors allow you to direct the light. For this to work, the light lines feature would have to be extended and, a falloff circle would have to be created, and some other features to let you know where the light is going. (Like 3d studio) --Perry @{" Thread 105" link IML-105} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-68 " MSG-68 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Wednesday, 03 May 1995 20:50:12 From: denryan@interaccess.com ---------------------------------------------------------------------------- On Wed, 3 May 1995, Dave Rhodes wrote: .... > I have to agree with you Charles, they were lucky to get it at all, I've no > real objection to people getting it for (nearly) free, if it helps to > spread The Word, but they can't expect the whole package.. for what it's > worth. > People have to believe they can get something not available elsewhere > when they buy a program like Imagine, or piracy will surely send Impulse > ^^^ .... . *I* didn't get the program from a 10 dollar magazine and *I* have no problem with people obtaining any documentation for Imagine 2, a program for which, I might point out, one *can't* purchase any documentation for at any price. @{" Thread 113" link IML-113} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-69 " MSG-69 Subject: TextureStudio and Bricks.itx and Dots.itx @toc contents Subject: TextureStudio and Bricks.itx and Dots.itx Date: Wednesday, 03 May 1995 21:13:34 From: Andrew Dean ---------------------------------------------------------------------------- Hi all, It is documented in the manual that neither Bricks.itx or Dots.itx work with TextureStudio (Bricks doesn't do anything, Dots draws quarter dots). We don't currently know why this is, they may still have remenants of their Imagine2 origins. -------- Andy Dean, co-author of ImageStudio and TextureStudio Email: adean@eleceng.ucl.ac.uk @{" Thread 50" link IML-50} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-70 " MSG-70 Subject: Amiga->pc upgrades @toc contents Subject: Amiga->pc upgrades Date: Wednesday, 03 May 1995 21:27:33 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Peter Appleton > > Does anyone know if Impulse has an upgrade offer for those of us > swapping platforms? The latest Impulse Gazette (Winter 1995, received in March) mentions: "Cross-platform upgrade from Amiga version of Imagine to PC version of Imagine 3.0 -- $200" (US) You may want to send e-mail to Mike Halvorson, explaining that you're a few miles too far (!) to benefit from their toll-free number, and ask about your specific situation. If you have Imagine 2.x, or 3.0, or are on the auto-upgrade, different situations may apply. @{" Thread 47" link IML-47} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-71 " MSG-71 Subject: Re: Imagemaster R/t @toc contents Subject: Re: Imagemaster R/t Date: Wednesday, 03 May 1995 21:39:03 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: William Bogan > > Can you tell me where I can get more info about > WinImages/Black Belt? It sounds very interesting. I'd love to! When I find hardware or software I really like, I turn into the PR person from hell. Ben Williams, president of Black Belt, can be reached at 76004.1771@compuserve.com. WinImages is one of the true bargains of the PC world, but (possibly) due to Black Belt's lack of advertising support, the program never seem to get reviewed. @{" Thread 109" link IML-109} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-72 " MSG-72 Subject: Iterated Systems @toc contents Subject: Iterated Systems Date: Wednesday, 03 May 1995 22:04:40 From: dalamar@MIT.EDU (Craig Andera ) ---------------------------------------------------------------------------- >Mike, > >In the PC world there is a company called Iterated Systems that uses >fractal >algorithms to achieve as much as 200:1 compression ratios. I can't remember >the name of the product, but it is supposed to be as near to lossless as >makes no difference in the 2-4:1 area. In the neighborhood of 20-100:1 it >is >supposed retain much better image quality than jpeg at any level. > >Falko I have a demo of exactly this product that came with the Microsoft Jumpstart CD. It is *very* impressive. Most of the demo images were compressed at around 30:1 and they looked really nice. The best thing about it arises from the fractal nature of the algorithm: if you enlarge the picture beyond its original size the image is fractally interpolated, and you get something that looks way better than a blurred enlargement. Now I don't know if the images they used (all seemed to be scanned photographs of city and natural scenes) were specifically chosen for the compression ratio they achieved. From what I understand of fractal algorithms they are heavily dependent on image content, and they perform best when used to compress natural scenes. This makes sense, as things like trees and flowers have fractal features. The big thing, of course, is the price tag. I didn't look into it too deeply, but they have several different products which *start* at around $700. Out of my price range. Maybe I'll take a look into writing my own stuff over the summer: I'll have all this free time and a couple of degrees in EECS I'm not using... @{" Thread 94" link IML-94} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-73 " MSG-73 Subject: New Web Page and Programs @toc contents Subject: New Web Page and Programs Date: Wednesday, 03 May 1995 22:08:06 From: Ian Smith ---------------------------------------------------------------------------- A bunch of minor things here. :-) Both IIUtilities and IITextures have new versions and I just put up a Web page with Imagine related items on it. IIUtilities has a new script to generate circular and sipral paths, and IITextures has one new texture and most of the textures also include IBM versions now. Both are available on my web page at: http://moose.erie.net/~iansmith Make sure to check out my big page of Imagine textures. :-) I am trying to collect as much information as I can on various textures programmed by us users. So if anybody out there knows of any not listed on that page, send me mail! Let me know if you find any glitches too, as both archives and the Web pages are pretty new. Enjoy! -- IanSmith@moose.erie.net @{" Thread 225" link IML-225} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-74 " MSG-74 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Wednesday, 03 May 1995 22:11:08 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: denryan@interaccess.com > > this selfish, recriminatory attitude concerning the now-obsolete > documentation of Imagine 2.0 just strikes me as mean-spirited. Why do we get tarred with this brush? People who pay $10 for a coverdisk should expect to get the software and a page or two of hints. No fancy packaging, no manual, and often no technical support. This is the reason the software is being given away, rather than sold for its normal price. These rules of coverdisks should be well-known by now, and anybody who complains about having a hard time with their freebie software is just plain unreasonable. It's simple: you get what you pay for. The fact that Imagine isn't as self-evident as a shoot'em-up game is irrelevant. With coverdisks, "you pays your money and you takes your chances". Do I sound unpleasant? Yes, I sound unpleasant. It's because this situation reminds me of a whiny kid at the fair, who never gets enough rides and always wants more. "Imagine costs too much." Okay, here's an alternative. You get an old version of program, and no documentation, for $10. That's about _ three percent_ of the street price. "I want more! Gimme the manual." If you want documentation, you could download the IML archives. They're free. Or, you could buy books such as "The Imagine companion", by David Duberman, or "3D Modeling lab", by Philip Shaddock. "I want more! The Shaddock book covers modeling, but only animation basics." Okay, you could buy Imagine L/T, which has almost everything version 3.0 has. It's $99, and you get the 3.0 manual. "I want more! Imagine L/T is missing 3 features." Basically, what people seem to want, is a full version of Imagine 3.x, with full manual, for $10. This is why I'm annoyed. > if somebody had a perfectly legal copy of the software in their > possession, it wouldn't take me a New York minute to give my approval to > them obtaining the documentation for this software. You just said it: they have a legal copy of the _software_. They have no legal copy of the _manual_. And that's where we disagree, and where I think your position is invalid. > I resent any company that makes a marketing decison to attempt to use > these [L/T] editions of their software as a separate profit line. It all > just muddies the waters of software purchase and use - waters that > certainly don't need this kind of muddying. Impulse has repeated this time and again: Imagine L/T is a way for people to try 3D software without having to lay $500 on the table. It has a full 30-day money-back guarantee, so that if you find 3D is too complicated for you, you haven't lost a cent. If you do like the program, you have an excellent deal. I'd say that half (?) of the textures, and over 95% of the functionality, is a great deal when you pay one-third the price. And for those professional users who really need the high-end features, there's the full version of Imagine. Impulse is being depicted as some ogre out to rob innocent people. Just the opposite: their extensive line of Imagine versions shows their willingess to offer a variety of products, each at a different price. @{" Thread 198" link IML-198} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-75 " MSG-75 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Wednesday, 03 May 1995 22:14:49 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Richard Heidebrecht > > Does anybody have any information on what Philip Shaddock's newer book > contains that the previous didn't, and what is Steve Worley's book like > (what's it called)? Unfortunately, I have no idea what Mr. Shaddock will cover in his book, although it's safe to venture that he'll cover animation in detail, and the functions that have appeared in Imagine 3.1 and up. Steve Worley's "Understanding Imagine 3.0" is still vaporware at this point, although I will immediately send him my money when he releases it. His "... 2.0" book was the most enjoyable software book I have ever read. @{" Thread 74" link IML-74} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-76 " MSG-76 Subject: Re: Impulse Gazette and Wasted Bandwidth. @toc contents Subject: Re: Impulse Gazette and Wasted Bandwidth. Date: Wednesday, 03 May 1995 22:18:17 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Torgeir Holm > > >Maybe we should start the rumour that > >Impulse writers speak Norwegian, and have Conny jump in! > >grinning, ducking & running> > > Conny is Sweedish!!!! I AM NORWEGIAN!!!! KILL :) (I think, Mike H, is > Norwegian BTW..) D'ohh! I'm sorry! This is exactly the kind of mistake I always try to avoid! (Like confusing a Belgian for a Frenchman... few people live to tell about it) @{" Thread 171" link IML-171} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-77 " MSG-77 Subject: Font Objects @toc contents Subject: Font Objects Date: Wednesday, 03 May 1995 23:34:02 From: Richard Heidebrecht ---------------------------------------------------------------------------- How do you creat font objects (Imagine 2.0, PC)? I know this is a simple question that I could figure out on my own by thumbing through the manual, but I got my copy of Imagine 2.0 with 3D Modeling Lab, so I don't have the manual. Any help would be greatly appreciated, as it's for an assignment due relatively soon and Iv'e been playing around with it trying to get it to work but have had no luck as of yet. Thanks, Rick @{" Thread 115" link IML-115} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-78 " MSG-78 Subject: Modelling Bike Parts @toc contents Subject: Modelling Bike Parts Date: Thursday, 04 May 1995 00:04:53 From: Charles Blaquiere ---------------------------------------------------------------------------- Whoa! What an ambitious message! (Thanks for bringing the focus back to Imagine, by the way) It seems like your level of expertise is too high for this little tutorial, but some of the newer users may appreciate it: Modeling a symmetrical object is always simpler, and Imagine lets you model objects which have circular symmetry, like a bicycle derailleur or a daisy. - Add a Primitive disk. Accept the defaults. The disk should be located at 0, 0, 0. Change the Pick Method to Drag Box, and in the Front view select all points except three: the center, the top, and its left-hand neighbour (like the 11 and 12 o'clock positions). Delete the selected points. You are left with a single wedge. - Go back to Pick Groups mode. Add a Primitive Tube, radius = 5, circle sections = 12, stagger points = off. Transform its orientation to 97, -90, 90 and its position to -6.5, 5, 51. - Select All and Slice, then select PARTS and Ungroup it. Delete everything except the flat wedge with a round indentation at the short end. This is the prototype for a single gear tooth. - If you zoom in on the indentation in the Front view, you'll see some duplicate points. Let's clean them up. Multi-select the two points around X = -9.5, Z = 47 and Join them into a single point. Do the same with the three other pairs of almost-identical points. (Remember to click the mouse into empty space, without the Shift key, between selections to clear all selections, or else you'll be joining each pair of points to the previously-selected points) You should be left with an object with 9 points, 15 edges, and 7 faces. - Select the object and position its AXIS ONLY to 0, 0, 0. Enter the Replicate requester, with length = 0.0001, copies = 23, and angle = (one full rotation minus 1/24th) 345 degrees. - In replicating the object, we have created pairs of points at the outer edge of each copy, which should again be joined. You'll find 24 such pairsat X = 0, Z = 50; X = 13, Y = 48.25; and so on. Each pair of points should be joined. There's also a group of duplicate points at the object center; don't forget them! When the object is cleaned up, it should have 169 points. You now have a flat gear. - Extrude the object 3 units in Y. If you do a quickrender at this point, the gear will look funny, because we haven't defined any sharp edges. By default, Imagine objects have Phong shading, and all edges are soft. To define hard edges, pick the object and enter Pick Edges mode. Under the Pick/Select menu, you'll find the mighty Edge Filter. Apply it with its defaults, and see all edges that deviate from each other by more than 60 degrees automatically get picked! If you see any picked edges in the Top or Side view, (set Zoom to 16 for a better look) then the Edge Filter was too stringent. Click in empty space to deselect the edges, and try the Edge Filter again with a higher Min. Angle value. Your goal is to select all perimeter edges, as seen in the Front view, but none of the edges which are parallel to the Y axis. When that's done, Make Sharp will tell Imagine that it shouldn't use smooth Phong shading across these edges. - Now, let's give our object some attributes. Change its name to GEAR, color to 64, 64, 64, reflect to 64, 64, 64, specular to 255, 255, 255, hardness to 200, 200, 200. Finally, to get that metal look, you must add a reflection brush, either to the object, or in the Action editor as an environment map. (Globals actor bar) Just paint some irregular oval shapes in white over a black background, outlined with darker and darker shades of grey. Some of the key points in this tutorial: looking out for duplicate points, which can cause rendering problems, and correctly specifying sharp edges. Class dismissed. @{" Thread 139" link IML-139} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-79 " MSG-79 Subject: Morphing @toc contents Subject: Morphing Date: Thursday, 04 May 1995 00:10:59 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Marty Nussbaum > > Got a quick question. I am trying to morph a small sphere, > radius 50 units, into a large sphere, 300 units. When I do a wireframe > view of the animation the sphere acts like a balloon. What I mean is that > the small sphere expands to about 175 units then back to its original > size. You may have fallen victim to the common affliction known as "spline sickness", where Imagine, rather than take a simple path from A to B, makes a wild curve to one side. (I'm talking about a path in the widest sense possible: not a spatial path, but just the act of morphing a value from A to B) Try activating the "discontinuous knot" button, to warn Imagine that it shouldn't attempt to smooth this morph segment with the next, since there is no next segment. (Does that make sense?) @{" Thread 80" link IML-80} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-80 " MSG-80 Subject: Morphing... @toc contents Subject: Morphing... Date: Thursday, 04 May 1995 00:16:29 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: FERNANDO PENA D'ANDREA > > About morphing, how I can determine what will move to a wanted > position? When I make my morphing object it morphs to the other with > unwanted results. How to fix? As you know, to morph between objects, each object must have the same structure: same number of points/edges/faces, edges/faces connecting the same points. If your object has, say, 1000 points, Imagine will simply morph the location of point 1 in object A with point 1 in object B; point 2 with point 2; and so on. To see how the points are numbered, enter Pick Points mode and press RightAmiga-N (for Next). The first point will be highlighted. Every time you press RightAmiga-N, the next point will be shown. To prevent unwanted results, you should morph between similarly-shaped objects, and try to preserve the points' relationship. For example, you could morph between a building and a pencil, but you should not move the points so that the bottom of the building becomes the eraser at the top of the pencil; you should use the _top_ points of the building to do that. I realize this is a very basic answer, but my intuition tells me yours is a very basic situation. @{" Thread 81" link IML-81} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-81 " MSG-81 Subject: Re: Morphing... @toc contents Subject: Re: Morphing... Date: Thursday, 04 May 1995 00:21:01 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Ayalon Hermony > > But, is it possible to make the 'chin' points where the 'nose' where, > and only move the axis down (Shift-M, Shift-Z) and drag down the axis? > > Or, leave axis at same place, in Actin editor, add a new position bar, > for 2nd object (chin') and change Z value to new position? The axis is the reference point for all XYZ positions related to an object. (Its points, textures, brushes) As such, moving the axis when creating multiple objects for morphs (or multiple states) is pointless. (No pun intended) You should always leave the axis at the same position. To move the axis, you must move the object in the Stage or Action editor. @{" Thread 209" link IML-209} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-82 " MSG-82 Subject: Re: Double your RAM!!! @toc contents Subject: Re: Double your RAM!!! Date: Thursday, 04 May 1995 00:22:03 From: Falko@aol.com ---------------------------------------------------------------------------- >But it worked. (Halving everything except graphic size, of >course. I want to see someone crunch graphics down to half their size >without losing). Mike, In the PC world there is a company called Iterated Systems that uses fractal algorithms to achieve as much as 200:1 compression ratios. I can't remember the name of the product, but it is supposed to be as near to lossless as makes no difference in the 2-4:1 area. In the neighborhood of 20-100:1 it is supposed retain much better image quality than jpeg at any level. Falko @{" Thread 124" link IML-124} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-83 " MSG-83 Subject: Object speed @toc contents Subject: Object speed Date: Thursday, 04 May 1995 00:37:34 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Paul Rance > > Is there away to vary and object's speed a number of times > along a path in v3.2? Boy, I can't believe that nobody has responded to you in a month. B^( The answer is no. Using acceleration/decceleration, or using spline velocity, you only have control over the beginning and ending behaviour. You'll need to separate your path in segments, and define multiple "follow path" bars in the Action editor. @{" Thread 242" link IML-242} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-84 " MSG-84 Subject: How to make a lake on PC? @toc contents Subject: How to make a lake on PC? Date: Thursday, 04 May 1995 00:42:48 From: Dave Wilson ---------------------------------------------------------------------------- I'm trying to make my own MYST Island but I'm having a b*tch of a time making even half decent looking water. I just moved to a DX4/100 from an Amiga 3000 where I guess I took things a little for granted. I've tried Waves and I've tried disturbed but they aren't giving me the results I'm after. Any help would be great, Thanks. \ @{" Thread 119" link IML-119} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-85 " MSG-85 Subject: PC 2 Amiga redux... @toc contents Subject: PC 2 Amiga redux... Date: Thursday, 04 May 1995 00:52:54 From: Charles Blaquiere ---------------------------------------------------------------------------- The March 1994 Amiga World had an article on Amiga networking. One option would be to use Oxxi's Amiga Client Software to turn your Amiga into a Netware client. You can also ask Dale Larson about his book on Amiga networking; his e-mail address is dale@iam.com, or use the World-Wide Web: http://www.iam.com @{" Thread 32" link IML-32} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-86 " MSG-86 Subject: Rayman/Renderman? @toc contents Subject: Rayman/Renderman? Date: Thursday, 04 May 1995 01:03:13 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: yrod@ozemail.com.au > > I have herd of a programme on the PC called Renderman or Rayman? Renderman is a powerful, but slow, rendering engine. Note that it only renders; you have to model objects and set up scenes in other programs. > If this programme is specifically for rendering and can out-gun Ami > Imagine or PC Imagine then I will consider puchasing a PC. Why not do a cross-platform upgrade to Imagine/PC, and continue using the powerful program you know and love? That's what I'll be doing: Imagine modeling/rendering on the PC, and Imagemaster/ARexx post-processing on the Amiga. @{" Thread 112" link IML-112} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-87 " MSG-87 Subject: Re: OBJECTS. @toc contents Subject: Re: OBJECTS. Date: Thursday, 04 May 1995 01:15:12 From: jgoldman@acs.bu.edu ---------------------------------------------------------------------------- > > Well, some people asked me by the objects which I put the list on > our dear IML. So, I decided to send an object each time directly to > IML, so anyone who wants will be free to pick them and extract. The > objects will start to appear in IML compacted by LHa, with the > subject: Please do *not* start posting uuencoded files to the IML. I really don't want to come off as some sort of idiot, but this type of thing is the last thing my E-Mail account needs. Don't feel singled out, it wasn't my intention. I usually don't complain about things on the IML because we go through stages. I'm usually sure that anything I have a problem with will go away in due time (usually short), so I just wait in silence, but if something were to start occuring regurlarly, specifically the uuencoding of files, I would have to register my objections. And I am... As an alternative, could these objects be mailed to individuals, or to FTP sites, or individuals willing to upload them to FTP sites, etc?? Much as I would love to see the work of others, I would rather have the option of choosing the method in which I receive the material, as some systems simply can't handle the traffic. Thanks... Jeff--> E-Mail: jgoldman@acs.bu.edu @{" Thread 578" link IML-578} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-88 " MSG-88 Subject: Star Trek - Generations @toc contents Subject: Star Trek - Generations Date: Thursday, 04 May 1995 01:22:25 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Andrew > > Anyone see the latest Star Trek movie? In it, there is this cosmic thing > called the Energy Ribbon (??). I believe that was generated on a Silicon > Graphics machine. Any idea how it can be done on Imagine? I would model a ribbon and add a noise texture to affect the filter parameter. This way, the center of the ribbon would be visible, trailing off into invisibility at the edges. I would then add a bunch of states, with the texture locked to the default state, and deform the ribbon in each state. I would also change the texture seed or time parameter over time. Anybody have another approach? @{" Thread 206" link IML-206} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-89 " MSG-89 Subject: Re: Double your RAM!!! @toc contents Subject: Re: Double your RAM!!! Date: Thursday, 04 May 1995 01:30:37 From: Falko@aol.com ---------------------------------------------------------------------------- Steve, I have no idea yet. I work for a PC reseller and have access to distributors and one that we deal with was mentioned as a source for Soft RAM. As it is I don't think they are taking pre-orders, but I will check and post to the IML with this threads subject line. Falko @{" Thread 103" link IML-103} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-90 " MSG-90 Subject: TextureStudio and Bricks.itx and Dots.itx @toc contents Subject: TextureStudio and Bricks.itx and Dots.itx Date: Thursday, 04 May 1995 01:42:45 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Andrew Dean > > It is documented in the manual that neither Bricks.itx or Dots.itx > work with TextureStudio (Bricks doesn't do anything, Dots draws quarter > dots). We don't currently know why this is, they may still have remenants > of their Imagine2 origins. Perhaps it's because TextureStudio maps textures onto a plane located at 0, 0, 0? (Conjecture -- I haven't even seen the program) At the wrong location/orientation, textures such as Bricks will show grout only, since the plane intersects the brick wall between layers of bricks; similarly, Dots may show no dots, if the spheres are small enough that they don't touch, and the plane intersects the texture between layers of dots. @{" Thread 69" link IML-69} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-91 " MSG-91 Subject: Transparent or Genlock @toc contents Subject: Transparent or Genlock Date: Thursday, 04 May 1995 01:52:49 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: MCADOO > > What attribute color should I use to allow a video tape playing in the > background to be seen? I've used 0,0,0 with no luck. This is with Imagine > 3.0. Dpaint 0,0,0 give me no problem. The _color_ of the background is irrelevant. What matters is the _palette position_. Color zero is removed by genlocks and replaced by the incoming video signal, regardless what color zero is. (Try it: load DPaint and scribble something on the screen. Activate your genlock, and play with the palette requester. You'll see that no matter what value you give color zero, the genlocks works the same) Imagine used to have a "Use genlock" button to force it to render the background as color zero (and prevent it from using color zero for objects, of course), but that was removed in versions 3.0 and above. The reason is that Imagine will soon offer alpha channel capability, so Impulse removed gelnock functionality. Unfortunately, bugs appeared in the alpha channel, so we won't be able to render genlockable images directly from Imagine for a while. (instant definition: an alpha channel is a 256-color greyscale foreground/background mask which supports anti-aliased object edges, plus semi-transparency. It doesn't work with standard, "color-zero" genlocks, but will do wonders for Opalvision users) You can use an image processing program, such as Imagemaster R/t, ImageFX, or ADPro, to remap the palette so whatever color was used in your Imagine background will occupy palette position zero. @{" Thread 24" link IML-24} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-92 " MSG-92 Subject: Binaries to the IML @toc contents Subject: Binaries to the IML Date: Thursday, 04 May 1995 01:59:18 From: jkee@omni.voicenet.com ---------------------------------------------------------------------------- I would appreciate if we didn't post binaries to the Imagine mailing list, as I have to pay for the time I use to download email and it's upsetting to have to pay for things I didn't request. If possible, could those wishing to post binaries, ask for email requesting it and send it just to those individuals? Thanks.... Jon Commish CFL95 jkee@omni.voicenet.com ------------------------------------------------------------------------------- CFL95 Web Page URL http://www.voicenet.com/voicenet/homepages/jkee/cfl.html ------------------------------------------------------------------------------- Date and Time originated 05/04/95 00:59:18 @{" Thread 135" link IML-135} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-93 " MSG-93 Subject: Wine @toc contents Subject: Wine Date: Thursday, 04 May 1995 02:03:05 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: cjo@esrange.ssc.se > > If you take a fluid like brandy or wine and pour it in a glas (what the > h*ll, drink it directly from the bottle if you like) you will see "more > colour" in the middle of the glas than you do at the edges simply because > the light has to travel through more fluid in the middle. > I want my fluid-objects to behave the same way!! > Using fog is not a good idea since fog can't reflect or have hardness. I would enclose the fog liquid in a glass-like "skin" object; this object would show the hard specular highlights and reflections you're after. @{" Thread 102" link IML-102} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-94 " MSG-94 Subject: Re: Iterated Systems @toc contents Subject: Re: Iterated Systems Date: Thursday, 04 May 1995 02:58:24 From: IanSmith@moose.erie.net (Ian M. Smith) ---------------------------------------------------------------------------- On the IML dalamar@MIT.EDU (Craig Andera) wrote: > The big thing, of course, is the price tag. I didn't look into it too > deeply, but they have several different products which *start* at > around $700. Out of my price range. Maybe I'll take a look into > writing my own stuff over the summer: I'll have all this free time > and a couple of degrees in EECS I'm not using... I wouldn't work too hard on it.. Iterated Systems has patents on the idea of fractal encryption and charges a HUGE amount for the honor of using *their* property. They would probably sue anyone who had the nerve to use any ideas that they own. You just HAVE to love the US patent system... bleah! -- Ian M. Smith Home Page - http://moose.erie.net/~iansmith (PGP Key and Imagine info) @{" Thread 272" link IML-272} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-95 " MSG-95 Subject: Re: Tutorials! we need more of them @toc contents Subject: Re: Tutorials! we need more of them Date: Thursday, 04 May 1995 03:31:26 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Steve, in <9505031713.AA08762@email.sp.paramax.com> on May 3 you wrote: > Imagine Tutorials! > We need more of them! > > Here is my suggestion, please comment and tell me what you think! > I'd like to see more tutorials about Imagine on this list so I > thought to myself how do we encourage people to contribute! > Prizes? Money? Fame? Thanks from other Imagineers? The one that > would be easiest and get more response would be more tutorials in > return. I am suggesting that we keep a growing list of tutorials > offline available ONLY to those who contribute a tutorial about > a feature in IMAGINE. This would encourage people to write a tutorial > about IMAGINE, and they would be rewarded with a compilation of > tutorials to date and future editions. > What about beginners you ask? How does a beginner how doesn't > know anything about IMAGINE, write something about IMAGINE? Well, > there are examples in the manual that could definately use some cleaning > up and commenting about, or there have been tutorials posted on this > list that can be expanded and cleaned up. > If you are willing to write a tutorial about IMAGINE, please > email me privately, or if you have suggestions or comments about > this idea please post to this list. > THanks! > Steve McLaughlin > stevemcl@vnet.ibm.com Sounds like the beginning of another Dare To Imagine book. I've never thought anyone needed encouragement to write tutorials on Imagine features. It's done in the spirit of the IML - help a fellow user, share ideas and experiences. I'd be happy to write a tutorial, but only to share it with EVERYONE. Seems to me the whole idea of passing on informatiom is to inform those who don't have it. That's what the InterNet is about. We've seen one division arise with the IBM<->Amiga debate, this could start another one The Experienced<->The Inexperienced. Sorry if I sound completely negative, but you did ask. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 66" link IML-66} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-96 " MSG-96 Subject: Re: Wine @toc contents Subject: Re: Wine Date: Thursday, 04 May 1995 08:32:20 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- Doug Kelly wrote; >Just FYI, if you have access to the CD-ROM version of Photoshop v.2.5.1 >there is a very nice JPEG of a glass of red wine against a white >background, at high enough resolution that you can examine the meniscus >and other reflection/refraction phenomena very closely. >The file is #99 in the hi-res directory. Erhh, I don't have a CD-ROM. I don't even have a PC or Photoshop. Do you know if this image is accessible from somewhere else? Is it copyrighted? Or could you upload it somewhere public where I could get it or even email it to me directly? ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 41" link IML-41} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-97 " MSG-97 Subject: Re: Glass texture @toc contents Subject: Re: Glass texture Date: Thursday, 04 May 1995 08:32:22 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- Bob Byrne wrote; >I just did a test render (full trace) of Milan Polle's Glass texture and >got a slight flaw in the object. There are about four faces around the >equator of the sphere that are black. >Has anyone had similar results. Sorry, haven't had the time to use these textures yet, but I do have a little question: The faces that are black (or white as you mentioned in a later posting), are they around the equator (as you say they are) or are they the faces that are (more or less) orthogonal to the camera view point? From what I understand Milan has used this angle as one of the parameters to his texture. ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 212" link IML-212} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-98 " MSG-98 Subject: Sorry Could Not Find Subject! @toc contents Date: Thursday, 04 May 1995 09:07:33 From: dave <@post.demon.co.uk:dave@darhodes.demon.co.uk> ---------------------------------------------------------------------------- > . From: dave@darhodes.demon.co.uk (Dave Rhodes) @{" Thread 515" link IML-515} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-99 " MSG-99 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Thursday, 04 May 1995 09:43:03 From: digitist@lava.ivg.com ---------------------------------------------------------------------------- > Date: Wed, 3 May 1995 21:11:08 -0400 (EDT) > From: Charles Blaquiere > To: imagine@email.sp.paramax.com > Subject: Re: Imagine Documentation > If you want documentation, you could download the IML archives. They're > free. Or, you could buy books such as "The Imagine companion", by David > Duberman, or "3D Modeling lab", by Philip Shaddock. > Could anyone be so polite to give the ISBN-number of "The Imagine Companion" book, so i can order it over here in the Netherlands Cu A3 ---------------------------------------------------------- Real life : Adri Mathlener E-Mail : digitist@ivg.com ---------------------------------------------------------- @{" Thread 68" link IML-68} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-100 " MSG-100 Subject: Copy Protection @toc contents Subject: Copy Protection Date: Thursday, 04 May 1995 10:15:20 From: epajjy@epa.ericsson.se (John Yiannis - T/HY) ---------------------------------------------------------------------------- I'm looking at PC versions of Imagine, Lightwave and Animation Master. Do any of these have some form of copy protection? I've seen the word dongle mentioned in some mail. If I had 2 or more programs would I have to have a dongle on top of a dongle on top of a dongle ... ? Will this work ? If there must (but preferably not) be some form of copy protection why not try the method used by some PC-CD ROM games. All they require is that the CD be in the drive. They then just check for the presence of the CD in the drive before they will start. I dont find this form of copy protction too intrusive and must be much cheaper than a dongle. What do others think? @{" Thread 127" link IML-127} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-101 " MSG-101 Subject: Re: Neon? @toc contents Subject: Re: Neon? Date: Thursday, 04 May 1995 10:52:10 From: sauvp@citi.doc.ca (Patrick Sauvageau) ---------------------------------------------------------------------------- >How do you make a Neon light? I have been playing around with >FOG, Bright, and Haze, but to little avail. I create the "glow" around lightsource by using a second object, larger than the light itself. This object is a fog object with the ghost texture. It's color should be less saturated (ie: more white) than the lightsource. It work well when the fog object is a sphere. Of course, the fog object should be larger than the light source itself. I generaly make the light source "bright", with sometime a "radial" texture to fade it's color from it's natural color in the edge to bright white-blue in the centre. I have read that in Star Trek-Deep Space Nine, they make all the tiny windows appears bright by using a 2 pass method. First, they film the space station in normal lighting condition, then they re-film the exact same scene without any lighting, so only the internal (windows) ligh of the space station model appears. They then re-compose the 2 films. To achieve the "glow" around light source, they use a slightly out-of-focus lens on the second film. This technic may be used in Imagine. render each image 2 times, one with and one without lighting. Only the "bright" object will appears on the second image. Use an image manipulation program to blur the second image and compose the two. This way, the "bright" object will appears slightly blurred. Sory for the bad english... Good luck ----- Patrick Sauvageau (sauvp@citi.doc.ca) @{" Thread 362" link IML-362} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-102 " MSG-102 Subject: Re: Wine @toc contents Subject: Re: Wine Date: Thursday, 04 May 1995 11:35:00 From: Kelly Computer Consultants ---------------------------------------------------------------------------- On Thu, 4 May 1995 cjo@esrange.ssc.se wrote: > Erhh, I don't have a CD-ROM. I don't even have a PC or Photoshop. > Do you know if this image is accessible from somewhere else? > Is it copyrighted? Or could you upload it somewhere public where I could get > it or even email it to me directly? It's over 1Mb even in JPEG compression, and I don't know what the copyright on it is. I think your best bet is to find somebody nearby who uses Photoshop, and ask to look at it there. Other than that, I dunno. Any other suggestions? Doug Kelly @{" Thread 96" link IML-96} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-103 " MSG-103 Subject: Duh! (was Re:Imagine for WindowsII) @toc contents Subject: Duh! (was Re:Imagine for WindowsII) Date: Thursday, 04 May 1995 12:09:37 From: gregory denby ---------------------------------------------------------------------------- I wrote:"Some of my wishes...point editing in new mode..." and Dave Rhodes responded "You can edit points in new mode... make sure that you haven't got any of the buttons in the perspective window selected..." Oh duh, again. I must have missed a line in the manual, or something. This will really help. The reason I follow up on this is as an encouragement to new users. I've spent at least 2 hours a day on Imagine for years now, and still stumble on features and tricks. So keep workin' at it, post questions here, etc, and your skills will really sharpen. Thanks again Dave, Greg Denby gdenby@darwin.cc.nd.edu @{" Thread 136" link IML-136} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-104 " MSG-104 Subject: Suggestion for a project @toc contents Subject: Suggestion for a project Date: Thursday, 04 May 1995 12:21:05 From: gregory denby ---------------------------------------------------------------------------- I'll bet a lot of you have become tired of Imagine's opening screen, and have made your own. I realize that some new feature of Imagine is featured in the opening screen, such as logo extrusion, so it's unlikely that someone might come up with a fitting title for a new release of the program. However, I've often thought that it might be an interesting project/competition for the list. Perhaps the powers that be could award a free upgrade to the winner(hint hint to anyone who might be listening.) Looking to the furture, when everyone has big, fast machines, how about an opening anim, small of course? For what it's worth, my current screen is a slightly extruded IMAGINE piercing a black plane, with an open field with wispy clouds floating in the sunlit sky seen through the letter's cutout. What've you folks done? Greg Denby gdenby@darwin.cc.nd.edu @{" Thread 205" link IML-205} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-105 " MSG-105 Subject: Re: Neon? @toc contents Subject: Re: Neon? Date: Thursday, 04 May 1995 12:53:56 From: Mike McCool ---------------------------------------------------------------------------- Hey Perry, et al, In aminet/pix/imagi, there's a pic called NeonCool. Check and see if this is the sort of neon tubes you have in mind. I'll be glad to share whatever tips I can with you, privately or in broad daylight. @{" Thread 371" link IML-371} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-106 " MSG-106 Subject: Sorry Could Not Find Subject! @toc contents Date: Thursday, 04 May 1995 13:50:51 From: voc0137@comune.bologna.it ---------------------------------------------------------------------------- >I have herd of a programme on the PC called Renderman or Rayman? >Does anyone know anything about this programme. I am considering getting There is a 3D-studio IPAS routine (shareware) that is called RAYMAN, and it does raytracing for you in 3D-studio. I haven't got it personally, 'cause I couldn't find anywhere... If anyone knows something about this module, feel free to contact me... Isn't renderman the PIXAR standard for describing and rendering 3D models? Does it exist on the PC too? I thought that was only for high end guys... @{" Thread 469" link IML-469} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-107 " MSG-107 Subject: Re: Your mail @toc contents Subject: Re: Your mail Date: Thursday, 04 May 1995 14:07:15 From: zmievski@herbie.unl.edu (Andrey Zmievskiy) ---------------------------------------------------------------------------- > Isn't renderman the PIXAR standard for describing and rendering 3D models? > Does it exist on the PC too? I thought that was only for high end guys... Yes, it does. It's included with Macromedia Macromodel and will soon be supported by other packages. Andrey @{" Thread 342" link IML-342} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-108 " MSG-108 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Thursday, 04 May 1995 14:33:44 From: SGiff68285@aol.com ---------------------------------------------------------------------------- >>To me, "LE" ("Light Editions" of software) are ancillary give-aways usually accompanying a hardware purchase that enhance the "out-of-box" experience, and I resent any company that makes a marketing decison to attempt to use these editions of their software as a separate profit line.<< Bottom line, no one forces you to buy a light edition or a older version with unsupported documentation from a book. If you want to pay a lot more for a program that does a lot less there are plenty of programs out there that are overpriced. Imagine is not one of them and has consistently sold for a reasonable amount. If you don't like it then buy the full product and stop bitching. Stephen G. @{" Thread 49" link IML-49} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-109 " MSG-109 Subject: IMAGINE @toc contents Subject: IMAGINE Date: Thursday, 04 May 1995 14:52:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> Mike,->-> As it was explained to me, Imagine 4.0 will NOT have a new manual,= on-> addendums to the existing one. Imagine 4.0 will NOT be marketed a=s a-> p roduct, but rather as an upgrade from IM3.0...therefore no new ma=nuaYeah, I got the same answer from Mike H. Since 4.0 is not a NEW produ=ct,but simply a gradu al improvement of 3.0, the current manual plusaddemdums made more financial sens e. With the good news of SteveWorley's impending release of Understanding Imagin e 3.0, I suppose it='sjust as well. :) __________________________________ _____________________ /____________________________________________________ _____\ /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D==3D=3D=3 D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D==3D=3D=3D=3D=3D=3D=3D =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\ =3D| Mike van der Sommen || Email: =|=3D =3D| GraFX Haus BBS || mike.vandersommen@ caddy.uu.silcom.com =|=3D =3D| Santa Barbara, Ca. || ______________________________________ =|=3D =3D| "..where the 4 Horsemen of the Apoca lypse play golf..." =|=3D =3D| 14.4k v.32bis 24 hours - 805-683-13 88 =|=3D \____________________________________________________ _________/--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 34" link IML-34} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-110 " MSG-110 Subject: WWW Imagine page @toc contents Subject: WWW Imagine page Date: Thursday, 04 May 1995 14:59:14 From: epajjy@epa.ericsson.se (John Yiannis - T/HY) ---------------------------------------------------------------------------- Do Impulse have a WWW page? @{" Thread 178" link IML-178} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-111 " MSG-111 Subject: Re: Metaballs? @toc contents Subject: Re: Metaballs? Date: Thursday, 04 May 1995 15:09:16 From: "DEBEAUMONT, GEORGE" ---------------------------------------------------------------------------- Metaballs is a modelling technique (similar to drops of liquid that the user can stretch, enlarge and join with other metaball objects to form naturally curving surfaces. Its a modelling technique used to create life like organic models...Is this Imagine 4.0/metaballs rumor well founded?...George ______________________________ Reply Separator _________________________________ Somebody recently mentioned that Metaballs might be included in Imagine 4.0. I have heard of them before, but I have no idea what they do. Would somebody please enlighten me? Rick @{" Thread 140" link IML-140} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-112 " MSG-112 Subject: Re: Rayman/Renderman? @toc contents Subject: Re: Rayman/Renderman? Date: Thursday, 04 May 1995 15:15:18 From: "DEBEAUMONT, GEORGE" ---------------------------------------------------------------------------- > From: yrod@ozemail.com.au > > I have herd of a programme on the PC called Renderman or Rayman? Renderman is a standardized software specification for describing 3D scenes. It describes everything the computer needs to know to simulate a 3D environment (ie. objects, lightsources, camera specifics, global characteristics...). Once the 3D scene is in the Renderman (RIB) file format, the image or animation can be rendered via any Renderman engine which are available on the Mac, PC and Silicon Graphics platforms...George @{" Thread 145" link IML-145} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-113 " MSG-113 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Thursday, 04 May 1995 15:21:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> Impulse is being depicted as some ogre out to rob innocent people.= J-> the opposite: their extensive line of Imagine versions shows their-> willingess to o ffer a variety of products, each at a different pri=ce.Your points are valid and Impulse's pricing is the best in the busine=ss.However, the whole point of "giv ing away" 2.0 is to encourage newcustomers for Imagine Pro or Lite. It seems to me if you can get some=onehooked and excited about a fully functional older vers ion, they mayjust want all the muscle of the Pro version. I don't think it would have jeopardized Impulse's position by including 2.0's manual on thedisk. I have the REAL 2.0 manual and if you've ever seen or read it,you would understand why Steve Worley's book sold so well! :)One other thing. Home PC 3D rendering progr ams have evolved from the$50- $100 range of years back to the $600-$3000 range o f today. I'd b=emore inclined to want to really give something a hard test drive befo=reI spent the price of a good used car for software of any type. I thin=kthe Imagine 3.0 Lite offer is an excellent move! _________ ______________________________________________ /___________________________ ______________________________\ /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3 D=3D=3D=3D=3D=3D==3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D =3D==3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\ =3D| Mike van de r Sommen || Email: =|=3D =3D| GraFX Haus BBS || mike.vandersommen@caddy.uu.silcom.com =|=3D =3D| Santa Barbara, Ca. || ______________________________________ =|=3D =3D| "..where the 4 Horsemen of the Apocalypse play golf..." =|=3D =3D| 14.4k v.32bis 24 hours - 8 05-683-1388 =|=3D \___________________________________________ __________________/--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 185" link IML-185} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-114 " MSG-114 Subject: Re: How to make a lake on PC? @toc contents Subject: Re: How to make a lake on PC? Date: Thursday, 04 May 1995 15:23:40 From: "DEBEAUMONT, GEORGE" ---------------------------------------------------------------------------- >I'm trying to make my own MYST Island but I'm having a b*tch of a time >making even half decent looking water. I just moved to a DX4/100 from an >Amiga 3000 where I guess I took things a little for granted. I've tried >Waves and I've tried disturbed but they aren't giving me the results I'm >after. Any help would be great, Thanks. A recipe for a lake...hmmm...lets see: Start with a plane or ground object. Add the following attributes: color 43,43,103 reflect 68,68,68 filter 73,73,112 specularity 163, 163, 163 hardness 150 roughness 0 shininess 0 index of refraction 1.33 Next, add the Imagine wave texture (to get the rhythmic swell/peak/trough effect). Then add an altitude brush map (flat x, flat z, repeat) to provide the small scale random rippling effect. My brush map consists of 640x480 randomly scattered pixels (16 shades of gray). The pic has that black and white "TV static" look. Adjust the brush map axis, as necessary, to obtain the desired appearance. Position the primary light source in front of the camera position to obtain specular highlights. Render until done!!!...Good luck...George @{" Thread 150" link IML-150} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-115 " MSG-115 Subject: Font Objects in 2.0 @toc contents Subject: Font Objects in 2.0 Date: Thursday, 04 May 1995 15:29:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: Richard Heidebrecht -> How do you creat f ont objects (Imagine 2.0, PC)? I know this is a= si-> question that I could fig ure out on my own by thumbing through the-> manual, but I got my copy of Imagine 2.0 with 3D Modeling Lab, so =I d-> have the manual. Any help would be greatly appreciated, as it's f=or-> assignment due relatively soon and Iv'e been playin g around with i=t-> trying to get it to work but have had no luck as of yet.If I remember right, you need the .pfb files for Adobe Type Fonts(Postscript) in a d irectory called PSFONTS. You also need, from thePreferences screen, to point to that directory where it says: .... Text "D:\PSFONTS PostScript fon t directory.I can't remember, but I think in 2.0 it only creates flat faced font objects (no splines) that you have to extrude to get depth.Hope that helps. I'm working from a faded memory here. :) ____________________________________ ___________________ /_________________________________________________________\ /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= 3D=3D==3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D==3D=3D= 3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\ =3D| Mike van der Sommen || Email: =|=3D =3D| GraFX Haus BBS || mike .vandersommen@caddy.uu.silcom.com =|=3D =3D| Santa Barbara, Ca. || ___________ ___________________________ =|=3D =3D| "..where the 4 Horsemen of the Apocaly pse play golf..." =|=3D =3D| 14.4k v.32bis 24 hours - 805-683-1388 =|=3D \______________________________________________________ _______/--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 122" link IML-122} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-116 " MSG-116 Subject: WWW-Site @toc contents Subject: WWW-Site Date: Thursday, 04 May 1995 15:29:06 From: Cyber Sex ---------------------------------------------------------------------------- Hello Imagineers! I'm working on a Hompage for Tom Gtanberg. I know most of you have heard of him here at IML.(Hes the guy from TV2 Norway) At the moment there's some Renderings used by TV2, and there's some pics not used on tv. More to come!!! You'll find the http below! See ya all later! ----------------------------------------------------------- Peder Naalsund pednaa@calvin.nhidh.nki.no pednaa@hobbes.nhidh.nki.no www.nhidh.nki.no/~pednaa (Imagine page!) "Intel inside... Idiot outside..." @{" Thread 347" link IML-347} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-117 " MSG-117 Subject: Re: Tutorials! we need more of them @toc contents Subject: Re: Tutorials! we need more of them Date: Thursday, 04 May 1995 15:43:15 From: "DEBEAUMONT, GEORGE" ---------------------------------------------------------------------------- Imagine Tutorials! We need more of them! >Here is my suggestion, please comment and tell me what you >think! I'd like to see more tutorials about Imagine on this list >so I thought to myself how do we encourage people to contribute! >Prizes? Money? Fame? Thanks from other Imagineers? The one >that would be easiest and get more response would be more >tutorials in return. I am suggesting that we keep a growing >list of tutorials offline available ONLY to those who contribute >a tutorial about >a feature in IMAGINE. This would encourage people to write a tutorial >about IMAGINE, and they would be rewarded with a compilation of >tutorials to date and future editions. I've been following the IML posts for short while and have picked up a numbe of useful tips. I believe more structured tutorials would be of great benefit. Some general thoughts/suggestions regarding your proposal (IMHO): 1) Don't make it a firm requirement to submit a tutorial prior to gaining access to the tutorial compilation (lets keep the IML an open forum). Instead, encourage those who find the tutorials useful to give back to the Imagine community. 2) Suggest that a standardized format be adopted (as the compilation grows, it remains somewhat coherent) 3) Solicit topics from the IML population and prioritize 4) Route draft tutorials through some of the power users out there (comments, accuracy and enhancements...) before making it available to the IML. Anyway just some thoughts...I'd be glad to assist...George @{" Thread 195" link IML-195} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-118 " MSG-118 Subject: Imagine 3.0 Fonts (fwd) @toc contents Subject: Imagine 3.0 Fonts (fwd) Date: Thursday, 04 May 1995 16:18:29 From: Roger Straub ---------------------------------------------------------------------------- ---------- Forwarded message ---------- For either version, you can use PostScript fonts, available throughout the Internet, in shareware, or on CD-ROMs, which I use, containing about 2000 of the suckers. Go into the Spline Editor and choose Load Font from the menu. Go to the directory where all your PS fonts are located. Double-click on ANY file, and your list of fonts will appear in the window. Choose one, type in a line of text, and viola! You have a spline object!! Choose Add Points from the menu, decide on how you want your object beveled, and click on OK. Viola! You have a 3D mesh object!! Choose Save Points and save it. Now you can import it into Detail so you can add surface attributes. Happy rendering!! See ya, Roger @{" Thread 159" link IML-159} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-119 " MSG-119 Subject: Re: How to make a lake on PC? @toc contents Subject: Re: How to make a lake on PC? Date: Thursday, 04 May 1995 18:23:00 From: Michael North ---------------------------------------------------------------------------- > I'm trying to make my own MYST Island but I'm having a b*tch of a time > making even half decent looking water. I just moved to a DX4/100 from an > Amiga 3000 where I guess I took things a little for granted. I've tried > Waves and I've tried disturbed but they aren't giving me the results I'm > after. Any help would be great, Thanks. > \ > Hard to tell without knowing what results you're looking for, but you might try putting a little crumpled on top of the waves. Also choose your global brush carefully and use a little reflection. Michael @{" Thread 132" link IML-132} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-120 " MSG-120 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Thursday, 04 May 1995 19:05:36 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >I would model a ribbon and add a noise texture to affect the filter >parameter. This way, the center of the ribbon would be visible, trailing >off into invisibility at the edges. I would then add a bunch of states, Could you Charles, please explain to us newbies (well, me anyway) how to add a noise texture to affect the filter? --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 199" link IML-199} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-121 " MSG-121 Subject: Re: Double your RAM!!! @toc contents Subject: Re: Double your RAM!!! Date: Thursday, 04 May 1995 19:59:16 From: Ian Smith ---------------------------------------------------------------------------- On Thu, 4 May 1995, Lawson Gold wrote: > There is a mathmatician working on a new form of JPEG compression which will > compress a 4MB 24-bit picture down to 6K with no visible loss of quality. this > is not vapourware; He is one of only four people in the world who can understa nd > the maths involved, & he employs the other three.In it's beta version it > decompresses at the same speed as JPEG does now. I heard about this guy.. pretty cool. Unfortunatly the release date got pushed back due to some legal problems so it won't be out until next year, probably early April. REAL early in April. :-) -- My Imagine Home Page - Visit! IanSmith@moose.erie.net http://moose.erie.net/~iansmith @{" Thread 29" link IML-29} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-122 " MSG-122 Subject: Font Objects in 2.0 @toc contents Subject: Font Objects in 2.0 Date: Thursday, 04 May 1995 20:37:31 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Mike Vandersommen > > -> From: Richard Heidebrecht > -> How do you creat font objects (Imagine 2.0, PC)? I know this is a si > > If I remember right, you need the .pfb files for Adobe Type Fonts > (Postscript) in a directory called PSFONTS. You also need, from the Sorry Mike. For once, you're off the mark. (Pretty good track record so far, though!) Imagine 2.0 only supported Amiga-format bitmap fonts. Postscript support appeared around 2.9. Richard, you'd need to get ahold of Amiga fonts (FTP to Aminet?) and install them in a directory on your PC, like this: C: AMIFONTS COURIER 7 9 11 Each number is the font for that specific size; the parent directory is the font name. In Imagine's Preferences, you'd need to tell Imagine where the fonts are located, in this example "C:\AMIFONTS" Since I don't have a PC, I can't guarantee the results. And even then, the objects will be really blocky. Really, really blocky. @{" Thread 400" link IML-400} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-123 " MSG-123 Subject: Re: Double your RAM!!! @toc contents Subject: Re: Double your RAM!!! Date: Thursday, 04 May 1995 21:22:00 From: danger@cts.com (Dan Gervais) ---------------------------------------------------------------------------- > >Mike, > >In the PC world there is a company called Iterated Systems that uses fractal >algorithms to achieve as much as 200:1 compression ratios. I can't remember >the name of the product, but it is supposed to be as near to lossless as >makes no difference in the 2-4:1 area. In the neighborhood of 20-100:1 it is >supposed retain much better image quality than jpeg at any level. > >Falko > I use Iterateds Fractal compression (images incorporated et. al.) and its amazing but thats not the only kid on the block for great image compression. If anyone cares to know more email me and I can tell you more. I am not selling anything here I just have been using a lot of compression techniquies and can help anyone out who might be interested. Dan @{" Thread 89" link IML-89} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-124 " MSG-124 Subject: Re: Double your RAM!!! @toc contents Subject: Re: Double your RAM!!! Date: Thursday, 04 May 1995 21:34:32 From: Lawson Gold ---------------------------------------------------------------------------- There is a mathmatician working on a new form of JPEG compression which will compress a 4MB 24-bit picture down to 6K with no visible loss of quality. this is not vapourware; He is one of only four people in the world who can understand the maths involved, & he employs the other three.In it's beta version it decompresses at the same speed as JPEG does now. He is also apparently going to revamp the MPEG format to give vastly superior compression rates...watch this space! I have this information from one of the head honchos at Almathera. -- ~===========================================================================~ Lawson Gold - lawson@lawson.demon.co.uk (Demon Account) Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063 -- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! -- @{" Thread 123" link IML-123} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-125 " MSG-125 Subject: A500Prob @toc contents Subject: A500Prob Date: Thursday, 04 May 1995 22:09:46 From: Darren Priestnall ---------------------------------------------------------------------------- Sorry for sending this to the list but I wiped the message asking for help regarding a A500 with 2.5meg of ram while tidying up my drive....OOPS. A friend had the same problem with a A500 with 2.5Meg but I got it running by changing the startup-sequence to load Imagine first before workbench. This worked fine though the software ran a bit slow using the A500's 68000 so if possible.....upgrade :) Call me if you need more help.. -- ~===========================================================================~ Darren Priestnall - darren@hanger.demon.co.uk (PandGImaging) Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063 -- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! -- @{" Thread 146" link IML-146} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-126 " MSG-126 Subject: Cool coolfir effect @toc contents Subject: Cool coolfir effect Date: Thursday, 04 May 1995 22:15:00 From: gareth.qually@beect.iaccess.za (Gareth Qually) ---------------------------------------------------------------------------- I have been experimenting with the coolfir texture. Try this out if you want steam, shafts of light, smoke. Make a cube and go to the attributes requester. Make the object color a shade of white. The filter values are 125, 125, 125. Add the coolfir texture. Color 0, 0, 0. Reflect 0, 0, 0. Filter 255, 255, 255. Noise Magnitude 1. Noise Velocity 3. The texture axis should have the positive part of the Z axis slightly smaller than the object. Scale the X and Y axis by 2 or 3 from their natural state. You can animate it by rotating around the Z axis or moving along the X and Y axis. Note: if there are a lot of overlaping layers on the object, make sure resolve depth (preferences editor) is quite high, 9 or so, otherwise you will get black areas on the object. You can render this in scanline. Try it out and tell me what you think. Chow... gareth.qually@beect.iaccess.za * AmyBW v2.11 * .... 4 May 95 23:15:47 @{" Thread 182" link IML-182} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-127 " MSG-127 Subject: Re: Copy Protection @toc contents Subject: Re: Copy Protection Date: Thursday, 04 May 1995 22:55:02 From: vance@netcom.com (Vance Gloster) ---------------------------------------------------------------------------- I'm looking at PC versions of Imagine, Lightwave and Animation Master. Do any of these have some form of copy protection? I've seen the word dongle mentioned in some mail. If I had 2 or more programs would I have to have a dongle on top of a dongle on top of a dongle ... ? Will this work ? If there must (but preferably not) be some form of copy protection why not try the method used by some PC-CD ROM games. All they require is that the CD be in the drive. They then just check for the presence of the CD in the drive before they will start. I dont find this form of copy protction too intrusive and must be much cheaper than a dongle. What do others think? Animation Master does use a dongle. I do not use multiple dongles myself, but a friend of mine does with no problems. I doubt that you could find anyone who likes the dongle, but the CD-ROM solution has its own set of problems. When I work with A:M I frequently load bitmapped textures from CDs (I use the Pixar and Autodesk texture libraries) and I would find needing to exit or reload the A:M CD even more intrusive. Also, not all users of A:M have CD-ROM drives at this point. But I support your effort to find a viable alternative to the dongle! -Vance Gloster vance@netcom.com @{" Thread 429" link IML-429} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-128 " MSG-128 Subject: Re: How to make a lake on a PC? @toc contents Subject: Re: How to make a lake on a PC? Date: Thursday, 04 May 1995 23:38:14 From: Broctune@aol.com ---------------------------------------------------------------------------- >I'm trying to make my own MYST Island but I'm having a b*tch of a >time >making even half decent looking water. I just moved to a DX4/100 >from an >Amiga 3000 where I guess I took things a little for granted. I've tried >Waves and I've tried disturbed but they aren't giving me the results >I'm >after. Any help would be great, Thanks. \ Here is a cool way to make water, Make the color a dark blue and use Fractal Noise texture and change the colors of this to miscelauneous shades of blue, then you can animate this by making some changes and states and stuff. Fiddle around with it until you get it good. Another way to make water is to use the crumpled texture. @{" Thread 84" link IML-84} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-129 " MSG-129 Subject: Re: How to make a lake on PC? @toc contents Subject: Re: How to make a lake on PC? Date: Friday, 05 May 1995 00:01:48 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- >I'm trying to make my own MYST Island but I'm having a b*tch of a time >making even half decent looking water. I just moved to a DX4/100 from an >Amiga 3000 where I guess I took things a little for granted. I've tried >Waves and I've tried disturbed but they aren't giving me the results I'm >after. Any help would be great, Thanks. I have used the Crumpled texture and gotten pretty good results. Just don't use too small size values. You could check out my result on "http://www.kiruna.se/is/cjo/gallery.html". The "only" problem is that "crumpled" _takes_time_ to render. ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 172" link IML-172} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-130 " MSG-130 Subject: Re: Impulse Gazette and Wasted Bandwidth. @toc contents Subject: Re: Impulse Gazette and Wasted Bandwidth. Date: Friday, 05 May 1995 00:07:02 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- > Maybe we should start the rumour that Impulse writers speak Norwegian, and > have Conny jump in! grinning, ducking & running> Pray that we never meet! "Norwegian"! Pff! ;-) ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 36" link IML-36} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-131 " MSG-131 Subject: IML DIGEST @toc contents Subject: IML DIGEST Date: Friday, 05 May 1995 01:32:37 From: eths1306@ele.etsmtl.ca ---------------------------------------------------------------------------- The quantity of message on IML is very important why can't we switch to a DIGEST IML (compilation of all messages mail to IML during the day). Many people unsubscribe because of this! Sorting the personal mail from IML messages is a mess. I'm getting tired of it and many people are also tired of this! IML is great but the format is VERY ennoying! I don't see why we are stuck whith this mailing list program. It would easier to manipulate the messages and it would be possible to archive the DIGEST for each month etc. I'm tired of receiving 30 and more messages per day! I want a DIGEST! What about you? What is the procedure to ask for a change for a DIGEST IML? @{" Thread 147" link IML-147} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-132 " MSG-132 Subject: Re: How to make a lake on PC? @toc contents Subject: Re: How to make a lake on PC? Date: Friday, 05 May 1995 02:49:54 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >To: Dave Wilson >From: fredster@cyberport.net (Fred Aderhold) >Subject: Re: How to make a lake on PC? > >>I'm trying to make my own MYST Island but I'm having a b*tch of a time >>making even half decent looking water. I just moved to a DX4/100 from an >>Amiga 3000 where I guess I took things a little for granted. I've tried >>Waves and I've tried disturbed but they aren't giving me the results I'm >>after. Any help would be great, Thanks. >>\ > >Have you tried the Applique function? > >First, you need a greyscale picture with smooth transitions between areas of light and dark. Something like smooth clouds will give you the idea. Then, make a plane with lots of points (100x100 with 25 vertical and horizontal sections is good for starters). Pick the plane, select Applique, and in the requestor choose Transform Axis. Make the size of the Y axis 10 to 20 units (the greater the size of Y, the more pronounced the effect). >What you get is a plane that has been deformed, based on the colors of the picture! With some experimenting, you can get pretty good water shapes. > >Once you get the hang of it, you can make your own map and have much greater control over the end result. High contrast maps make deeper waves, blurring the original map gives smoother waves, etc.. With more precise control over the map, you can even make a series of "waved planes" that you can morf for some pretty cool animating. > >Good luck! > > --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 129" link IML-129} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-133 " MSG-133 Subject: Re: IML DIGEST @toc contents Subject: Re: IML DIGEST Date: Friday, 05 May 1995 02:57:03 From: "Anime a day..." ---------------------------------------------------------------------------- On Fri, 5 May 1995 eths1306@ele.etsmtl.ca wrote: > > The quantity of message on IML is very important why can't we > switch to a DIGEST IML (compilation of all messages mail to IML during the day ). > Many people unsubscribe because of this! Sorting the personal mail from IML > messages is a mess. I'm getting tired of it and many people are also tired > of this! IML is great but the format is VERY ennoying! I don't see why we are > stuck whith this mailing list program. It would easier to manipulate the > messages and it would be possible to archive the DIGEST for each month etc. > > I'm tired of receiving 30 and more messages per day! I want a DIGEST! > What about you? > > What is the procedure to ask for a change for a DIGEST IML? > There was a lot of talk about doing one in Amiga Guide format. BUt then PC users wanted to view it also... there are programs that can take an ascii file and make good Amiga Guides out it with a little effort.. Amazing Computing had a review about such a program... anyway.. an ascii file could work for both worlds, but who is willing to do it??? Who has the time??? b0nez @{" Thread 158" link IML-158} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-134 " MSG-134 Subject: Re: IML DIGEST @toc contents Subject: Re: IML DIGEST Date: Friday, 05 May 1995 05:15:02 From: Ian Smith ---------------------------------------------------------------------------- On Fri, 5 May 1995, Anime a day... wrote: > > What is the procedure to ask for a change for a DIGEST IML? > > There was a lot of talk about doing one in Amiga Guide format. BUt then > PC users wanted to view it also... there are programs that can take an > ascii file and make good Amiga Guides out it with a little effort.. > Amazing Computing had a review about such a program... anyway.. an ascii > file could work for both worlds, but who is willing to do it??? Who has > the time??? A digest format is something done BEFORE the messages get to your system. Instead of getting dozens of IML messages mixed in with all your other mail, you get ONE big file once a day with all the messages in it. Much more convienent for many people. Most mailing list software supports this automaticly, but I do not think the current software in 'standard' due to all the bouncing undeliverable mail messages that happen now and then and the problems with dual replies, ect. -- My Imagine Home Page - Visit! IanSmith@moose.erie.net http://moose.erie.net/~iansmith @{" Thread 142" link IML-142} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-135 " MSG-135 Subject: Re: Binaries to the IML @toc contents Subject: Re: Binaries to the IML Date: Friday, 05 May 1995 05:17:58 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- > > I would appreciate if we didn't post binaries to the Imagine > mailing list, as I have to pay for the time I use to download > email and it's upsetting to have to pay for things I didn't > request. If possible, could those wishing to post binaries, > ask for email requesting it and send it just to those individuals? > I'd agree. While I love the idea of being able to see more of what everybody's up to, there's gotta be a better place than the IML. Just my 2 cents! --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 396" link IML-396} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-136 " MSG-136 Subject: Re: Duh! (was Re:Imagine for WindowsII) @toc contents Subject: Re: Duh! (was Re:Imagine for WindowsII) Date: Friday, 05 May 1995 05:44:56 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello gregory, in <199505041109.GAA20313@twain.helios.nd.edu> on May 4 you wrote: > I wrote:"Some of my wishes...point editing in new mode..." > and Dave Rhodes responded "You can edit points in new mode... > make sure that you haven't got any of the buttons in the > perspective window selected..." > > Oh duh, again. I must have missed a line in the manual, or > something. This will really help. > > The reason I follow up on this is as an encouragement to > new users. I've spent at least 2 hours a day on Imagine > for years now, and still stumble on features and tricks. > So keep workin' at it, post questions here, etc, and your > skills will really sharpen. Yeah, it's easy to miss those little tips in the margin too (I think I need glasses). Like extruding points off a cylinder to make tree-like branches or using an object as a path when extruding a two dimensional object like a primitive disk. Great stuff :-) -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 545" link IML-545} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-137 " MSG-137 Subject: Re: Glass texture @toc contents Subject: Re: Glass texture Date: Friday, 05 May 1995 06:16:35 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello cjo, in <9505040832.aa05093@unixpc.esrange.ssc.se> on May 4 you wrote: > Bob Byrne wrote; > > >I just did a test render (full trace) of Milan Polle's Glass texture and > >got a slight flaw in the object. There are about four faces around the > >equator of the sphere that are black. > >Has anyone had similar results. > > Sorry, haven't had the time to use these textures yet, but I do have a > little question: The faces that are black (or white as you mentioned in a > later posting), are they around the equator (as you say they are) or are > they the faces that are (more or less) orthogonal to the camera view point? > > From what I understand Milan has used this angle as one of the parameters to > his texture. ......................... . . . . Top View: . ____ ____ . Side View: ____ . / \ / \ . / \ . | | | | . Camera -> X | . | | | | . | | . \____/ \_X_X/ . \____/ . . ......................... --------------- Gound Plane ^ | Camera X marks the spot, the sphere on the left did'nt have the texture added to make a comparison. The camera was slightly above the axis of the spheres and angled down to get the ground plane in the background. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 97" link IML-97} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-138 " MSG-138 Subject: Re: Unsubscribe @toc contents Subject: Re: Unsubscribe Date: Friday, 05 May 1995 06:49:39 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- PCONNELLY wrote: > > The volume is just too heavy. > A lot of the discussion here should be relegated to an appropriate newsgroup, comp.sys.*.* -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 343" link IML-343} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-139 " MSG-139 Subject: More On IML Digest @toc contents Subject: More On IML Digest Date: Friday, 05 May 1995 08:14:00 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- I whole-heartedly agree that there should be a digest format. I subscribe to two other lists, and getting one 2000-line message per day is a lot cleaner than getting 50 messages per day. It's also nicer to sit down with a cup of coffee, and read through the entire thing all at once. I think that the listserve software that the IML is using may not have this capability. Anyone know? \KenR ----------------------------------------------------------------- If only I had time to think! ----------------------------------------------------------------- @{" Thread 79" link IML-79} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-140 " MSG-140 Subject: Re: Mirroring Objects @toc contents Subject: Re: Mirroring Objects Date: Friday, 05 May 1995 08:57:03 From: RIX JAMES <99rix@lab.cc.wmich.edu> ---------------------------------------------------------------------------- On Sat, 29 Apr 1995, Andrew A Krieg wrote: > Hello! I've been using Imagine 3.0 since December and have just > recently upgraded to 3.2. I think it's a wonderful program. It allows me > to do stuff I've always dreamed of doing. > > Anyway, I have a question. I'm am currently working on a human > figure. I'm using the forms editor to make the basic shapes which I then > combine point to point in the detail editor. I was wondering if there is a > way to "mirror" an object so that I would have two objects, one being the > relfection of the other. For example, I have a rather complex left hand and > I would like to be able to make an identically proportioned right hand > without connecting and positioning the points to match the left. If there > is a way to do this, please let me know. However, if there is currently no > way to do this, I think a "mirror" function would be a wonderful time-saving > addition to upcoming versions of Imagine. > > Thank you. > > > Andy Krieg > kriegaa@nextwork.rose-hulman.edu > > Here is a proecure for making a mirror object from another object. 1. Copy your original object. 2. Paste the new object. 3. Select the new object. 4. Using the transform requestor perform a negative (-1) scale to the axis you want to reverse. Jim @{" Thread 8" link IML-8} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-141 " MSG-141 Subject: Inspiration @toc contents Subject: Inspiration Date: Friday, 05 May 1995 09:14:31 From: "DEBEAUMONT, GEORGE" ---------------------------------------------------------------------------- Ever flipped through a magazine and have an exquisite 3D image capture your undivided attention? You admire the color, textures, interplay of light and shadows...each small detail. Your thought patterns transformed...You can think of nothing else but the computer, 3D and Imagine. I'd like to start a personal "Best of Imagine" image collection (to provide inspiration, motivation and to better my technique). Anybody have any nominations? Please include ftp sites/locations. Thanks (from a traveler in search of photorealistic enlightenment) @{" Thread 151" link IML-151} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-142 " MSG-142 Subject: Re: IML DIGEST @toc contents Subject: Re: IML DIGEST Date: Friday, 05 May 1995 09:41:36 From: Ted Stethem ---------------------------------------------------------------------------- On Fri, 5 May 1995, Ian Smith wrote: > > -- My Imagine Home Page - Visit! > IanSmith@moose.erie.net http://moose.erie.net/~iansmith > ^^^^^^^^^^^^^^^^^^^^^^^ I have visited briefly. Very nice. But Home Pages in general are pretty neat. Maybe you will include other Imagine users' mpeg anims in the future? @{" Thread 148" link IML-148} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-143 " MSG-143 Subject: Sorry Could Not Find Subject! @toc contents Date: Friday, 05 May 1995 09:57:08 From: Alpie Kasal ---------------------------------------------------------------------------- info request on current Amiga and PC versions. And 3D Digitizer. eno@dorsai.org @{" Thread 196" link IML-196} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-144 " MSG-144 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Friday, 05 May 1995 11:24:05 From: Dylan Neill ---------------------------------------------------------------------------- On Thu, 4 May 1995, Charles Blaquiere wrote: > > From: Andrew > > > > Anyone see the latest Star Trek movie? In it, there is this cosmic thing > > called the Energy Ribbon (??). I believe that was generated on a Silicon > > Graphics machine. Any idea how it can be done on Imagine? > > I would model a ribbon and add a noise texture to affect the filter > parameter. This way, the center of the ribbon would be visible, trailing > off into invisibility at the edges. I would then add a bunch of states, > with the texture locked to the default state, and deform the ribbon in > each state. I would also change the texture seed or time parameter over > time. > > Anybody have another approach? > > Yes, I've got the making of the movie on video and I know EXACTLY how they did it. I'm gonna sit down with the video and Imagine and write up a tutorial for it. --- |\ /| o O ________________________oOO_=( ^ )=_OOo___________________________ | ''' U ''' | | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 | | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ | |__________________________________________________________________| @{" Thread 220" link IML-220} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-145 " MSG-145 Subject: Re: Re:OBJ @toc contents Subject: Re: Re:OBJ Date: Friday, 05 May 1995 11:26:31 From: FERNANDO PENA D'ANDREA ---------------------------------------------------------------------------- A few days ago, Jeff writed to the list about the objects which I said. Well, I must to give up. Ok, Jeff, you're right, and not everyone have space in their mail to receive these type of messages, and the Im. objects usually are a bit large even when Lha compacted. Sorry. We can't use the list in this way. All you who sent mail asking by objects. If you decide to send a mail, send ONE directly to me. I really can't send a lot of objects to everyone, but you can ask one, two or even a BIT more objects. If you ask many ones, I will have no way to manage a large amount of mail. I will not send all models at a time to, but slowly, one by one. Finally, I ask all you who send me the mail to send your object list to. I'm doing it because I think that a good way to expand our object collection is share them. SEND THE LIST OF OBJECTS MADE BY YOU TOO! SHOW US YOUR TALENTS! ********************************* Fernando Pena D'Andrea. E-Mail: dandrea@aton.inf.ufrgs.br ********************************* @{" Thread 2" link IML-2} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-146 " MSG-146 Subject: About Particles @toc contents Subject: About Particles Date: Friday, 05 May 1995 11:45:08 From: FERNANDO PENA D'ANDREA ---------------------------------------------------------------------------- I use a version of Imagine thet has no particles (2.0) :( . I want to do a scene containing an object made with little cubes in a sphere pattern, as the cubes were the sphere's vertex. More: I want to do the cubes spin arround itselves to produce a nice effect in my sphere. A friend told me that only particles makes it possible (just a C='s remenber), but without particles, no way men (and women too!) If you have a soluction, help me please!********************************* Fernando Pena D'Andrea. E-Mail: dandrea@aton.inf.ufrgs.br ********************************* @{" Thread 237" link IML-237} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-147 " MSG-147 Subject: IML digest--are you folks really that bored? @toc contents Subject: IML digest--are you folks really that bored? Date: Friday, 05 May 1995 11:56:04 From: Mike McCool ---------------------------------------------------------------------------- > to two other lists, and getting one 2000-line message per day is a lot Here's the rub: a message of two or more thousand lines big is a LOT harder to deal with/edit than having the header of each message up there in plain view. I can't believe you people honestly read EVERY post to the IML. Don't you go through and use the delete key, before you even start? This is another example of cyber-fiddling. If it works fine in white, some bored tinker has to come by and make it black. Perhaps what people are really whining about here is all the whining lately on the list. An awful lot of air, and very little substance. Hence, the 'D' key. @{" Thread 186" link IML-186} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-148 " MSG-148 Subject: Re: IML DIGEST @toc contents Subject: Re: IML DIGEST Date: Friday, 05 May 1995 12:12:28 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- Hi everybody, > The quantity of message on IML is very important why can't we >switch to a DIGEST IML (compilation of all messages mail to IML during the >day). Maybe it is possible to setup a DIGEST subscribe and a normal SUBSCRIBE so one can choose. I like it as it is now because answering a certain message is much easier than reading through a big mail file and do a lot of cut and paste. >of this! IML is great but the format is VERY ennoying! I don't see why we are >stuck whith this mailing list program. It would easier to manipulate the >messages and it would be possible to archive the DIGEST for each month etc. There is only one person on this List which uses a very annoying mail program and that is Mike vander Somme ;) It looks like there are no CR/LF. All text is one single big line which my reader nicely wordwraps at the wrong places. First I wanted to hand edit Mike's mail, for the IML archives, but it is just to much work. Sorry for that. I wrote a small basic program which turns my IML mail archive into a very nice amigaguide file, with two indices, the first sorted on date and the second sorted on subject thread, like: Subject: Imagine is great Subject: Re: Imagine is great Subject: Lightwave Mailinglist ? Subject: Re: Lightwve Mailinglist ? etc. Have a look at the last archives on Aminet, they should be in gfx/3d. The last 10 or so are done by me and I hope to upload the version from March and April this weekend. I've been working on an AmigaGuide reader for all those PC users. It works for AmigaReport guidefiles but not mine. Mine seems to be a little to complicated, not to mention the amount of memory needed. Some IML archives are close to 1MB and those da**ed PC have such a stupid memory management, even VisualBasic can't hide it for me. Anyone want to help me out with this since there are only 24h in a day and I need to sleep/eat/drink as well. Greetings Joop @{" Thread 167" link IML-167} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-149 " MSG-149 Subject: Imagine DIGEST @toc contents Subject: Imagine DIGEST Date: Friday, 05 May 1995 12:13:42 From: eths1306@ele.etsmtl.ca ---------------------------------------------------------------------------- The bottom of this message is a part of another Mailing list wich uses Majordomo software. It gives the possibility to receive the messages immediately or the digest of this particular Mailing list. I personally wrote to Brian L. Heess to have information about his software and also if it would be possible to include our mailing list ( Imagine ) on his version of Majordomo. Presently his Majordomo runs about 5 different Mailing (if I understood correctly). I just want to make things clear. The List administrator is Dave Wickard not me, I just hope that the information we can get will help him. I just want to help us with gathering information and looking trough possibility of improving IML and to stop people for unsubscribing and complaining about the amount of messages. >Last edited: Thu Apr 13 22:04:06 PDT 1995 by bheess (Brian L. Heess) on pimpf > >(This info page documents "bong" and "bong-digest".) > >Welcome to bong! (The Depeche Mode Mailing List). This list was again >relocated: to the Operations Department at Earthlink Network, an Internet >Service Provider in Atwater, California, USA as of February 1995. It was >previously in the CIS Dept. at the University of Florida from February, >1994. It is running on almost the same software Scott used at UFL, so, >it should behave almost exactly as it did previously, using Majordomo. > >There is also a digest version of bong named "bong-digest". They are >2 completely different lists as far as majordomo is concerned. You >can be on one or the other or both. bong-digest is simply a 35000 byte >nightly compilation of postings to bong sent during the day. The format >of bong-digest is compliant (I think) with Internet RFC 1153 which >defines conventions for digestified mail messages. You do not send >postings to "bong-digest". If you wish to post a message it can only >be posted to "bong" itself, as detailed below, which will then go into >the next digest. Right now there seem to be 2-4 digests coming out >per day. > >For COMPLETE information about subscribing to either 'bong' or 'bong-digest' >please write to bong-request@pimpf.earthlink.net. > >Please note that subscription requests are only supposed to work if >they are sent to "majordomo@fletch.earthlink.net" but I am currently using >some modifications to majordomo that allow simple list commands to be >automatically processed even though they are sent to >bong-request@fletch.earthlink.net, which is currently NOT working. > >Anyway, to subscribe to either bong or bong-request, use the format below >when sending a message to majordomo@pimpf.earthlink.net: > > subscribe [
] > Subscribe yourself (or
if specified) to the named , > which would be either bong or bong-digest. > > unsubscribe [
] > Unsubscribe yourself (or
if specified) from the named , > which would be either bong or bong-digest. > >For basic majordomo help, send a message of 'help' to >majordomo@pimpf.earthlink.net. > > [...] > >-Brian >bheess@pimpf.earthlink.net Any comments? @{" Thread 31" link IML-31} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-150 " MSG-150 Subject: I don't have a d key @toc contents Subject: I don't have a d key Date: Friday, 05 May 1995 12:15:00 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- Concerning the IML Digest - I don't have a "D" key in my mail software. It forces me to read every header - and in fact some messages come up with the title of " ". (Yep, blank) I'm forced to read these, as well. Some people pay by the message. A digest form would be cheaper for them, too. Of course, thanks to Joop, we could just d/l the archive once a week (or however often he is creating it) and forget about the daily discourse. \KenR PS: Mike, is your last name really "McCool"? @{" Thread 157" link IML-157} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-151 " MSG-151 Subject: Re: Inspiration @toc contents Subject: Re: Inspiration Date: Friday, 05 May 1995 12:19:04 From: Mike McCool ---------------------------------------------------------------------------- > I'd like to start a personal "Best of Imagine" image collection (to > provide inspiration, motivation and to better my technique). Anybody > have any nominations? Please include ftp sites/locations. This is a great notion. And it's about time. There's hardly a day I don't download something from the net, a pic or an anim, and they're invariably labeled 'totally awsome,' or the like. Makes me wonder about the average age (mental, if not chronological) of uploaders. As you all must have discovered, nearly all of it is rubbish. There is so much unalloyed crap on the net that when you finally come across something worthwhile, your mouth drops and your eyes water. I wouldn't envy anyone the task of winnowing. I'll just drop a few names, like Carmen R, and Jason Jack (jay@tyrell.demon.co.uk). @{" Thread 477" link IML-477} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-152 " MSG-152 Subject: Imagine 3.0 Fonts @toc contents Subject: Imagine 3.0 Fonts Date: Friday, 05 May 1995 14:07:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: Roger Straub -> For either version, you can use PostScr ipt fonts, available throug=hou-> the Internet, in shareware, or on CD-ROMs, whi ch I use, containing= ab-> 2000 of the suckers. Go into the Spline Editor and ch oose Load Fon=t f-> the menu.Er...um, Imagine 2.0 didn't have a spline Editor. I believe that wasimplimented in 3.0 (if memory serves). _________________ ______________________________________ /___________________________________ ______________________\ /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= 3D=3D=3D==3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D==3D= 3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\ =3D| Mike van der Sommen || Email: =|=3D =3D| GraFX Haus BBS || m ike.vandersommen@caddy.uu.silcom.com =|=3D =3D| Santa Barbara, Ca. || ________ ______________________________ =|=3D =3D| "..where the 4 Horsemen of the Apoc alypse play golf..." =|=3D =3D| 14.4k v.32bis 24 hours - 805-683-1388 =|=3D \___________________________________ __________________________/--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 118" link IML-118} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-153 " MSG-153 Subject: Re: TextureStudio problems fixed @toc contents Subject: Re: TextureStudio problems fixed Date: Friday, 05 May 1995 15:03:00 From: "rob (r.d.) hounsell" ---------------------------------------------------------------------------- Andy, In message "TextureStudio problems fixed", 'adean@eleceng.ucl.ac.uk' writes: >Hi all! > > My name is Andy Dean and I am the co-author of 'TextureStudio' - >the shareware Imagine3 texture renderer for the Amiga. I've just joined >the list and I guess from seeing a post by James "Alex" Brooks that >several of you are having problems with v1.0.0 of the software. The >problem is due to us incorrectly building the final executable (oops!) >and a corrected version 1.0.1 has been uploaded to Aminet today (2/5/95) >which should fix all the strange problems. Apologies for the >inconvenience. What is the updated file name/size, and where did you upload it to? I checked wuarchive last night, and I seem to have downloaded the same version (at least, the archive size was the same as before, and my menus are still blank). An impressive program, though! Thanks, Rob ----------------------------------------------------------------------------- | Rob Hounsell Internet: HOUNSELL@BNR.CA | | UNIX Team Leader PHONE: (613) 765-2904 | | DMS System Performance Development Bell-Northern Research | | Dept. 7D13 Ottawa, Ontario, Canada | ----------------------------------------------------------------------------- @{" Thread 18" link IML-18} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-154 " MSG-154 Subject: Imagine Newsgroup @toc contents Subject: Imagine Newsgroup Date: Friday, 05 May 1995 15:08:07 From: John Grieggs ---------------------------------------------------------------------------- > I'm tired of receiving 30 and more messages per day! I want a DIGEST! > What about you? > I'm tired of the same thing, especially with the very large quantity of off-topic posts. However, I think the correct solution is a newsgroup. The Lightwave folk did it, and it didn't kill them. In fact, the lightwave newsgroup is quite popular. Why not an Imagine newsgroup? _john @{" Thread 179" link IML-179} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-155 " MSG-155 Subject: Re: Imagine Newsgroup @toc contents Subject: Re: Imagine Newsgroup Date: Friday, 05 May 1995 15:46:52 From: sharky@mango.aloha.com ---------------------------------------------------------------------------- On Fri, 5 May 1995, John Grieggs wrote: > I'm tired of the same thing, especially with the very large quantity of > off-topic posts. However, I think the correct solution is a newsgroup. > > The Lightwave folk did it, and it didn't kill them. In fact, the lightwave > newsgroup is quite popular. Why not an Imagine newsgroup? I agree! a newsgroup would be great, and traffic seems to be much higher than before (constant whining by the mentally handicapped about which platform is better notwishtanding...it's what you render damnit not what you render with!) I'd certainly be in favor of a newsgroup. Aloha, Sharky sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky WebSurfer & Fun Guy,Funky __/ \ >*< Hawaii Related Links and Etcetera's WWW Page Designs, ____/ ) | ^ 3D Modelling & Animation Art,Objects, Tech. Planning /\_____/ } \ Home Server:http://www.websharx.com ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @{" Thread 355" link IML-355} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-156 " MSG-156 Subject: Upgrade fees @toc contents Subject: Upgrade fees Date: Friday, 05 May 1995 16:00:10 From: michael@labyrinth.apana.org.au (Michael Mulhall) ---------------------------------------------------------------------------- Howdy, Just a note to say thankyou to all those ppl that responded to my query in regards to upgrade fees. THANKS! RE:Gards, Michael Mulhall michael@labyrinth.apana.org.au # Voice: +61-2-7139148 # Data: +61-2-7125691 # @{" Thread 5" link IML-5} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-157 " MSG-157 Subject: Re: I don't have a d key @toc contents Subject: Re: I don't have a d key Date: Friday, 05 May 1995 17:26:49 From: dalamar@MIT.EDU (Craig Andera ) ---------------------------------------------------------------------------- Well it seems to me that the software mentioned earlier is the answer to it all. With two addresses - imagine and imagine-digest - where users can subscribe to one or both, every situation is covered. If you want the digest, you can get just the digest. If you just want the individual messages, you can have it that way. If you want both, that's an option as well. At least, that was my interpretation of the capabilities of the list server. FWIW: I check my email roughly 10 times a day, and read every single message that goes to the list. @{" Thread 26" link IML-26} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-158 " MSG-158 Subject: Re: IML DIGEST @toc contents Subject: Re: IML DIGEST Date: Friday, 05 May 1995 18:35:59 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >Many people unsubscribe because of this! Sorting the personal mail from IML >messages is a mess. I'm getting tired of it and many people are also tired >of this! IML is great but the format is VERY ennoying! I don't see why we Have you condidered a different mail reader? I've seen several that allow "Rules" to be defined, where you can have messages automatically moved to specific folders. So, any message with the string "imagine" in the "To" field gets seperated from your other mail. Of course, my mail reader dosen't do this, but it's free. I agree, it's a little clunky dealing with a bunch of seperate messages, but I can live with it... --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 214" link IML-214} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-159 " MSG-159 Subject: Re: Imagine 3.0 Fonts @toc contents Subject: Re: Imagine 3.0 Fonts Date: Friday, 05 May 1995 19:16:54 From: Roger Straub ---------------------------------------------------------------------------- On Fri, 5 May 1995, Mike Vandersommen wrote: > > -> From: Roger Straub > -> For either version, you can use PostScript fonts, available throughou > -> the Internet, in shareware, or on CD-ROMs, which I use, containing ab > -> 2000 of the suckers. Go into the Spline Editor and choose Load Font f > -> the menu. > > Er...um, Imagine 2.0 didn't have a spline Editor. I believe that was > implimented in 3.0 (if memory serves). Doh! Didn't look at the version # before I posted that. Sorry. > _______________________________________________________ > /_________________________________________________________\ > /=============================================================\ > =| Mike van der Sommen || Email: |= > =| GraFX Haus BBS || mike.vandersommen@caddy.uu.silcom.com |= > =| Santa Barbara, Ca. || ______________________________________ |= > =| "..where the 4 Horsemen of the Apocalypse play golf..." |= > =| 14.4k v.32bis 24 hours - 805-683-1388 |= > \_____________________________________________________________/ > --- > ~ InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 > See ya, Roger @{" Thread 35" link IML-35} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-160 " MSG-160 Subject: Latest version of TextureStudio @toc contents Subject: Latest version of TextureStudio Date: Friday, 05 May 1995 21:14:44 From: Andrew Dean ---------------------------------------------------------------------------- In answer to : > What is the updated file name/size, and where did you upload it to? I checked > wuarchive last night, and I seem to have downloaded the same version (at least , > the archive size was the same as before, and my menus are still blank). An >impressive program, though! The latest version of TextureStudio is v1.0.1 (archive size 448405 bytes) and was uploaded to Aminet on Tuesday 2/5/95. I haven't had any new files from Aminet for several days now, so I guess something's holding up several days of new Aminet files. The original file was uploaded to ftp.uni-erlangen.de and it has disappeared from the 'new' directory so it's in the pipeline somewhere... As I've said before, I don't suggest using v1.0.0 of the program as we compiled it incorrectly and it shows several strange problems. -------- Andy Dean, co-author of ImageStudio and TextureStudio Email: adean@eleceng.ucl.ac.uk @{" Thread 161" link IML-161} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-161 " MSG-161 Subject: Re: Latest version of TextureStudio @toc contents Subject: Re: Latest version of TextureStudio Date: Friday, 05 May 1995 21:16:24 From: Ian Smith ---------------------------------------------------------------------------- On Fri, 5 May 1995, Andrew Dean wrote: > As I've said before, I don't suggest using v1.0.0 of the program > as we compiled it incorrectly and it shows several strange problems. I just grabbed v1.0.1 out of the new/ directory and the menus are still blank. And I checked the About menu and yes, it was the new version. (Executable is 191820 bytes) -- My Imagine Home Page - Visit! IanSmith@moose.erie.net http://moose.erie.net/~iansmith @{" Thread 612" link IML-612} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-162 " MSG-162 Subject: Re: Questions @toc contents Subject: Re: Questions Date: Friday, 05 May 1995 21:20:11 From: Roger Straub ---------------------------------------------------------------------------- On Fri, 5 May 1995 Valleyview@aol.com wrote: > I'm looking for help on the following: > > 1. Is there a utility that will convert .avi files to .flc files? Couldn't tell ya. > > 2. I remember reading somewhere (which is the question) that Imagine has the > ability to convert a bitmap to a GRAYSCALE image and then extrude it to > different depths according to the color of gray. Could have been a dream. No, but Imagine 3.0+ does have the option of taking a greyscale image and applying it to a surface, sort of like a bumpmap, but it actually deforms the triangles. It's called Applique. > > 3. A problem with states. Instead of doing it with the rotate2 effect, > which would be easy, I tried to rotate an object by states. I would make the > original object the default state, rotate the object and create another > state. Problem is when I went back to the default state the object stayed > rotated. As could be figured when animated the object didn't move. Is there > a requester to lock the default state to as with textures? You can't do this. It's not right. If you're creating states based on grouping information, you need to create an axis and make it the parent of the entire object. Then rotate the object (NOT the parent axis) and make states, and it will work. Imagine just assumes that if you rotate an object that you mean for the object to rotate and will not include that info in the state. If you move an object within the group, then it will save it. > > Thank-you > > See ya, Roger @{" Thread 163" link IML-163} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-163 " MSG-163 Subject: Re: Questions @toc contents Subject: Re: Questions Date: Friday, 05 May 1995 21:20:11 From: Roger Straub ---------------------------------------------------------------------------- On Fri, 5 May 1995 Valleyview@aol.com wrote: > I'm looking for help on the following: > > 1. Is there a utility that will convert .avi files to .flc files? Couldn't tell ya. > > 2. I remember reading somewhere (which is the question) that Imagine has the > ability to convert a bitmap to a GRAYSCALE image and then extrude it to > different depths according to the color of gray. Could have been a dream. No, but Imagine 3.0+ does have the option of taking a greyscale image and applying it to a surface, sort of like a bumpmap, but it actually deforms the triangles. It's called Applique. > > 3. A problem with states. Instead of doing it with the rotate2 effect, > which would be easy, I tried to rotate an object by states. I would make the > original object the default state, rotate the object and create another > state. Problem is when I went back to the default state the object stayed > rotated. As could be figured when animated the object didn't move. Is there > a requester to lock the default state to as with textures? You can't do this. It's not right. If you're creating states based on grouping information, you need to create an axis and make it the parent of the entire object. Then rotate the object (NOT the parent axis) and make states, and it will work. Imagine just assumes that if you rotate an object that you mean for the object to rotate and will not include that info in the state. If you move an object within the group, then it will save it. > > Thank-you > > See ya, Roger @{" Thread 464" link IML-464} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-164 " MSG-164 Subject: Questions @toc contents Subject: Questions Date: Friday, 05 May 1995 21:33:16 From: Valleyview@aol.com ---------------------------------------------------------------------------- I'm looking for help on the following: 1. Is there a utility that will convert .avi files to .flc files? 