Manual, Documentation

Jacob
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Manual, Documentation

Post by Jacob »

Manual, documentation.

Many people are asking for some original help material. Well the good news is that it's still there:
http://cdn.caligari.com/tS76PDF.exe"
http://cdn.caligari.com/tS76Video.exe"
http://cdn.caligari.com/download/ts76/tS76.exe"

The last link will allow you to download the TS that has the model module in it, unlike the newest one that only has workspace.
If you can't download it then let me know...will figure something else.

-Jacob
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LeonRegis
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Re: Manual, Documentation

Post by LeonRegis »

Interesting, thank you a lot Jacob! Welcome to the U3DA! :bananacheers:

Greetings from Brazil!
Be the change you want to see in the world. - Mohandas Gandhi
tylerzambori
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Joined: 06 Aug 2009, 23:02

Re: Manual, Documentation

Post by tylerzambori »

Jacob wrote:Manual, documentation.

Many people are asking for some original help material. Well the good news is that it's still there:
http://cdn.caligari.com/tS76PDF.exe"
http://cdn.caligari.com/tS76Video.exe"
http://cdn.caligari.com/download/ts76/tS76.exe"

The last link will allow you to download the TS that has the model module in it, unlike the newest one that only has workspace.
If you can't download it then let me know...will figure something else.

-Jacob
Unfortunately these are dead now.
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spacekdet
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Re: Manual, Documentation

Post by spacekdet »

tylerzambori wrote:Unfortunately these are dead now.



Hope you all got it while you could!


...
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Draise
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Re: Manual, Documentation

Post by Draise »

I have them uploaded those files on Mediafire.
I will update my trueSpace blog/site once I have access to Tumblr again. I hope to include any tutorials I have or find.

Manual Index Zip - 1.22KB
Curriculem - 4.04KB
Index - 673KB
trueSpace Manual Index Video - 1.29MB
trueSpace Manuel PDF Install - 50.36MB
trueSpace Manual Video Install - 129.16MB
neighborlee
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Re: Manual, Documentation

Post by neighborlee »

Draise wrote:I have them uploaded those files on Mediafire.
I will update my trueSpace blog/site once I have access to Tumblr again. I hope to include any tutorials I have or find.

Manual Index Zip - 1.22KB
Curriculem - 4.04KB
Index - 673KB
trueSpace Manual Index Video - 1.29MB
trueSpace Manuel PDF Install - 50.36MB
trueSpace Manual Video Install - 129.16MB
THanks for upload of these as they are quite useful.

Thankfully, choosing Help from TS works perfectly, but the 'video' links from the html document do not, not that Ill lose any sleep over it, but just a FYI.

Also , the first zip file in list isn't wanting to unpack here in windows 7, so I wondered if you could test on your end ?

thx
nl
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Draise
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Re: Manual, Documentation

Post by Draise »

Thankfully, choosing Help from TS works perfectly, but the 'video' links from the html document do not, not that Ill lose any sleep over it, but just a FYI.

Also , the first zip file in list isn't wanting to unpack here in windows 7, so I wondered if you could test on your end ?
I tested the first zip file and had no issues. It is just the HTML index file, which is included with the manual either way, so there is no loss.

Considering the videos eh..... Yes, the links did not do me well either... initially..

I did install the videos to the SAME location as the manual (which creates a "resources" file within the manual file) and then it worked for me.

But there is another work around. (they are organized nicely into chapters)

1. install the videos (to the Manual installation.)
2. read the chapter and find the video reference
3. navigate to the video in the explorer (in the resources folder in the manual folder)
4. watch the video
neighborlee
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Re: Manual, Documentation

Post by neighborlee »

That is what Ive been doing, yes, but I thought maybe there was a less hacky way of achieving this ? lol

Im not a programmer, yet, so I was wondering is all...

Thanks for taking time to post these files, as they are a very valuable source of documentation for those of us without the funds
to use higher end products and those, including me that feel OSS fails us on various levels. This product is clearly a major exception :)

I'm so amazingly impressed with TS7.6B8 and I look forward to using it to make awesome things for personal and industry wide things.

I'm on a long road, but I think TS is going to play a major part in getting there, and in full disclosure, here is some of my goal:

http://heartseed.sf.net"

Alot must be decided, but Im on the road....( wishing I had better html5 skills or access to flash making content/menus)

cheers
Gaillard Lee
aka: nl

Draise wrote:
Thankfully, choosing Help from TS works perfectly, but the 'video' links from the html document do not, not that Ill lose any sleep over it, but just a FYI.

