Atari ST - Compute! - 1986
Compute's ST Artist
1 / 8- Genre
- Graphics - Miscellaneous
- Year
- 1986
- Language
- BASIC
- Publisher
- Compute!
- Controls
- -
- Distributor
- -
- Players
- —
- Developer
- [n/a]
- Resolution
- Low
- Licensed from
- —
- Programmer(s)
- Noel, Lee Jr. / Bateman, Selby
- Country

- Graphic Artist(s)
- —
- Software
- English
- Game design
- —
- Box/Instructions
- English
- Musician(s)
- —
- License
- Magazine
- Sound FX
- —
- Serial
- 70XBDSK
- Cover Artist(s)
- —
- ST Type
- ST, STe / 0.5MB
- MIDI
- —
- Version
- —
- Dump
- Download
- Number of Disks
- 1 / Single Sided / HD Installable
- Dump format
- ST
- Protection
- —
Disk
INSTRUCTIONS
************************************ * * * PLEASE READ THIS FILE IN * * * * MEDIUM OR HIGH RESOLUTION * * * ************************************ COMPUTE!'s ST ARTIST DISK ------------------------- Appendix F in the ST Artist book is a complete table of contents for this disk. It also gives book figure references for the various disk files. The disk-based document you're now reading contains additional special notes on how best to use the individual files in your own art projects. Before you start working with the ST Artist disk, insure that it's write-protected. To do this, make sure that the disk's write- protect tab is pushed to the top of its slot, leaving a small, square opening in the plastic disk housing. Once that's done, make a backup of the disk. Don't write-protect the copy, at least not yet. Instead, copy the SLIDENEO.PRG that accompanies NEOchrome onto the backup. Now, simply by double-clicking on this program, you'll be able to see a show of all the picture files on the ST Artist disk. This provides a quick method of visually reviewing the pictorial material. The SLIDENEO program cycles continuously, so when you've seen enough press the space bar to break out of the program and return to the Desktop. Three of the files have been saved with color cycling in action. As a consequence, viewing them with the SLIDENEO program displays some of the various animation features attainable through the use of color cycling. Two of the three, ST_LOGO and LITEHOUS, are displayed briefly. In the first, there's momentary highlighting of the golden letters; in the second, the sea washes up against the rocky point on which the lighthouse stands. The third animated picture, KANGAROO, is displayed for a considerable time. During this stage, your disk drive will stop spinning. Don't worry, this is intentional. This particular file demonstrates how color cycling can result in a realistic depiction of motion. After the mighty marsupial has made a number of journeys past you, the picture show will resume and your disk drive will return to life. Although some of the other files on the disk may seem easier to understand, these three animation files can actually provide an excellent starting point for graphics experimentation. If they're loaded normally into the main NEOchrome program, the range, speed, and direction of color cycling can be easily changed. (You may find it less distracting to make a new version of the Kangaroo picture from which the Shadow Cat and Chocolate Soup designs have been removed.) The resulting effects are easily spotted and will help you gain a deeper understanding of how color cycling can be used in the animation process. One obvious change you can make is to move the cycling range in the lighthouse picture so that the light beams rather than the sea are affected by it. The lighthouse section in Chapter 8 of the book gives full details on the colors involved in the animation. Another of the pictures, CASTLE, is not an animated picture as such, but has been saved with a short color-cycling range established on certain tones of blue. If you try cycling these colors, you'll notice some striking effects. These are somewhat akin to the solarization effects often seen in photographic imagery. In addition, the palette in this picture is a good example of muted, natural colors. Shifting the color range so that it includes the green colors in the palette, as well as the red ones used in the castle, will allow you to cycle the reds out of the castle and replace them with green. It's thus possible to rapidly change the character of this scene from warm to cool. This is another example of the flexibility provided to the artist by the computer canvas. The final full-color picture, FISHRMAN, is merely a tinted version of the figure appearing in the book. It does illustrate, however, the effectiveness of various coloring and texturing methods, all of which are relatively easy to achieve with computer art programs. All of the colored pictures on the ST Artist disk were created directly from the files used to produce the figures in the book. These files were later processed with a test version of Batteries Included's DEGAS Elite. The Change feature, described in Chapter 7 of the book, was used to alter the colors of pixels without disturbing their positions. This remarkable tool made it possible to pass numerous washes of color over each picture without greatly affecting the basic structure. Here, once again, computer graphics resulted in a time-saving technique that would have been difficult indeed to duplicate with conventional media. At the time the book was written and this disk was prepared, all STs were accompanied by copies of NEOchrome and SLIDENEO. If some disk buyers are without these programs, the conversion programs on this disk can be used to convert the NEOchrome picture files into DEGAS format. Naturally, this also applies to those who prefer to work in the DEGAS environment. Full details on using our conversion programs, CONVERT1 and CONVERT2, are given in Appendix B of the book. DEGAS Elite users can load the NEOchrome format picture files directly into their graphics programs. The other three picture files on the disk - EQUIPMNT, NEOTOOLS, and STRCTURE - are also NEOchrome files; and for the most part, they contain images that would be difficult to produce with that program. Since these library files are packed with images, it may not be immediately clear how to separate the elements for individual use. In brief, here's all that needs to be done. Simply load the desired file; then use various erasing methods to separate the target image from the rest of the file. Once that's done, use the copy box to place the image in the NEOchrome buffer. From there, the image can be pasted into position in any number of pictures or files. The basic shape remains safe, of course, in the original NEOchrome file. The EQUIPMNT file contains numerous ready-made picture elements. This may be a good place to start if you're not feeling confident. The circles and ovals in the NEOTOOLS file should be particularly welcome. This file also contains several complete alphabets that may be lifted out for use in personal publishing projects. STRCTURE, too, has a wealth of useful material, including custom fill patterns created with DEGAS that were used in projects in the book. These can be cut from this file and used for NEOchrome fills with the method outlined in Chapter 3. These files can be used in DEGAS and Elite in much the same way, although DEGAS itself lacks the convenience of a buffer. DEGAS users can, however, directly utilize the fonts and fill patterns that comprise the remainder of the disk contents. Samples of the various fills and typefaces are visible in the library files. Naturally, the full range of type sizes will be available when the fonts are loaded directly into DEGAS. We hope that the material on the ST Artist disk will be both encouraging and useful in your ST art projects. Good luck with them, and with all your computing. Bateman and Noel, 1986.