2. I remember reading somewhere (which is the question) that Imagine has the ability to convert a bitmap to a GRAYSCALE image and then extrude it to different depths according to the color of gray. Could have been a dream. 3. A problem with states. Instead of doing it with the rotate2 effect, which would be easy, I tried to rotate an object by states. I would make the original object the default state, rotate the object and create another state. Problem is when I went back to the default state the object stayed rotated. As could be figured when animated the object didn't move. Is there a requester to lock the default state to as with textures? Thank-you @{" Thread 530" link IML-530} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-165 " MSG-165 Subject: TextureStudio @toc contents Subject: TextureStudio Date: Friday, 05 May 1995 21:33:39 From: Mike McCool ---------------------------------------------------------------------------- Could the nice person who managed to download the newest version from aminet/new please re-post the exact name of the file? I've tried every variation I can think of for TextureStudio1.0.1.lha, but I haven't gotten it right yet. Thanks. @{" Thread 176" link IML-176} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-166 " MSG-166 Subject: IM 3.1-3.2 Textures @toc contents Subject: IM 3.1-3.2 Textures Date: Friday, 05 May 1995 22:54:06 From: Marcus ---------------------------------------------------------------------------- Hi, I have been having a certain problem with Imagine textures working, specifically the new ones that came with 3.1 that came through the mail. The first time I got the updates through the mail and noticed the faulty textures(imagine reads the error message "Error: bad texture file") I called impulse and asked them about it. They seemed to think that it was just probally a faulty disk that they had sent me, they agreed to send me another copy. Now I have the newer copy and the same problem happens. Did anyone else on here have this problem or know how to fix it. I am starting to get kind of annoyed and tired of calling Impulse. The textures that do not seem to work are fire.itx, quilt.itx and a couple of the ones after those that follow them on the directory. Thank you in advance Mark Krenz @{" Thread 226" link IML-226} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-167 " MSG-167 Subject: Re: IML DIGEST @toc contents Subject: Re: IML DIGEST Date: Friday, 05 May 1995 23:55:01 From: Torgeir Holm ---------------------------------------------------------------------------- > The quantity of message on IML is very important why can't we >switch to a DIGEST IML (compilation of all messages mail to IML during the >Many people unsubscribe because of this! Sorting the personal mail from IML >messages is a mess. I'm getting tired of it and many people are also tired >of this! IML is great but the format is VERY ennoying! I don't see why we are >stuck whith this mailing list program. It would easier to manipulate the >messages and it would be possible to archive the DIGEST for each month etc. > I'm tired of receiving 30 and more messages per day! I want a DIGEST! >What about you? You should get yourself an offline reader like theo one I use on my amiga. THOR 2.0 automatically removes all the mailing list messages from the mailbox, and puts them into separate conferences. It works great. I suppose Offline Express for the PC also has this feature. Torge!r @{" Thread 133" link IML-133} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-168 " MSG-168 Subject: Re: PC hotkeys (Was: Ids and Imagine newsletter) @toc contents Subject: Re: PC hotkeys (Was: Ids and Imagine newsletter) Date: Saturday, 06 May 1995 01:13:59 From: Kent Marshall Worley ---------------------------------------------------------------------------- > > > I have been thinking of networking my Amiga 2500 and my PC together to > > share a drive or something. Anyone out there have any experience with > > this? Ok I think thats all from me for now. DanGer > > You may want to e-mail Dale Larson at Intangible Assets Manufacturing, > and ask about his book on Amiga networking. I believe it's called > "Connect your Amiga" and sells for $25 + $8 postage and fondling, as he > humourously puts it. I'll be getting a PC and am ordering his book > tomorrow, since I also want seamless, peer-to-peer networking between my > faithful Amiga and my new PC. > I have a amiga ethernet card and the amigatcp software. I am having trouble making it communicate with my PC. I would like Dale Larson's email address. PC amiga communication via ethernet would be great. I like the rendering speed of the PC but I like the animation capabilities of the amiga. mumu@america.net @{" Thread 229" link IML-229} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-169 " MSG-169 Subject: Re: Object speed @toc contents Subject: Re: Object speed Date: Saturday, 06 May 1995 01:35:02 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Wed, 3 May 1995, Charles Blaquiere wrote: > > From: Paul Rance > > > > Is there away to vary and object's speed a number of times > > along a path in v3.2? > > Boy, I can't believe that nobody has responded to you in a month. B^( > > The answer is no. Using acceleration/decceleration, or using spline > velocity, you only have control over the beginning and ending behaviour. > You'll need to separate your path in segments, and define multiple > "follow path" bars in the Action editor. > I am running into this exact limitation. I am doing an animation of cars racing around a track. The tedium of creating all those paths for one lap would not happen if I could create a single looped path and adjust the speed the object follows the path. mumu@america.net @{" Thread 399" link IML-399} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-170 " MSG-170 Subject: Objects @toc contents Subject: Objects Date: Saturday, 06 May 1995 01:53:49 From: Jeff Keena ---------------------------------------------------------------------------- Hi guys. I am trying to get hold of some Star Trek objects. I already have many but am still after some particually a model of DS9 station. Can anyone help? Jeff. @{" Thread 554" link IML-554} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-171 " MSG-171 Subject: Impulse's address @toc contents Subject: Impulse's address Date: Saturday, 06 May 1995 04:47:04 From: Jaco Gerber ---------------------------------------------------------------------------- HI all, I'm visiting the US at the mo from South Africa and I just decided to invest in the 3d Digitiser and also to pay my first Imagine subscription, since I have 3.1. My problem is I don't know how to contact Impulse at all since all my info is back home. I'm currently in ALbany NY.... any help would be appreciated. Regards, Jaco Gerber @{" Thread 175" link IML-175} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-172 " MSG-172 Subject: Re: How to make a lake on PC? @toc contents Subject: Re: How to make a lake on PC? Date: Saturday, 06 May 1995 05:01:55 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In regards to making a lake like in Myst. Use the Bumpnoiz texture and scale it very large except in the Z dimension which has no effect after a certain point. You should keep Z fairly small. Then add some reflectivitiy, refraction, etc. to your own taste. Remember, you need a nice sky to reflect off of the water if you are trying to create good water. I have used this to create a very realistic looking lake. Bye. Stephen @{" Thread 114" link IML-114} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-173 " MSG-173 Subject: Re: TextureStudio @toc contents Subject: Re: TextureStudio Date: Saturday, 06 May 1995 05:28:08 From: Ian Smith ---------------------------------------------------------------------------- On Fri, 5 May 1995, Mike McCool wrote: > Could the nice person who managed to download the newest version from > aminet/new please re-post the exact name of the file? I've tried every > variation I can think of for TextureStudio1.0.1.lha, but I haven't gotten > it right yet. Oops, sorry! I *hate* it when somone gives only half the information. The file is "pub/aminet/new/TextureStudio.lha". You can grab the readme first to make sure it is the 1.0.1 version. If you want to make your own textures, I have the documentation on textures from Impulse on my homepage, as well as a HTML version of their TDDD docs. I am having FTP related problems, so let me know if you have any problem grabbing various files. -- My Imagine Home Page - Visit! IanSmith@moose.erie.net http://moose.erie.net/~iansmith @{" Thread 253" link IML-253} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-174 " MSG-174 Subject: Re: Impulse's address @toc contents Subject: Re: Impulse's address Date: Saturday, 06 May 1995 06:34:26 From: Rodney McNeel ---------------------------------------------------------------------------- From beeton@SEDSystems.ca Wed Apr 12 05:47:15 1995 imagine@email.sp.paramax.com Subject: Re: Gazette > Please post the address or email address for subscribing > to the gazette. Impulse Inc. 8416 Xerxes Ave. N. Brooklyn Park, Minnesota 55444 USA (612) 425-0557 (800) 328-0184 FAX: (612) 425-0701 @{" Thread 511" link IML-511} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-175 " MSG-175 Subject: Impulse's address @toc contents Subject: Impulse's address Date: Saturday, 06 May 1995 14:53:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: Jaco Gerber -> I'm visiting the US at the mo from South Africa and I just decided= to-> invest in the 3d Digitiser an d also to pay my first Imagine subscr=ipt-> since I have 3.1.-> My problem is I don't know how to contact Impulse at all since al=l m-> info is back home. I'm currently in ALbany NY.... any help would b=e-> appreciated. Impulse Inc. 8416 X erxes Ave. N. Brooklyn Park, Minnesota 55444 USA (612) 425-0557 (800) 328-0184 F AX: (612) 425-0701--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 174" link IML-174} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-176 " MSG-176 Subject: TextureStudio @toc contents Subject: TextureStudio Date: Saturday, 06 May 1995 14:55:17 From: Torgeir Holm ---------------------------------------------------------------------------- >Could the nice person who managed to download the newest version from >aminet/new please re-post the exact name of the file? I've tried every >variation I can think of for TextureStudio1.0.1.lha, but I haven't gotten >it right yet. It's the same as v1.0.0 The old version has been overwritten. TextureStudio.lha in gfx/3d Just got it from wuarchive today. Torge!r @{" Thread 187" link IML-187} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-177 " MSG-177 Subject: 3.x addendums @toc contents Subject: 3.x addendums Date: Saturday, 06 May 1995 15:16:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- I was trying to find the settings info on a certain texture theother day and was frustrated flipping through all the printouts.I was wondering if anyone has com piled all the addendums to 3.xso far and formatted/indexed them? Since there wil l not be a newmanual with 4.0 and I assume there will be addendums with 3.3 and4 .0 when released, it sure would be handy to have ALL the addendemsorganized by t opics with an index for easier look up.I guess my question is, has someone done this...or is willing todo this. And...without creating a big legal debate, could thiscompilation be distributed? I'd even be willing to pay for an"authorized" m ini addendum manual if it's indexed up to 4.0. __________________________ _____________________________ /____________________________________________ _____________\ /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D==3D=3D=3D=3D= 3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\ =3D| Mike van der Sommen || Email: =|=3D =3D| GraFX Haus BBS || mike.vandersommen@caddy.uu.silcom.com =|=3D =3D| Santa Barbara, Ca. || _ _____________________________________ =|=3D =3D| "..where the 4 Horsemen of t he Apocalypse play golf..." =|=3D =3D| 14.4k v.32bis 24 hours - 80 5-683-1388 =|=3D \____________________________________________ _________________/--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 244" link IML-244} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-178 " MSG-178 Subject: WWW Page @toc contents Subject: WWW Page Date: Saturday, 06 May 1995 15:22:49 From: greg.tsadilas@hofbbs.com ---------------------------------------------------------------------------- I'm in the process of getting my WWW page up, actually, some of it is already online. If anyone want to check it out, it's mostly a collection of a few of my Imagine works, the URL is http://www.websharx.com/~greg I don't have a page for any Imagine or related 3D links, this will be coming soon. If you have any that you want me to check out for inclusion, please let me know either here, or send me e-mail from my page. NOTE: If you aren't using NetScape, you won't get the right effect, and the Dazzle Me page won't be formatted properly. -GreG http://www.websharx.com/~greg @{" Thread 116" link IML-116} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-179 " MSG-179 Subject: Re: Imagine Newsgroup @toc contents Subject: Re: Imagine Newsgroup Date: Saturday, 06 May 1995 16:20:57 From: James Brooks ---------------------------------------------------------------------------- On Fri, 5 May 1995, John Grieggs wrote: > > I'm tired of receiving 30 and more messages per day! I want a DIGEST! > > What about you? > > > I'm tired of the same thing, especially with the very large quantity of > off-topic posts. However, I think the correct solution is a newsgroup. > > The Lightwave folk did it, and it didn't kill them. In fact, the lightwave > newsgroup is quite popular. Why not an Imagine newsgroup? > I use BOTH Lightwave Mailing List and newsgroup. I guess it has something to do with the "format" you are use to in sending and receiving messages. You are right, the newgroup did NOT kill the LW Mailing list one bit. It would be good to see a Imagine newgroup! I am all for it! :-) Later, Alex --------------------------------------------------------------- James "Alex" Brooks Amiga 4000/040/28MHz 20MB RAM Lightwave 3.5 / Imagine 3.0 VideoToaster 4000 3.1 Syquest 3.5" 270MB Bernoulli 90Pro NEC 3xp Triple Speed CDROM Warp Engine 4028 Epson ES-600C Scanner E-Mail: jamesb@clark.net -------------------------------------------------------------- @{" Thread 210" link IML-210} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-180 " MSG-180 Subject: Re: Tutorials! we need more of them @toc contents Subject: Re: Tutorials! we need more of them Date: Saturday, 06 May 1995 16:24:49 From: Kent Marshall Worley ---------------------------------------------------------------------------- > experiences. I'd be happy to write a tutorial, but only to share it with > EVERYONE. Seems to me the whole idea of passing on informatiom is to > inform those who don't have it. That's what the InterNet is about. > > We've seen one division arise with the IBM<->Amiga debate, this could start > another one The Experienced<->The Inexperienced. > > Sorry if I sound completely negative, but you did ask. > > -- Bob > > : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : > : Amiga A3000/25 : Ballina, NSW Australia : > "information wants to be free" -Bruce Sterling @{" Thread 598" link IML-598} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-181 " MSG-181 Subject: Re: Questions @toc contents Subject: Re: Questions Date: Saturday, 06 May 1995 18:17:11 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- On Fri, 5 May 1995 Valleyview@aol.com wrote: > I'm looking for help on the following: > > 1. Is there a utility that will convert .avi files to .flc files? If you're a Amiga user you can try out XanimAmiBeta4.lha. Its on Aminet directory gfx/show and should show up in the RECENT list as soon as Wuarchive is back. Requirements: An Amiga with a 3.x. Thats all. If you want to view them you'll also need a 256 color mode, either provided by an AGA machine or one with an gfxcard. If you have a Merlin you can directly play to the card, EGS and PicassoII is untested, should work but since I don't have one I can't test it. Just try: Xanim +Di8ram:test filename.avi and the whole AVI is saved as single frames, 8bit, to ram: with a filename of 'test' and a number attached to it. If you want 24bit use '+Di24ram:test' instead. Get MainActor from Aminet and read in the single frames and write out a FLC anim. Done. Ready. Too bad if you're a PC user without access to an Amiga ;) Greetings Joop @{" Thread 184" link IML-184} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-182 " MSG-182 Subject: Cool coolfir effect @toc contents Subject: Cool coolfir effect Date: Saturday, 06 May 1995 18:52:07 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Gareth Qually > > I have been experimenting with the coolfir texture. > Try this out if you want steam, shafts of light, smoke. Gareth, nice! Thanks for the contribution. @{" Thread 481" link IML-481} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-183 " MSG-183 Subject: Re: Genlock button @toc contents Subject: Re: Genlock button Date: Saturday, 06 May 1995 18:58:59 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Darryl Lewis > > This is one of the best descriptions that I've read in a long time. > Easy to read and it makes sense. Aww shucks. B^) > I have 3.1 , does your last line mean that this function does not work > with my version? I'm not sure. I believe genlock was screwed up in 2.9, fixed in 3.0, screwed up again for good (or removed) in 3.1. I can't find the button in either 3.1 or 3.2. (Previous versions have been removed from my hard drive) @{" Thread 14" link IML-14} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-184 " MSG-184 Subject: Re: Questions @toc contents Subject: Re: Questions Date: Saturday, 06 May 1995 19:04:46 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >I'm looking for help on the following: > >1. Is there a utility that will convert .avi files to .flc files? > There's a program called Video for DOS (VFD) that will convert an RLE encoded avi to flc. The trick is, you need something to convert the avi to 8 bit if it's not already. I can do this with Adobe Priemere, but there are other video editing programs out there that I'm sure do a better job. You can probably find VFD (I think the latest is 1.6d) on AOL. It's a great program that also makes fli's and avi's from a series tga's and does a great job dithering 24 bit pictures and eliminating color banding. Check it out! --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 162" link IML-162} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-185 " MSG-185 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Saturday, 06 May 1995 19:14:37 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: digitist@lava.ivg.com > > Could anyone be so polite to give the ISBN-number of "The Imagine > Companion" book, so i can order it over here in the Netherlands Adri, "The Imagine Companion" is, unfortunately, out of print. The book is still available directly from the author, in Word 6 format. (And only in that format) I'm sorry, but I don't have David's e-mail address. I believe the electronic format was priced around $20, but I could be wrong. (It was affordable is what I'm trying to say) @{" Thread 108" link IML-108} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-186 " MSG-186 Subject: IML digest--are you folks really that bored? @toc contents Subject: IML digest--are you folks really that bored? Date: Saturday, 06 May 1995 19:24:17 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Mike McCool > > Perhaps what people are really whining about here is all the whining > lately on the list. I'm not whining! It's just that these off-topic messages are giving me a really bad migraine, you know, the kind that feels like a Mack truck is parked on your forehead, and every little noise resonates in your skull like Big Ben whine whine whine whine whine... @{" Thread 134" link IML-134} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-187 " MSG-187 Subject: TextureStudio and blank menus @toc contents Subject: TextureStudio and blank menus Date: Saturday, 06 May 1995 19:25:51 From: zceec07 ---------------------------------------------------------------------------- Hi all, We've just managed to run TextureStudio on a Workbench2.04 Amiga and we now see the blank menus problem (both Graham and myself develop on Workbench3 Amigas so we haven't seen this bug before). Do we assume therefore that everyone who is running Workbench2.x is experiencing this, and everyone running Workbench3.x is OK? We'll fix the problem as soon as possible. Are there any other problems people are experiencing that we should know about, or is this the only remaining problem? Many thanks for your patience and feedback as we iron out these teething problems, -------- Andy Dean, co-author of ImageStudio and TextureStudio Email: adean@eleceng.ucl.ac.uk @{" Thread 90" link IML-90} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-188 " MSG-188 Subject: Lumbient @toc contents Subject: Lumbient Date: Saturday, 06 May 1995 19:27:25 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Ken F. Morton > > Hi can this lumbient fellow be taken off the list? I'm getting a > bit tired of his cups. His cups runneth over, I guess. @{" Thread 62" link IML-62} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-189 " MSG-189 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Saturday, 06 May 1995 20:21:02 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Fred Aderhold > > >I would model a ribbon and add a noise texture to affect the filter > >parameter. This way, the center of the ribbon would be visible, trailing > >off into invisibility at the edges. I would then add a bunch of states, > > Could you Charles, please explain to us newbies (well, me anyway) how > to add a noise texture to affect the filter? Unfortunately, I had one of the Essence textures in mind. However, there is an Imagine texture which could work well, and that's DancSprk (dancing sparks). Create a primitive plane, 1 horizontal and 10 vertical sections, 50 wide by 100 tall. In Attributes, give it a bright yellow color of 255,255,100, filter at 255,255,255 to make it invisible, and click on Bright. (Light-emitting objects should not be affected by shading) Add the DancSprk texture, with branches = 2, branch width = 0.2, color = -1, reflect = -1, filter = 0,0,0, noise 2 magnitude = .3, noise 2 velocity = 4; transform the axes to alignment = 90,0,0 (to have the texture Z axis sticking out of the ribbon) and size = 150,250,250. You have created a transparent ribbon with an opaque yellow wave of energy, which can be animated. The results are fairly different from the Generations ribbon, but have a quality of their own. Also, this is only a starter object I created on the fly. A little experimentation could probably improve on my design quite a bit. @{" Thread 406" link IML-406} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-190 " MSG-190 Subject: Suggestion for a project @toc contents Subject: Suggestion for a project Date: Saturday, 06 May 1995 20:24:43 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: gregory denby > > I'll bet a lot of you have become tired of Imagine's opening > screen, and have made your own. (...) What've you folks done? Oddly enough, nothing. I still like the Imagine logo. It has a Middle-Eastern, Arabian Nights flavor which brings to mind an exotic genie endowded with magical powers asking, "How may I serve you?" I like your idea, though. Personally, I'm a logo freak. Can't get enough of them. Love the beauty of a well-designed font. Looking forward to see how others respond to the thread. @{" Thread 104" link IML-104} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-191 " MSG-191 Subject: TIP #0001, Ummm...Water. @toc contents Subject: TIP #0001, Ummm...Water. Date: Saturday, 06 May 1995 20:30:18 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Lumbient@aol.com > > > I've tried to use the mnttop texture to get whitecaps but I'm not sure > how to use the texture. I don't think it will work. MntnTop adds another color to any part of an object which sticks out, above the texture's zero Z level. For this to work, your object mush have actual bumps and valleys, like a modelled mountain. Bump-mapping and bump textures do not modify the geometry of the object; they simply add highlights and shadows as if the object _were_ bumpy. Your lake would still remain a flat plane, with no points to stick out for MntnTop to color. @{" Thread 192" link IML-192} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-192 " MSG-192 Subject: TIP #0001, Ummm...Water. @toc contents Subject: TIP #0001, Ummm...Water. Date: Saturday, 06 May 1995 20:49:04 From: Lumbient@aol.com ---------------------------------------------------------------------------- Hi the person that posted the question about creating a realistic lake in Imagine should read this. Color: 0, 255, 255 Reflect: 100, 120, 140 Filter:0, 0, 0 ::Unless you want it!:: Specular:255, 255, 255 Dither:? Hardness:128-255 ::whatever you like:: Roughness:0 ::though 20 looks OK too:: Shinyness:0 Then add the bumpnoiz.itx texture. LEFT SIDE RIGHT SIDE 100.0000 All= 0.0000 20.0000 10.0000 0.0000 0.6000 0.0000 0.2000 I think theres 8 in a side of the texture box? The bumps look elongated and are more random than waves. I've tried to use the mnttop texture to get whitecaps but I'm not sure how to use the texture. If anyone has additions(or usage of mnttop) please write. ----Lumbient @{" Thread 395" link IML-395} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-193 " MSG-193 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Sunday, 07 May 1995 04:18:18 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >> Could you Charles, please explain to us newbies (well, me anyway) how >> to add a noise texture to affect the filter? > >Unfortunately, I had one of the Essence textures in mind. However, there >is an Imagine texture which could work well, and that's DancSprk >(dancing sparks). Thanks! Very helpful, as usual... Perhaps I misunderstood what you had in mind with the Essence texture. Is it possible to use a texture as a filter map? --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 235" link IML-235} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-194 " MSG-194 Subject: Re: WHAT THE F*CK.... @toc contents Subject: Re: WHAT THE F*CK.... Date: Sunday, 07 May 1995 04:56:30 From: Rodney McNeel ---------------------------------------------------------------------------- Looks like Ian_Dunn? and others are doing a stupid thing to prove THEIR point-of-view. I, for one, apreciate any and all examples, tutorials, ideas, etc. people want to share with the world. Put me on your mailing list of things your slightly proud of :) I think we SHOULD start up an Imagine newsgroup for binaries (pics) just so we have yet another place to see the results of our imaginations! On Sat, 6 May 1995 Lumbient@aol.com wrote: > I don't know but i've checked the addresses the mail (my damn cups!!!!) seem > to be coming from other peoples mail systems!! > It's not my fault I'v sent them only once!!! Please, perhaps the runner of > the IML knows whats going on???? Sorry. > > ::sigh:: never seem to do anything right :*( > > ----Lumbient > @{" Thread 93" link IML-93} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-195 " MSG-195 Subject: Re: Tutorials! we need more of them @toc contents Subject: Re: Tutorials! we need more of them Date: Sunday, 07 May 1995 08:37:06 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- Great Idea. What about a comp for renders and anims. There doesn't necessarily have to be any monetry prizes, just fame 8-) I have been using imagine for around 6 months, and I really enjoy seeing magazines that showcase top class graphics. It gives me something to aim for. It certainly would be good to see the iml being used for imagine instead of compuwars. .... Generating 36.75% complete ... ######################################## ## YYY YYY RRRRRRR OOOOOO DDDDDD ## ## YYY YYY RRR RRR OOO OOO DDD DDD ## ## YYYYYYY RRRRRRR OOO OOO DDD DDD ## ## YYY RRR RRR OOO OOO DDD DDD ## ## YYY RRR RRR OOOOOO DDDDDD ## ## yrod@ozemail.com.au ## ## A2000/030 FPU 4MB &-( ## ## GeneralProtectionFaultFreeZone 8-) ## ######################################## @{" Thread 180" link IML-180} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-196 " MSG-196 Subject: Sorry Could Not Find Subject! @toc contents Date: Sunday, 07 May 1995 11:15:28 From: Darren Priestnall ---------------------------------------------------------------------------- Is anyone reading and acting on the Imagine requests ? I've requested a number of times to be unsubscribed and I'm still getting mail :( Does anyone know where I can get hold of the Realize package ? It's a software package for converting the Imagine/Essence texture's into Real3D procedural textures.........I don't know how well it work's...yet. -- ~===========================================================================~ Darren Priestnall - darren@hanger.demon.co.uk (PandGImaging) Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063 -- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! -- @{" Thread 106" link IML-106} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-197 " MSG-197 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Sunday, 07 May 1995 12:22:54 From: Kelly Computer Consultants ---------------------------------------------------------------------------- Last I checked, you could reach David Duberman at Morph's Outpost, david_duberman@morph.com, or 510-704-7104. On Sat, 6 May 1995, Charles Blaquiere wrote: > > From: digitist@lava.ivg.com > > > > Could anyone be so polite to give the ISBN-number of "The Imagine > > Companion" book, so i can order it over here in the Netherlands > > Adri, > > "The Imagine Companion" is, unfortunately, out of print. The book is > still available directly from the author, in Word 6 format. (And only in > that format) I'm sorry, but I don't have David's e-mail address. I > believe the electronic format was priced around $20, but I could be > wrong. (It was affordable is what I'm trying to say) > @{" Thread 20" link IML-20} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-198 " MSG-198 Subject: Re: Imagine Documentation @toc contents Subject: Re: Imagine Documentation Date: Sunday, 07 May 1995 12:26:57 From: digitist@lava.ivg.com ---------------------------------------------------------------------------- Hello Charles, > > Could anyone be so polite to give the ISBN-number of "The Imagine > > Companion" book, so i can order it over here in the Netherlands > "The Imagine Companion" is, unfortunately, out of print. The book is > still available directly from the author, in Word 6 format. (And only in > that format) I'm sorry, but I don't have David's e-mail address. I > believe the electronic format was priced around $20, but I could be > wrong. (It was affordable is what I'm trying to say) Could you give me the complete title and author of the book. Is ther anybody in the ist that knows the E-Mail address of this author ? ---------------------------------------------------------- Real life : Adri Mathlener E-Mail : digitist@ivg.com ---------------------------------------------------------- @{" Thread 197" link IML-197} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-199 " MSG-199 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Sunday, 07 May 1995 13:35:36 From: jgoldman@acs.bu.edu ---------------------------------------------------------------------------- > > Perhaps I misunderstood what you had in mind with the Essence texture. > Is it possible to use a texture as a filter map? Only if the procedural texture you want to use supports filter mapping as one of its variables. EssenceI, however, used to have texture, called "Swapcrf", designed to "rotate" the variables of another texture so that the other texture could support various types of mapping aside from the types originally programmed into the texture. For instance, Essence's "Bozo" texture only affects color values. Yet, you can use the Essence texture "Swapcrf" to change the affected mapping to filter or reflect. Hierarchically, "Swapcrf" would be placed after the texture you want to alter, in this case "Bozo" first, "Swapcrf" second. If you've got EssenceI you're all set. If you don't there may be a PD texture that can do this, but I don't know... Hope it helps... Jeff--> E-Mail: jgoldman@acs.bu.edu @{" Thread 201" link IML-201} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-200 " MSG-200 Subject: Re: WINE @toc contents Subject: Re: WINE Date: Sunday, 07 May 1995 13:48:02 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- VT (ViewTek) will also load as much of the corrupt file as possible then you get some lovely green noise 8-) ######################################## ## YYY YYY RRRRRRR OOOOOO DDDDDD ## ## YYY YYY RRR RRR OOO OOO DDD DDD ## ## YYYYYYY RRRRRRR OOO OOO DDD DDD ## ## YYY RRR RRR OOO OOO DDD DDD ## ## YYY RRR RRR OOOOOO DDDDDD ## ## yrod@ozemail.com.au ## ## A2000/030 FPU 4MB &-( ## ## GeneralProtectionFaultFreeZone 8-) ## ######################################## @{" Thread 522" link IML-522} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-201 " MSG-201 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Sunday, 07 May 1995 15:50:53 From: Roger Straub ---------------------------------------------------------------------------- On Sun, 7 May 1995 jgoldman@acs.bu.edu wrote: > > > > Perhaps I misunderstood what you had in mind with the Essence texture. > > Is it possible to use a texture as a filter map? Actually, it is. You can use the "Transpar" texture included with 3.0+ to convert all of the color values currently on the object to filter values. Read the Transpar entry in the textures text file that came with Imagine. See ya, Roger @{" Thread 189" link IML-189} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-202 " MSG-202 Subject: TextureStudio @toc contents Subject: TextureStudio Date: Sunday, 07 May 1995 16:06:55 From: pducker@158.152.11.158 ---------------------------------------------------------------------------- In reply to Andy Deans question I can confirm that TextureStudio runs just fine on my 4000/030. I was so impressed I mailed the registration fee the same day. BTW, ImageStudio is great as well. ------------------------------------------------- Peter Ducker Weymouth, Dorset, UK Internet: pducker@weynet.demon.co.uk CompuServe: 100010.743@compuserve.com @{" Thread 165" link IML-165} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-203 " MSG-203 Subject: Re: Suggestion for a project @toc contents Subject: Re: Suggestion for a project Date: Sunday, 07 May 1995 23:38:49 From: James Brooks ---------------------------------------------------------------------------- On Mon, 8 May 1995, Jeff Keena wrote: > On Sat, 6 May 1995, Charles Blaquiere wrote: > > > Date: Sat, 6 May 1995 19:24:43 -0400 (EDT) > > From: Charles Blaquiere > > To: imagine@email.sp.paramax.com > > Subject: Suggestion for a project > > > > > From: gregory denby > > > > > > I'll bet a lot of you have become tired of Imagine's opening > > > screen, and have made your own. (...) What've you folks done? > > > > Oddly enough, nothing. > > > > I still like the Imagine logo. It has a Middle-Eastern, Arabian Nights > > flavor which brings to mind an exotic genie endowded with magical > > powers asking, "How may I serve you?" > > > > I like your idea, though. Personally, I'm a logo freak. Can't get enough > > of them. Love the beauty of a well-designed font. Looking forward to see > > how others respond to the thread. > > > > > > Simple reply. Deleted the file 8-) > One less thing to fragmet memory. If I am not mistaken, Imagine will not load without having some kind of pix as the intro. At least that was the way back with version 2.0 Just my 2 1/5 cents. Alex --------------------------------------------------------------- James "Alex" Brooks Amiga 4000/040/28MHz 20MB RAM Lightwave 3.5 / Imagine 3.0 VideoToaster 4000 3.1 Syquest 3.5" 270MB Bernoulli 90Pro NEC 3xp Triple Speed CDROM Warp Engine 4028 Epson ES-600C Scanner E-Mail: jamesb@clark.net -------------------------------------------------------------- @{" Thread 204" link IML-204} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-204 " MSG-204 Subject: Re: Suggestion for a project @toc contents Subject: Re: Suggestion for a project Date: Monday, 08 May 1995 01:02:12 From: Jeff Keena ---------------------------------------------------------------------------- On Sat, 6 May 1995, Charles Blaquiere wrote: > Date: Sat, 6 May 1995 19:24:43 -0400 (EDT) > From: Charles Blaquiere > To: imagine@email.sp.paramax.com > Subject: Suggestion for a project > > > From: gregory denby > > > > I'll bet a lot of you have become tired of Imagine's opening > > screen, and have made your own. (...) What've you folks done? > > Oddly enough, nothing. > > I still like the Imagine logo. It has a Middle-Eastern, Arabian Nights > flavor which brings to mind an exotic genie endowded with magical > powers asking, "How may I serve you?" > > I like your idea, though. Personally, I'm a logo freak. Can't get enough > of them. Love the beauty of a well-designed font. Looking forward to see > how others respond to the thread. > > Simple reply. Deleted the file 8-) One less thing to fragmet memory. Jeff. @{" Thread 207" link IML-207} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-205 " MSG-205 Subject: Re: Suggestion for a project @toc contents Subject: Re: Suggestion for a project Date: Monday, 08 May 1995 01:43:27 From: Rodney McNeel ---------------------------------------------------------------------------- I for one just added "Rodney's Imgination" in similar font. :) @{" Thread 421" link IML-421} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-206 " MSG-206 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Monday, 08 May 1995 04:51:32 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >> > Perhaps I misunderstood what you had in mind with the Essence texture. >> > Is it possible to use a texture as a filter map? > > >Actually, it is. You can use the "Transpar" texture included with 3.0+ to >convert all of the color values currently on the object to filter values. >Read the Transpar entry in the textures text file that came with Imagine. > >See ya, > Roger > Read the docs??? Read the the docs??? Are you kidding, I might learn something that way! Thanks for the info... :) --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 240" link IML-240} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-207 " MSG-207 Subject: Re: Suggestion for a project @toc contents Subject: Re: Suggestion for a project Date: Monday, 08 May 1995 07:23:07 From: James Brooks ---------------------------------------------------------------------------- On Mon, 8 May 1995, Rodney McNeel wrote: > I for one just added "Rodney's Imgination" in similar font. :) > Hmm, that's not bad! :-) I guess I NEED to personalize my intro screen on Imagine as well. Have to think of something that will catch the eye. Alex --------------------------------------------------------------- James "Alex" Brooks Amiga 4000/040/28MHz 20MB RAM Lightwave 3.5 / Imagine 3.0 VideoToaster 4000 3.1 Syquest 3.5" 270MB Bernoulli 90Pro NEC 3xp Triple Speed CDROM Warp Engine 4028 Epson ES-600C Scanner E-Mail: jamesb@clark.net -------------------------------------------------------------- @{" Thread 208" link IML-208} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-208 " MSG-208 Subject: Re: Suggestion for a project @toc contents Subject: Re: Suggestion for a project Date: Monday, 08 May 1995 07:23:07 From: James Brooks ---------------------------------------------------------------------------- On Mon, 8 May 1995, Rodney McNeel wrote: > I for one just added "Rodney's Imgination" in similar font. :) > Hmm, that's not bad! :-) I guess I NEED to personalize my intro screen on Imagine as well. Have to think of something that will catch the eye. Alex --------------------------------------------------------------- James "Alex" Brooks Amiga 4000/040/28MHz 20MB RAM Lightwave 3.5 / Imagine 3.0 VideoToaster 4000 3.1 Syquest 3.5" 270MB Bernoulli 90Pro NEC 3xp Triple Speed CDROM Warp Engine 4028 Epson ES-600C Scanner E-Mail: jamesb@clark.net -------------------------------------------------------------- @{" Thread 484" link IML-484} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-209 " MSG-209 Subject: Re: Morphing @toc contents Subject: Re: Morphing Date: Monday, 08 May 1995 12:17:10 From: Marty Nussbaum ---------------------------------------------------------------------------- Thanks Charles, What I ended up doing was using the size bar in the Action Ed. Something that was so simple that I overlooked it. On Wed, 3 May 1995, Charles Blaquiere wrote: > You may have fallen victim to the common affliction known as "spline > sickness", where Imagine, rather than take a simple path from A to B, > makes a wild curve to one side. (I'm talking about a path in the widest > sense possible: not a spatial path, but just the act of morphing a value > from A to B) Try activating the "discontinuous knot" button, to warn > Imagine that it shouldn't attempt to smooth this morph segment with the > next, since there is no next segment. (Does that make sense?) > > Marty *************** _ _ /| * ACK!! * \'o.O' * Hairball! * =(___)= *************** U @{" Thread 485" link IML-485} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-210 " MSG-210 Subject: Re: Imagine Newsgroup @toc contents Subject: Re: Imagine Newsgroup Date: Monday, 08 May 1995 12:27:04 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- >> I'm tired of receiving 30 and more messages per day! I want a DIGEST! >> What about you? >I'm tired of the same thing, especially with the very large quantity of >off-topic posts. However, I think the correct solution is a newsgroup. I think the off-topic-messages have decreased in number, haven't they? >The Lightwave folk did it, and it didn't kill them. In fact, the lightwav= e >newsgroup is quite popular. Why not an Imagine newsgroup? OK, maybe. If the IML won't suffer from it. Because I have access to email, but not always to news, so I would miss things if all of it came by news... I would prefer a digest-IML. The only thing we need is someone to moderate it. *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 155" link IML-155} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-211 " MSG-211 Subject: Re: WHAT THE F*CK.... @toc contents Subject: Re: WHAT THE F*CK.... Date: Monday, 08 May 1995 12:37:44 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- > I think we SHOULD start up an > Imagine newsgroup for binaries (pics) just so we have yet another place > to see the results of our imaginations! Now _this_ is an idea! *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 194" link IML-194} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-212 " MSG-212 Subject: Re: Glass @toc contents Subject: Re: Glass Date: Monday, 08 May 1995 14:01:16 From: milan@Dieppe.artmediatech.nl (Milan Polle) ---------------------------------------------------------------------------- Hi all, I posted earlier about this, but it seems to have passed by some people. The glass texture doesn't use the camera/object angle, it calculates the thickness of every two layers of glass for every ray. Then it modifies the second layer's attributes (that is where there is another bug, I didn't think of making the first layer completely transparant) The buggy faces (well I don't think they are faces, just triangular artifacts due to the faceted nature of the object) occurr perpendicular to a shadow casting lightsource (without shadowcasting the problem is gone). Also the artifacts only seem to show up on objects with high detail. Now the reason for the artifacts seems to be that the rays behave differently for calculating shadows (more rays are traced). I will have to see if I can filter out the right rays in order to remove the bug, but I haven't succeeded yet. Updates will be sent out as soon as I find out how to make an alias for all the people who requested my textures. BTW: I wouldn't like a newsgroup instead of a mailinglist; I don't have access to newsgroups. Also I don't want the whole list in one mail, it would be very inconvenient to send out textures to people requesting them this way. Oh jeah, I am currently working on a 'lumbient' texture; it will map uuencoded pictures of cups onto any object, but will take a long time and lots of memory to render :) Let your imagination run wild, Milan @{" Thread 22" link IML-22} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-213 " MSG-213 Subject: Rendering Prices? @toc contents Subject: Rendering Prices? Date: Monday, 08 May 1995 15:48:32 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- Hi, I was just wondering how much to charge someone for a render? Should I work it out by the hour, the resoloution or what. Charging by the hour might be too expensive as my machine isn't that quick, certainly not as quick as a pentium. Any ideas? BTW, am I allowed to ask questions of a commercial nature to this list? Appologies if I am not... ######################################## ## YYY YYY RRRRRRR OOOOOO DDDDDD ## ## YYY YYY RRR RRR OOO OOO DDD DDD ## ## YYYYYYY RRRRRRR OOO OOO DDD DDD ## ## YYY RRR RRR OOO OOO DDD DDD ## ## YYY RRR RRR OOOOOO DDDDDD ## ## yrod@ozemail.com.au ## ## A2000/030 FPU 4MB &-( ## ## GeneralProtectionFaultFreeZone 8-) ## ######################################## @{" Thread 262" link IML-262} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-214 " MSG-214 Subject: IMLarc60+61 text & guide format on Aminet @toc contents Subject: IMLarc60+61 text & guide format on Aminet Date: Monday, 08 May 1995 16:00:35 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- Hello IML, Umm, do I need to explain or is the Subject: line enough. For those that can't wait 'til the archives show up in the RECENT list here is some important information: Upload site: ftp.luth.se Directory: pub/aminet/new Names: IMLarc60.lha ~140KB IMLarc60guide.lha ~160KB IMLarc61.lha ~160KB IMLarc61guide.lha ~175KB +readme's ofcourse. Enjoy your reading. Thanks to all who responded on my question for mail I lost from 20-03 to 14- 05. Greetings Joop @{" Thread 130" link IML-130} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-215 " MSG-215 Subject: Re: Apex (was Yo- Kelly) @toc contents Subject: Re: Apex (was Yo- Kelly) Date: Monday, 08 May 1995 16:56:45 From: "Glenn M. Lewis - MPG DA ~" ---------------------------------------------------------------------------- >>>>> "Sam" == WALKER, SAM writes: Sam> New news, on the Imagine mailing list (same friend), it turns Sam> out that Apex is not out of business, just cut way back (to Sam> something like two people). They announced they will be Sam> releasing a PC version of Essence this year (I think it was Sam> around the end of summer). Hi, all. I didn't Realize (:-) that Apex Software Publishing was suspected of being out of business. :-) Nope, we are all still here, healthy and happy. Charles Congdon has done some impressive work with Real3D plugins, Steve Worley is extremely busy as usual, and I'm just kind of hacking away as usual. :-) I'll send this to the Imagine mailing list as well just to keep them up-to-date, since I am not on that list anymore. Sorry if people don't like me posting to two "competitive" mailing lists... maybe you should send replies directly to me instead of both lists. Yep, we are all hoping that Essence PC will hit the market Real Soon Now. I'm afraid I can't give a definite date... Steve has control over this one. Oh, and I never have and never will speak officially for Apex Software Publishing... Steve is the President and CEO, so his words are the only official ones. Heck, I don't speak for Intel either. At times I can get rather opinionated though. :-) Check out ftp://ftp.netcom.com/pub/gl/glewis/similar.html and let me know if you would like me to add Real3D file support to those utilities, and I'll check into how difficult that will be if there is enough interest. Imagine support is already in there. Yeah, I know that access to Netcom's ftp is really a pain in the rear. Please keep trying, though, and you should be able to get through eventually. :-( -- Glenn Lewis Glenn Lewis | glewis@pcocd2.intel.com | These are my opinions...not Intel's GCS/E:d,H,s++:++,!g,p?,au+,a28,w,v-,C++,UL++++,UV++,P+++,L++,N+,E++,!W,M-, V-,po+,!t,!5,!j,!R,G?,tv--,b+,D--,B,e+++,u+,h----,f+,r+++,!n,y++++ @{" Thread 369" link IML-369} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-216 " MSG-216 Subject: RSDP settings @toc contents Subject: RSDP settings Date: Monday, 08 May 1995 22:08:57 From: "chris113@gold.tc.umn.edu" ---------------------------------------------------------------------------- I've been trying to make a forest of trees using a bitmap of a tree mapped onto a plane, and black/white image of the same tree as a transparency map. The plane is cloned several times and rotated around it's z axis so you get sort of a 3d tree. I've also made each of the planes bright which seems to make the individual planes less noticable when rendering. Anyway my problem is when rendering the trees in the foreground look ok, but the trees in the background don't. The plane of the trees in the background turn out black. So I've read that you can increase the RSDP setting to reduce this problem, but it's still there, although to a lesser degree. I've reduced the number of trees in the background to get rid of this problem, but it's not very much of a forest, and not a very good solution. @{" Thread 219" link IML-219} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-217 " MSG-217 Subject: Re: Rendering price. @toc contents Subject: Re: Rendering price. Date: Monday, 08 May 1995 23:40:29 From: El Guapo! ---------------------------------------------------------------------------- I've been trying to figure out what to bill for rendering too. If I bill at the regular firm rate for all the hours I spend it would blow the project budget. But, I don't want to under sell the work... The best I've come up with is to compare what I've been doing to the traditional alternative -- watercolor. ( I've been doing architectural rendering). From what I've seen the Top name watercolor renderers arround here get anywhere from $1500 - $4000 for a rendering (depending on how much work they have to do). I figure if I provide a fully developed rendering printed out on an iris printer, for just under what a watercolor version would cost, the client shouldn't choke (shouldn't being the key word). Cris. {fubar@netcom.com} @{" Thread 292" link IML-292} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-218 " MSG-218 Subject: Rendering Prices? @toc contents Subject: Rendering Prices? Date: Tuesday, 09 May 1995 00:57:02 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: yrod@ozemail.com.au > > Hi, I was just wondering how much to charge someone for a render? > Should I work it out by the hour, the resoloution or what. Charging by > the hour might be too expensive as my machine isn't that quick, certainly > not as quick as a pentium. People normally charge by the frame; I myself would charge by the hour, given the wide differences in render times between projects. Your rates might seem reasonable, until someone dumps a ray-traced animation with Resolve Depth set to 16... When charging by the hour, what counts is the class of machine you have: 25 MHz '030? 40 MHz '040? 486 DX2/66? Pentium 100? I'm sure others will pipe in with their rates, and hopefully they'll include such details to help us sort out how much we should charge. I'll start. I know someone who computes their render time, on a 25 MHz '040 Amiga, at $15 CDN ($11 US) an hour. This is his internal figure, used to construct bids; this is not the figure the client would see, if they asked for a breakdown between creation time and render time. > BTW, am I allowed to ask questions of a commercial nature to this list? This list is dedicated to the exchange of information between Imagine users, and that includes commercially-related questions such as the ever-popular "how do I charge?" An example of commercially-related material which would be less acceptable, would be an _advertisement_ for an item or service for sale. (There are classified newsgroups and mailing lists for that purpose) So don't worry. How you present yourself on the Net, as in the real world, accounts for much, and your polite query was certainly well-received by this reader. Your initial message was, how shall I put it, politely paranoid and that's always a safe attitude to have when entering a new domain. Welcome to the List. @{" Thread 213" link IML-213} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-219 " MSG-219 Subject: RSDP settings @toc contents Subject: RSDP settings Date: Tuesday, 09 May 1995 01:01:58 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: chris113@gold.tc.umn.edu > > > I've been trying to make a forest of trees using a bitmap of a tree > mapped onto a plane, and black/white image of the same tree as a > transparency map. (...) Anyway my problem is (...) The plane of the trees > in the background turn out black. So I've read that you can increase the > RSDP setting to reduce this problem, but it's still there, although to a > lesser degree. I've reduced the number of trees in the background to get > rid of this problem, but it's not very much of a forest, and not a very > good solution. Sorry, that's all you can do. RDSP is precisely the parameter which tells Imagine how many layers of transparency/refraction/reflection to compute before giving up. You'll simply have to pump RDSP up to the maximum number of layers a light ray is expected to go through; if each tree is made up of 2 planes at right angles with each other, a light ray could pass through both planes on its way to the background; so, if you have 10 rows of trees, you'll need to set RDSP to 20. (Or 21, perhaps) @{" Thread 223" link IML-223} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-220 " MSG-220 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Tuesday, 09 May 1995 01:12:00 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Fred Aderhold > > Perhaps I misunderstood what you had in mind with the Essence texture. > Is it possible to use a texture as a filter map? Some textures are hard-coded to only affect one attribute, such as color, while others may affect color, filter, and/or reflect. For example, you could use Dots on a plane to force opaque dots on an otherwise transparent plane. The base filter value of the plane could be 255,255,255, and the filter value of the Dots texture 0,0,128. The texture would modify the filter value of the object where it was applied. Noise-type textures could have a variable effect depending on the strength of the fractal algorithm at any point. Essence has some noise textures which apply a noisy transition border between the base object attributes and the texture attributes. Such a wispy border would be perfect for an "energy ribbon" effect, mapping a visible ribbon onto an otherwise transparent plane object. In case you didn't have Essence, I approximated the effect using Imagine's Dancing Sparks texture. So yes, you can vary an object's filter attributes using a texture, although the wording you use ("use a texture as a filter map") is a bit misleading. The texture is used as a texture, not as a brushmap, but I assume you meant the end effect obtained, not the specific method used. Of course, you may want to use a texture as a map. If you're not going to zoom in close to the object, and the texture is a complicated one to compute, you may want to avoid having to re-calculate the texture in each frame, and replace the texture with a brushmap stand-in. I do this all the time on my Amiga 3000, as the 25 MHz '030 is too slow to calculate textures when rendering an entire animation. Simply apply the texture to a Bright plane, position the plane perpendicular to the camera, zoom in to fill the Perspective view, and do a full-resolution Quickrender. The resulting image can be applied as a brushmap. (Is _this_ what you actually were asking about?) @{" Thread 120" link IML-120} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-221 " MSG-221 Subject: Re: WHAT THE F*CK.... @toc contents Subject: Re: WHAT THE F*CK.... Date: Tuesday, 09 May 1995 01:48:59 From: Jeff Keena ---------------------------------------------------------------------------- On Sun, 7 May 1995, Rodney McNeel wrote: > Date: Sun, 7 May 1995 03:56:30 -0500 (CDT) > From: Rodney McNeel > To: Lumbient@aol.com > Cc: Imagine@email.sp.paramax.com > Subject: Re: WHAT THE F*CK.... > > Looks like Ian_Dunn? and others are doing a stupid thing to prove THEIR > point-of-view. I, for one, apreciate any and all examples, tutorials, > ideas, etc. people want to share with the world. Put me on your mailing > list of things your slightly proud of :) I think we SHOULD start up an > Imagine newsgroup for binaries (pics) just so we have yet another place > to see the results of our imaginations! > > > On Sat, 6 May 1995 Lumbient@aol.com wrote: > > > I don't know but i've checked the addresses the mail (my damn cups!!!!) seem > > to be coming from other peoples mail systems!! > > It's not my fault I'v sent them only once!!! Please, perhaps the runner of > > the IML knows whats going on???? Sorry. > > > > ::sigh:: never seem to do anything right :*( > > > > ----Lumbient > > > While were talking about setting up newsgroups etc. what about one for objects? Jeff. @{" Thread 211" link IML-211} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-222 " MSG-222 Subject: Coolfir effect cool! @toc contents Subject: Coolfir effect cool! Date: Tuesday, 09 May 1995 03:10:57 From: jprusins@cybergrafix.com (John Prusinski) ---------------------------------------------------------------------------- Gareth, Just wanted to note that I tried your coolfir steam effect on a cup of coffee (sorry, I know cups are a sore subject on this list of late) and it works perfectly! One note: for this purpose, at least, rotating the Z axis for the animation caused an undesirable "pumping" effect in the looping .flc; moving along the X and Y axes, as you suggested, however, worked fine, particularly as long as the center of the axis remained within the borders of the elongated egg shape I used for the steam. Thanks for the tip! John Prusinski ________________________________________________ | "The next great step toward a planetary holism is a | | partial merging of the technologically transformed | | human world with the archaic matrix of vegetable | | intelligence that is the Overmind of the planet." | | -Terence McKenna | |_______________________________________________| @{" Thread 100" link IML-100} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-223 " MSG-223 Subject: Re: RSDP settings @toc contents Subject: Re: RSDP settings Date: Tuesday, 09 May 1995 07:21:23 From: "chris113@gold.tc.umn.edu" ---------------------------------------------------------------------------- On Tue, 9 May 1995 00:01:58 -0400 (EDT), Charles Blaquiere wrote: >> From: chris113@gold.tc.umn.edu >> >> >> I've been trying to make a forest of trees using a bitmap of a tree >> mapped onto a plane, and black/white image of the same tree as a >> transparency map. (...) Anyway my problem is (...) The plane of the trees >> in the background turn out black. So I've read that you can increase the >> RSDP setting to reduce this problem, but it's still there, although to a >> lesser degree. I've reduced the number of trees in the background to get >> rid of this problem, but it's not very much of a forest, and not a very >> good solution. > >Sorry, that's all you can do. RDSP is precisely the parameter which >tells Imagine how many layers of transparency/refraction/reflection to >compute before giving up. You'll simply have to pump RDSP up to the >maximum number of layers a light ray is expected to go through; if each >tree is made up of 2 planes at right angles with each other, a light ray >could pass through both planes on its way to the background; so, if you >have 10 rows of trees, you'll need to set RDSP to 20. (Or 21, perhaps) > This makes much more sense now. But I've found the maximum setting for RDSP is 16. I can understand this limitation for refraction, but for transparency it doesn't really take that long to render (at least at 16). It seems my only solution is to keep the camera up above the trees, and to space the trees out sparsely so as to not pass through so many planes. @{" Thread 231" link IML-231} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-224 " MSG-224 Subject: Re[2]: Newsgroup ? TempStorage @toc contents Subject: Re[2]: Newsgroup ? TempStorage Date: Tuesday, 09 May 1995 11:09:55 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- > > newsgroup is quite popular. Why not an Imagine newsgroup? Every year about this time, the same topic comes up. I think this has occurred for the last two years, not including this year. People complain about wasted bandwidth, off-topic discussions and the like, but isn't this more of the same? People should also realize that this list exists because of the grace of a few individuals and one company that isn't doing so well - Unisys. Should any one of those parties decide that the list is too much effort, we could all be out in the cold. I'm not saying that change isn't good, but beggers can't be choosers. So unless someone out there is willing to take charge and implement the news group, let's get back to our regularly scheduled program - Imagine. -Scott spack@adobe.com P.S. If you do want to implement the news group, please talk to Dave Wickard first! @{" Thread 397" link IML-397} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-225 " MSG-225 Subject: Re: Newsgroup ? TempStorage @toc contents Subject: Re: Newsgroup ? TempStorage Date: Tuesday, 09 May 1995 11:33:59 From: Dave Rhodes ---------------------------------------------------------------------------- Hi. > > newsgroup is quite popular. Why not an Imagine newsgroup? > > It would be good to see a Imagine newgroup! I am all for it! :-) > I don't know how feasible this would be, but I wish we had access to some kind of temporary storage area where we could send files such as pictures, objects, etc. which relate to our postings on the IML, but don't merit being uploaded to Aminet or whatever. Then we could refer to them in our postings by filename,(e.g. see cups.jpg) and those who don't want them, don't get them. If this was defined as strictly temporary, then anything over (say) 14 days old would be automatically deleted, and we won't end up with loads of irrelevant stuff cluttering it up. It would be nice to be able to say, for example, I get this funny effect when I use Fog rather than having to try and explain it in words, or god forbid, uuencode it and make everyone have it. I'm not sure how making a newsgroup would help, I don't use one at the moment, (every time I tried to get news, my server said it was too busy, that's EVERY time) but I think they've got it sorted now, so could someone explain how things would be different ? Doesn't a newsreader get all the postings to it just like mail anyway, or do some people intend to poor old lumbient and his legendary cups ? -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 390" link IML-390} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-226 " MSG-226 Subject: Re: IM 3.1-3.2 Textures @toc contents Subject: Re: IM 3.1-3.2 Textures Date: Tuesday, 09 May 1995 14:20:09 From: Dave Rhodes ---------------------------------------------------------------------------- Hi Mark > Hi, I have been having a certain problem with Imagine textures > working, specifically the new ones that came with 3.1 that came through Erm.. kick me if I'm being too obvious here, but have you got an FPU, or are you using the integer version of imagine ? I understand that the textures need the FPU to work, but as you can use some of them, I may be barking up the wrong tree, unless some of them work without one. Have you got enough RAM also ? Woof woof Dave -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 233" link IML-233} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-227 " MSG-227 Subject: Re: Glass etc @toc contents Subject: Re: Glass etc Date: