Getting Started
with WCS 6 Part 1A.
Getting Started
1. Welcome to the first in a
series of tutorials for World
Construction Set 6. Our
goal here is to get you started with WCS, so let's create our
first project. When you launch WCS the opening splash screen
will give way to an informational window where you can check
Tips, Projects, and Tutorials.
2. Clicking the Tutorials
button will open the list of Available Tutorials, each
with a description and project thumbnail. Double-clicking the
tutorial description or clicking the thumbnail will open it in
your internet browser. The Resume button in the lower
left corner of the window will open the last project you were
working on last time you were in World Construction Set. Since
this is our first project, Resume just closes the opening window
and leaves WCS ready for a project.
3. Let's create a new project.
Go to the menu and select File > New, or use
the Ctrl+N keyboard shortcut.
4. This will open the New Project window. In the New Project field,
enter the project name. Let's call our's Island to create
the project file and a folder to save it in. All the projects
demonstrated in these tutorials can be found in the WCSProjects\Tutorials folder if you'd like to use them later.
Click Create & Save to save the new project.
6. We'd like to import
some terrain data for this project, so when the Import Data question box opens, answer Yes.
7. The terrain data we're looking
for is on the Tutorials 1 CD, so make your way to it and
open the dem folder. Here you'll find the island.elev
file, which is a WCS terrain elevation file.
8. Open the file to launch the
Import
Wizard, which will correctly
identify it as a WCS DEM. A DEM is a Digital Elevation Model,
and is a generic term applied to just about all terrain data
files.
9. What kind of files can you
import? Like anything else in WCS, it's easy to find out by using
the F1 key to jump to the appropriate section of the Interactive Reference
Manual. For data types,
scroll down the Import Wizard page to the DEM Formats
section.
10. Meanwhile, back in WCS, the
Import
Wizard is still waiting
for us. The data file has been correctly identified as a WCS
DEM, so click Next to the LOAD AS window.
11. We'll go with the Wizard's
loading suggestion and continue on to the Next OUTPUT
FILE TYPE AND NAME window. Here we can change the format and
name of the file, but let's keep what we have.
12. Click Next to the
DATA POSITIONING window and select Import.
13. As the data is imported,
you'll see action going on in the Status window at the
right end of the Animation Toolbar. The Import Wizard will close
once data import is complete.
14. You'll notice that once the
data was loaded, some of the categories in the Scene-At-A-Glance changed to a bold font. The Scene-At-A-Glance
is divided into an upper and lower pane along the
left side of your screen. It gives you convenient access to all
Components, the building blocks of your scene. With each new
project, basic default Components are created, represented by
bold categories in the Scene-At-A-Glance. We'll look more at
the Scene-At-A-Glance when we start working with Task Modes in
our project.
15. So where's the terrain we
just imported? Our Matrix, the gray area taking up most of the
screen, is empty until we tell WCS what to put in it. By default,
the Matrix is divided into 4 quadrants, convenient for Camera
views and Component Editors.
16. To change the Matrix layout,
open the Preferences window from the Icon Toolbar or use
the Ctrl+P keyboard shortcut.
17. The Matrix page allows
you to choose one of 12 layouts. The 4-quad layout works fine
for me so I'll stay with it.
18. While we're here, let's look
at the Paths page. When you see WCSProjects:, WCSContent:,
and WCSFrames: elsewhere in the program, these are only
aliases. Paths are the actual folder locations. Read more about
them in the written manual; they come in handy when you're running
and rendering WCS across a network.
19. The Units page gives
you convenient access to all unit settings so you can match them
to your project requirements.
20. Let's take a look at the
Cameras WCS has created for our new project. Right-click in the
upper left Matrix cell to open its popup menu, or Option+click
on the Mac, and hold your mouse pointer over the View
item. The 3 Cameras with the project name are the Cameras WCS
created for the project.
21. Select the Island Camera,
which will be our main Camera for this project. The Camera is
at its default location midway along the southern border of our
terrain.
22. Right-click in the upper
right Matrix cell to open its popup menu and select the Island
Planimetric Camera. A planimetric camera looks down
on terrain that has been flattened like a map.
23. Alt+click the red icon with
triangular wings directly below us to make it the active item
(Command+click on the Mac). The icon turns yellow and its name,
Island Overhead (Camera), shows up in the Active Item
window on the Animation Toolbar.
24. Alt+click the other Camera
icon at the bottom of the Planimetric view and you'll find it's
the Island Camera, the one we have open to the left.
25. Let's increase the terrain
detail in our realtime Camera views. Right-click a Camera view
title bar to open the popup menu (Option+click on a Mac) and
select Open View Preferences.
26. Most of the parameters are
specific to the Camera view we opened the window from, in this
case the Island Planimetric. An exception is the All Views
section of the General page. The Max Polygon value
controls the number of polygons drawn in realtime views. The
default is 6000. Let's add a 0 to the end and make it 60,000.
27. When you press the Enter
key you'll see the realtime views refresh with more terrain detail.
As you increase the Max Polygon value, the terrain detail will
increase, but you'll reach the point where the resource demand
on your video card will slow interactive operations. I'm going
to leave mine at 60,000 since we're working with a fairly small
DEM in our Camera views.

Max Polygons = 6,000

Max Polygons = 60,000
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