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1 AVStudio Professional notice 2000 Comptoir Des Planètes do not copy & distribute Making 2D...

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1 AVStudio Professional notice 2000 Comptoir Des Planètes do not copy & distribute Making 2D Clothes Making 3D Clothes Making Accessories Making Loading Targets Adding P atch Textures Greatings Files Interface graphics
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Page 1: 1 AVStudio Professional notice  2000 Comptoir Des Planètes do not copy & distribute Making 2D Clothes Making 3D Clothes Making Accessories Making Loading.

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AVStudioProfessional notice

2000 Comptoir Des Planètesdo not copy & distribute

Making 2D Clothes

Making 3D Clothes

Making Accessories

Making Loading Targets

Adding Patch Textures

Greatings Files

Interface graphics

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Making 2D Clothes...All 2D clothes are patched on the skin texture set, by AVStudio program.

Base skin texture set is archived in ..Divers\

Bras.pcxChatte.pcxDos.pcx Fesses.pcxSeins.pcx

Base set coordinate mapping corresponding to the default meshes of AVStudio nude human models.

Copying those maps and painting on clothes, those new maps can be used by AVStudio for patching the corresponding body parts.

Those new maps must be separate in 2 differents files for AVStudio program and saved in :

256 x 256 x 8bits in PCX format

First for clothes appearence need -G at end nameSecond for alpha mask need -A at end name

Name-G.pcx Name-A.pcx

Return index

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...Making 2D Clothes,

Producing rules :

0 - producing tool : Using photoshop 3.0 or similar.

1 - Clothes appearence : Texture -G must be paint in gray level for reacting with color & texturing effects in AVStudio. Gray level is used for modeling aspect.

2 - Alpha mask : Texture -A is used for setting opacity. White is opaque, black is transparent, grays are proportionnal opacity levels.

3 - Clothes texture set : You can use one or all textures body parts, he just depend of the clothes type.Each texture set must be wright in *.SAP file to define the

correspondence with body parts texture set.2D correspondence is: 1 - seins.pcx (up front)

2 - dos.pcx (up back)3 - chatte.pcx (down front)4 - fesses.pcx (down back)5 - bras.pcx (arm & foot)

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...Making 2D Clothes,

4 - Clothes level : Each clothes need his overlay level in *.SAP file for define his adding order, and his menu for loading.

2D clothes levels are : 31 - (linen room menu) panties, string…32 - (linen room menu) bra...33 - (linen room menu) bodys, nighty...34 - (linen room menu) garter...35 - (linen room menu) socks, stockings...41 - (shirt shop menu) t-shirt, tank top, shirt...42 - (shirt shop menu) short, under pants...45 - (shirt shop menu) socks, stockings…46 - (shirt shop menu) holster47 - (shirt shop menu) belt48 - (shirt shop menu) tie…

5 - Clothes archive : Clothes texture set and his *.SAP file must be in the same directory. You can use our archive :

..Looks\Fring-2D shirt shop menu

..Looks\Sous-vet linen room menu

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...Making 2D Clothes, end.

Creating 2D SAP file *.SAP file is used to define all attribute of 2D clothes : his level, his name, his texture set corresponding to body parts.*.SAP file is loaded when clicking in Wardrobe targets and must be recorded in the same directory than clothes texture set.

[TYPE]FULLSAP[VERSION]1.0a[CREATOR]LiliPut[GENERAL]level, 42 Clothes overlay levelName, Shorts Clothes name 16 letters maxi[YSL];1, give ; at start if not used or erase the line.;2, give ; at start if not used or erase the line.3, Short-3.PCX dont use -G & -A at end name4, Short-4.PCX dont use -G & -A at end name;5, give ; at start if not used or erase the line.

..Divers\Seins.pcx

..Divers\ Dos.pcx

..Divers\ Chatte.pcx

..Divers\ Fesses.pcx

..Divers\ Bras.pcx

..Looks\Fring-2D\down-3-G.pcx

..Looks\Fring-2D\down-3-A.pcx

..Looks\Fring-2D\down-4-G.pcx

..Looks\Fring-2D\down-4-A.pcx..Looks\Fring-2D\Short.Sap

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Making 3D Clothes...

General modeling rules...