Tuesday, 09 May 1995 14:28:33 From: Dave Rhodes ---------------------------------------------------------------------------- > Oh jeah, I am currently working on a 'lumbient' texture; it will map > uuencoded pictures of cups onto any object, but will take a long time > and lots of memory to render :) ....And presumably we'll have no control over the number of times it repeats itself over the object ?.... -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 21" link IML-21} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-228 " MSG-228 Subject: Texturemapping @toc contents Subject: Texturemapping Date: Tuesday, 09 May 1995 14:39:41 From: Mike McCool ---------------------------------------------------------------------------- Hey y'all, Creating a worm object, using extrude along a path option, I'm having trouble with my texturemapping. Probably something obvious, but I'm not seeing it. When I map a texture, say bumpnois, to the object, it looks great on the object itself, before I've extruded it. But once the object is extruded along its path into an actual worm, the texturemap is only applied at the TIP of the worm, and not along its entire length. (I don't think it's a bug, but a dweebish phenomenon in the brain of the user). @{" Thread 251" link IML-251} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-229 " MSG-229 Subject: PC Imagine: Hardware Incompatibilities? @toc contents Subject: PC Imagine: Hardware Incompatibilities? Date: Tuesday, 09 May 1995 15:32:59 From: Trin Yuthasastrackosol ---------------------------------------------------------------------------- Are there any known x0x86 hardware incompatibilities with vers. 2.0 of Imagine? I have tried to run it on a Blue Lightning 486SLC/100 with a Cyrix Co-pro and it always reboots my machine. I've also tried the imagine /noxms flag to no avail. Any help in this regard would be greatly appreciated! Trin Dominic Yuthasastrakosol |A great many people think they are Dept. Pharmacology and Therapeutics |thinking when they are merely University of Manitoba |rearranging their prejudices. A5002MbChip1MbFastSupraturbo28GVPII354Mb| -William James @{" Thread 544" link IML-544} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-230 " MSG-230 Subject: Moving ground @toc contents Subject: Moving ground Date: Tuesday, 09 May 1995 15:36:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- Does anyone know the rule of thumb or formula for animating a groundobject to gi ve the illusion of perpetual movement in one direction oranother? What I mean is , if I have a textured or brushmapped ground a=ndI want it to look as though it is moving ...say from left to rightthroughout the animation smoothly. I've seen this illusion mostly wit=hwalking type objects and was wondering if there is an easy way to do =itso it cycles seemlessly.Thanks for any info... ________ _______________________________________________ /__________________________ _______________________________\ /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= 3D=3D=3D=3D=3D=3D==3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3 D=3D==3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\ =3D| Mike van d er Sommen || Email: =|=3D =3D| GraFX Haus BBS || mike.vandersommen@caddy.uu.silcom.com =|=3D =3D| Santa Barbara, Ca. || ______________________________________ =|=3D =3D| "..where the 4 Horsemen of the Apocalypse play golf..." =|=3D =3D| 14.4k v.3 2bis 24 hours - 805-683-1388 =|=3D \__________________________ ___________________________________/--- =FE InterNet - GraFX Haus BBS - Santa Ba rbara, Ca - (805) 683-1388 @{" Thread 260" link IML-260} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-231 " MSG-231 Subject: Re: RSDP settings @toc contents Subject: Re: RSDP settings Date: Tuesday, 09 May 1995 16:00:53 From: Dylan Neill ---------------------------------------------------------------------------- On Mon, 8 May 1995, chris113@gold.tc.umn.edu wrote: > I've been trying to make a forest of trees using a bitmap of a tree mapped > onto a plane, and black/white image of the same tree as a transparency map. > The plane is cloned several times and rotated around it's z axis so you get > sort of a 3d tree. I've also made each of the planes bright which seems to > make the individual planes less noticable when rendering. Anyway my problem > is when rendering the trees in the foreground look ok, but the trees in the > background don't. The plane of the trees in the background turn out black. > So I've read that you can increase the RSDP setting to reduce this problem, > but it's still there, although to a lesser degree. I've reduced the number > of trees in the background to get rid of this problem, but it's not very > much of a forest, and not a very good solution. > > Try changing the Use Old Anti-Alias? in the prefs to T. I've also noticed strange behaviour with Imagine when using a lot of bright objects (like big black lines down the side of the picture) try turning off some (or all) of the bright trees (like that ones in the distance or ones near a light. --- |\ /| o O ________________________oOO_=( ^ )=_OOo___________________________ | ''' U ''' | | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 | | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ | |__________________________________________________________________| @{" Thread 232" link IML-232} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-232 " MSG-232 Subject: Re: RSDP settings @toc contents Subject: Re: RSDP settings Date: Tuesday, 09 May 1995 17:26:15 From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca) ---------------------------------------------------------------------------- > I've been trying to make a forest of trees using a bitmap of a tree mapped > onto a plane, and black/white image of the same tree as a transparency map. > The plane is cloned several times and rotated around it's z axis so you get > sort of a 3d tree. I've also made each of the planes bright which seems to > make the individual planes less noticable when rendering. Anyway my problem > is when rendering the trees in the foreground look ok, but the trees in the > background don't. The plane of the trees in the background turn out black. > So I've read that you can increase the RSDP setting to reduce this problem, > but it's still there, although to a lesser degree. I've reduced the number > of trees in the background to get rid of this problem, but it's not very > much of a forest, and not a very good solution. You might be able to side-step the problem by using tree shaped "planes" instead of rectangular ones. Gary Beeton beeton@SEDSystems.ca @{" Thread 298" link IML-298} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-233 " MSG-233 Subject: Re: IM 3.1-3.2 Textures @toc contents Subject: Re: IM 3.1-3.2 Textures Date: Tuesday, 09 May 1995 19:04:06 From: Marcus ---------------------------------------------------------------------------- > Erm.. kick me if I'm being too obvious here, but have you got an FPU, > or are you using the integer version of imagine ? I understand that the > textures need the FPU to work, but as you can use some of them, I may be > barking up the wrong tree, unless some of them work without one. > Have you got enough RAM also ? > Woof woof > Dave Well, I'm not sure whether you know this but, not every-one uses the Amiga version of Imagine, I own an Amiga(and once used Imagine on it) but I now use Imagine on my Pentium-90MHz system with 8MB RAM, I would think that this would not be a problem. Although, ***my Pentium is one of the chips with the flaw in it*** this could be what is causing the problem but I am not sure. I guess I'll just have to test this theory out on my 386 when I go home. Although that means that I might not be able to let you know whether that worked or not. Also, Imagine does not come with two different versions on the PC like it did(or still does) on the Amiga. But anyways, I called up Impulse on yesterday and they said that they are currently looking into the problem. So I guess that all of you will find out. -mark @{" Thread 33" link IML-33} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-234 " MSG-234 Subject: Re: RSDP settings @toc contents Subject: Re: RSDP settings Date: Tuesday, 09 May 1995 19:20:41 From: Roger Straub ---------------------------------------------------------------------------- On Tue, 9 May 1995 beeton@SEDSystems.ca wrote: > > I've been trying to make a forest of trees using a bitmap of a tree mapped > > onto a plane, and black/white image of the same tree as a transparency map. > > The plane is cloned several times and rotated around it's z axis so you get > > sort of a 3d tree. I've also made each of the planes bright which seems to > > make the individual planes less noticable when rendering. Anyway my problem > > is when rendering the trees in the foreground look ok, but the trees in the > > background don't. The plane of the trees in the background turn out black. > > So I've read that you can increase the RSDP setting to reduce this problem, > > but it's still there, although to a lesser degree. I've reduced the number > > of trees in the background to get rid of this problem, but it's not very > > much of a forest, and not a very good solution. > > > You might be able to side-step the problem by using tree shaped "planes" > instead of rectangular ones. OR (watch the light bulb explode above my head) you could use the brushmap as a clip map! Apply the transparency brush, then apply the ClipTran texture! Will this work? The dox say that it only affects the specular spot and reflection of the clipped parts. Hmmm. Worth a try, perhaps? Hope this helps... > > Gary Beeton > beeton@SEDSystems.ca > See ya, Roger @{" Thread 310" link IML-310} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-235 " MSG-235 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Tuesday, 09 May 1995 20:21:07 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: eths1306@ele.etsmtl.ca > > Can you tell me in which version of Imagine can I find "Fractal > Noise texture"? I look in the imagine 3.0 directory and didn't find any > textures of that name! Thanks BumpNoiz, ColrNoiz, Dirt, ClrNoiz2, FilNoiz2, RefNoiz2, Zooloo, CoolFir, Fireball are some of the texture which resemble the classic fractal noise texture. Several other Imagine textures have some fractal noise as part of their effect. I just went through the "texture.txt" file and did a text search on the word "noise". @{" Thread 299" link IML-299} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-236 " MSG-236 Subject: Nobody @toc contents Subject: Nobody Date: Tuesday, 09 May 1995 21:32:49 From: lucas.janin@ramses.fdn.org (Lucas Janin) ---------------------------------------------------------------------------- Hello, A few weeks ago, i substrict to this conference and i have got 0 message!!! Somebody can reply me!! I'm so lonely.... Lucas JANIN Lucas.Janin@ramses.fdn.org @{" Thread 83" link IML-83} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-237 " MSG-237 Subject: About Particles @toc contents Subject: About Particles Date: Tuesday, 09 May 1995 23:15:11 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: FERNANDO PENA D'ANDREA > > I use a version of Imagine thet has no particles (2.0) :( . > I want to do a scene containing an object made with little cubes > in a sphere pattern, as the cubes were the sphere's vertex. More: I > want to do the cubes spin arround itselves to produce a nice effect > in my sphere. A friend told me that only particles makes it possible You can do it without particles; you'll just have to create and animate each cube by hand. Don't worry, it's less intensive than you might think. Here's the basic plan: you'll create an Imagine group that has a simple axis as the parent, and tons of little cubes as its children. Save as "CubeSphere.1". Then, you'll rotate each cube individually by 120 degrees, and save the group as "CubeSphere.2". Rotate the children a second time, and save the group as "CubeSphere.3". Since the only thing that changes between saves is the _orientation_ of each cube _relative to its parent_, you can then morph between groups 1, 2, 3, and back to 1, and you'll see little rotating cubes. (I assume you already know how to morph objects in the Action editor) *** If you have a version of Imagine which includes the Tumble FX, you don't need to manually rotate each cube! This repetitive chore is for 2.0 users only. Read to the end of the message before diving in. *** Okay, let's build a sphere of cubes! First, add a primitive sphere, with the desired parameters. (More sections means more cubes for you to build. I used 12 circle sections and 6 vertical sections, which still creates 62 cubes in your final model!) This sphere will be your guide, to be used when building the actual sphere-of-cubes, which I'll call the s-o-c. The guide sphere has triangular faces pointing up, and others pointing down. To make things simpler, we'll only create a cube for each upwards-pointing face. The cube will be centered at the bottom of the triangle. For example, as seen from the front view: A / \ / \ This is the existing triangular face. / \ / +---+ \ --| |-- This is the cube you'll be adding. +---+ If you followed my directions, your sphere has 6 horizontal layers or rings of triangles, and the base of the triangles just above the equator is about 25 units wide. Let's start by creating the cubes which will correspond to these equatorial triangles: the cubes should be scaled to fit comfortably there, so we'll make 12-unit wide cubes. Add a primitive plane, 12 x 12 units, 1 x 1 sections. If the plane does not appear at location 0,0,0, move it there with the Transform requester. Extrude it to a length of 12 units. You have a basic cube. With the cube picked, transform its AXIS ONLY to position = 0,6,0 (we want the axis centered on the cube) and size = 6,6,6 (for esthetic purposes). Now that the axis reflects the cube, let's center the cube by moving it to position 0,0,0. Object/Copy the cube to keep a copy around, to be Object/Pasted every time we need a fresh cube. We'll start by making the single cube at the top of the sphere, and the single cube at the bottom. Since the guide sphere's faces become smaller as we move towards the top and bottom, these cubes will also need to be smaller. Change the size of the object to 3,3,3, and its position to 0,0,50. Bring a new cube into the world by using Paste, and change its size to 3,3,3 and position to 0,0,-50. Now that we've created the single cubes at the poles, we can create the rest, one ring at a time. The finished sphere will have 5 horizontal rings of cubes between the poles: one at the equator, 2 above, and 2 below. These will be numbered 1 through 5 going from top to bottom, as seen in the Front view. This means that ring 3 is the equator. RING 3 ------ Paste a new cube into place. Rotate the sphere 15 degrees in Z, to make one of the equatorial triangles face you in the front view. In the Front view, you should see the cube perfectly centered on the triangle's base, just as I drew in the diagram above. Pick the cube and move it to Y = -50. The cube will be perfectly centered with our guide triangle, in all 3 views. Okay, that's one cube. You can now do the other 59. No, no, don't run away! Just a little Imagine Mailing List humour. From this cube, we'll start duplicating the others with minimal expense. With the cube picked, Transform its AXIS ONLY back to position 0,0,0 and alignment = 90,0,0 (you'll see why below). Copy the cube; we'll need this newly-oriented cube later. We're now ready to create an entire ring of cubes. The guide sphere has 12 upward-pointing triangles in each ring; there's already one cube onscreen, so we need to create 11 more cubes. Replicate the cube, with length = 0.0001, copies = 11, and Y rotation = (11/12 of one full turn) = 330 degrees. Poof! The middle ring of cubes is done. (Since Replicate only allows Y rotation, you now know why we had to rotate the cube's axis so that its Y axis pointed upwards) RING 2 ------ Paste a new cube into view. Since we copied the object after we changed its orientation, we don't need to do so anymore; any cube we paste from now on will be ready for replication. (Sounds Star Trek-ish to me B^) We'll create the ring immediately above the equator. Transform the cube to size = 5,5,5 and position = 0,-43,25. This moves it into place, although the cube is at the corner of its guide triangle, not the base. Change the position of the AXIS ONLY to 0,0,25 to bring the axis back to the desired center of rotation. When that's done, as a separate step, you may want to rotate the cube (entire object, not just the axis) by 15 degreez in WORLD Z; this will center it with the triangle's base. (Do this if you want a staggered look, the same effect as the "stagger points" button when you create a sphere) Then, Replicate the cube with 11 copies spread around a 330-degree rotation, while moving along local Y by a length of 0.0001 units. (i.e. the exact same parameters you used before) You need to enter 0.0001, by the way, because Imagine will refuse a length of zero. RING 4 ------ Now that you have created the ring immediately above the equator ring, you can replicate it to create its southern counterpart, automatically! This ring contains triangles whose base lies at Z = -25, so you can simply pick the newly-created ring and replicate one copy, with length = -50. (Remember, extrude operations work based on an object's local axes, and the extrusion length is measured along the object's Y axis) Since our ring's Y axis points upwards, making a duplicate ring 50 units below requires a length of -50 (local Y) units for the single copy. RING 1 ------ Paste a new cube into view. Transform it to size = 4,4,4 and position = 0,-24,43. Change the position of the AXIS ONLY to 0,0,43 to bring the axis back to the desired center of rotation. Because of the staggered points in the guide sphere, this cube doesn't need to be rotated 15 degrees to fall at the base of its guide triangle. Then, Replicate the cube with 11 copies as we've done all along. This creates ring 1. RING 5 ------ With ring 1 picked, we can create another ring at world Z = -43, which is 86 units below this one. Replicate one copy, with length = -86. MAIN AXIS --------- Now that we have created all the cubes we need, let's add a single axis to serve as parent. Actually, there's already one -- the sphere's axis, and it's just the right size, too! Pick the sphere, enter Pick Points mode, RightAmiga-A to Select All, and RightAmiga-D to Delete. This deletes every bit of geometry associated with this axis. (Deleting points also deletes any edges and faces they belong to; deleting edges would delete any faces they belong to, but leave the points untouched; deleting faces would leave edges and points untouched) Go back to Pick Groups or Pick Objects mode. I'm a neat guy, so I like to reorient the empty axis to get rid of this pesky 15-degree rotation we gave the sphere at the beginning. But that's just me. With the former sphere still picked, hold the Shift key and Select All to select all other objects. Hold your breath and press RightAmiga-J to join them all into one single object. (The resulting object will be built around the axis you first picked, in this case the sphere) INDIVIDUAL CUBES ---------------- Okay, so we have a single object that _looks_ like a bunch of cubes. What we want is a _real_ bunch of individual cube objects! Here's a devious Imagine trick that someone else discovered. You'll fall off your chair. You normally use Slice to have Imagine create separate objects from the intersection of two source objects. But what if you slice an object with itself? You'd expect error requesters for the next 4 weeks, but no -- slicing an object with itself results in a new object for each separate part. So, all you need to do to turn this single sphere, made up of faces assembled in the shape of little cubes, into a bunch of actual, separate, cube objects, is to pick the sphere and press RightAmiga-X. The result, as with all Slice operations, will be a group. With a single axis as the parent. And each separate object as the children. Exactly what we want. Isn't Imagine wonderful? You'd think I made this d'Andrea guy up myself, just to force this contrived scenario. Enter Pick _Groups_ mode, pick the sphere (make sure everything redraws blue), and save the group as "CubeSphere.1". You may want to raid the fridge for a snack at this point. You deserve it. MAKING THE SECOND OBJECT ------------------------ Here's where it gets, unfortunately, a bit tiresome. (If you have a mouse-and-keyboard macro recorder such as Mach IV, this might be the time to install it! Recording the following actions and assigning then to an unused hotkey might save you some effort) You'll need to rotate each cube individually by 120 degrees in local Z. Enter Pick Objects mode, open the Find requester, and click on PARTS. Then follow this routine: - RightAmiga-N to select the next object - F1 to pick it - RightAmiga-T to transform - Click on Rotate, 120 to rotate 120 in local Z. - Click OK. When RightAmiga-N brings you back to the central, empty axis, you've rotated all 61 cubes. Enter Pick _Groups_ mode, pick PARTS (everything should turn blue) and save as "CubeSphere.2". MAKING THE THIRD OBJECT ----------------------- Now enter Pick Objects mode and go through all 61 cubes all over again, then enter Pick Groups mode, pick PARTS, and save as "CubeSphere.3". All you need to do now is to morph from group 1, to 2, to 3, and back to 1. (For example: Action editor max. frames = 61; CubeSphere.1 from frame 1 to 1; CubeSphere.2 from 2 to 21, transition frames = 19; CubeSphere.3 from 22 to 41, transition frames = 19; CubeSphere.1 from 42 to 61, transition frames = 19; Render frames 1 to 60 only) By the way, there is a Tumble FX in Imagine (2.9?) and above, which automatically rotates children around their local axes; if you had a higher version of Imagine than 2.0, you could've avoided all those manual rotations. @{" Thread 490" link IML-490} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-238 " MSG-238 Subject: Re: Moving ground @toc contents Subject: Re: Moving ground Date: Wednesday, 10 May 1995 01:08:25 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- > >Does anyone know the rule of thumb or formula for animating a ground >object to give the illusion of perpetual movement in one direction or >another? What I mean is, if I have a textured or brushmapped ground and >I want it to look as though it is moving ...say from left to right >throughout the animation smoothly. I've seen this illusion mostly with >walking type objects and was wondering if there is an easy way to do it >so it cycles seemlessly. > I don't know if there are any rules, but anytime I've tried to do something like this, it's been a pain. I usually wind up in PhotoShop, where I take the image, cut and paste it into a new, larger resolution picture so I can paste the image right next to itself. Then you can use Photoshop to try and blend the two sides so they match. Of course, it helps if the image isn't too complicated to begin with. If your looking to make a landscape background, Vistapro makes it easy to make 360 panoramic views... --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 472" link IML-472} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-239 " MSG-239 Subject: Re: Texturemapping @toc contents Subject: Re: Texturemapping Date: Wednesday, 10 May 1995 01:08:35 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >Hey y'all, > > Creating a worm object, using extrude along a path option, I'm >having trouble with my texturemapping. > > Probably something obvious, but I'm not seeing it. When I map a >texture, say bumpnois, to the object, it looks great on the object itself, >before I've extruded it. > > But once the object is extruded along its path into an actual >worm, the texturemap is only applied at the TIP of the worm, and not >along its entire length. I think that's what's supposed to happen. When the texture was first applied, the tip was all that was there... I'd say, try applying the texture after you extrude the object. > (I don't think it's a bug, but a dweebish phenomenon in the brain >of the user). You get those too? Must be all those rays we're tracin' affecting the higher thought processes... :) --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 453" link IML-453} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-240 " MSG-240 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Wednesday, 10 May 1995 01:08:38 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >> From: Fred Aderhold >> >> Perhaps I misunderstood what you had in mind with the Essence texture. >> Is it possible to use a texture as a filter map? > >Some textures are hard-coded to only affect one attribute, such as >color, while others may affect color, filter, and/or reflect. For Ok, now I get it! >visible ribbon onto an otherwise transparent plane object. In case you >didn't have Essence, I approximated the effect using Imagine's Dancing >Sparks texture. I'm on a PC, so I await the Essence PC debut with everyone else... Your example worked perfectly! I animated the sparks, then animated the transparent plane up between two poles to get that "Frankenstien" electrode effect. Neat! > >So yes, you can vary an object's filter attributes using a texture, >although the wording you use ("use a texture as a filter map") is a bit >misleading. The texture is used as a texture, not as a brushmap, but I >assume you meant the end effect obtained, not the specific method used. I think I meant, "Can you use the color pattern created by a texture like Pastella, to say, make an object bumpy, like you can with a brushmap". You very clearly explain how to do this below! Sorry about the confusion, I still stumble a bit with the lingo here and there... >Of course, you may want to use a texture as a map. If you're not >going to zoom in close to the object, and the texture is a complicated >one to compute, you may want to avoid having to re-calculate the texture >in each frame, and replace the texture with a brushmap stand-in. I do >this all the time on my Amiga 3000, as the 25 MHz '030 is too slow to >calculate textures when rendering an entire animation. Simply apply the >texture to a Bright plane, position the plane perpendicular to the >camera, zoom in to fill the Perspective view, and do a full-resolution >Quickrender. The resulting image can be applied as a brushmap. (Is >_this_ what you actually were asking about?) Yup... Someone suggested that you write you own Imagine manual, and I for one would whole-heartedly aggree(and buy it!). I always seem to "get it" from your explinations. Thanks!!!! --------------------------------- Fred Aderhold fredster@cyberport.net Relax, it's all just 1's and 0's --------------------------------- @{" Thread 193" link IML-193} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-241 " MSG-241 Subject: Re: Texturemapping @toc contents Subject: Re: Texturemapping Date: Wednesday, 10 May 1995 01:15:41 From: Lumbient@aol.com ---------------------------------------------------------------------------- Wow! you described a project I made about two months ago! I made a worm, just like you then applied the textures:(in this order) WormVien Ribbed BumpNoiz The worm I created can be found on aol(I believe there id an ftp site that you can download it, maybe aol.com?)its really ugly and has bulgin' red viens and slimmy bumpy skin. I'll refrain from uuencoding it :) PS It worked fine for me? Did you apply the texture ofter you extruded it? @{" Thread 255" link IML-255} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-242 " MSG-242 Subject: Re: Object speed @toc contents Subject: Re: Object speed Date: Wednesday, 10 May 1995 01:30:54 From: Ayalon Hermony ---------------------------------------------------------------------------- Well this won't be a clear answer, although I've looked for a few hours for it, in past AmigaWorld and Amazing magazines. I remember reading an article then, about the same problem. Didn't have Imagine then, so didn't try it, and what's left in those fading grey cells, isn't much. Anyway, the idea was, to have your object following your path. Let's say, it's an oval shape racing track. Have another path, I think it should be a copy of the first, and change its shape in a way, that it has 'bumps' in places you want accel/deaccelerations. Have your object (let's assume a car) tracking to an object (can be just an axis, but for testing, put an object, so you can watch it in relation to the car) on the second path. Sorry for a very uncomplete help. It's just a wild shot in a direction that might lead someone from the group to the correct answer. I don't remmeber the name of the writer, if anyone recalls, please give him/her credit. There are a bunch of things to test: - Different number of dots in each of the path, not equal like was writen. - Crossing of the bumps with the oval path. - Might be a problem if you animate a car, like the 'nose' is turning in the wrong direction. Well, I ended having more problems than answers, have to sharpen those grey cells, they give me noisy sounds lately... How do you come back from 3D ? Ayalon M. Hermony Internet: ila2024@datasrv.co.il On Sat, 6 May 1995, Kent Marshall Worley wrote: > > > On Wed, 3 May 1995, Charles Blaquiere wrote: > > > > From: Paul Rance > > > > > > Is there away to vary and object's speed a number of times > > > along a path in v3.2? > > > > Boy, I can't believe that nobody has responded to you in a month. B^( > > > > The answer is no. Using acceleration/decceleration, or using spline > > velocity, you only have control over the beginning and ending behaviour. > > You'll need to separate your path in segments, and define multiple > > "follow path" bars in the Action editor. > > > I am running into this exact limitation. I am doing an animation of cars > racing around a track. The tedium of creating all those paths for one lap > would not happen if I could create a single looped path and adjust the > speed the object follows the path. > mumu@america.net > @{" Thread 360" link IML-360} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-243 " MSG-243 Subject: Re: Texturemapping @toc contents Subject: Re: Texturemapping Date: Wednesday, 10 May 1995 04:15:37 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- > Thanks, you, for responding. And I do think your suggestion >would work fine. Only problem would be--and I should have mentioned >this in my original query--that I actually intend to >have my worm object 'grow' up from out of the ground in an anim. Ahhh, now that's different eh? So let me get this straight - do want your worm to actually change size, or is it just sorta crawling out of a hole(now there's a question you don't ask every day...)