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  • jfyeNG (OpenGL)/ dir
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  • jfyeNG (OpenGL)/jfyeNG.exe 536.00K
  • jfyeNG (OpenGL)/jfyeNG.ini 783B
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  • jfyeNG.txt 5.27K
  • jfyeNGArchiver/ dir
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  • jfyeNGDemo.JNG 3.12M
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file_id.diz

jfyeNG - Newtek LightWave replayer
Copyright (C) 2003  Arnaud STORQ


This document contain the following sections :

 presentation
 platforms
 newtek lightwave compatibility
 constraints & general rules
 newtek lightwave content directory
 texture scrolling
 archive management
 precaching
 replaying
 snapshot
 package
 credits
 contributors
 todo
 license
 contact & website
 
All users of jfyeNG should read this documentation before any use.
 

PRESENTATION

jfyeNG allows to render scenes and objects created using LightWave 6.X and 7.X
from Newtek (visit www.newtek.com for more informations about).


PLATFORMS

jfyeNG works on every Win32 platforms (95/98/Me/NT4/2000/XP) (OpenGL, Software),
Linux (X11) (Mesa) and Sony PlayStation 2 (EE-GS only).
Its architecture is robust, modulable and portable.


NEWTEK LIGHTWAVE COMPATIBILITY

Don't forget that jfyeNG is designed to render real-time scenes.
So don't make use of advanced features of LightWave.

Here is a list a supported features :

SCENE
 objects
  motion
  dissolve
  parent
  null
  deformation
  morph mixer (endomorph)
  pivot point
 lights (hardware accelerated versions only)
  distant ONLY
  intensity
  motion
  color
 camera
  motion
  parent
  zoom factor
 scene
  size
  backdrop color
  
OBJECT
 n-surfaces
  scrolling
  gouraud*
  mapping*
   planar
   UV
   cubic
   cylindrical
   spherical
   environment (faked)
  additive*
  double-sided
 n-edges

IMAGE
 JPG
 TGA
  8,16,24,32 bits (raw, packed)
 
*=can be combined. Ex: both gouraud+planar mapping for a surface.


CONSTRAINTS & GENERAL RULES

Morphing works only with Planar and Environment mapped objects.
Use Planar or Environment mapping with endomorph.
You can only use textures in JPG and TGA formats.
An object can't have multiple layers.
PS2 and Software version do not manage lights.
You can use Size and Center parameters when texturing.


NEWTEK LIGHTWAVE CONTENT DIRECTORY (Windows only)

Pushing the "set LW path" button on the user interface allow to set
the Content directory, working exactly like Newtek LightWave does.


TEXTURE SCROLLING

jfyeNG can manage up scrolling (SCUP), down scrolling (SCDN), 
left scrolling (SCLT) and right scrolling (SCRT).
In order to use this feature, name your texture with the keyword SCUP
inside (for up scrolling). Example: TEXTURE_SCUP.TGA


ARCHIVE MANAGEMENT

jfyeNG can manage full path (Ex: "C:\LW\LWS\SCENE.LWS") or browse
files from an archive file ("filename.JNG").

It consists to link scenes into a one-and-only compressed .JNG file.
This way is safer to distribute your work, because the user does not have 
to use the scenes with their local path.

You can create archive files using jfyeNGArchiver.


PRECACHING

jfyeNG can improve frame-rate performances when rendering a scene 
by using precaching. It allows to display only what is necessary 
(Ex: if an object is recovered by an another one, it won't be displayed).
It produces a .PRK file located into the same directory than the scene file
(Ex: "C:\LW\LWS\SCENE.PRK").

You can create .PRK precaching files using jfyeNGPrecacher.


REPLAYING (Windows and Linux only)

"Space bar" allow to skip the current scene to the next one.
When the end of a scene is reached, then the next one is replayed.
When there are no more scenes to replay, the playlist restart
from the beginning.

"L" key allow to switch to Lines mode.

"S" key allow to make a snapshot (see next section).

If a scene has failed while loading, then a red empty screen will be displayed
instead of replaying it.


SNAPSHOT (Windows and Linux only)

The "S" key allow to save snapshot of the current replayed scene ;
"jfyeNG.TGA" will be created into the current directory of jfyeNG.


PACKAGE

jfyeNG package contain the executable of jfyeNG (Windows, Linux 
and Sony PlayStation 2 platforms), jfyeNGArchiver (Windows only), 
jfyeNGPrecacher (Windows only) and this documentation.


CREDITS

All code by Arnaud STORQ (http://norecess.planet-d.net)
"LWSINTERP.C" file based on implementation of Ernie Wright (http://www.newtek.com)
JpegLib (IJG JPEG LIBRARY) (ftp://ftp.uu.net/graphics/jpeg)
FMOD (Firelight Technologies) (http://www.fmod.org)


CONTRIBUTORS

Win32 splash-screen and icons by Yoyo (yoyo@planet-d.net)
Linux X11 beta-testing by Jylam (jylam@lnxscene.org)
beta-testing by Med (medcg@hotmail.com)
beta-testing by f0st (@ ?)
beta-testing by Yoz, LightWave test-scenes (ANDRE.Jose@wanadoo.fr)
LightWave test-scenes by Xbarr (@ ?)
LightWave test-scenes by Fraa (@ ?)


TODO

the following features should be implemented in future versions of jfyeNG,
ordered by priorities (kind of brainstorming) :

bones management
correct lights management
bitmap 2D displayer (billboard)
particles management
triangles stripping
correct dissolve implementation, using a sort algorythm for blended faces
add LZW and RLE compression to .JNG files
running jfyeNG as a screen saver
object removal (using bounding boxes)
lwo packer (unused chunk removing)


LICENSE

jfyeNG is FREE for non-commercial purposes ONLY.
If you want to use it for an another use, please contact me.


CONTACT & WEBSITE

Arnaud STORQ at norecess@planet-d.net
Visit http://norecess.planet-d.net