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Home Documents Game Manuals Big Cock 2 Media
Big Cock 2 Media

Big Cock 2 Media

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FilenameBigCock_2_Media.pdf
Size4.35 MB
Subsection Big Cock 2 Media
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Home Documents Game Manuals Big Cock 8 Media
Big Cock 8 Media

Big Cock 8 Media

Game Manuals · PDF
FilenameBigCock_8_Media.pdf
Size0.92 MB
Subsection Big Cock 8 Media
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Home Documents Game Manuals Big Foot Manual
Big Foot Manual

Big Foot Manual

Game Manuals · PDF
FilenameBigFootManual.pdf
Size0.14 MB
Subsection Big Foot
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BigFoot User Manual Last modified July 24, 2002. By Ben Haller. Copyright © 2002 Stick Software. [ This manual is only available in English at present. ] BigFoot is a "desktop critter" for Mac OS X that provides you with a pair of feet (in addition to those you probably already possess). This manual assumes that you have already downloaded a copy of BigFoot; if not, visit BigFoot's web page at http://www.sticksoftware.com/software/BigFoot.html. It also assumes that you know all the basics of using the Macintosh in Mac OS X, including using the mouse, menus, and windows, and opening and saving files. Right now this "manual" is really an FAQ (frequently asked questions) list, because BigFoot is a simple enough app that it doesn't seem to merit a full manual — that would just be a lot of work and would probably be less effective at answering actual user questions. Let us know if you disagree, however; if a full manual is needed for BigFoot, it can be made. Please send comments on this manual to us at bhaller@sticksoftware.com. Thanks! Questions What is BigFoot and what does it do, in a nutshell? How and where do I install BigFoot? What do all these controls do? OK, but how do I *use* the darn thing? How do I make my own footprint stencils? What is shareware? How do I pay? What is BigFoot and what does it do, in a nutshell? BigFoot is a desktop critter for Mac OS X. It provides you with a pair of feet on your desktop, for your entertainment and amusement. For example, here's a very simple set of feet: The appearance and behavior of the feet are extremely configurable, so you should be able to create whatever feet your heart desires. For more information on the basic concept of BigFoot, and many more images of feet, please check out its home page at http://www.sticksoftware.com/software/BigFoot.html, which covers this pretty well. How and where do I install BigFoot? BigFoot is a breeze to install. Simply copy the BigFoot application into one of the standard OS X locations for applications, such as /Applications, /Applications/Utilities, or ~/Applications (where ~ is your home directory). ~/Applications is the typical location used if you do not have Administrator privileges on your OS X machine, or wish BigFoot to be available only to you, not to other users of the machine. /Applications and /Applications/Utilities will make BigFoot available to all users of the machine, but typically require Administrator privileges for you to copy things into them. For more information on this, see Apple's documentation on using OS X. No further setup is required. Once you've got BigFoot copied to a standard location, just double-click it in the Finder to launch it. What do all these controls do? There are lots of controls to explain, but we're not going to spend a lot of time here explaining them. Part of the fun of BigFoot is experimenting and discovering the program. If you want hints on what different controls do, most of them have tool…

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Home Documents Game Manuals Big Cock 7 Media
Big Cock 7 Media

Big Cock 7 Media

Game Manuals · PDF
FilenameBig_Cock_7_Media.pdf
Size10.36 MB
Subsection Big Cock 7 Media
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Home Documents Game Manuals Billy Frontier Manual
Billy Frontier Manual

Billy Frontier Manual

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FilenameBilly_Frontier_manual.pdf
Size0.48 MB
Subsection Billy Frontier
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Instruction Manual ©2003 Pangea Software, Inc. All Rights Reserved Billy Frontier is a trademark of Pangea Software, Inc. ocs.com http://www.replacementd ABOUT THE GAME Billy Frontier is an arcade style action game where you play a space cowboy named Billy Frontier. The game is made up of four different types of mini-games: Duels, Shootouts, Stampedes, and Target Practices. There’s no overall plot in this game, instead, it’s all about having fun and shooting everything in sight! It’s the kind of game you pick up when you need a break and just want to blast stuff. When you play a new game you have access to all of the missions (except if you’re in demo mode), so you can play whatever part of Billy Frontier you want at any time. However, to play a new mission you first must win a duel against one to three of the enemies. Once you have won the duel you will be let into the mission. There are ranges of difficulty in the duels and their subsequent missions. VIDEO MODE SETTINGS DIALOG When you launch Billy Frontier you will see the Video Mode Settings Dialog. It is very important that you set these settings correctly, or the game may run slow on your computer: RESOLUTION: Users with slower video cards such as the Rage 128 should set this to the minimum setting, usually 640x480. If you have a very fast video card such as an ATI Radeon 8500 or better, then you can go as high as your monitor supports in most cases. 16/32-BIT COLOR: You should set this to 32-bit color unless you only have 8MB of VRAM. 32-BIT Z-BUFFER: 2 You should check this option, however, unchecking it may give you some minor performance increase on slow video cards such as the Rage 128. DON’T SHOW THIS DIALOG AGAIN: Check this box if you are happy with your video settings and don’t want this dialog to appear every time you run the game. Should you ever want this dialog to reappear simply hold down the Option key when you launch the game. SETTINGS DIALOG The Settings dialog can be invoked at any time by pressing F1, or by selecting the Settings option on the game’s menu screen. CLEAR HIGH SCORES: Clicking this button will cause all of your High Scores to be erased. LANGUAGE: This will switch the text in the Settings, Registration, and Video Mode dialogs to the desired language. 3 CONTROLS There are different controls for the different parts of the game, but we’ve tried to keep it as consistent as possible: GENERAL CONTROLS: M The M key will toggle the music on/off when in Play Mode -/= …

