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Your main #include should be called CTZEN_ID.inc, where CTZEN_ID is your
unique 8-char citizen's ID number; this will be assigned to you when you
reserve your plot. For sub-includes, use CTZEN_ID_001.inc etc. I'm
still working out the implentation for inside/outside portions, but I'll
tell you when I get it figured out.
Andrea Ryan wrote:
>
> s1631001 wrote:
> >
> > POV-City II will require your structures as an #include file (which can
> > have sub-includes if you wish) whose final output is
> > #declare STRUCT_XLEN = [float]
> > #declare STRUCT_ZLEN = [float]
> > #declare STRUCT_ELEV = [float]
> > #declare STRUCT_OBJ = [object]
> > This should be an object filling the box{ <-1,-.5,-1>, < 1, 1, 1> }.
> > Note that ground level is y=0, so you should insert a ForestGreen box to
> > fill in your basement space if you're not using it. You can of course
> > build your structure at whatever scale/orientation/handedness you like,
> > then normalize it to this box. The main POV-City II engine will scale
> > this box using
> > object{
> > STRUCT_OBJ
> > scale < STRUCT_XLEN, STRUCT_ELEV, STRUCT_ZLEN>
> > translate ... //# defined by engine, so don't worry about this.
> > }
> > to bring it back up to size; you should use (1 POV= 1 metre) when
> > specifying your scale values.
>
> Ok, I'll make the museum with whatever dimensions in whatever unit and
> scale it down to fit in the box and provide these declares so it
> would be scaled back up correctly in meters. I'll use meters, so the
> #declared scale values are reciprocals of the values I'll use to scale
> the museum down into the box.
> Should there be any internal structure? Maybe there could be a file for
> the external part of the buildings and another one for the inside
> with some #declares to turn various parts on and off so POV won't need
> to trace the parts that can't be seen by the camera.
> Brendan
--
signature{
"Grey Knight"
contact{ email "gre### [at] yahoocom" }
site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
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