Also , the first zip file in list isn't wanting to unpack here in windows 7, so I wondered if you could test on your end ?
I tested the first zip file and had no issues. It is just the HTML index file, which is included with the manual either way, so there is no loss.

Considering the videos eh..... Yes, the links did not do me well either... initially..

I did install the videos to the SAME location as the manual (which creates a "resources" file within the manual file) and then it worked for me.

But there is another work around. (they are organized nicely into chapters)

1. install the videos (to the Manual installation.)
2. read the chapter and find the video reference
3. navigate to the video in the explorer (in the resources folder in the manual folder)
4. watch the video
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Draise
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Re: Manual, Documentation

Post by Draise »

neighborlee wrote: I'm so amazingly impressed with TS7.6B8 and I look forward to using it to make awesome things for personal and industry wide things.

I'm on a long road, but I think TS is going to play a major part in getting there, and in full disclosure, here is some of my goal:

Alot must be decided, but Im on the road....( wishing I had better html5 skills or access to flash making content/menus)
I like TS too, tho somewhat antiquated and "beta", it still has concepts that compete with other software out there. But it is a bit old and nolonger under any corporative development sadly.

I still use it to do polygon modeling and cheap fast lower-end products. I do recommend it for visualization, collaboration with coworkers over the internet or networks using 3D spaces; and modeling and conceptualization.

No 3d authoring software that I know has collaborative 3D spaces, I hope they come out soon!

And intersting concept you got going for your vision. It's nice to see some ambition like my own, and I hope you get where you need to go. I too have my projects in mind, and it will take time, just work hard, sleep less. :bananathumb:

Oh and using only CSS, you can make little menus. There are CSS dropdown menu generators for freewhen you need them.
neighborlee
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Re: Manual, Documentation

Post by neighborlee »

Menu wize, I meant the types of animated menus that unfold from the center into a specific shape, only which faik, flash can create, or maybe html5 ?

Research needed ;)

But alas, Im overall' satisified with current design, and need to be about business of deciding on a engine. So many choices so little time ;)

Im not sure how far I can get with it for our need, but Im looking into openWonderland atm , as I like its networking/gameworld options. Im also thinking maybe UDK or cryengine 3 but thats on the hardcore side of things and would increase specs needed . Have you looked at other engines for similar needs, and have you settled on ? ;)

I want to reiterate that it's Really a blessing that I can export dae from TS .
cheers
nl


Draise wrote:
neighborlee wrote: I'm so amazingly impressed with TS7.6B8 and I look forward to using it to make awesome things for personal and industry wide things.

I'm on a long road, but I think TS is going to play a major part in getting there, and in full disclosure, here is some of my goal:

Alot must be decided, but Im on the road....( wishing I had better html5 skills or access to flash making content/menus)
I like TS too, tho somewhat antiquated and "beta", it still has concepts that compete with other software out there. But it is a bit old and nolonger under any corporative development sadly.

I still use it to do polygon modeling and cheap fast lower-end products. I do recommend it for visualization, collaboration with coworkers over the internet or networks using 3D spaces; and modeling and conceptualization.

No 3d authoring software that I know has collaborative 3D spaces, I hope they come out soon!

And intersting concept you got going for your vision. It's nice to see some ambition like my own, and I hope you get where you need to go. I too have my projects in mind, and it will take time, just work hard, sleep less. :bananathumb:

Oh and using only CSS, you can make little menus. There are CSS dropdown menu generators for freewhen you need them.
v3rd3
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Posts: 1191
Joined: 21 May 2009, 20:04

Re: Manual, Documentation

Post by v3rd3 »

@neighborlee -

It seems you hava a serious interest in creating a fairly complex game. As such, I urge you to consider a few issues.

Foremost in selecting the tools you intend to use to build your game is the availability of getting others skilled in the same product(s) to work with you on a large project. TS users are a dedicated bunch but there are not that many left that can work on a project. Particularly if you want that help without cost. Some of us are working on an animation project we started over 2 years ago. While those of us on that project have become good buddies we are all volunteers and work at a ... err ... um... "steady" pace.

The advice here is use software that has a large population of active users. In the business world this would be considering market share a criteria for product selection.

The reality of the game creation market is that it will take a variety of programs to get the workflow (process/tools) you need to publish a game. Open source software is actually a viable environment for tools to reach your goal. In addition, "use me now, pay me later" is becoming a popular model for a number of products that are simply fantastic tools to achieve your goals.