? If it's crawling, I would make a bunch of different states in various stages of "squiggle", and morf between them while keyframing(or following a path or whatever) the worm up and out. Make sure you save the texture state as well as the shape from state to state. As for the Grow effect, I never tried it with a textured object, but I'm sure it will keep the texture where you put it... Just a thought! --------------------------------- Fred Aderhold fredster@cyberport.net After we pull the pin, Mr. Grenade is NOT our friend! --------------------------------- @{" Thread 241" link IML-241} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-244 " MSG-244 Subject: 3DSite - A 3D WWW page @toc contents Subject: 3DSite - A 3D WWW page Date: Wednesday, 10 May 1995 05:42:52 From: Falko@aol.com ---------------------------------------------------------------------------- To those of you that are creating Imagine related Web pages, let me suggest that you contact 3DSite. This is a Web page that has links to many 3D related subjects and private Web pages. You may wish to see if you can get a link/listing for your Web page there to arouse additional interest in Imagine. They have a wide variety of subjects. But Imagine is not listed. I have sent them mail to request at least a listing - but someone with an actual Web page may have more clout and/or luck with them. They seem to cover virtually all platforms from PC to Amiga to Unix to Workstation class machines. You can get their page at: http://www.lightside.com/~dani/cgi/software-packages-index.html I hope to stir up additional interest in my favorite 3D program!! Falko @{" Thread 403" link IML-403} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-245 " MSG-245 Subject: Re: Moving ground @toc contents Subject: Re: Moving ground Date: Wednesday, 10 May 1995 06:58:17 From: James Brooks ---------------------------------------------------------------------------- On Tue, 9 May 1995, Fred Aderhold wrote: > > > >Does anyone know the rule of thumb or formula for animating a ground > >object to give the illusion of perpetual movement in one direction or > >another? What I mean is, if I have a textured or brushmapped ground and > >I want it to look as though it is moving ...say from left to right > >throughout the animation smoothly. I've seen this illusion mostly with > >walking type objects and was wondering if there is an easy way to do it > >so it cycles seemlessly. > > I know in Lightwave (LW) I would use something like a displacement mapping to give the illusion that the ground is moving. Is there something like that for Imagine as well? I have to check and see. ;-) Good Day Alex --------------------------------------------------------------- James "Alex" Brooks Amiga 4000/040/28MHz 20MB RAM Lightwave 3.5 / Imagine 3.0 VideoToaster 4000 3.1 Syquest 3.5" 270MB Bernoulli 90Pro NEC 3xp Triple Speed CDROM Warp Engine 4028 Epson ES-600C Scanner E-Mail: jamesb@clark.net -------------------------------------------------------------- @{" Thread 259" link IML-259} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-246 " MSG-246 Subject: Re[2]: IM 3.1-3.2 Textures @toc contents Subject: Re[2]: IM 3.1-3.2 Textures Date: Wednesday, 10 May 1995 09:08:23 From: aciolino@ccmail.rrddts.donnelley.com ---------------------------------------------------------------------------- Well, I'm not sure whether you know this but, not every-one uses the Amiga version of Imagine, I own an Amiga(and once used Imagine on it) but I now use Imagine on my Pentium-90MHz system with 8MB RAM, I would think that this would not be a problem. Although, ***my Pentium is one of the chips with the flaw in it*** [snip] I have a flawed Pentium, and Imagine has always worked fine (so far) on the machine. -AC @{" Thread 19" link IML-19} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-247 " MSG-247 Subject: Re[2]: moving ground @toc contents Subject: Re[2]: moving ground Date: Wednesday, 10 May 1995 09:08:54 From: aciolino@ccmail.rrddts.donnelley.com ---------------------------------------------------------------------------- >Does anyone know the rule of thumb or formula for animating a ground >object to give the illusion of perpetual movement in one direction or >another? What I mean is, if I have a textured or brushmapped ground and >I want it to look as though it is moving ...say from left to right >throughout the animation smoothly. I've seen this illusion mostly with >walking type objects and was wondering if there is an easy way to do it >so it cycles seemlessly. > It's been a while since I did a moving ground, but when I did it, it was with simple checkerboarded texture and a sphere. Mind you, if you use a brushmap, it'd better be even on all 4 sides! Wrap in on a sphere and rotate the sphere 360 degrees and see if you can see any breaks. Better yet, get a piece of software that will allow you to "wrap around" a bitmap in a 2-dimensional plane by moving the cursor keys over it. For the IBM, Fractal Design Painter and Photoshop should allow this. But I digress... What I did was: 1) Determined the length of a single square (32 units was the default, so I used it...) 2) Placed my target object in the world (The Sphere) 3) Placed my camera parallel to the object and at equal height (in other words, Aligned the Y-axes to be equal) 4) Moved my camera the length of one square (32 units) in a direction, keeping it parallel with the ground plane and pointing at my target object. - or - 4) Moved THE GROUND 32 units, keeping the object AND THE CAMERA stationary. Either way, SOMETHING remained stationary... This SHOULD produce a seamless "over the ground" animation. I don't recall if there were glitches in this, but that was the theory I used. You could take the sphere out and test this, it should render pretty quickly in a lo-res mode, and it SHOULD play seamlessly, too. I don't know what you'd do if you wanted wavy water. I guess you'd just have a 32-unit wavelength and probably morph the water over 32 units (wasn't that in the Imagine 2.0 or 3.0 manual?) -AC @{" Thread 367" link IML-367} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-248 " MSG-248 Subject: Particles with Dust2 @toc contents Subject: Particles with Dust2 Date: Wednesday, 10 May 1995 10:31:00 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- Hi Fernando, > I use a version of Imagine thet has no particles (2.0) :( . > I want to do a scene containing an object made with little cubes >in a sphere pattern, as the cubes were the sphere's vertex. More: I >want to do the cubes spin arround itselves to produce a nice effect >in my sphere. Try 'Dust20.lha' from aminet. Allows you to make a particle object and make the key frames for Imagine. In Imagine you can load the objects and morph between them. The small tutorial of Charles might also work. Greetings Joop @{" Thread 436" link IML-436} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-249 " MSG-249 Subject: Shredder @toc contents Subject: Shredder Date: Wednesday, 10 May 1995 12:08:43 From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES) ---------------------------------------------------------------------------- Hi to all, After get my copy of Im32 (Amiga PAL) in response ( a fast one indeed) to my $100 Upgrade fee, i think i found a bug in Shredder effect. The effect is .... well no words to describe it, i always like the explosion effect of imagine, but this..... :)) Bug here cames my question. If you try the tutorial that cames in the 32.doc, in stage Ed. all works fine, but if you try to render the project, when the parts begin to dissapear, the phong will begin to give a lot of errors. But if you don't use any phong settings the effect will work ok. Sorry for my English. :/ -- +---------------------------------------------------------------------------+ | 'Do not underestimate the power of the Force.' | | | | email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :) | +---------------------------------------------------------------------------+ @{" Thread 416" link IML-416} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-250 " MSG-250 Subject: Re: Moving ground @toc contents Subject: Re: Moving ground Date: Wednesday, 10 May 1995 13:57:15 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello Mike, on May 9 you wrote: > Does anyone know the rule of thumb or formula for animating a ground > object to give the illusion of perpetual movement in one direction or > another? What I mean is, if I have a textured or brushmapped ground and > I want it to look as though it is moving ...say from left to right > throughout the animation smoothly. I've seen this illusion mostly with > walking type objects and was wondering if there is an easy way to do it > so it cycles seemlessly. >From an Amiga point of view I would use ADPro's "Roll" operator on the background and composite the Imagine renders onto it. Roll, used with its Wrap option takes a user defined number of pixels from one edge of the pic and places them on the other side. To make it seamless the left edge and right edge of the picture have to be identical. You can do this by making a mirror image of the background and joining the two together. This method saves rendering the ground plane for every frame. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 238" link IML-238} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-251 " MSG-251 Subject: Re: Texturemapping @toc contents Subject: Re: Texturemapping Date: Wednesday, 10 May 1995 14:31:04 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello Fred, in <199505100315.VAA19016@cpmt2.cyberport.net> on May 9 you wrote: > > Thanks, you, for responding. And I do think your suggestion > >would work fine. Only problem would be--and I should have mentioned > >this in my original query--that I actually intend to > >have my worm object 'grow' up from out of the ground in an anim. > > Ahhh, now that's different eh? So let me get this straight - do want your > worm to actually change size, or is it just sorta crawling out of a hole(now > there's a question you don't ask every day...)? If it's crawling, I would > make a bunch of different states in various stages of "squiggle", and morf > between them while keyframing(or following a path or whatever) the worm up > and out. Make sure you save the texture state as well as the shape from > state to state. As for the Grow effect, I never tried it with a textured > object, but I'm sure it will keep the texture where you put it... > > Just a thought! I've done the worm thing too, it's an ideal object for Bones. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 243" link IML-243} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-252 " MSG-252 Subject: TextureStudio v1.0.2 @toc contents Subject: TextureStudio v1.0.2 Date: Wednesday, 10 May 1995 19:51:19 From: zceec07 ---------------------------------------------------------------------------- Hi all, This is just to announce that I've just uploaded TextureStudio v1.0.2 to Aminet this evening (10/5/95) and this should fix the bug which caused blank menus under Workbench2.x Amigas. If you own v1.0.1 and a Workbench3 Amiga, there is nothing extra to be gained by getting v1.0.2. Aminet still seems to be a go-slow, so you may get the file directly from: ftp.uni-erlangen.de as: /pub/aminet/new/TextureStudio.lha Apologies for the initial problems with the program, v1.0.2 now fixes all known problems. -------- Andy Dean, co-author of ImageStudio and TextureStudio Email: adean@eleceng.ucl.ac.uk @{" Thread 289" link IML-289} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-253 " MSG-253 Subject: Threat @toc contents Subject: Threat Date: Wednesday, 10 May 1995 20:17:33 From: Darren Priestnall ---------------------------------------------------------------------------- Please please please take me off the mailing list......or I'll be forced to download this great new render I've seen of these cup's a few dozen times.......have you seen them yet ? :) Partly light hearted, partly annoyed at all this unstoppable mail. -- ~===========================================================================~ Darren Priestnall - darren@hanger.demon.co.uk (PandGImaging) Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063 -- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! -- @{" Thread 191" link IML-191} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-254 " MSG-254 Subject: IMAGINE NEWSGROUP @toc contents Subject: IMAGINE NEWSGROUP Date: Wednesday, 10 May 1995 20:30:34 From: Lumbient@aol.com ---------------------------------------------------------------------------- You know if you really want an Imagine news group, you would have to name it something interesting. Something catchy. And memorable.... I GOT IT!!!!!!!!!! ALT.SEX.IMAGINE.BINARIES Perfect... ---Lumbient @{" Thread 154" link IML-154} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-255 " MSG-255 Subject: Re: Texturemapping @toc contents Subject: Re: Texturemapping Date: Wednesday, 10 May 1995 21:30:53 From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca) ---------------------------------------------------------------------------- > ... > Well, 'grow' was what I was actually intending in the first > place. The worm needs to 'grow' up out of the ground. I was only doing > the extrusion thing in Detail to get a quick idea of the look of the > worm. > ... Okay, here's a stupid question: Do you really need your worm to grow, or do you just want the tail end to be covered by the ground (sort of like real life)? Gary Beeton beeton@SEDSystems.ca @{" Thread 239" link IML-239} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-256 " MSG-256 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 10 May 1995 22:22:32 From: imagine-relay@email.sp.paramax.com ---------------------------------------------------------------------------- Hi everbody, yes, I read FAQ 6, but I still have three questions: 1. How do I decompress *.lha files from the Aminet on my PC? 2. What is the location and the filename of the famous "Dare to Imagine"? 3. Imagine (2.0-3.1, I haven't checked 3.2 yet) seems to skip faces or even whole objects in scanline rendering when being short of RAM but before any messages like "not enough memory" appear. Is there a way to know that my scene won't be rendered properly before I start rendering? ---------------------------------------- | Thomas Gaiser | | thomas.gaiser@uni-tuebingen.de | ---------------------------------------- @{" Thread 265" link IML-265} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-257 " MSG-257 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 10 May 1995 22:33:39 From: imagine-relay@email.sp.paramax.com ---------------------------------------------------------------------------- Hi Mike McCool (and others) wrote about making worms in Imagine. Are worms contagious then ? _We've_ all got them anyway... I've also done this, but I did it by making a section, (by chopping the front and back off a simple sphere), and replicating it along a path, - which doesn't lose the texture info you assigned to the single section, - at least mine didn't...but if you've used a brush map, then the axis will still be set up for the first section only, and will look different if you scale it up to fit. I tried to make a state for the single section, in the hope that I might be able to tack on the texture, and then replicate the thing faces and all, but it didn't work. It didn't complain either though, I suppose it's too much to ask, but it would be neat if you could do this. Any ideas anyone ? Dave -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 468" link IML-468} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-258 " MSG-258 Subject: Depth of brush maps @toc contents Subject: Depth of brush maps Date: Wednesday, 10 May 1995 22:38:11 From: RJay9@aol.com ---------------------------------------------------------------------------- I have have been quitely eavesdropping on this mailing list for a week or so. Well now I have a problem that i could use some help on. I have created a multi page book object that I plan to use in a video. The book is animated to "fly" into the scene, open, and then slowly turn its pages showing different pictures on each page. Each page is build from a plane and has a rag texture and brush map for the picture that is center on each page. States are uses to define the curl as each page is flipped open. So far so good. But when a page is turn and you can see the reverse side, the rag texture bleads through as desired, but so does the picture--not what is intended. The reverse side should be blank. I know the source of my problem is the lack of any depth to the plan. But,short of either adding a second plane for the picture infront of the page's plane or extruding the page to give it some dept, both of which would wreck havac with all the states I have definned for the page curl/ turning cycle, is there any easy way to limit the depth of a brush map so it will not blead through the page and will not require redefinning all states that contain the page. Thanks in advance for any help... Jay @{" Thread 269" link IML-269} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-259 " MSG-259 Subject: Re: Moving Ground @toc contents Subject: Re: Moving Ground Date: Wednesday, 10 May 1995 22:56:06 From: Ian Smith ---------------------------------------------------------------------------- On Wed, 10 May 1995, Jaco Gerber wrote: > Hmmmm, I've previously experimented with moving ground by using animated > bitmaps..... the problem there is that Imagine has a funny way of > stretching the animation over the duration rather than repeating it over > and over again. Does anyone know if this problem is solved in later > versions of Imagine or if there is a way around it, rather than having to > use 2000 repeats of a 20 frame animation or something equally > harddrive space-intensive? I haven't tried this, but I would assume that you can take the actor bar and shorten it to 20 frames, and then cut an paste it until you have 100 of them. That should do the trick. You can make a copy, paste it, make a copy of the two bars, paste them, make a copy of the four bars, ect to keep from having to place 100 copies manually. Hope this helps! -- My Imagine Home Page - Visit! IanSmith@moose.erie.net http://moose.erie.net/~iansmith @{" Thread 250" link IML-250} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-260 " MSG-260 Subject: Moving Ground @toc contents Subject: Moving Ground Date: Wednesday, 10 May 1995 23:12:19 From: Jaco Gerber ---------------------------------------------------------------------------- Hmmmm, I've previously experimented with moving ground by using animated bitmaps..... the problem there is that Imagine has a funny way of stretching the animation over the duration rather than repeating it over and over again. Does anyone know if this problem is solved in later versions of Imagine or if there is a way around it, rather than having to use 2000 repeats of a 20 frame animation or something equally harddrive space-intensive? Thanks, Jaco Gerber @{" Thread 297" link IML-297} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-261 " MSG-261 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 10 May 1995 23:30:31 From: imagine-relay@email.sp.paramax.com ---------------------------------------------------------------------------- -> From: fredster@cyberport.net (Fred Aderhold)->-> I don't know if there are an y rules, but anytime I've tried to do =som-> like this, it's been a pain. I usua lly wind up in PhotoShop, where= I-> the image, cut and paste it into a new, lar ger resolution picture =so-> paste the image right next to itself. Then you can use Photoshop t=o t-> blend the two sides so they match. Of course, it helps if the imag=e i-> too complicated to begin with. If your looking to make a landscap e-> background, Vistapro makes it easy to make 360 panoramic views...Huh? Maybe I wasn't too clear. Not an OBJECT on the GROUND, but theactual infinity "ground" primitive. For instance, I've seen a checker=ed"ground" animated to give the il lusion the camera is moving over theground in a seemless loop. I was wondering i f the best way to do this= ismoving the texture or brush ON THE GROUND....or act ually moving thetexture or brush wrapped ground object over the course so many f rames=.. _______________________________________________________ /_________________________________________________________\ /=3D =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D==3D=3D=3D=3D=3D=3D=3D= 3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D==3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3 D=3D=3D=3D=3D=3D=3D=3D\ =3D| Mike van der Sommen || Email: =|=3D =3D| GraFX Haus BBS || mike.vandersommen@caddy.uu.silco m.com =|=3D =3D| Santa Barbara, Ca. || ______________________________________ =|=3D =3D| "..where the 4 Horsemen of the Apocalypse play golf..." =|=3D =3D| 14.4k v.32bis 24 hours - 805-683-1388 =|=3D \__ ___________________________________________________________/--- =FE InterNet - G raFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 264" link IML-264} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-262 " MSG-262 Subject: Re: Rendering Prices? @toc contents Subject: Re: Rendering Prices? Date: Thursday, 11 May 1995 00:41:46 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Mon, 8 May 1995 yrod@ozemail.com.au wrote: > Hi, I was just wondering how much to charge someone for a render? > Should I work it out by the hour, the resoloution or what. Charging by > the hour might be too expensive as my machine isn't that quick, certainly > not as quick as a pentium. > Any ideas? > BTW, am I allowed to ask questions of a commercial nature to this list? > Appologies if I am not... I think this is an interesting question. Imagine is able to do some 3D effects that are competitive with other platforms. I am not so much concerned with dollar amounts but specific applications that Imagine is being used for. I have used Imagine for animations for the Atlanta Braves to show on the big video screen inside the stadium. I sort of remember mention of Imagine used in medical description. I am interested in how people use this program and what keeps them so interested in it. Mumu@america.net @{" Thread 520" link IML-520} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-263 " MSG-263 Subject: Fwd: texturemapping @toc contents Subject: Fwd: texturemapping Date: Thursday, 11 May 1995 00:51:09 From: TomB491193@aol.com ---------------------------------------------------------------------------- I think the object only extrudes the object, not the texture. You have to extrude the object then map it with a texture then scale it to how you want it. Hope that helps. --------------------- Forwarded message: Hey y'all, Creating a worm object, using extrude along a path option, I'm having trouble with my texturemapping. Probably something obvious, but I'm not seeing it. When I map a texture, say bumpnois, to the object, it looks great on the object itself, before I've extruded it. But once the object is extruded along its path into an actual worm, the texturemap is only applied at the TIP of the worm, and not along its entire length. (I don't think it's a bug, but a dweebish phenomenon in the brain of the user). @{" Thread 28" link IML-28} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-264 " MSG-264 Subject: Sorry Could Not Find Subject! @toc contents Date: Thursday, 11 May 1995 01:01:18 From: imagine-relay@email.sp.paramax.com ---------------------------------------------------------------------------- Hi, Mike Vandersommen > > Does anyone know the rule of thumb or formula for animating a ground > object to give the illusion of perpetual movement in one direction or I have done this with some success, by mapping a 256 pixel square picture onto a ground, sized to x=256 y=256 and then moving it towards the camera by 256 units minus one frames worth of units. (eh???) I'm not very good at formulas, but I'll give an example, and hopefully you can work it out from that. The animation I made was of an arrow travelling along with the camera following slightly behind, (so as to keep the arrow in view) but of course, the arrow and camera never actually had to move through the imagine world, other than a bit of shaking to simulate turbulence, and the arrows rotation about the world Y axis. Using (say) a 20 frame anim, I moved the ground towards the camera by (256 divided by 20) X 19 units to make it loop properly So that's (256/frames) X (frames-1), therefore, for a 20 frame anim:- frame 1 had the ground at 0,0,0, moving to 0,-243.2,0 at frame 20. The trouble with moving the ground is, you can't see it move in the stage editor, as it's always shown as an infinite grid, so it appears to be stationary. You'll have to render a small anim from the project editor, as a test. In my case, I didn't need many frames, as it was supposed to be moving very fast, and I was going to loop the first part over a few times, before getting to the part where the arrow hit someone err. something. I never got round to finishing it. (as usual)... I should think that the distance you move the ground has more to do with the size of the ground on the axis along which it moves, so the example I gave assumes the ground to be 256 units big along the Y axis. ...boy, I wish I had Charles's way with words, he could have said the same thing better in one paragraph ! Dave -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 257" link IML-257} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-265 " MSG-265 Subject: Sorry Could Not Find Subject! @toc contents Date: Thursday, 11 May 1995 01:51:24 From: imagine-relay@email.sp.paramax.com ---------------------------------------------------------------------------- I just generated a quick moving ground (plane) looping animation and it worked fine. In the detail editor create a large plane (1000x1000 will do) and add the checks texture with default settings. This will give you plane with white and black checks 32 units each. In the action editor set max frames to 100. Load the plane in the stage editor and add a light. Move the camera until you are satisfied with the view. Goto frame 100 and move the plane 64 units along a local axis that would make the checks move through the field of view (x or z if you use the default plane). Update the position bar under the object menu. In the action editor, click on the position bar and remove spline interpolation so the plane does not slow down near the end of its motion. Create a looping animation using frames 1-99. (Skip the last frame so the animation loop is smooth). Ed Totman etotman@gort.ucsd.edu @{" Thread 44" link IML-44} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-266 " MSG-266 Subject: Sorry Could Not Find Subject! @toc contents Date: Thursday, 11 May 1995 02:17:55 From: imagine-relay@email.sp.paramax.com ---------------------------------------------------------------------------- Hey, Thanks Fred, Milan, and all of you who responded to my t-mapping query. Turns out the problem was indeed one of dweebishness. I was trying to get my worm to look wormy in the detail editor, as an extrusion. Well, 'grow' was what I was actually intending in the first place. The worm needs to 'grow' up out of the ground. I was only doing the extrusion thing in Detail to get a quick idea of the look of the worm. And thank goodness, grow works just fine in the application of the texture map. Again, thanks, for all your help. @{" Thread 268" link IML-268} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-267 " MSG-267 Subject: Pages in a book @toc contents Subject: Pages in a book Date: Thursday, 11 May 1995 02:25:00 From: w.graham6@genie.geis.com ---------------------------------------------------------------------------- You'll need to extrude the page, no way around it. Many renderers will not allow single thickness polygons, or open geometry, but Imagine does. But there is no thickness to your page, so there is no way to limit the bitmap to just one side. @{" Thread 432" link IML-432} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-268 " MSG-268 Subject: Sorry Could Not Find Subject! @toc contents Date: Thursday, 11 May 1995 03:34:52 From: imagine-relay@email.sp.paramax.com ---------------------------------------------------------------------------- To Thomas Gaiser, >1. How do I decompress *.lha files from the Aminet on my PC? 1.Ummm..To decompress a .lha file I like to use WinZip + LHARC. >3. Imagine (2.0-3.1, I haven't checked 3.2 yet) seems to skip faces >or even whole objects in scanline rendering when being short of >RAM but before any messages like "not enough memory" appear. >Is there a way to know that my scene won't be rendered properly >before I start rendering? 3.The only thing I can suggest is to run a lot of quick renders to see... @{" Thread 341" link IML-341} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-269 " MSG-269 Subject: Re: Depth of brush maps @toc contents Subject: Re: Depth of brush maps Date: Thursday, 11 May 1995 08:23:03 From: aciolino@ccmail.rrddts.donnelley.com ---------------------------------------------------------------------------- Author: RJay9@aol.com at ~WLBRK3 Date: 5/10/95 7:26 PM I have have been quitely eavesdropping on this mailing list for a week or so. Well now I have a problem that i could use some help on. I have created a multi page book object that I plan to use in a video. The book is animated to "fly" into the scene, open, and then slowly turn its pages showing different pictures on each page. [snip] This is more than my usual wild guess, but I think what needs to be done is that your "page" object, presumably a primitive plane, needs to be extruded a little. If you aren't using a primitive plane, and you are using a "ground" type object, you're in big trouble. But if you *are* using a primitive plane, you'll need to extrude the Y axis a slight amount, and then, in your bitmap texture that you are adding every page, you will need to make sure that ITS Y-axis is *NOT* wider than the page. Now, the next problem you'll likely face is that the bitmap will do one of two things 1) It will appear on the *wrong side* of your page 2) It will appear reversed (and probably on the wrong side again) 3) It just won't appear at all (yeah, I lied about two things...) If #3, delete and re-ally the brushmap. If #1 or #2, fiddle with it's axes, you've probably got them "flipped" incorrectly. It least, I know *I* get them backwards... -AC @{" Thread 394" link IML-394} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-270 " MSG-270 Subject: Re: Babylon-5 Jumpgate @toc contents Subject: Re: Babylon-5 Jumpgate Date: Thursday, 11 May 1995 10:57:41 From: aciolino@ccmail.rrddts.donnelley.com ---------------------------------------------------------------------------- I'd encourage you to get Imagine 3, a lot of the steps you mention are very simple to do in that package. The Tube tapering and the flowing in/out streams are pretty easy. -AC @{" Thread 274" link IML-274} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-271 " MSG-271 Subject: Re: TextureStudio v1.0.2 @toc contents Subject: Re: TextureStudio v1.0.2 Date: Thursday, 11 May 1995 11:54:11 From: Mike McCool ---------------------------------------------------------------------------- > This is just to announce that I've just uploaded TextureStudio > v1.0.2 to Aminet this evening (10/5/95) and this should fix the bug which > caused blank menus under Workbench2.x Amigas. If you own v1.0.1 and a > Workbench3 Amiga, there is nothing extra to be gained by getting v1.0.2. > > Aminet still seems to be a go-slow, so you may get the file directly > from: > ftp.uni-erlangen.de > as: > /pub/aminet/new/TextureStudio.lha > Just tried; it ain't there. (That's cool. I'm still having enough fun with the menu-blank version--and any minute I hope to upgrade to 3.1). @{" Thread 51" link IML-51} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-272 " MSG-272 Subject: Jabber @toc contents Subject: Jabber Date: Thursday, 11 May 1995 13:54:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- =2E.ever notice that all the people who complain most about"off topic" discussio ns tend to leave the most "off topic"messages about "off topic" messages? :)ps. I like the IML just the way it is, FWIW!--- =FE InterNet - GraFX Haus BBS - Sant a Barbara, Ca - (805) 683-1388 @{" Thread 283" link IML-283} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-273 " MSG-273 Subject: Missing faces @toc contents Subject: Missing faces Date: Thursday, 11 May 1995 14:19:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: imagine-relay@email.sp.paramax.com-> 1. How do I decompress *.lha files from the Aminet on my PC?Get LHA for the PC. I have version 2.13 and it works d ucky.-> 2. What is the location and the filename of the famous "Dare to Im=agiIf memory serves, you can get it on wuarchive.wustl.edu/aminet/gfx/D2IMxxx.LHA (or something close to that).-> 3. Imagine (2.0-3.1, I haven't checked 3.2 yet) see ms to skip face=s o-> whole objects in scanline rendering when being short of-> RAM but before any messages like "not enough memory" appear. Is th=ere-> way to know that my scene won't be rendered properly before I star=t rStill happens in 3.2. Especially if you have lots of objects/maps andtextures going. I've never h ad a PROJECT render do it, but I wouldassume you'd get a "Not Enough Memory" war ning at the very beginningif you are over taxing your system. ___________ ____________________________________________ /_____________________________ ____________________________\ /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D==3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= 3D=3D=3D=3D=3D=3D==3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\ =3 D| Mike van der Sommen || Email: =|=3D =3D| Gra FX Haus BBS || mike.vandersommen@caddy.uu.silcom.com =|=3D =3D| Santa Bar bara, Ca. || ______________________________________ =|=3D =3D| "..where the 4 Horsemen of the Apocalypse play golf..." =|=3D =3D| 14.4k v.32bi s 24 hours - 805-683-1388 =|=3D \_____________________________ ________________________________/--- =FE InterNet - GraFX Haus BBS - Santa Barba ra, Ca - (805) 683-1388 @{" Thread 78" link IML-78} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-274 " MSG-274 Subject: Re: Babylon-5 Jumpgate @toc contents Subject: Re: Babylon-5 Jumpgate Date: Thursday, 11 May 1995 15:36:26 From: jgoldman@acs.bu.edu ---------------------------------------------------------------------------- B5 Stuff snipped... > However what I now what to do is to taper the tube so that I can zoom my > camera in and the tube looks like it extends to infinity. If your tube is made up of one section you should be able to enter Pick Points Mode, select all the points that make up one circular edge of the tube (one end), and scale the points down (using 's' and the required axes). That will effectively create a taper without a need for IM3.0's Taper tool. If the tube is made up of multiple sections you could do the same thing described above, and then manually use Taut to straighten out points along separate circular sections between the top and bottom of the tube. Hard to describe. But then, you really shouldn't need to use a tube with more than one section. > Also what texture parameters will give the desired effect ? > I realise they use fractal noise in bab 5, what can I use on My PC ? > Looking at the Jumpgate, shows that the texture spirals in or out (depending o n > whether a ship is going to or coming from a destination ). Can I create two > objects,one with the texture applied normally and one with the texture transla ted on two axes. Then do a transition between the two ? Will it work ? You could create two identical tubes. You'd then have the texture axis move along one axis (from the top of the tube to the bottom) by translating the texture axis position values between the two objects. For instance, one tube, assuming its length travels along the x-axis, would have a texture position value of x=-200, and the second tube would have a texture position value of x=200. Morph (transition) between the two and the texture will appear to move down the x-axis. To create a spiral motion, use the FX Rotate2.0 to rotate the tube along its x-axis. The combination of object rotation and texture translation should provide a spiral effect. I always used Essence for Fractal Noise. I don't know if there's anything available for IM2.0 PC. I suppose you could draw a similar effect in a paint program, but it would have to be a pretty large brush map. Good luck... Jeff--> E-Mail: jgoldman@acs.bu.edu @{" Thread 344" link IML-344} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-275 " MSG-275 Subject: Babylon-5 Jumpgate @toc contents Subject: Babylon-5 Jumpgate Date: Thursday, 11 May 1995 15:59:48 From: surentrr@vax.sbu.ac.uk ---------------------------------------------------------------------------- Hello everyone , for the past couple of days I've been trying to build a copy of the jumpgate in Bab5 using Imagine PC 2.0 . This what I've done so far .... 1. Create a tube primitive 2. Apply a filter brush map to the tube (flat x flat z ) The map is a horizontal gradient going from Black to White. I saved it as a 24 bit tiff. 3. Use a pastella texture with two colours, Dark orange and light orange. 