FORT APOCALYPSE Set 3 A Post-Apocalyptic Set Design Kit for Poser4 Copyright 9-3-05 by kalebdaark (tyrell@softcom.net) All of this product's content was created by kalebdaark Included in ZIP: This file, License text file. All files listed in file list, below. REQUIRED: Poser 4.0 or higher PC only, not tested on Mac. RECOMMENDED: Newer, High-speed computers (1.0 Ghz +) with plenty of RAM. Rendering multiple buildings/props at a time may slow your render time. Not tested in Poser 5 or Poser 6, but objects are OBJ based Poser Props, so they probably will work. INSTALLATION: Extract the files into your the appropriate Poser directories. This should be done automatically by WinZip by selecting your Poser directory as the destination. It will place "Fort Apocalypse" props folder found under the Library section of this zip into your \Libraries\Props directory of Poser. This should be done automatically by winZip. Textures are pre-loaded. CONVERTING BUMP MAPS: One of the first things you'll have to do is convert the bump maps from JPEG to .bum files. Each object has a corresponding bump map with the word "BUMP" in the name. For example, The City gate file will have a bump map called CityGateBUMP.jpg. It's best if you convert all the bump maps first. Do this by creating an object (any object will do) then go to the Poser material editor by clicking Render -> Materials or hitting CTRL-U. Under bump maps, load the bump map you want. Poser will then ask you if you want to convert this file to a bump map. Click "YES" and the bump map will be converted. Repeat this process until all the provided bump maps are converted. USE: Create whatever buildings you like, position different pieces together to create unique cobbled-together looking buildings. Be sure to parent the pieces to the main building so you can move them around easier. Most of the models have been designed to allow some degree of X-Y-Z scale change to create different looks - experiment! COLORS & MAPS: All the building pieces come with multiple mapping regions and morphs. These features are described in detail below. Default Maps are Pre loaded. For best results, set your shadow maps to 1024. Render time increases the more props you have in the workspace. The props are medium-poly count, with a few exceptions, so please note this. The highest-render-time model in this series is the "Tire Wall", so creating multiples of this will produce slower renders. SIGN TEXTURES: 3 sign props are included. They do not have any text on them, this is for you to create on your own. Consult the Templates for these to discern front from back and where text goes. TEMPLATES If a model has UV mapping regions specifically designed to reflect doors and windows, these areas will show as black squares on the templates. This will aid you in the design of your own textures. MAKING GLASS WINDOWS: Some models are equipped with "window" or "glass" material mapped regions to allow windows to be created on these models. If windows are desired, go to the appropriate material in the Poser Surface Material -selector by clicking Render -> Materials or hitting CTRL-U. Find the region, and set it for 80%-90% transparency and selecting "NONE" for the material for this region. Add reflection and highlight, and you will have pleasant looking clear windows. For regions that have been mapped to be door-like openings, set all colors to Black, with 0% highlights and reflections. Use no textures or bumps, and set all transparency to 100%. I N D I V I D U A L P R O P F E A T U R E S BULBS, 4-Stringers and 8-Stringers: The "Sag" Morph Target makes the line sag down due to gravity. The "Sway" Sliders will make the bulb sway to the right or left, in case you want to set the cord at an angle, but want the bulbs to dangle down properly. To turn on the lights, set "Bulb" material region to white. BULB, single: You get two morphs here, one for a longer pull chain and one for a longer cord (for a higher ceiling). To turn on the light, set "Bulb" material region to white. DRUM CHAIR: A chair made out of an oil drum. Perfect for when your road warriors want to spend a little down time off their feet. Morph allows cushion to be pushed in for sitting. SPOOL TABLE: For when you want to put those drum chairs around something. It's basically a steel cable spool that has been cut and pasted to make a workable table. Tavern scene anyone? SKAGGY OLD MATTRESS: This model features multiple morph targets for various looks: Mid Bowed In/Out - gives the nasty old thing a mashed-down look Butt, Knee, Hands, etc - If you put a poser figure on the ratty old thing, this will make the mattress "give" in the proper location. Mid Flop - bends in the middle Mid Left and Mid Right Flop - if someone's sitting on the side of the matress. Corners - bends each corner up or down Bottom / Top down - if you need the top or bottom to be mashed down for some reason. Rumple 1 & 2- allows a really worn lumpy look all over 90 degree Vert or Horiz bends - if your matress is shoved up against a wall or other obstacle, it'll need to bend in this way to look like it's flopped up against it. STILL: To brew white lighting for consumption or vehicle fuel. Morphs are provided to raise or lower the flame, and to change it's intensity. BURN BARREL: You get two morphs here, one to pull the flames higher to the rim and the other to "tweak" the flames into a different pattern. Great for those scenes of cold hungry people. DRUM CHAIR: A chair made out of an oil drum. Perfect for when