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Home Documents Game Manuals Binder
Binder

Binder

Game Manuals · PDF
FilenameBinder.pdf
Size47.78 MB
Subsection Binder
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Petr ~~ : Me a AERC é sabe ee area Te See ih ans fo SEes SS hiner ay Rites: etha . Nay …

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Home Documents Game Manuals Bio Oreo Instructions
Bio Oreo Instructions

Bio Oreo Instructions

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FilenameBioOreo_Instructions.pdf
Size0.20 MB
Subsection Bio Oreo
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BIOOREO PRO 1.0.3 INSTRUCTIONS V5/10/98 ©1998 Pangea Software http://www.realtime.net/~pangea INTRODUCTION BioOreo Pro is the 3D character animation tool used to create the animated dinosaurs in Nanosaur. This tool’s predecessor, BioOreo was used to do the animated characters in Weekend Warrior. The main difference between BioOreo and BioOreo Pro is that BioOreo Pro uses “skinned” geometries instead of “jointed” geometries. What this means is that BioOreo Pro performs animation on a 3D model by deforming a single contiguous mesh. This results in a much more realistic looking animation than was previously possible using segmented models. When a leg moves, the skin is stretched and deformed just like the real thing. BioOreo Pro is a fairly complex tool to use and does take patience. Creating an animated character involves the following steps: 1. Create the model in a good 3D modeling program. We recommend Form*Z. 2. Optimize the 3D model with 3DMF Optimizer. 3. Load the optimized model into BioOreo Pro’s Bones Editor. 4. Create a skeleton under the source model. 5. Assign vertices to bones. 6. Create character animations with the keyframe animator. This documentation is going to lead you through the process step by step, but the first thing we’ll do is load up a sample “skeleton” to get a feel for the tool. MANIPULATION AND ANIMATION When you launch BioOreo Pro, you will see 3 windows: • Articulation • Skinned • Animation Timeline The Articulation window is where you will manipulate your 3D model. The skinned window will show you a rendered preview of the manipulated model. The Animation Timeline window shows you the currently selected animation and all of its keyframe data. OPENING A SKELETON The first thing we want to do is load in a sample model. Animated characters are stored as 2 files: a 3DMF file containing the actual 3D model, and a “.skeleton” file which contains the skeleton and animation data for the character. Skeleton files know which 3DMF file they need to use, so when we open a character to work with, we only need to open the skeleton file. Simply select Open Skeleton from the File menu and select “Diloph.skeleton” in the SampleFiles folder. WHAT’S IN THOSE WINDOWS? When you open the skeleton file, you will see all three of the display windows change. The Articulation window will show you the following: The Articulation window showing the Dilophosaurus. In this window you can see the skeleton of the dinosaur. In the upper right corner are the command buttons. You click on these buttons to select an editing mode. At the bottom of the window is the information bar. This will display information about the currently selected “joint.” In the Skinned window, you will see a rendered image of the skeleton: …

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Home Documents Game Manuals Bio QUEST Genetics Construction Kit V1.0.3 Manual
Bio QUEST Genetics Construction Kit V1.0.3 Manual

Bio QUEST Genetics Construction Kit V1.0.3 Manual

Game Manuals · PDF
FilenameBioQUEST_Genetics_Construction_Kit_v1.0.3_Manual.pdf
Size0.26 MB
Subsection Bio QUEST Genetics Construction Kit V1.0.3
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Genetics Construction Kit (GCK) Version 1.0.3 User's Manual John N. Calley University of Arizona John R. Jungck Beloit College Angelo Collins Florida State University A BioQUEST Library VII Online module published by the BioQUEST Curriculum Consortium The BioQUEST Curriculum Consortium (1986) actively supports educators interested in the reform of undergraduate biology and engages in the collaborative development of curricula. We encourage the use of simulations, databases, and tools to construct learning environments where students are able to engage in activities like those of practicing scientists. Email: bioquest@beloit.edu Website: http://bioquest.org Editorial Staff Editor: John R. Jungck Beloit College Managing Editor: Ethel D. Stanley Beloit College, BioQUEST Curriculum Consortium Associate Editors: Sam Donovan University of Pittsburgh Stephen Everse University of Vermont Marion Fass Beloit College Margaret Waterman Southeast Missouri State University Ethel D. Stanley Beloit College, BioQUEST Curriculum Consortium Online Editor: Amanda Everse Beloit College, BioQUEST Curriculum Consortium Editorial Assistant: Sue Risseeuw Beloit College, BioQUEST Curriculum Consortium Editorial Board Ken Brown University of Technology, Sydney, AU Peter Lockhart Massey University, NZ Joyce Cadwallader St Mary of the Woods College Ed Louis The University of Nottingham, UK Eloise Carter Oxford College Claudia Neuhauser University of Minnesota Angelo Collins Knowles Science Teaching Foundation Patti Soderberg Conserve School Terry L. Derting Murray State University Daniel Udovic University of Oregon Roscoe Giles Boston University Rama Viswanathan Beloit College Louis Gross University of Tennessee-Knoxville Linda Weinland Edison College Yaffa Grossman Beloit College Anton Weisstein Truman University Raquel Holmes Boston University Richard Wilson (Emeritus) Rockhurst College Stacey Kiser Lane Community College William Wimsatt University of Chicago Copyright © 1993 -2006 by John N. Calley and John R. Jungck All rights reserved. Copyright, Trademark, and License Acknowledgments Portions of the BioQUEST Library are copyrighted by Annenberg/CPB, Apple Computer Inc., Beloit College, Claris Corporation, Microsoft Corporation, and …

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