POV-Ray : Newsgroups : povray.binaries.scene-files : Atlas - Classic BattleTech Server Time
23 Nov 2024 18:23:35 EST (-0500)
  Atlas - Classic BattleTech (Message 1 to 1 of 1)  
From: Yuri Hikado
Subject: Atlas - Classic BattleTech
Date: 28 Apr 2008 16:45:01
Message: <web.481636ed2ce2da96192b11390@news.povray.org>
This is a brute force code. It is by no means elegant or ground-breaking, but it
is functional.

I use the same set of control variables on all of my similar models, expanded or
contracted depending upon the number of moveable parts.

The first section has the include files and control settings. These include the
camera, which I have set on a virtual gimble, currently centered on the 'mech.

After the controls I have the basic environment. Since I usually use imported
models called in through include files (trees, textured height fields,
buildings, etc) which can be called with a line or two, I stick these after the
global settings and sky/background settings, but before the mech. (Mostly
because the mech file is LOOOOOONNNNGGGG)

Next comes the 'mech. I start at the head and move down to the torso, then move
to the arms. All of these are in their own union and an upper torso union, so
that when the torso is twisted, everything above the waist joint turns
appropriately. That union is also included in the lower torso union so that the
'mech can lean forward while keeping the legs vertical.

When doing the arms/legs I start at the extremities and work towards the
shoulder/hip expanding the coverage of unions as I add joints.

The unit can be customized by changing colors or setting the camo or stripes (I
have a few sets of stripes in the CamoStripe macro, but only one is uncommented
at a time, currently)

When using a single color, I usually use the CamoOn, but set the camo colors to
<+1,+1,+1> and <-1,-1,-1> when compared to MainColor. Which sets a false
texturing effect.


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Download 'atlas.txt' (118 KB)

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