1 - producing tool : 3DS4 or 3DSMax

2 - group members : All 3D clothes are build on 2 group member off 3D nude human model : UP group for modeling jacket, coat…

Down group for modeling trouser, skirt…

You can add and delete polygones inside the group but never divide border edges (red). You can move all vertex except border

vertex(red)

You can not delete or rename members and dummys.

Members must be always linked to a parent (hierarchical order is not important…).

You can replace dummys by objects with the same name for adding new visibles objects. Example, producing a long coat…

3 - Quality level : AVStudio works in 2 details levels and each 3D clothes must be modelised in 2 separate 3ds files :

First for high quality rendering in AVStudioSecond for Optimising VRML export.

Return index

WARNING save meshes in 3DS files onlyConfigure 3DSMax units setup in generic units

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...Making 3D Clothes,

4 - example & reference UP Group 3ds files

full detail women : ..looks\fring-3d\up-high.3dsfull detail men : ..looks\men-3d\up-high.3ds

Full detail clothes : ..looks\fring-3D\bolero1.3ds

Low detail women :..looks\fring-3d\up-low.3dsLow detail men : ..looks\men-3d\up-low.3ds

Low detail clothes : ..looks\fring-3D\bolero2.3ds

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...Making 3D Clothes,

5 - example & reference DOWN Group 3ds files for making Skirts, show at example : ..looks\fring-3d\jupe.3ds

Modeling down Clothes :

full detail women :..looks\fring-3d\down-high.3dsfull detail men : ..looks\men-3d\down-high.3ds

Full detail clothes: ..looks\fring-3D\pants1.3ds

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low detail women : ..looks\fring-3d\down-low.3dslow detail men : ..looks\men-3d\down-low.3ds

Low detail clothes: ..looks\fring-3D\pants2.3ds

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...Making 3D Clothes,

Change material in 3ds...

For conserving skin parts in the clothes group member, dont change material off corresponding polygones. In this case, all 2D effects applied in AVStudio will works on this preserved parts.

For hide skin parts in the clothes group member, change material of corresponding polygones and use textures in 128 X 128 X 8 bits PCX.In this case, you can so apply new textures coordinates at thoses polygones.Those new textures are single (no gray & alpha maps) and dont need to be written in *.SAP file.Take care to give an -number at texture and material name.Texture and material must have de same name.

..Divers\Seins.pcx

..Divers\ Bras.pcx

New Material ..pirate-1.pcx

Eg ..looks\fring-3D\bolero1.3ds

Return index

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...Making 3D Clothes,end

Define level and archive… Each clothes need his overlay level in *.SAP file for define his adding order, and his menu for loading.

3D clothes levels are : 51 - (clothes menu) Up clothes...52 - (clothes menu) Down clothes…

Clothes meshes and his *.SAP file must be in the same directory. You our archive : ..Looks\Fring-3D Women clothes menu

..Looks\Men-3D Men clothes menu

Clothes textures must be recorded in the same directory than SAP & meshes clothes file.

[TYPE]FULLSAP[VERSION]1.0a[CREATOR]LiliPut[GENERAL]Level, 51 Clothes overlay levelName, Bolero Clothes Name 16 letters maxi[BANK]bolero1.3ds Full details mesh fileavatar, bolero2.3ds Low details mesh file

Creating 3D SAP file

*.SAP file is used to define all attribute of 3D clothes : his level, his name, his mesh file.

*.SAP file is loaded when clicking in Wardrobe targets and must be recorded in the same directory than clothes meshes file.

..Looks\Fring-3D\bolero.Sap

Return index

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Making Accessories...

Making Shoes

1 - Producing mesh : Shoes are modelised like 3D clothes, but their are litle objects and dont need 2 differents details levels. Use default shoes model : ..looks\chaussures\shoes.3dsDo not move and divide egdes and vertex corresponding with leggs.See also example ..looks\chaussures\botte.3ds

2 - Change material : new material is one texture in 128 X 64 X 8bits PCX applied in 3DStudio.Take care to give an -number at texture and material end name.Texture and material must have de same name.

3 - Level & archive : shoes level is 61 in Accessories menu. Meshes, SAP & textures must be in the same directory.Use our archive ..looks\chaussures\

4 - Creating Sap file : it is the same to 3D clothes.Use default shoes sap model : ..looks\chaussures\shoes.sap

Return index

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...Making Accessories,

Making watch or bracelet

1 - Producing mesh : Same to Shoes but using default watch model : ..looks\bijoux\watch.3dstake care to conserve member name « bracelet » in 3DStudio.

