Mic J.Healey
michealey@compuserve.com

August 21st, 2000      1.0:  Initial text
September 1st, 2000 rev. 1.1:  Revisions to SIZE information, corrections to
     text.

(note: this text file is designed to be viewed from DOS.  Simply type:

TYPE CLAWISLE.TXT |MORE
or use EDIT.COM to view in proper format)
____________________________________________________________________________

Introduction:

Hello,

Thanks for downloading Claw Island.  This is basically a Stunt Island
test/user package and may serve as a bit of a tutorial to individuals trying
to create large landable shapes with the SD editor for SI.

Purpose:  Design a large island prop for use 'off' Stunt Island... and
          make this prop -landable- by utilizing the COLL feature.

The result of my initial efforts is:  Claw Island

Enclosed are the following files:

ISLAND02.           (editor file of Claw Isle)
ISLAND02.BIN        (bin file ready for MAKERES)

LANDFORM.RES        (Res file for use in SI - note index is 125)
LANDFORM.EQU        "

ISLAND01.TKE       (default footage of test)
ISLAND01.FLM       (Final edited film)
ISLAND01.ALL       (file needed for Playone)

ISLAND1.SET        (Set where the above film was shot.)
CLAWISLE.TXT       (You're reading it!)

With the above files, you can review my efforts and or hopefully build on
them... or learn from them.
____________________________________________________________________________

Creation Debriefing:

Claw Isle is an object created with the SD Editor.  The 19 point, 27 poly
object was first laid out on standard quad paper in the top down X by Z
profile .  If you use this method remember that the front of your object is
at the top of the page.  Also note that the horizontal X-Axis runs from
Neg. numbers on the left to Pos. numbers on the right.  Z-Axis runs from
Pos. numbers at the top or fore to Neg. numbers at the bottom or aft. - Zero
at the center.  Lastly, when you enter the editor your first view is in the
X by Y profile, looking head on at the -back- of your object or field... to
see the X by Z profile you must rotate the view down 90 degrees.  For
plotting, I let each square of the quad paper (about .25") = 1000, this
makes for easy point data gathering and keeps your points nicely spaced.  It
has been said that points should be no tighter than 100; I stick to that
convention here.

An important point to remember when using the above method is DO NOT SCALE
or SIZE your object until you are done designing it with the quad paper and
entering the points you gather from the quad paper into the editor.  
Once you use either of the two above features, points on your paper will
no longer match what you see on the SD screen. So, to have an object
generated in the editor to exactly match what you have on the quad paper,
hands off the SIZE, STRETCH, SCALE until you are done with using the paper
to get any point data. There is a definite relationship between the
feet and points in the editor, they are not disconnected (as alluded to in
the editor's documentation).

Once done, I created an object that measured 6 feet from point 12 at the top
of the plateau to point 17 at the bottom plateau, or the area of the island
that will be the landable surface.  I then used the SIZE button and changed
this number to 6000!  Happily, doing this does not blow the point size way
out over the allowable limit of 16k x 16k x 16k, though point coordinates do
change. There is some kind of internal juggling going on here.  It is good
to save your object BEFORE you resize it, in the event that you wish to
redesign your object with the quad paper later.  Keep this file aside, and
resave to a different name after you resize.

With Claw Isle, there are two series of points.  An outer set: 1 thru 11,
and an inner set: 12 thru 19.  All outer  points have a Y value of 0, all
inner have a value of -2000.  The result being a rather steep island with a
table top elevation of 1074'.

Once all points were set for the island, polygons were created to form the
-skin-, using triangle polys only.  Even the top plateau of the island was
broken up into a series of triangles as this shape is very stable in SI. I
did do a test where I made the plateau one large multi-point poly.  Although
all points were in one plane, the pleteau seemed a bit unsable in SI with
with this poly and seemed to flash a bit.  I have made stable displaying
polys in SI up to 5 points, but I think it is better to stay with the more
simple shapes.

