Thank you for purchasing the S.F.C.S. Version 2.0 "Upgrade Pack" from CGbytes.com This "Upgrade" pack requires that you have previously purchased the original SFCS Sci-Fi Construction Set from Daz3d.com. If you don't already own the SFCS package, you will not have the complete set of obj files required for all the figures in this package. The Upgrade Pack features some additional figures with new obj files as well as some revised obj files from the original SFCS package. During installation, please allow the obj files to overwrite the exiting files. Use an extraction program, such as winzip, to extract the contents of this zip file. During extraction, make sure you have the "keep folder names" option checked, this will place the files in the correct folder structure. Your extraction path should be the full path of your poser.exe file, for example, if you use Poser 5, you would specifty an extraction path of: c:/Program Files/Curious Labs/Poser 5 Do not include the folder "runtime" in the extraction path, this is already automaticaly included in the zip file folder structure. Since there are more than one character libraries involved in the SFCS Version 2.0 package, I have placed the multiple folders under a single folder name in the character libraries. When first opening up the Character library in Poser, look for the following folder: SFCSv2 double click on it and the multiple folders will display. You will now see the following folders: SFCSv2 Metal (this is the library with the individual componants of the SFCS package) SFCSv2 Assm Metal (This is the folder with the pre-assembled componants which are new to the Version 2 package) The word "Metal" describes the texture theme used in that particular library. There are a total of 6 texture themes if you choose to purchase the addition texture packs. Metal (which is the default theme when purchased), Worn (worn metal), Rust (rusted metal), Conc (concrete), Teal (a teal colored brushed metal texture) and White ( a clean, white theme) I will give a full description of the all the elements in the package begining with the SFCSv2 folder. SFCSv2 Metal Folder (Metal refers to the texture theme only) ! Null Base: The null base is a diamond shaped figure that will not render in your scene. It is invisible but will display in preview mode as a diamond shaped wire frame figure at the 0,0 position just above the floor. You can use the Null Base to be the parent object in your scene that you would parent all the other elements in the scene to. This will allow you to simply move the null base figure to move your entire scene. All the pre-assemblies in the SFCSv2 Assm folders are parented to a null base figure. Columns 1 thru Column 4: The colums are support shafts that run ceiling to floor. You can use them to add interest to a room or place as a separator between walls. Columns 1, 2 and 3 have morphs that will pull the sides in or outward so they are more square from top to bottom. Column 3 has 4 ambient lit screens that will glow in a dimly lit scene. You can change the screens by putting your own designs on the texture template. Column 4 has multiple shafts that you can move up and down to make it much taller. The morphs are new to the Version 2 upgrade. Corner Ceilings 1 thru 3: Corner celings are a match to the corner floors. These ceilings are square and are meant to be used in a corner elbow of a corridor. 2 of the corner ceilings have ambient lit light panels that will glow in a dimly lit scene. There is a triangular tip in each corner of the ceilings that dips down. This is a design element. There is a morph on each corner ceiling that will flatten/remove the triangular tips if you want them gone. This is new to the version 2 upgrade. Corner Floors 1 thru 3: The corner floors are square and match the dimensions of the corner ceilings. These also are meant to be used in a corner elbow of a corridor. Corner floor 3 features 4 panels that can be tilted or rotated upward to allow access to a crawl space beneath. Corridor Arches 1 thru 3: The corridor arches can be used as a separator between the corridor walls and floors to add a look of "support structure" to your scene. Arches 1 and 2 have ambient lit light panels that will glow in a dimly lit scene. Arch 3 has a set of security laser beams that can be turned on or off. The beams have ambient lit qualities that will glow in a dimly lit scene as well. You can turn off the beams to make them invisible. Corridor Ceilings 1 thru 3: There are 3 corridor ceiling that are longer and more rectangular than the corner ceilings and floors. These ceilings have build in light elements with ambient material zones that will glow in a dimly lit scene. Ceiling 3 has a posable vent grate that leads to a short ventilation shaft. There is a morph on each ceiling figure that will flatten the two long side bevels that are built into the design of the ceiling. This is useful if you want to stack these ceilings side by side to create a larger, wider ceiling. The edge morphs are new to the Version 2 upgrade. Corridor Floors 1 thru 3: There are 3 corridor floors that match the size of the corridor ceilings. Corridor floor 3 features 4 posable floor panels that allow access to a crawl space beneath. Corridor Ceiling Floor figure: This is a figure that can be a ceiling or floor. It features a hatch in the center with ambient lit buttons/screens. You can use this as an escape hatch in the floor or ceiling. Door 1 and door 2: Door 1 and 2 come in 2 styles with 2 sizes each, narrow and wide. The narrow frame of the doors fit into 2 wall styles that have a matching size frame opening. This allows you to use the wall styles as a connecting hall wall without a door or a hall wall with a door. The buttons on door 2 have ambient lit material zones that will glow in a dimly lit room. There are 4 Door walls (2 narrow/2 wide) that already have the doors parented to them. Door 3 is a narrow door that matches wall style 3. This door has a window and ambient lit buttons and panels that will glow in a dimly lit scene. There is a morph on the door that will shrink the door to fit inside the frame for when the door is open. This will prevent you from seeing the edge of the door