2 - change material : new material is one texture in 64 X 64 X 8bits PCX applied in 3DStudio.Take care to give an -number at texture and material end name.Texture and material must have de same name.

3 - level & archive : watch level is 62 in Accessories menu. Meshes, SAP & textures in the same dir.Use our archive ..looks\bijoux\

4 - creating Sap file : use default model : ..looks\bijoux\Watch.sap

Return index

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...Making Accessories,

Making Necklace

1 - Necklace is a 2D accessory and can be produced exactly like 2D Clothes.

2 - Necklace texture set : use textures body parts : 1 - seins.pcx (high face)2 - dos.pcx (high back)

take care to create Texture -G for gray level and Texture -A for alpha mask. Texture size is the same to 2D clothes 256 x 256 x 8 bits PCXSee also example : ..looks\bjoux\Necklace-1-G.pcx

..looks\bjoux\Necklace-1-A.pcx

..looks\bjoux\Necklace-2-G.pcx

..looks\bjoux\Necklace-2-A.pcx

2 - Level & archive : Necklace level is 63 in Accessories menu.SAP & textures must be in the same directory : ..looks\bjoux\

3 - Creating Sap file : use 2D default accessories model : ..looks\bjoux\Necklace.sap

Return index

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...Making Accessories,

Making Hat

1 - Producing is exacitly like 3D Watch but using hat model : ..looks\chapeaux\Hat.3ds. Take care to conserve member name « chapo » in 3DStudio

2 - Change material : new material is one texture in 64 X 64 X 8bits PCX applied in 3DStudio.Take care to give an -number at texture and material end name.Texture and material must have de same name.

3 - Level & archive : Hat level is 65 in Accessories menu.Meshes, SAP & textures must be in the same directory.Use our archive ..looks\chapeaux\

4 - Creating Sap file : use default model ..looks\chapeaux\Hat.sap and your hat will be hight ajustable.High ajustable corresponding at section [DEFORMATIONS] in Hat.sap

Return index

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...Making Accessories,

Making Glasses

1 - Producing is exacitly like Watch but using hat model : ..looks\bijoux\Glasses.3ds and take care to conserve member name « lunettes » in 3DStudio.

2 - Change material : new material is one texture in 64 X 64 X 8bits PCX applied in 3DStudio.Take care to give an -number at texture and material end name.Texture and material must have de same name.

3 - Level & archive : Glasses level is 66 in Accessories menu.Meshes, SAP & textures must be in the same directory.use our archive ..looks\bijoux\

4 - Creating Sap file : use default model ..looks\bijoux\Glasses.sap

Return index

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...Making Accessories,

Making Handbag

1 - Producing is exacitly like Watch but using hat model : ..looks\sacs\Handbag.3ds and take care to conserve member name « sac » in 3DStudio.

2 - Change material : new material is one texture in 64 X 64 X 8bits PCX applied in 3DStudio.Take care to give an -number at texture and material end name.Texture and material must have de same name.

3 - Level & archive : Handbag level is 67 in Accessories menu.Meshes, SAP & textures must be in the same directory.Use our archive ..looks\sacs\

4 - Creating Sap file : use default model ..looks\sacs\Handbag.sap

Return index

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...Making Accessories,

Making Hairstyle

1 - Producing is exacitly like 3D clothes but using hat model : ..looks\coiffures\Haistyle.3ds. Take care to conserve member name « cheveux » in 3DStudio and do not move and divide egdes and vertex corresponding with face and neck. See also example : ..looks\coiffures\sio.3ds

2 - Change material : new material are curently textures in 256 X 256 X 8bits PCX applied in 3DStudio.Take care to give an -number at texture and material end name.Texture and material must have de same name.

3 - Level & archive : Hairstyle level is 21 in Face menu.Meshes, SAP & textures must be in the same directory.Use our archive ..looks\coiffures\

4 - Creating Sap file : use default model ..looks\coiffures\Hairstyle.sap

Return index

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...Making Accessories,end

Making Earrings

1 - Producing is exacitly like Watch but using hat model : ..looks\bijoux\Earrings.3ds and take care to conserve member name « boucles » in 3DStudio.