your road warriors want to spend a little down time off their feet. Morph allows cushion to be pushed in for sitting. HOBO STOVE: So what do you put in your buildings to heat them? This model. You can even leave it out in the open. Morph is included to lengthen (or shorten) the chimney stack. S I G N A G E SIGN 1: This is the same sign as in the CITY GATE DEFENSE but can be used in-town to indicate where all the right pubs are, etc. Morphs include one to curve the sign, and two to raise/lower the steel cables. SIGN 2 This is a basic 3-plank wood sign with a wood frame for general purposes. A flat panel has been placed over the 3 planks and it has been assigned it's own mapping region called "overlay". This can be used several ways: The first is that a seperate 512X512 map can be used to make a flat wood/metal/plastic sign. The second is that A seperate 512X512 texture map can be used in conjuction with a 512X512 transparency map to place some sort of signage (neon?) over the wooden planks to create a home-made look. The model is set up with a "BAR" neon texture, but this can be changed at will by using the material editor to change the characteristics of the "overlay" region only. There is a morph for this model called "Beam Angular" which can be used to change the angle of the support beams to match angled roofs. SIGN 3: A dilapidated pre-ruin sign adaped for post-apocalyptic use. Can be used as a free-standing sign or placed on the side or top of a building. The "Facing" UV map region is the front and back of the sign. This can be used to advertise goods and services "Gaudy House Heere" directly on the panel itself, or custom transparency map can be created (use the template) to create a "cut-out" of the words on the panel. Do this by loading your custom transparency map for the "facing" region and setting the transparency slider to 100%. For best results, use no highlighs or reflections. If such a "cut out" look is created, there are fluorescent light tubes inside the model to light the "cut out" from behind. Turn them on by selecting the "fluorescents" region and setting the ambient color to white. This model can also be used to create oddly high-tech free-standing public television monitors for an eerie "1984" type feel. F I L E L I S T Prop: ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Bulb - 4 Stringer.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Bulb - 8 Stringer.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Bulb - Single.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Burn Barrel.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Hobo Stove.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Oil Drum Chair.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Sign 1.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Sign 2.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Sign 3.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Skaggy Old Matress.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Spool Table.pp2 and .rsr files ...\Poser\Runtime\Libraries\Props\Fort Apocalypse\Still.pp2 and .rsr files Textures and Templates: ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Light String BUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Light String TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Light String TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\SingleBulb BUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\SingleBulb TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\SingleBulb TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\BurnBarrelBUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\BurnBarrel TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\BurnBarrel TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\BurnBarrel TRANSMAP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\DrumChair BUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\DrumChair TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\DrumChair TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\HoboStove BUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\HoboStove TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\HoboStove TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 1 BUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 1 TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 1 TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 2 BUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 2 TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 2 TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 2 OVERLAY TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 2 - BAR TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 2 - BAR TRANS.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 3 BUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 3 TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Sign 3 TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\SkagMatress BUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\SkagMatress TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\SkagMatress TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\SpoolTable BUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\SpoolTable TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\SpoolTable TEMPLATE.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Still BUMP.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Still TEX.jpg ...\Poser\Runtime\Libraries\textures\Fort Apocalypse\Still TEMPLATE.jpg HAVE FUN!