Object gallery and acknowledgements
No, I didn't create every object in the City myself. And some of those
I did are perhaps worth a look in their own right. So here's the Gallery,
and the thanks.
Tools
The main VRML editing tool used here was Notepad: thank you, Microsoft.
The best browser and plugin combination I found was Netscape
4 and Cosmo 2.1.
After that: for syntax checking, Vorlon. It's free: and that's just
the start of its good points. From Trapezium.
Many of the objects I grabbed from other sites had to be cut down considerably
before I could use them: a 100K model looks great alone, but as just one
part of a large world it's overkill. So to reduce the number of polygons,
I used some tools.
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Microsoft Word & Excel. Thank you, Microsoft. (If anyone wants to know
about using Excel as a VRML generator, get in touch)
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Chisel. From Trapezium,
same as Vorlon, but Chisel isn't free. (Well, it was for 30 days, which
was enough).
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Flamingo Optimiser. From Novafex.
Which sadly wouldn't install on the Windows NT box at work, but was great
at home under W98.
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VRML1TO2: does just what it says on the packet. From Sony.
Objects by other people
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The Horse. Originally produced by "Fountain" from Caligari, in VRML1. Converted,
shrunk, and GZIPed.
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Male head. Part of the "man walking" model from
the Vrealm demo, cut down with Chisel.
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Female head, as used in the statue of Vinga.
Part of a VRML 1 model called "bikini" produced by MindFormer Version 2.0,
again converted and cut down with various tools. I'm not sure which site
I got that one from.
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The "Lightning Spear" effect in the Orlanth temple is heavily based on
"Tesla", one of the Vrealm samples.
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The Background node and the lighting: straight from the "VRML Sourcebook".
A really, really good book.
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The Dagger. Used as a 2H sword in the Vinga temple,
and will probably get a look-in elsewhere. Supplied by Viewpoint
Datalabs and then cut down a bit. But not by much: they do good models!
Objects by me
Protos: city building tools
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Ladder. The PROTO takes the ladder length
as a parameter and adds a suitable number of rungs. The result is LODed
so that details and textures only come in at close range
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Various simple buildings in one library file:
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flat roof, internal courtyard
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pitched roof
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plain box with textured walls at close range
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a proximity sensor that triggers a description in another frame (this one's
a bit difficult to demonstrate in isolation, but look at the code.)
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The doors that click to open. I need to do
something about parameters to control the doorknob, but other than that
it's not bad.