2 - Change material : new material are curently textures in 64 X 64 X 8bits PCX applied in 3DStudio.Take care to give an -number at texture and material end name.Texture and material must have de same name.

3 - Level & archive : Earrings level is 23 in Face menu.Meshes, SAP & textures must be in the same directory.Use our archive ..looks\bijoux\

4 - Creating Sap file : use default model ..looks\bijoux\Earrings.sap

Return index

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Making Loading targets...

Creating visual bitmap… Targets are clickable and you can define one or more clicking zone inside them. Bitmap is used for clothes visual rendering. Clickable zones are defined in *.BRZ file.

1 - When a clothes is finished, you have to create his loading target in corresponding collection menu and define it in corresponding BRZ file.

2- You can so divide clothes inside a same collection using « interval » targets between differents types of clothes. Interval targets are unable to load just giving no adress for *.SAP.

3 - Final loading target can be produced with screen shot option (F11), renaming and recising the shot.

4 - loading and interval targets, and *.BRZ files are recorded in each collection menu directories…Creating inteval target..collections\femme\vetements\summer.pcxuse curently file in 32 X 128 X 8bits PCX

Creating loading target..collections\femme\vetements\bolero.pcx

use curently file in 64 X 64 X 8bits PCX

Return index

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...Making Loading targets,

Collection archive… Archive directorys corresponding with 3DStudio Menu : you need to respect the following exemple for creating and recording targets:

..Collections \ femme \ Corps

Hardcoded name used byAVStudio for loadableelements.take care to never change !

Hardcoded name used byAVStudio for Menu name.take care to never change !

Collection name, you can addnews, and create cliking targetwith the same name :..collections\femme.pcxuse 128 x 64 x 8 bits PCX

Archive & Menu correspondence… AVStudio menu and archive directorys are 6 :

1 - ..Collections\Femme\Corps Body menu1 - ..Collections\Femme\Visage Face menu1 - ..Collections\Femme\Lingerie Linen Room menu1 - ..Collections\Femme\Chemiserie Shirt Shop menu1 - ..Collections\Femme\Vetements Clothes menu1 - ..Collections\Femme\Accessoires Accessories menu

Return index

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[TYPE]LILI FILE[VERSION]1.0b[CREATOR]Le Comptoir

[BROZER-1] « interval target » number 1 icon, fancy.pcx « name pcx file corresponding »size, 32, 128 « target size »

[BROZER-2] « loading target » number 2icon, jupe.pcx « name pcx file corresponding »size, 64, 64 « target size »default, looks\fring-3d\jupe.Sap « use default »when just one clothe is loadable in target and give file path.

[BROZER-3] « loading target » number 3 icon, bolero.pcx « name pcx file corresponding »size, 64, 64 « target size »zone, 1, 0, 0, 63, 20, looks\fring-3d\bolero.SapClick1 click coord name file path.zone, 2, 0, 20, 63, 43, looks\fring-3d\pants.SapClick2 click coord name file path.

« adding more clothes »… [BROZER-4] and so on...

...Making Loading targets ,end

Creating loading BRZ file…BRZ file must be recorded in corres-

ponding collection menu with his targets.

Interval targetno loading

0, 0

0, 2063, 20

63, 43

..collections\femme\vetements\model.brz

Return index

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Adding patch textures...

Patch textures are used by AVStudio for adding a supplementary material to gray level clothes. Patch level may contens colors and be contrasted. He react same to multiply function in photoshop. Texture patch is applied on all textures of the selected clothes and its better that patches are designed for tiling.

Creating textures… You can make all paterns without particular constraint.Save its in 256 x 256 x 8bits PCX.

Building patch list… you can add how many patch list you need respecting producing rules :

1 - Each list contens maximum 31 textures and must be defined in his *.BNK file in the current directory.

2 - all new BNK have to be defined in lili.scn and added at section [BankPicker]

…[BankPicker]NbBanks,1 number of defined bnk, add more or substractBank,looks\china\china.bnk existing bnk

add news e.g. bank,looks\corea\corea.bnk and so on...

