BRSH - size 82
WORD Number; ; Brush number (between 0 and 7)
CHAR Filename[80]; ; IFF ILBM filename
There may be more than one of these.
STNC - size 82
Same format as BRSH chunk.
TXTR - size 82
Same format as BRSH chunk. The Filename field is the name of
a code module that can be loaded with LoadSeg().
OBSV - size 28
VECTOR Camera; ; Camera position
VECTOR Rotate; ; Camera rotation angles
FRACT Focal; ; Camera focal length
This tells where the camera is, how it is aimed, and its
focal length. The rotation angles are in degrees, and specify
rotations around the X, Y, and Z axes. The camera looks down
its own Y axis, with the top of the picture in the direction of
the Z axis. If the rotation angles are all zero, its axes
are aligned with the world coordinate axes. The rotations are
performed in the order ZXY about the camera axes. A positive
angle rotates Y toward Z, Z toward X, and X toward Y for
rotations about the X, Y, and Z axes respectively. To
understand the focal length, imagine a 320 x 200 pixel
rectangle perpendicular to, and centered on the camera's
Y axis. Any objects in the infinite rectangular cone defined
by the camera position and the 4 corners of the rectangle will
appear in the picture.
OTRK - size 18
BYTE Trackname[18];
This chunk specifies the name of an object that the camera is
"tracked" to. If the name is NULL, the camera doesn't track
Otherwise, if the object is moved inside Turbo Silver, the
camera will follow it.
OSTR - size 56
STORY CStory; ; a STORY structure for the camera
The story structure is defined above.
FADE - size 12
FRACT FadeAt; ; distance to start fade
FRACT FadeBy; ; distance of total fade
BYTE pad; ; pad byte - must be zero
COLOR FadeTo; ; RGB color to fade to
SKYC - size 8
BYTE pad; ; pad byte - must be zero
COLOR Horizon; ; horizon color
BYTE pad; ; pad byte - must be zero
COLOR Zenith; ; zenith color
AMBI - size 4
BYTE pad; ; pad byte - must be zero
COLOR Ambient; ; abmient light color
GLB0 - size 8
BYTE Props[8]; ; an array of 8 "global properties" used
; by Turbo Silver.
Props[0] - GLB_EDGING ; edge level (globals requester)
Props[1] - GLB_PERTURB ; perturbance (globals requester)
Props[2] - GLB_SKY_BLEND ; sky blending factor (0-255)
Props[3] - GLB_LENS ; lens type (see below)
Props[4] - GLB_FADE ; flag - Sharp/Fuzzy focus (globals)
Props[5] - GLB_SIZE ; "apparant size" (see below)
Props[6] - GLB_RESOLVE ; resolve depth (globals requester)
Props[7] - GLB_EXTRA ; flag - genlock sky on/off
The edging and perturbance values control the heuristics in ray
tracing. The sky blending factor is zero for no blending, and 255
for full blending. The lens type is a number from 0-4, corresponding
to the boxes in the "camera" requester, and correspond to 0) Manual,
1) Wide angle, 2) Normal, 3) Telephoto, and 4) Custom. It is used
in setting the camera's focal length if the camera is tracked to an
object. The Sharp/Fuzzy flag turns the "fade" feature on and off -
non-zero means on. The "apparant size" parameter is 100 times the
"custom size" parameter in the camera requester. And is used to set
the focal length for a custom lens. The "resolve depth" controls
the number of rays the ray tracer will shoot for a single pixel.
Each reflective/refractive ray increments the depth counter, and
the count is never allowed to reach the "resolve depth". If both
a reflective and a refractive ray are traced, each ray gets its
own version of the count - so theoretically, a resolve depth of
4 could allow much more than 4 rays to be traced. The "genlock
sky" flag controls whether the sky will be colored, or set to
the genlock color (color 0 - black) in the final picture.
All of the INFO sub-chunks are optional, as is the INFO chunk.
Default values are supplied if the chunks are not present. The
defaults are: no brushes, stencils, or textures defined; no story
for the camera; horizon and zenith and ambient light colors set
to black; fade color set to (80,80,80); un-rotated, un-tracked
camera at (-100, -100, 100); and global properties array set to
[30, 0, 0, 0, 0, 100, 8, 0].