IDEAS: "Drops" are special non-movable objects that are part of the scenery. They cannot be moved, and they don't make the prop-pointer appear when you point at them. Characters can hide behind drops. The drops in a scene are listed in a file with the same name as the scene, and the extension ".drp".
Drops have a third dimension, because they are "in front" of the stage. So we have to study how the Z coordinate works together with X and Y.
OUTCOMES: At the end of this lesson, you will have added some large boulders so that your dino can hide behind them, to surprise the other dinos.
NEEDS: Dino5.wld. Copy it from your WORLDMAS folder if necessary.
Step 1: Three Dimensions.
When we want to measure things in the real world of three dimensions, we normally use a traditional (X, Y, Z) system where X goes to the right, Y goes up and Z comes out at the viewer. See the left-hand picture on the next page.
Most computer systems, including ExploreNet, use a different system. X is still across the screen, but Y is measured down from the top of the screen. Z still comes out at the viewer. See the right-hand picture on the next page.
In the ExploreNet worlds you've seen so far, the world has looked two dimensional. The characters and props are flat, like paper dolls. But if you think about it and experiment, you will discover that one character or prop is always in front of, or behind, another one. (We call characters and props "objects"). The rules for deciding what's in front are simple.
RULE 1: The "X, Y, Z" of an object is measured at the center of its base. For instance, consider this clueless looking fellow.
RULE 2: The Z coordinate of any moving object is automatically set equal to its Y coordinate. This rule means that the farther down the screen an object's foot is located, the closer it is to the viewer.
RULE 3: Objects with larger Z coordinates appear in front of objects with smaller Z coordinates. This rule means that things closer to the viewer seem to block things farther from the viewer. The world would be very confusing if this weren't true!
You can test these ideas by starting up ExploreNet and selecting Dino5.wld. There is a boulder in the Prairie scene.


Step 2: Drawing your own Scenery
We need a rock big enough for your dino to hide behind. The demonstration boulder in the Prairie scene was only large enough for a Raptor. If you're using Paint Shop Pro (PSP), do this:
Go to the FILE menu of PSP and select OPEN.
Go into EXPLORE.NET/UNIVERSE/DINO5/SCENES and open Prairie.bmp.
We want to have the scene and dino where we can see them, so as to draw
a boulder that fits into the scene and which is big enough for your dino
to hide.
Go to the FILE menu of Paint Shop Pro and select NEW.
Set your new drawing's size to 150 x 150.
If this isn't big enough to make a boulder than can cover your dino, use IMAGE:RESIZE and make it bigger. The first number is the picture's width, the second is its height. These are measured in "pixels" (picture elements) which, unfortunately, are not the same measurements the ExploreNet screen uses.
Now you can see a little window in front of the big one. We'll draw our boulder in the little window.
In the SELECT menu bar, double click on the foreground color square (it's the one on the top.) This opens up the palette.
Make sure you select FILE SUB-FORMAT as WINDOWS RGB ENCODED. Otherwise
ExploreNet cannot read the file!
Step 3: Connect the Rock into your World.
Each scene in a world that has drops, must have a "drop file". This is a list of the drops in that scene. Of course, Dino5.wld already has a file named Prairie.drp, stored in the SCENES folder.
If double-click doesn't open up the NotePad or WordPad editor, then you need
to Associate the extension 'drp' with your favorite editor as we did in earlier
lessons.
In this file we find the original boulder listed:
boulder 300 500 500 : Its X, Y, Z location
Unlike a Prop file (.prp), there is no number to describe how many poses - because a drop always has only one pose. Also, the Z coordinate of a drop is required, whereas Z is optional (and actually rather useless) for props.
Step 4: Test the Rock.
This will automatically load up whatever's in UNIVERSE, which is your Dino
World.
But what if you wanted to "float" the rock further out in front, so that
you could do a trick like what we see in the following scene?

Step 5: Making Multiple Drops
By now you may have thought of having an orange grove, or a field full of Christmas trees, or a parking lot full of cars (anachronism: a detail that is not consistent with the story's time. As in, a car in Dino World.)
See if you can figure out how to do this, too, by working logically from the example for multiple eggs back in Lesson 4.
FEEDBACK FORM FOR ExploreNet LESSON 5
Coral Springs Middle School - Spring 1996
Student Name:_____________________ Date:____________
1. Please list any problems you had with our lesson worksheets? Did we ask you to do anything that didn't work out as planned? (What page number? What action?)
2. Did the ExploreNet software work correctly? If not, tell us as exactly
as possible what you were doing when things went wrong.
3. What did you like best about this lesson?
4. What did you like least about this lesson?
5. What should we add to this lesson to make it better?
ANSWERS: To make an object come farther forward, just increase its Z coordinate.
Your rock could be at 300 500 800 for instance, instead of 300 500 500.
To make multiple Drops in a scene, just name them as follows:
Rock1 (Rock) 300 600 700 : or wherever you want it to be
Rock2(Rock) 400 700 800 :etc, etc.