..lili.scn

Return index

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...Adding patch textures,end

3 - making big loading target and show textures icons in format 256 x 128 x 8bits PCX : just paintig all reduced textures on bitmap. Preserve start icon = none texture

4 - respecting the methodical arrangement between graphic pcx target and patchlist *.BNK

[TYPE]Bank Descriptor[VERSION]1.0[CREATOR]ManoWar[Info]Name,Classic list name to display.List,classic.pcx list target name.NbPatch,4 textures number (32 maxi)[IMG]1,NONE always rest in NONE >>>>>2,china-10.pcx name texture n° 1 >>>3,china-11.pcx name texture n° 2 >>>4,china-12.pcx name texture n° 3 >>>...add more 5,china-13 and so on...

..Looks\china\china.bnk

..Looks\china\china.pcx

Return index

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Greatings Files

Greatings files are 2 and use graphic format 638 x 478 x 8 bits PCX. You can modifie them just painting on.Greatings files must include Canal+ & Comptoir Des Planetes logos and copyright

1 - first for loading AVStudio is ..systeme\divers\loadingscrin.pcx

1 - first for loading AVStudio is ..systeme\divers\pagefin.pcx

Return index

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Interface Graphics...

All textures used by interface are recorded in ..systeme\brozer\*.pcx, you can modifie them whith photoshop. Take care to conserve each texture size for video memory and AVStudio compatibility.

Never change the names so, they corresponding with Harcoded names.

You have 2 types of textures : first are writable textures used for writing on dynamics words.those textures are multiplied by AVStudio for creating all options, sliders, pickers, and named targets. When you modifie one of them, she will be modified every where she is used.Second are fixed textures for ornament and clicking function.

1 - option pannel & Warning Box

..Divers\podium.pcx

Option.pcx

Edit-str.pcx

Titre.pcx

Titre.pcx Close.pcx

Return index

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... Interface Graphics,

2 - menu pannels & settings

Title.pcx

Button.pcx

Close.pcx

Slid-dfm.pcx

Titre.pcxTissu-rt.pcx Tissu-lf.pcx

Pick-lum.pcx

Pick-rgb.pcx

Pick-opa.pcx

Rgb-lum.pcx

Return index

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... Interface Graphics,

3 - Keyframer pannels Title.pcx Close.pcx

Slid-dfm.pcx

Key-tmp.pcx

K00.pcxK01.pcxK02.pcxK03.pcxK04.pcxK05.pcxK06.pcxK07.pcxK08.pcx

Key-1.pcx

hom-1.pcx

hom-2.pcx

B1.pcx

B3.pcx

B2.pcx

B4.pcx

Trackbal.pcx

Keyframe.pcx B5-1.pcxB5-2.pcxB6-1.pcxB6-2.pcx

Return index

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... Interface Graphics,

4 - Custom

Close.pcxMinbu.pcx..systeme\cube\sahara01.pcx

banque.pcx

Slid1-D.pcxSlid1-G.pcx

Menu-00.pcxMenu-10.pcxMenu-20.pcxMenu-30.pcxMenu-40.pcxMenu-50.pcxMenu-60.pcxMenu-70.pcx

Penderie.pcx

..Divers\podium.pcx

Option.pcx

Return index

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... Interface Graphics,

5 - Wardrobe

Penderie.pcx

Menu-00.pcxMenu-10.pcxMenu-20.pcxMenu-30.pcxMenu-40.pcxMenu-50.pcxMenu-60.pcxMenu-70.pcx

Slid1-D.pcxSlid1-G.pcx

Custom.pcx

Slid2-D.pcxSlid3-G.pcx

..Collections\femme.pcx

..Collections\homme.pcx

Return index

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… Interface Graphics,end

6 - Intro menu, textures are recorded in ..\systeme\intro\

Bulle.pcx

Ok.pcx

Femme.pcx1femme.pcx

Serieux.pcx1serieux.pcx

Homme.pcx1homme.pcx

Relax.pcx1relax.pcx

Europe.pcx 1europe.pcxAfrique.pcx 1afrique.pcxAsie.pcx 1asie.pcx

Mince.pcx 1mince.pcxMoyen-l.pcx 1moyen-l.pcxGros.pcx 1gros.pcx

Petit.pcx 1petit.pcxMoyen-h.pcx 1moyen-h.pcx

Grand.pcx 1grand.pcx

Return index

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…Professional notice, END

Return index


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