The Unreal engine is one example. Years ago when I first started researching the tools I would need for game development you had to have $100k in your pocket just to warrant the attention of having a meeting... plus... 3 or 4 indie titles etc....

Do you want to deploy your game to PC's, consoles, iPhones ... ? This seemingly small decision has a tremendous impact on the tools you will need to use.

Your budget will impact your tool choice as well.

If you are working alone and plan on doing this for the next 10 years you need to maximize your personal productivity. Free or low cost resources may make a project viable as long as you are interested in learning to use all of the tools and invest your time accordingly. In this realm of software you will find some of the work will be developing scripts or hunting them down to gain functionality available in tools having some cost associated with them.

If you are saving up cash to occasionally hire help you need to think about maximizing their contribution to your project. In this case, there may be some false economy in choosing low cost/free tools based. As discussed above you may have to develop scripts etc and the cost of creating scripts can easily consume the price difference of some slightly more expensive software.

If you have millions in your pocket you can invest in other tools that will help all of you kick butt and "git 'er done...". :mrgreen:

Will your game need animations throughout? What are the minimum specs for the deployment environment?

If you are working alone and building a game over 5 or 10 years... will the game engine you choose today run on the PC's available at that time?

I have a game project that I tinker away at when I have the time. Having taken some time to consider all the angles I have also gained that advantage of a number of changes. The biggest change in the indie game scene to my mind is the Unity Engine.

The Unity engine has a free edition which has all the features necessary to do a high quality 3d game. The tools for asset management etc are all very good and the tools to import objects, textures etc are very capable. The nice thing about Unity is that it is a tool that will allow you to build one version of the game and deploy the game to a number of devices. The free edition allows you to deploy to PC and browser. There are add ons available for purchase that allow deployment to iPhone etc subject to the conditions of those environments. Go to http://www.unity3d.com to learn more.

Another thing you might consider is going to DAZ 3D. Until the end of March 2012 they are giving away Daz Studio, Hexagon and Bryce Pro for free. There are other posts here that extoll the virtues of these tools. Their price alone dictates you take advantage of the opportunity.

I suggest you sign up for the newsletter at http://www.gamasutra.com get a free membership and start reading.

I apologize but it is getting late so I will give you a quick list of the software I use/intend to use....

Scriptwriting/Storyboard - http://www.celtx.com alternative ... http://www.libreoffice.org

2d tools for sketching/textures etc... - Through great luck and god smiling on me I now own Adobe Master Suite so I am working in that direction... Prior to this great fortune I used a combination of ACD Canvas X, the GIMP and Inkscape. There are literally hundreds of freeware photo editing tools that can use old school photoshop filters for doing quick work that way.

3D -

Poly modelling - Silo, Hexagon, Truespace (The main reason I still use TS for some tasks is the addons to TS 6.6 I bot to do these kinds of jobs) a terrific free tool for this is Wings3D.

NURBS - Moi 3D

CAD - Just found this not too long ago but a great free CAD program is Draftsight. It is published by Dassault systems a french engineering company.... looks awesome.

3D Painting, UV Mapping, Sculpting - 3D Coat ... the nearest competitor is likely zbrush

3D Sculpting - Sculptris... from the folks that bring you zbrush,, this little freebie can do a lot.

Building/Architecture - Google Sketchup

Landscapes - Vue Complete ... widely used in movies, TV and game creation... closest competitor is Bryce (which you can get for free for a few more days) from DAZ 3D

Character work... Poser. I have an older version that will do what I need to integrate characters into Vue.

Sound and Music - Free synth and compositing software is available from a UK magazine ComputerMuzys. The best freeware for sound mixing is Audacity.

For a great reference for 3D artist tools and reference sites search these forums for "Steinie's links".

gtg more l8r
neighborlee
Petty Officer Second Class
Posts: 23
Joined: 10 Oct 2010, 20:05

Re: Manual, Documentation

Post by neighborlee »

Hi there, and thx for your very thoughtful post-

I thought about unity, but there is no render to texture in free version, a serious deal for serious artists/developers, but I will download it at least, while the free version for Ios and android are there assuming its not too late already, don't recall date as noted here on forum, somewhere < looking> :)

UDK and cryengine 3 remain serious choices for obvious reasons, and your note about products currently being used it noteworthy, but I think Im more worried about the artists ability than the tool, given most tools these days export to all common formats. They have to or be extinct ;)

Thanks so much for your reference about dax, etc,,thats a eye opener too ;)

cheers and thx again for the huge informative post.

nl


v3rd3 wrote:@neighborlee -

It seems you hava a serious interest in creating a fairly complex game. As such, I urge you to consider a few issues.

