john2005bc@yahoo.com
All Queries/Problems/Customization Requests can be mailed to MAILTO:john2005bc@yahoo.com
<Subject:LBWF_GUI_V02>
About v2.01
LBWF GUI is a combination of LBWF(Liberty Basic WireFrame) Library v06,developed by
Tom Nally mailto:Steelweaver52@aol.com and the LBWF_GUI_V02 by me, John van den Berg.
The LBWF Library originally consisted of 52 functions
wich creates, moves, edits, etc eight(8) diffrent primitive object types.
For the Purpouse Of the GUI, I had to SLIGHTLY modify some of the Library functions
and add a few more one. Thus I called it v06.ax <-Hope you dont mind, Tom.
This Version of the GUI also Recognises Files of the previous version, BUT
filenames will have to be changed to that of one of the "Project Files" used by
v2.01. More on that later. The GUI consists of 46 functions, which open dialogs, etc to
use the Library, and sub functions for file and automation functionality.
Note that if you want to change or use any of these functions feel free
to do so, but leave acknowledgement to either me or Tom in the Source code.
REMEMBER: This Application is released as open source.
The story
At the end of developing v1.01 fo the WireFrame GUI, I eagerly started
to develop the second edition. Doing do, I realized that the first version's
functionality was quite limited. I suppose the reason being is my
limited programming experience. Anyway, since then, I worked late every
morning till 05h00 to re-think, restructure and re-design the GUI. Now, I think
the second edition is ready for release. Good news/Bad news time: Bad news
is that the LBWF_GUI_V03_Anim8 will take some more time b4 it hits the forum. Good news is that I just started on a
fully functional Animation Program that will have an extensive database
of Object Types(pre-designed Objects that will consist of various primitive
object types and grouped together as a sinle defined Object Type),that can
be loaded directly into the GUI for editing. a Beta should be ready for
release about mid-end November(Yes, I have to do a normal job too, which happens to consume most of my time and I program for a hobby). Correspondence via eMail to me should keep
you up to date on what and when etc. I will also appreciate ANY suggestions.
From there I will like to Make some considerate effort to design a Wireframe
type Game Engine........
Have fun using the GUI and drop me a eMail if you experience any problems.
System Requirements
TO RUN AS EXE:
Pentium I or higher(Although I did not test it on anything lower than P1)
Microsoft Windows® 95 or Higher
32 MB RAM Required(64 MB Recomended)
MB Free disk space
An imagination
FOR DEVELOPERS:
Just Basic V01
Liberty Basic V01 or higher
New since v1.01
Fresh look GUI
(Well, almost), with more functionality, especially regarding
Automation and Object editing:
Advanced Object, Group and Device Automation
Camera Automation(since the first version) is no longer supported. Instead, I included a Sequence Editor wich alows the user to move Objects
in seven diffrent ways and also allows movement and rotation of Object
types and whole structures, thus giving more powerfull automation wich can be
easily edited at will. The Object animation is termed as follows: for each SCENE
that gets evaluated, all the objects available at the time will participate.
Object will only be regarded as a active participant if parameters is set
for either the object, or the group that the object belongs to. There can be
up to 100 SCENES, where any amount of Objects can participate. Now that the
SCENE is defined, comes a SEQUENCE. a SEQUENCE consists of the SCENES
set up for automation. As you can copy a SCENE, it will be a time consuming
task to redefine those 100 or less SCENES. Therefore you can let 100 scenes
belong to a single SEQUENCE and then copy the SEQUENCE if neccassary, or
just add a new SEQUENCE, wich can have another 100 SCENES. Doing some
math, it means that you can have up to 100 SEQUENCES, each having 100
SCENES, and if there is for instance 10 objects in the active Project,
it means that you can have up to 100x100x10=100 000 stored Individual
movements(or more if object count is higher) on one file!
NOTE: The main window will be disabled if an automation is being performed,so be warned.
a Brief description of the seven types of Object Automations:
A> Move Object:This will move the selected Object only along any of the
three axis at the speed chosen. This will not affect any objects
of the same type as the chosen Object.
B> Move an Object's Group:This Option will move all the objects that
belongs to the same group as the selected Object.
NOTE:For movement and rotation of Object Types, I firstly included a
Object Group Editor wich makes grouping of object easy as pie.
Secondly, this version will allow you to select an object, set movement
of that objects particular group, and then selecting an object of the
group and give that object another movement to perform during the same
SCENE! This makes multiple movement of objects a breeze.