After making the object, I entered the COLL to SETLAND.  This sets a landable
surface via the selection of two points.  The points will make a green boxed
area which is then landable.  You can have multiple land zones, and this is
good for objects like Claw Isle since the top of it is not a simple
rectangle.  You can see these land zones for yourself by loading the object
into the editor and going to the COLL submenu.  Then select SHOW ALL. When
you select the two points, they should be diagonal to each other, and the
direction in which you go from point A to point B will have slightly
different results.  Once you have the zones set, simply exit the
submenu and Save (don't forget to BSAVE as well).

And so it came to pass, that Claw Isle was created...
____________________________________________________________________________

Usage Debriefing:

When you utilize Claw Island in Stunt Island, you will find the island
available under the new Land Forms category (note the index of this category
is 125.  If you have already used this number you may have to recompile the
*.RES & *.EQU with a different number.

Enclosed is the file ISLAND1.SET.  You can examine it in SI.  Remember (I
did not at first) COLL must be ON for Claw Isle AND your aircraft to achieve
a landing.  Happily, Claw Isle is nicely -landable- with an elevation of
1074. Yes!

Unfortunately, all is not perfect... There are a couple of -not too terrible-
display problems.  Here's a list:

        1) Under a certain altitude, near the landable surface, your spot
           aircraft view of object 1 can disappear from the default, aft
           view location.  Solution, you can swing the view around with
           the adjustable spot view and your aircraft usually re-appears.
           This happens here around 1100 feet - on Claw Island.

           You can further diminish this situation with an aerial view (in
           the ISLAND.SET I used the ballon object - camera 5 I think).

           One other weird thing I noticed in regards to camera 5.  The
           footage looked perfect when viewed in the editor (at the point
           when the aircraft turns to it stops).  However, when viewed in
           the theatre, I observed blue flashing of the ocean floor beneath
           several times (If you make a film of this camera's footage (5) you
           will see it).  Since it only flashed at the beginning third of
           this footage, I simply edited it out of the final cut film.

        2) The "hard deck" is a bit -mushy-.  By this I mean that objects
           set at the altitude of the landable surface may not always look
           right.  They may seem to be embedded on sunk in the surface at
           some points in your cameras filming... At other points, they are
           fine.  One thing to remember, if the object your are placing has
           a default starting altitude, you must add this number to the
           hard deck altitude.  For example,the Taj on the island is at
           altitude: 1118' (1074 + 44).  You get the default alt. number
           when you first place an object and go to the ADJ sub menu.  Then
           you can change the altitude number and push it up though the
           hard deck.  If you are thinking that putting the object -above-
           the hard deck may solve the problem, this can - help - but if you
           taxi up to these objects after landing they will be in -hover
           mode- above you.

           The display problems with objects on the island 'somewhat sunk'
           can happen slightly differently in different takes.  Indeed,
           flying around the island a bit seems to somewhat stabilize these
           objects... Either that, or I was getting way too tired. (Hey, it
           was 2 a.m.)  Much of the time, views of these objects are
           acceptable, if not perfect.
____________________________________________________________________________

Summary:

     I think Claw Island is a usable piece.  If I was doing a large scene on
     top of this island after landing, I think I would re-create the set at
     ground level to avoid the above concerns.  However, even as it is, I
     think the island effective; take a look at the film and give your
     opinion.  The island can also serve as a backdrop to give you a very
     different looking locaton than the -all too well recognized- SI pre-made
     sets and locations.
____________________________________________________________________________

Feedback:

     If you are into SI w/SD, I would be very interested in your response
     or possible solutions to the above problems (I am not sure, but I think
     the mushy hard deck problem exits on the aircraft carriers
     offshore of SI).

     This file is primarily designed for SIFA members. It is offered for the
     benefit of the group.  Members are free to utilize anything in this
     package.  I hope you enjoy Claw Isle.

Kind Regards,

Mic Healey