Foremost in selecting the tools you intend to use to build your game is the availability of getting others skilled in the same product(s) to work with you on a large project. TS users are a dedicated bunch but there are not that many left that can work on a project. Particularly if you want that help without cost. Some of us are working on an animation project we started over 2 years ago. While those of us on that project have become good buddies we are all volunteers and work at a ... err ... um... "steady" pace.

The advice here is use software that has a large population of active users. In the business world this would be considering market share a criteria for product selection.

The reality of the game creation market is that it will take a variety of programs to get the workflow (process/tools) you need to publish a game. Open source software is actually a viable environment for tools to reach your goal. In addition, "use me now, pay me later" is becoming a popular model for a number of products that are simply fantastic tools to achieve your goals.

The Unreal engine is one example. Years ago when I first started researching the tools I would need for game development you had to have $100k in your pocket just to warrant the attention of having a meeting... plus... 3 or 4 indie titles etc....

Do you want to deploy your game to PC's, consoles, iPhones ... ? This seemingly small decision has a tremendous impact on the tools you will need to use.

Your budget will impact your tool choice as well.

If you are working alone and plan on doing this for the next 10 years you need to maximize your personal productivity. Free or low cost resources may make a project viable as long as you are interested in learning to use all of the tools and invest your time accordingly. In this realm of software you will find some of the work will be developing scripts or hunting them down to gain functionality available in tools having some cost associated with them.

If you are saving up cash to occasionally hire help you need to think about maximizing their contribution to your project. In this case, there may be some false economy in choosing low cost/free tools based. As discussed above you may have to develop scripts etc and the cost of creating scripts can easily consume the price difference of some slightly more expensive software.

If you have millions in your pocket you can invest in other tools that will help all of you kick butt and "git 'er done...". :mrgreen:

Will your game need animations throughout? What are the minimum specs for the deployment environment?

If you are working alone and building a game over 5 or 10 years... will the game engine you choose today run on the PC's available at that time?

I have a game project that I tinker away at when I have the time. Having taken some time to consider all the angles I have also gained that advantage of a number of changes. The biggest change in the indie game scene to my mind is the Unity Engine.

The Unity engine has a free edition which has all the features necessary to do a high quality 3d game. The tools for asset management etc are all very good and the tools to import objects, textures etc are very capable. The nice thing about Unity is that it is a tool that will allow you to build one version of the game and deploy the game to a number of devices. The free edition allows you to deploy to PC and browser. There are add ons available for purchase that allow deployment to iPhone etc subject to the conditions of those environments. Go to http://www.unity3d.com to learn more.

Another thing you might consider is going to DAZ 3D. Until the end of March 2012 they are giving away Daz Studio, Hexagon and Bryce Pro for free. There are other posts here that extoll the virtues of these tools. Their price alone dictates you take advantage of the opportunity.

I suggest you sign up for the newsletter at http://www.gamasutra.com get a free membership and start reading.

I apologize but it is getting late so I will give you a quick list of the software I use/intend to use....

Scriptwriting/Storyboard - http://www.celtx.com alternative ... http://www.libreoffice.org

2d tools for sketching/textures etc... - Through great luck and god smiling on me I now own Adobe Master Suite so I am working in that direction... Prior to this great fortune I used a combination of ACD Canvas X, the GIMP and Inkscape. There are literally hundreds of freeware photo editing tools that can use old school photoshop filters for doing quick work that way.

3D -

Poly modelling - Silo, Hexagon, Truespace (The main reason I still use TS for some tasks is the addons to TS 6.6 I bot to do these kinds of jobs) a terrific free tool for this is Wings3D.

NURBS - Moi 3D

CAD - Just found this not too long ago but a great free CAD program is Draftsight. It is published by Dassault systems a french engineering company.... looks awesome.

3D Painting, UV Mapping, Sculpting - 3D Coat ... the nearest competitor is likely zbrush

3D Sculpting - Sculptris... from the folks that bring you zbrush,, this little freebie can do a lot.

Building/Architecture - Google Sketchup

Landscapes - Vue Complete ... widely used in movies, TV and game creation... closest competitor is Bryce (which you can get for free for a few more days) from DAZ 3D

Character work... Poser. I have an older version that will do what I need to integrate characters into Vue.

Sound and Music - Free synth and compositing software is available from a UK magazine ComputerMuzys. The best freeware for sound mixing is Audacity.

For a great reference for 3D artist tools and reference sites search these forums for "Steinie's links".

gtg more l8r

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