C> Rotate Object:Same as A, but will rotate the Chosen Object about
the chosen axis. Also disregards Object Types.
D> Rotate an Object's Group:Same as B, with the alteration being that
the grouping of Objects will rather Rotate.
NOTE:When it comes to group movements and rotations, each object's
parameters will be considered individually, so if you move an object
of a group and then rotate another object of the same group, both
actions will get performed.
E> Orbit Group About Object: This works a bit diffrent. It allows you to
select an object for which you want to be a pivot for all the other objects that
belongs to that object's group. I suggest you create a very small
box(say 0.1x0.1x0.1) and name it pivot and let the goup of objects orbit this
pivot. Unfortunately, the plane of orbit will ONLY happen in the Y-axis.
F> Move Device of Object : This lets you choose an Object and will move all other objects that belongs to that object's Device.
G> Rotate Device of Object : Same as above but all the objects of the device that the selected object belongs to will individually rotate.Do not confuse rotate with orbit here.
H> Hide/Show Object : This will hide or show the selected device for one frame of animation or untill this object's group or device is called apon for activity.
NOTE:As you will notice, the maximum amount of spaces any object can move
or degrees it can rotate is eight(8). I did this because if an object have
the ability to move vast spaces, it will cause an unwanted effect during
runtime of the automation. HINT:6x15=90 degrees. Use the "Copy Scene"
facility provided!
Improved File Management:
For v1.01, a prompt popped up, asking for a filename under wich to save
the file. NOT the case with V02! The GUI now has what I call a Project
Planner, wich consists of ten(10) Projects. Unfortunately(think demo
version), you can only work with these ten files. No rename, delete will
be allowed. You can however clear Projects or their automations.
Improved Object information
Dialogs including Object Grouping Editor, Resource Meter and upgraded Automation Routines.
Advanced Error detection.
I added this in case any users experience serious errors during runtime. Thus, if the program DOES experience an Error, a notice will popup, informing the user that there was a serious problem, also giving an Error code(this error code will let me know exactly in wich function the error occured, and what caused the error). With that information I can identify what the user tried to do, and even send an updated TKN file if the user's need is greater than what the application's extends to.
Improved Program integrity.
The GUI currently operates from a single main window and only calls any of the 97(yes, ninety-seven) functions neccessary to create, load, move, edit, automate, etc. all the objects and groupings types in the main display.
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Create a line : This creates a line with the 2 sets of x, y, z co-ordinates |
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Create a polygon : This creates a polygon. The parameters are radius and amount of sides |
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Create a box : Creates a box with width height and z-dimension(Thickness) |
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Create a Pyramid : Creates a pyramid with dimensions width, height and z-dimension(Thickness) |
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Create a Cone : Creates a cone with dimensions radius, height and amount of sides. |
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Create a Cylinder : Creates a Cylinder with dimensions radius, height and amount of sides |
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Create Cylinder type 2 : Creates a cylider with different radius dimensions on top and bottom. Apart from that, it is the same as one above |
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Create Dome : Creates a dome with dimensions of radius, height and amount of sides. |
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Create new Device/Group : Sets up a new Device and Group and is also used to add groups to existing devices. The Dialog also has a “Lock” checkbox that will allow multiple object creation without having to redefine the groupings. |
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Add to Device/Group : Allows user to add Objects to previously created Devices/Groups. Also supports the Lock Facility. |
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Load Project : Opens the Project Manager and allows you to load one of your 10 Projects |
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Save Project : Saves The Active Project. |
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Exit : Closes The Program. Autosave will not be done and the program will not prompt you to save(yet!) |
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Center Screen : Allows you to choose where your screen Center Should Be |
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Grid : Setup the Grid |
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Camera : Set's up the Camera Settings. |
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Objects info : Dialoge that shows the information of all the Objects. |
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Object Group Editor : Dialog where You can group and Regroup the objects. Usefull for when automation of groups, devices is set up. |
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Move Objects/Camera/Zoom, etc : This handy Dialog allows the movement of many tyoes. Easy to follow. |
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Resources info : This Program uses arrays that allows the creation of 500 objects only. Always check Here for resource availability if you want to have more than +/- 300 objects, for you can easily run out of line/node resources. |
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Run Automation : Starts up the automation as set up by the user. |
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Help : Shows the name of this HTML Document |
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Allows a multi colored effect during automation. |
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