4. When rendered , the object has transparent edges just like in Bab5. However what I now what to do is to taper the tube so that I can zoom my camera in and the tube looks like it extends to infinity. Also what texture parameters will give the desired effect ? I realise they use fractal noise in bab 5, what can I use on My PC ? Looking at the Jumpgate, shows that the texture spirals in or out (depending on whether a ship is going to or coming from a destination ). Can I create two objects,one with the texture applied normally and one with the texture translate d on two axes. Then do a transition between the two ? Will it work ? PS. Does anyone have the Simtel CDROM , what graphics related utils are on it ? I'm asking due to a sale at my local shop . Thanks . Ramesh Suren. @{" Thread 293" link IML-293} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-276 " MSG-276 Subject: Help! @toc contents Subject: Help! Date: Thursday, 11 May 1995 16:00:06 From: FERNANDO PENA D'ANDREA ---------------------------------------------------------------------------- Someone in this list know something about an Amiga exclusive user list ? Or an Amiga exclusive page in WWW ? I'm looking for a file of aminet called Dust2.lha. The program in this file alow the poor imagineers with no particles in their Imagine version to do quasi everything that the happy particles users can do. It was recommended to me by another imagineer. Thanks to him! My problem is that this archive has more tham 600 kb, and the net which gives me access to the aminet is VERY slow (about 100 bits per second). What I can do??? Thanks. Fernando D'Andrea ********************************* Fernando Pena D'Andrea. E-Mail: dandrea@aton.inf.ufrgs.br ********************************* @{" Thread 413" link IML-413} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-277 " MSG-277 Subject: Visible Light Prob @toc contents Subject: Visible Light Prob Date: Thursday, 11 May 1995 18:09:26 From: Dave Wilson ---------------------------------------------------------------------------- O.k. Call me stupid but why won't this work? I'm trying to make my own MYST Island and on this island is a particular item that I want to have spotlights aimed at. I've got the lights made and working for the most part but I wan to have that sort of hazy effect right around the light (mostly just to enhance the effect that the light is on). I'm doing this with cones (as is the way) but for some reason I can't manage to get rid of the look of the cone. It looks fine with black behind it but when there is a color the fuzzy light becomes fuzzy darkness. I hope this legible and I hope someone can please help. I've tried everything I can think of and I know I'm just missing one really obvious thing but I can't see it. @{" Thread 284" link IML-284} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-278 " MSG-278 Subject: Digital Portfolios @toc contents Subject: Digital Portfolios Date: Thursday, 11 May 1995 21:34:09 From: DigiPort@aol.com ---------------------------------------------------------------------------- I'm sorry if this is considered off-topic but how many of you animators and artists are tired of the demo and resume shuffle? You send out demo after demo at substantial cost only to have it put into a pile somewhere and forgotten.... Introducing Digital Portfolios....send your resume, best anim, and jpeg still photos to one place and have them included on an interactive searchable CDROM database that will be sent every two months to hundreds of companies searching for new in-house and freelance talent. Instead of a pile of resumes and uncatalogued demo reels to serch through the prospective employer need only insert the CD and pick the talent he needs, see demo anim and stills, review your education, etc. No mess, current information in an online multimedia format. If any of you think this is a good idea please email me at DigiPort@aol.com for further details...etc. @{" Thread 27" link IML-27} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-279 " MSG-279 Subject: Re: Babylon-5 Jumpgate @toc contents Subject: Re: Babylon-5 Jumpgate Date: Thursday, 11 May 1995 23:23:32 From: Clive Thomas ---------------------------------------------------------------------------- Hi aciolino, You wrote this about Re: Babylon-5 Jumpgate: : : I'd encourage you to get Imagine 3, a lot of the steps : you mention are very simple to do in that package. The I'd also recomend that you get JUNE issue of Amiga Computing #87. It comes with a LightWavePro Newsletter. In it are about 4 pages of tips/hints for B5 objects (including the jump-gate) by Mojo, who seems to be one of the artists for the prog. judging by some of his remarks. It's all good reading and can be transfered over to Imagine :) BFN,Clive -- +-- clive@tlc1.demon.co.uk ------------------------------------------+ | Get it from: ftp.demon.co.uk:pub/amiga/info/AmosaicFAQ_v1.02.lha | | or aminet: docs/misc/AmosaicFAQ.lha | +------------------------- *285 No good deed ever goes unpunished ---+ @{" Thread 280" link IML-280} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-280 " MSG-280 Subject: Re: Babylon-5 Jumpgate @toc contents Subject: Re: Babylon-5 Jumpgate Date: Friday, 12 May 1995 03:08:22 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Clive, on May 11 you wrote: > Hi aciolino, > You wrote this about Re: Babylon-5 Jumpgate: > : > : I'd encourage you to get Imagine 3, a lot of the steps > : you mention are very simple to do in that package. The > > I'd also recomend that you get JUNE issue of Amiga Computing #87. It > comes with a LightWavePro Newsletter. In it are about 4 pages of > tips/hints for B5 objects (including the jump-gate) by Mojo, who seems to > be one of the artists for the prog. judging by some of his remarks. It's > all good reading and can be transfered over to Imagine :) > > BFN,Clive Also, there is a whole directory on the LightROM Vol 1 CD devoted to the JumpGate. There's a pretty good Vorlon ship as well. I converted it to Imagine format and used a pic of the Jumpgate as a backdrop and animated the Vorlon ship's petals with the Essence Plasma texture with great results. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 270" link IML-270} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-281 " MSG-281 Subject: Imagine Crashes!! mem problems? @toc contents Subject: Imagine Crashes!! mem problems? Date: Friday, 12 May 1995 05:38:45 From: CamoJoe@aol.com ---------------------------------------------------------------------------- To Impulse Inc. I have a problem running Impulse Imagine 2.0 that I hope you can solve. I would start Imagine with the noxms switch, and I would start with simple editing of primitives, point editing, and moving, though nothing complex. The program would crash and bring be back to DOS within 3 to 10 minutes, and would display the message: 1302304 bytes still allocated (this is a average number). My system has a 486 DX 50 upgrade, 4 meg of extended memory, 8 meg of expanded memory (All of which is used fine by my other programs and correctly configured). It seems to me that Imagine is only using the extended memory, and not the total of 12 meg which is more than enough for the simple operations which I am trying to do. PLEASE HELP!! Thank you Joe Bracco email: camojoe@aol.com email: inhsjb2231@mtvms2.mtech.edu @{" Thread 149" link IML-149} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-282 " MSG-282 Subject: Dare to Imagine Queries @toc contents Subject: Dare to Imagine Queries Date: Friday, 12 May 1995 11:08:53 From: aciolino@ccmail.rrddts.donnelley.com ---------------------------------------------------------------------------- I just leeched the iml-d2im.lha file from Aminet. Has anyone yet written a "viewer" for the PC to view this file easily? Is anyone working on it? If not, I might just make one for Windows to view this thing. It's massive! Thanks, Shane, for taking the time to do this thing. It's broken out well. Was there a reason that you broke things out the way you did? -AC @{" Thread 304" link IML-304} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-283 " MSG-283 Subject: Re: Jabber @toc contents Subject: Re: Jabber Date: Friday, 12 May 1995 11:14:00 From: Mike McCool ---------------------------------------------------------------------------- > ..ever notice that all the people who complain most about > "off topic" discussions tend to leave the most "off topic" > messages about "off topic" messages? :) > > ps. I like the IML just the way it is, FWIW! Right on, Mike. And the whining-about-off-topic posts almost invariably outnumber the off-topic posts. I'm with you. @{" Thread 25" link IML-25} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-284 " MSG-284 Subject: Re: Visible Light Prob @toc contents Subject: Re: Visible Light Prob Date: Friday, 12 May 1995 11:49:21 From: gregory denby ---------------------------------------------------------------------------- Dave Wilson describes making cone shaped light beams, and says: "It looks fine with black behind it but when there is a color the fuzzy light becomes a fuzzy darkness." I'll bet you are using fog cones, right? Fog uses the shaped of an object, and adds a bit of the specified color to that area. Effectively, you add the fog color to the background, thus muddying the background color. The easy solution: just make the fog object BRIGHT, and the added color glows! This was mentioned here some time ago. When I read about it, I thought to myself "Why didn't I think of that?" and happily went about making fog liughts for a couple weeks. Have fun, Greg Denby gdenby@darwin.cc.nd.edu @{" Thread 470" link IML-470} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-285 " MSG-285 Subject: Sorry Could Not Find Subject! @toc contents Date: Friday, 12 May 1995 14:36:10 From: montvai@achilles.rijnh.nl (Attila Montvai) ---------------------------------------------------------------------------- Mike wrote: >..ever notice that all the people who complain most about >"off topic" discussions tend to leave the most "off topic" >messages about "off topic" messages? :) A message, which is in the next "off topic" class! ...and so on... attila @{" Thread 45" link IML-45} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-286 " MSG-286 Subject: Re: Babylon5 jumpgate @toc contents Subject: Re: Babylon5 jumpgate Date: Friday, 12 May 1995 15:52:00 From: surentrr@vax.sbu.ac.uk ---------------------------------------------------------------------------- Thanks to your helpful comments , I'll try them out when I get home . I just got the Amiga magazine with the issue of LightwavePro, it has some valuable info and techniques which can be applied to other programs as well as LightWave . I'm trying to create anims and stills solely for fun and as such I do not plan to buy any programs until next year. Hopefully by then Imagine 4.0 will be out as well as Lightwave 4.0 PC . I'm basically trying to improve my 3d skills and techniques. If you look at some of the creations of artists like Carmen R , you realise they are using the same software as us (Imagine 2.0 ) . I could go all the way and buy 3d studio but it would take the fun out of it . I still would not match the professional results obtained by such artists. Also here in the UK prices are alot higher than in the US. Lets keep the thread on the jumpgate up, Does any one know of places I can FTP to obtain realistic looking Babylon-5 objects ? . I got some Objs but they have not been made well, and cause Imag 2.0 Pc to crash while rendering. Objects by Carmen R and others render fine so its not the software or the Hardware . @{" Thread 287" link IML-287} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-287 " MSG-287 Subject: Re: Babylon5 jumpgate @toc contents Subject: Re: Babylon5 jumpgate Date: Saturday, 13 May 1995 01:55:33 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello surentrr, on May 12 you wrote: > > Lets keep the thread on the jumpgate up, Does any one know of places I can > FTP to obtain realistic looking Babylon-5 objects ? . I got some Objs but > they have not been made well, and cause Imag 2.0 Pc to crash while rendering. > Objects by Carmen R and others render fine so its not the software or the > Hardware . > Aminet - gfx/3dobj/bab5ships.lha 210K I've only checked these in wireframe but the Delta Fighter and Soul Hunter ships are grouped objects and look reasonable. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 92" link IML-92} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-288 " MSG-288 Subject: Imagine 2.0 Crashes, Expanded Mem Probelms? @toc contents Subject: Imagine 2.0 Crashes, Expanded Mem Probelms? Date: Saturday, 13 May 1995 04:22:58 From: CamoJoe@aol.com ---------------------------------------------------------------------------- I have a problem running Impulse Imagine 2.0 that I hope you can solve. I would start Imagine with the noxms switch, and I would start with simple editing of primitives, point editing, and moving, though nothing complex. The program would crash and bring be back to DOS within 3 to 10 minutes, and would display the message: 1302304 bytes still allocated. My system has a 486 DX 50 upgrade, 4 meg of extended memory, 8 meg of expanded memory (All of which is used fine by my other programs and correctly configured). It seems to me that Imagine is only using the extended memory, and not the total of 12 meg which is more than enough for the simple operations which I am trying to do. PLEASE HELP!! Thank you Joe Bracco email: camojoe@aol.com @{" Thread 152" link IML-152} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-289 " MSG-289 Subject: Re: TextureStudio v1.0.2 @toc contents Subject: Re: TextureStudio v1.0.2 Date: Saturday, 13 May 1995 11:40:20 From: "Heberle H." ---------------------------------------------------------------------------- On May 11, 10:54am, Mike McCool wrote: > Subject: Re: TextureStudio v1.0.2 > > This is just to announce that I've just uploaded TextureStudio > > v1.0.2 to Aminet this evening (10/5/95) and this should fix the bug which > > caused blank menus under Workbench2.x Amigas. If you own v1.0.1 and a > > Workbench3 Amiga, there is nothing extra to be gained by getting v1.0.2. > > > > Aminet still seems to be a go-slow, so you may get the file directly > > from: > > ftp.uni-erlangen.de > > as: > > /pub/aminet/new/TextureStudio.lha > > > > Just tried; it ain't there. (That's cool. I'm still having enough fun > with the menu-blank version--and any minute I hope to upgrade to 3.1). >-- End of excerpt from Mike McCool It's in /pub/aminet/gfx/3d. The /pub/aminet/new directory is only for "UPLOADS". Horst -- http://fsai.trier.fh-rpl.de/home/heberle/ _/_/_/ _/ _/_/_/_/ _/ Dipl. Ing. Horst Heberle _/ _/_/ _/ _/_/ Lindenstrasse 9 54292 Trier _/ _/ _/ _/_/_/_/ _/ _/ eMail heberle@trier.fh-rpl.de _/ _/ _/ _/ _/_/_/_/ Phone (0)651 47493 _/_/_/ _/_/_/_/_/ _/_/_/_/ _/ _/ Fax (0)651 43176 @{" Thread 338" link IML-338} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-290 " MSG-290 Subject: How do you make trees ? @toc contents Subject: How do you make trees ? Date: Saturday, 13 May 1995 18:06:32 From: Broctune@aol.com ---------------------------------------------------------------------------- Is there an easy way to make a tree, I've been experimenting with some simple triangle shaped planes around an axis and some different textures but it never seems right. Can anybody help me? Thanx in advance @{" Thread 474" link IML-474} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-291 " MSG-291 Subject: Re: How do you make trees ? @toc contents Subject: Re: How do you make trees ? Date: Sunday, 14 May 1995 02:05:44 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello Broctune, on May 13 you wrote: > Is there an easy way to make a tree, I've been experimenting with some > simple triangle shaped planes around an axis and some different textures but > it never seems right. Can anybody help me? I've tried creating branches from a cylinder by picking faces and extruding them but the results are not very good. The best way I know of is to use a program called Vertex by The Art Machine. Making trees is only one of its features, you can for example make a tree-like object without leaves and use that as a lightning strike. There's a demo of it on Aminet - gfx/3d/Vertex2_0_Demo.lha I don't know if there is an MSDOS version. I've seen one method for making 2d trees using a brushmap of a tree which has the background as colour 0 in the palette. When you apply the map to a plane, select the genlock button and the background will be transparent. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 461" link IML-461} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-292 " MSG-292 Subject: Rendering Prices Posts @toc contents Subject: Rendering Prices Posts Date: Sunday, 14 May 1995 09:17:26 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- To all of the people who replyed to my question about rendering prices, thanks! 8-) I have a small problem though, I seem to have lost my last couple of days posts, possibly through human error and the d key (oops). Would it be too much trouble for the people who responded to re-post them if you have them? I still have yours though Charles. Thanks again. I did manage to read them before I stuffed up. Rod Macey yrod@ozemail.com.au .... generating 15.39% complete ... @{" Thread 218" link IML-218} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-293 " MSG-293 Subject: Babylon-5 Jumpgate @toc contents Subject: Babylon-5 Jumpgate Date: Sunday, 14 May 1995 20:39:13 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: surentrr@vax.sbu.ac.uk > > > Hello everyone , for the past couple of days I've been trying to build > a copy of the jumpgate in Bab5 using Imagine PC 2.0 . This what I've done > so far .... > > 1. Create a tube primitive If you want to have the tube taper, try the following: Add a disc, 48 sections. Move it to position 0,0,0, if need be. Delete the center point, and all the points from the 7 o'clock position to the 2 o'clock position, leaving an axis with 13 points, 12 edges, and no faces. Translate the AXIS ONLY by 50 units in X (to establish a sweep center) and change the axis size to 50 (to better reflect the object). Sweep the object using 24 sections. You get a basic jumpgate shape. Rotate -90 in X to have the jumpgate face away from you in the front view, then transform the AXIS ONLY to alignment 0,0,0 and position 50,-50,0. So far, the jumpgate is too circular. Scale the object in X by 1.5 and in Y by 3. Poof! Jumpgate. Move the object to 0,0,0. Enter Attributes. Give your object a gold color (255,224,128) and make it Bright. Add a noisy Filter brushmap using FlatX/FlatZ mapping. (Don't have one? Render Pastella, in shades of grey/black, onto a Bright, white plane, and quickrender -- the quickrender can be saved and used as a brushmap) If you followed my instructions, the texture will be positioned at -25.1, -0.1, -50.1 and will be 150.2, 150.2, 100.2 units in size. Save this object as "Jumpgate-2.iob". If render the jumpgate straight on, it looks OK, but if you turn the Perspective view and quickrender, the texture will streak towards the center of the jumpgate, as the faces turn away from the X-Z plane; this is exactly the effect you want. The stretching will give the viewer an impression of accelerating matter. To add movement to the brushmap, edit the brushmap axes: scale X and Z by 2, and compensate by moving them to X = -100.1 and Z = -100.1. If you peek using Edit Axes, you'll see in the Front view that the X and Z axes have doubled in size, but we moved the brush origin down and to the left; as a result, the new, larger brushmap is still perfectly centered on the object. Save this object as "Jumpgate-1.iob". If you morph from Jumpgate-1.iob to Jumpgate-2.iob, the brush will shrink; given the shape of the object, the filter blobs will seem to run along the sides of the jumpgate, towards the event horizon, or whatever they call the back end in Babylon-speak. (Again, this effect will only be visible if you see the jumpgate from an angle) > 2. Apply a filter brush map to the tube (flat x flat z ) > The map is a horizontal gradient going from Black to White. I saved it as > a 24 bit tiff. If you're dissatisfied with the sharp edges on the outside front of the jumpgate, fade them into full transparency using the Linear texture, rather than a memory-consuming brushmap: Add Texture to your object, select Linear. Place the texture at 50,-11,0, give it a Z size of 10, and align it to 90 degrees in X. This will place the texture 11 units inside your object, with the Z axis pointing towards the opening of the jumpgate. Set the texture parameters to Z transition width = 10, color = -1,-1,-1, reflect = -1,-1,-1, and filter = 255,255,255. What Linear does, is change your object attributes from their current value to the texture's values, starting at the texture's zero Z position, increasing towards the texture's +Z axis, for a length of "Z transition width". In our case, use Edit (texture) Axes to see the Right view: since we made the texture's Z axis the same length as the transition value parameter, you have a visual representation of the area affected by the texture, starting at world Y = -11 (the texture's origin) and achieving maximum strength at world Y = -1 (the end of its Z axis). The negative parameter values prevent the texture from affecting the object's color and reflect values; setting reflect to 255,255,255 will force the parts of the object in the texture's positive Z direction to become more and more transparent; anything beyond texture Z = 10 (world Y = -1) will be fully transparent. Our jumpgate's outer edges are at world Y = 0, so they are invisible. Whew! A long-winded explanation to a simple hint: use Linear, not a gradient brushmap. > 3. Use a pastella texture with two colours, Dark orange and light orange. For Imagine 2.0 users, Pastella is a real life-saver. You can do planets, clouds, grass... not always photo-realistically, but it's better than nothing. @{" Thread 279" link IML-279} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-294 " MSG-294 Subject: Fwd: texturemapping @toc contents Subject: Fwd: texturemapping Date: Sunday, 14 May 1995 20:47:20 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: mikemcoo@efn.org (Mike McCool) > To: imagine@email.sp.paramax.com (imaginemailinglist) > > When I map a texture, say bumpnois, to the object, it looks great on the > object itself, before I've extruded it. > > But once the object is extruded along its path into an actual > worm, the texturemap is only applied at the TIP of the worm, and not > along its entire length. Umm Mike, is this one of those texture whose effect is delimited by one or more texture axes? If so, the texture axes may be just right for the initial object (e.g. a disk -> texture is 0.2 units deep), but this same texture size would not cover the object once extruded, just the initial end cap. @{" Thread 263" link IML-263} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-295 " MSG-295 Subject: How do you make trees ? @toc contents Subject: How do you make trees ? Date: Sunday, 14 May 1995 21:04:05 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Broctune@aol.com > > > Is there an easy way to make a tree, I've been experimenting with > some simple triangle shaped planes around an axis and some different > textures but it never seems right. Can anybody help me? It seems like one of the best ways is to create two brushmaps in any paint package: 1) a tree profile, 2) the same image, but with all tree pixels colored black and the background colored white. Create a simple "fake tree" in Imagine by adding a plane, stretching it to the proportions of your brushmap (e.g. a tree image 50 pixels wide by 100 pixels tall could be mapped on a plane that's twice as tall as it is wide), and applying the two brushmaps, IN ORDER, as 1) color, and 2) filter. The color map will show as detailed a tree as you can draw (or scan, hint hint), and the filter map will make the flat plane opaque where the tree is supposed to be (black), and force the rest of the plane to be fully transparent (white). Then, duplicate the plane and rotate one copy 90 degrees in Z. Join the two, and you have something that sounds suspiciously artificial, but will render convincingly in the background. If you do use this technique, you may start overlapping several trees, and should increase the Preferences parameter called RSDP (Resolve Depth) to (2 times the max. number of overlapping trees) + 1. This parameter tells Imagine when to throw its digital hands up in the air and give up, when faced with complex transparency, reflection, and refraction situations. If you add more transparency layers than allowed, you'll get black pixels in the offending areas. I've been told, by the way, that the renowned Pacific Data Images animation, "Locomotion", used such mapped planes in lieu of trees. (That's the one with the locomotive faced with the dilemma of being late once too often) If you really want to get into modelling, why not do the following? Create a green sphere, add Pastella to add multiple shades of green, and Explode it over 10 frames in the Action editor, with Triangle Scaling = 0, and Max # Triangle Rotations = 1. Then, go to Stage, and Snapshot the exploding sphere at various frames. (Use different filenames, of course) Finally, go back into Detail, and load the snapshots. They will give the appearance of layers of leaves. You may want to rotate them at odd angles to prevent the Pastella leaves from showing the same shades. Add brown cones to create trunk and branches, and you have a geometric tree with a definite "quick architectural sketch" style. Using Snapshot allows you access to any Imagine animation effect, as a modelling tool. Cool! Any other ideas from the peanut gallery? @{" Thread 290" link IML-290} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-296 " MSG-296 Subject: Moving ground @toc contents Subject: Moving ground Date: Sunday, 14 May 1995 21:09:47 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Dave Rhodes > > ...boy, I wish I had Charles's way with words, he could have said the > same thing better in one paragraph ! *blush* ObImagine: One can move the ground/big plane, or one can move the brush/texture on the plane... the only differences I would see are that 1) moving the actual plane would show on the quad-views, giving you a visual indication of the motion. This can be helpful. 2) you don't have to create two objects and morph between them, which makes revisions easier. @{" Thread 230" link IML-230} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-297 " MSG-297 Subject: Moving Ground @toc contents Subject: Moving Ground Date: Sunday, 14 May 1995 21:13:08 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Jaco Gerber > > Hmmmm, I've previously experimented with moving ground by using animated > bitmaps..... the problem there is that Imagine has a funny way of > stretching the animation over the duration rather than repeating it over > and over again. Does anyone know if this problem is solved in later > versions of Imagine or if there is a way around it, rather than having to > use 2000 repeats of a 20 frame animation or something equally > harddrive space-intensive? Instead of using a 40,000-frame animation, why not use 2,000 separate Actor bars in the Action editor, with each bar being 20 frames long? I haven't actually tried it, but I assume Imagine would treat each Actor bar independently. With Imagine 3.x's cut & paste functions, it's child's play to duplicate an Actor bar 4 times, then copy those 5 bars and lay down 4 duplicates, copy the 25 bars and lay down 4 duplicates... you'd get 2,000 copies with very few mouse clicks. @{" Thread 314" link IML-314} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-298 " MSG-298 Subject: Re: RSDP settings @toc contents Subject: Re: RSDP settings Date: Sunday, 14 May 1995 21:31:07 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Roger Straub > > > OR (watch the light bulb explode above my head) you could use the > brushmap as a clip map! Apply the transparency brush, then apply the > ClipTran texture! Will this work? The dox say that it only affects the > specular spot and reflection of the clipped parts. Hmmm. Worth a try, > perhaps? Great comment, Roger! I keep forgetting that filter mapping doesn't affect specularity and reflection. (It doesn't, right?) I'll have to try real hard and remember ClipTran. (Later...) I just tried it, and it works! Unfortunately, it doesn't take into account varying levels of transparency. My test brushmap was a blurred "3", and I got a blurred red "3" where an entire plane had been defined. So far so good. However, the specular clipping gave me very hard-edged, jaggy outlines where the "3" became the brushmap background. Do I have an older version of ClipTran, which might only make a crude yes/no decision? Is there (hopefully) a newer version, which uses the anti-aliased filter brush value, not the straight brush pixel value? Is such a thing even possible? @{" Thread 234" link IML-234} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-299 " MSG-299 Subject: Re: Star Trek - Generations @toc contents Subject: Re: Star Trek - Generations Date: Sunday, 14 May 1995 21:35:09 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Fred Aderhold > > Someone suggested that you write you own Imagine manual, and I for one > would whole-heartedly aggree(and buy it!). I always seem to "get it" from > your explinations. Thanks!!!! *blush* (twice the same night -- stop it, you guys! ) I prefer doing what I enjoy most: the give-and-take of offering online advice. I figure between Philip Shaddock and Steve Worley, we're pretty well served as far as third-party Imagine 3.x references go. Of course, there _are_ other wonderful programs which might benefit from additional documentation and tutorials... @{" Thread 144" link IML-144} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-300 " MSG-300 Subject: Re: How do you make trees ? @toc contents Subject: Re: How do you make trees ? Date: Sunday, 14 May 1995 23:07:30 From: Mike McCool ---------------------------------------------------------------------------- Hey y'all, Don't know what your platforms are, but there are a couple of 3d tree fractalizers out there. No offense to Vertex, but their demo is anything BUT user friendly, while the pd tree machines couldn't be simpler to use. Of course, being free, they're not worth anything, right? :). Buzz me if you're interested. I've uploaded the uu'd version so many times to imaginoids I can do it in my sleep. Reminds me: there are some pretty fine tree objects up for grabs on aminet/gfx/3dobj. @{" Thread 291" link IML-291} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-301 " MSG-301 Subject: ClipTran texture @toc contents Subject: ClipTran texture Date: Monday, 15 May 1995 13:17:19 From: milan@Dieppe.artmediatech.nl (Milan Polle) ---------------------------------------------------------------------------- Hi all, in reply to Charles's question, you probably do have the old cliptran texture. The latest version has much nicer edges (the one from the 10 texture package). One thing the cliptran texture doesn't (and can't) do is resolve the resolve depth bug (black parts in transparant objects). Charles, did you already ask for the textures ? Later, Milan @{" Thread 43" link IML-43} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-302 " MSG-302 Subject: Multiple copies of mails... @toc contents Subject: Multiple copies of mails... Date: Monday, 15 May 1995 14:00:02 From: Waland J F ---------------------------------------------------------------------------- After all the problems of multiple mails being sent to the list, I thought this would be quite interesting. I'm on the I-Amiga list (info amiga), and by mistake sent the same mail twice, and recieved this reply... -----included post----------- From owner-LISTSERV%UBVM.CC.BUFFALO.EDU%UBVM.CC.BUFFALO.EDU@uk.ac.essex.mailhost Mon May 15 12:54:52 1995 Received: from sersun1.essex.ac.uk by ossparc12.essex.ac.uk; Mon, 15 May 95 12:5 4:50 BST Received: from UBVM.cc.buffalo.edu by sersun1.essex.ac.uk with SMTP (PP); Mon, 15 May 1995 12:54:33 +0100 Received: from UBVM.CC.BUFFALO.EDU by UBVM.cc.buffalo.edu (IBM VM SMTP V2R3) with BSMTP id 4210; Mon, 15 May 95 07:49:20 EDT Received: from UBVM.CC.BUFFALO.EDU (NJE origin LISTSERV@UBVM) by UBVM.CC.BUFFALO.EDU (LMail V1.2a/1.8a) with BSMTP id 9941; Mon, 15 May 1995 07:49:20 -0400 :Date: Mon, 15 May 1995 07:49:19 -0400 :From: "L-Soft list server at UBVM (1.8a)" :Subject: Rejected posting to I-AMIGA@UBVM.CC.BUFFALO.EDU :To: Jonathan Waland Your message is being returned to you unprocessed because it appears to have already been distributed to the I-AMIGA list. That is, a message with identical text (but possibly with different mail headers) has been posted to the list recently, either by you or by someone else. If you have a good reason to resend this message to the list (for instance because you have been notified of a hardware failure with loss of data), please alter the text of the message in some way and resend it to the list. Note that altering the "Subject:" line or adding blank lines at the top or bottom of the message is not sufficient; you should instead add a sentence or two at the top explaining why you are resending the message, so that the other subscribers understand why they are getting two copies of the same message. ------------------------ Rejected message (36 lines) -------------------------- Return-Path: <@UBVM.CC.BUFFALO.EDU:walaj@POSTMAN.ESSEX.AC.UK> Received: from UBVM (NJE origin SMTP@UBVM) by UBVM.CC.BUFFALO.EDU (LMail V1.2a/1.8a) with BSMTP id 9874; Mon, 15 May 1995 07:48:45 -0400 Received: from postman.essex.ac.uk by UBVM.cc.buffalo.edu (IBM VM SMTP V2R3) [snip] even this would be an improvement on the old software (although as mentioned before rocking the boat isn't always a good idea, when someone elses hardware is the provider) jon Jonathan Waland University of Essex, UK walaj@essex.ac.uk A4000/030-25/882-33 14Meg Ram, 540Meg Hard, 2x Floppy, Double Speed CDROM @{" Thread 570" link IML-570} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-303 " MSG-303 Subject: Re: Babylon5 jumpgate @toc contents Subject: Re: Babylon5 jumpgate Date: Monday, 15 May 1995 14:06:28 From: Waland J F ---------------------------------------------------------------------------- > > Lets keep the thread on the jumpgate up, Does any one know of places I can > FTP to obtain realistic looking Babylon-5 objects ? . I got some Objs but > they have not been made well, and cause Imag 2.0 Pc to crash while rendering. > Objects by Carmen R and others render fine so its not the software or the > Hardware . if you can convert them, there are some lightwave models on ftp://tomahawk.welch.jhu.edu/pub/LW/objects such as... FILE: vorlon2.lzh SIZE: 55251 bytes DESCRIPTION: Vorlon Fighter, not to be confused with other Vorlon ships. Great object and scene file. FILE: jgate3.1.lha SIZE: 24906 DESCRIPTION: None Given FILE: vorship2.lzh SIZE: 360904 DESCRIPTION: None given. FILE: b5bluneb.lha SIZE: 87349 DESCRIPTION: Babylon 5 object. (new) FILE: b5delta.lha SIZE: 653173 DESCRIPTION: Babylon 5 delta (new) FILE: b5jgate4.lha SIZE: 327235 DESCRIPTION: Babylon 5 Jumpgate (new) FILE: b5statn2.lha SIZE: 581038 DESCRIPTION: Babylon 5 station (new) jon Jonathan Waland University of Essex, UK walaj@essex.ac.uk A4000/030-25/882-33 14Meg Ram, 540Meg Hard, 2x Floppy, Double Speed CDROM @{" Thread 329" link IML-329} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-304 " MSG-304 Subject: Date & Time stamp @toc contents Subject: Date & Time stamp Date: Monday, 15 May 1995 15:43:53 From: Dave Rhodes ---------------------------------------------------------------------------- Does anyone else have this problem ? (Amiga version) When I render a pic. and click on info. in the project edit