intruding into a neighboring wall. Explore the morph on the door to see how it works. The door also has morphs to flatten the top edge and square up the ends of the wall to make them flat. This is new to the upgrade package. Generic Fillers and Generic Posts: These are 6 additional simple elements to place in between or on top of walls to act at space fillers. These are goof for filling in gaps and odd shaped spaced that other walls and elements do not fill well. These are new to the Upgrade package. Keypads 1 thru 4: There are 4 keypad figures with ambient lit buttons and screens. You can place these on walls or other surfaces to add interest or add a feeling of security for access to other rooms etc. The ambient lit buttons and screens will glow in a dimly lit scene. Lamps 1 thru 6: These are 6 stand alone lamp/light units you can attach to any surface. The material zones for the lamp glass and elements will glow in a dimly lit scene. Large Ceilings 1 thru 5: The large ceilings are square in shape and located at ceiling height in relation to the walls. Each ceiling has built in light and light panels/glass that have ambient lit material zones which will glow in a dimly lit scene. You can stack several of the ceilings side by side, end to end to create a very large ceiling. It is recommended to parent multiple side by side ceilings to a null base figure that can in turn be used to move all the ceilings at one time if needed. Large Floors 1 thru 3. There are 3 large floor figures that match the dimensions of the large ceiling panels. Floor 3 has several panels that can bend/ tilt open to access a crawl space below if neded. Again, parent all the large floors a null base in case you need to move them all at once. Railing Segment: The railing segment can act as a balcony/catwalk railing figure. There are 4 posts that separate 3 glass dividers. Each divider can be turned off if needed. This would be usefull for an intersecting catwalk setup. Shaft figures: There are 3 shaft figures. One is a simple segment with ambient lit lite panel in the ceiling. The other segment is the same simple segment with the addition of 2 posable vent doors on the sides. You can use these vented shaft sections to sneak around in a scene. Also provided is a 4 way shaft intersection module that you can connect the shaft segments to. In the Assemblies library, there is some pre-assembled long shaft sections provided for you. Door 1 & 2 door style: There are 2 major door walls. Wall 1 and Wall 2. Each wall comes in 2 versions, wide and narrow. Each wall has an opening that will fit the 2 door styles previsously described. The doors are pre-parented to these walls. You can remove the doors if you don't want them. Removing the doors wills create a hallway opening effect. Wall 1 has morphs to flatten the top and ends in both the wide and narrow version. This is new to the Version 2 upgrade. Wall 1a thru 1d: Wall style "1" refers to the general "shape" or "footprint/profile" of that wall. It comes in 5 variations, the door walls and 4 additional variations with different style paneling and decals. Wall 1d has some ambient lit floor lights that will glow in a dimly lit scene. Each wall has morphs to flatten the top of the wall and flatten the ends of the wall to make them square. This is new to the Version 2 upgrade. Wall style 2 and 2a: Again, a different wall style with the same "shape/footprint". One version is the door wall, the other (2a) is a wall with an ambient lit light panel at it's center. Wall style 3a and 3b: These wall styles are similar in shape/footprint as wall style 1, but feature a window in them. Each one has a morph to flatten the top and ends of the walls to make them square. This is new to the Version 2 upgrade. Wall style 4a and 4b: These are larger wall panels with a paneled design built in. These walls are taller/wider than the other walls and can be stacked on top of each other to create a very tall room. Wall 4a has morphs to remove the beveled edges on the top, bottom and sides as wall as a morph to decrease the depth of the paneling in it's interior. Wall 4b also has a morph to remove the beveled edges on the top, bottom and sides. These morphs are new to the Version 2 upgrade. Wall endcaps 1 and 2: Wall endcaps are columns that match the profile or shape of the wall 1 and wall 2 styles. You can use these endcaps to terminate a free standing wall so it has a rounded corner. You can also use it to create an elbow or L shaped corridor, just place the wall ends near each other and place the endcaps in the corner. Endcap 1 has a morph to flatten the top. SFCSv2 Assm Metal (Metal refers to the texture theme) The Assm folders contain several pre-assembled sfcs elements that can be used as corridors, hallways, rooms, etc. Note: Several of the pre-assemblies contain roofs/ceilings. The roof/ceilings are positioned below the floor. This allows your to populate and set up a scene more easily. If you select the roof element that is below the floor, click the Restore/Figure command and it will reposition to it's proper location. If there are multiple ceilings set side by side, like in a large room, the ceilings will be parented to a nearby null base figure. Restore the null base figure and all the ceiling figures will move with it. Each assembly may contain one or more "null base" figures that the elements are parented to. The null base that is at or near the 0,0,0 position, or center of a default scene) is the null base that will move the entire scene around. The additional null bases are the base parent figure for sub-assemblies in your scene, and these null bases will move with the null base near the 0,0,0 position. For example, each segment of the "Corr 2-5 seg" pre-assembly has a null base in the center of each floor segment. These null bases each hold a floor, 2 walls and the ceiling for that segment. The null base at the 0,0,0 position, when moved, will move all the other null base figures. You can replace the center wall in a pre-assembled corridor assembly with a door wall from the SFCSv2 folder. Position the wall and then parent it to the null base figure of the nearby floor segment. You can then add a room behind the door wall. Shadow Casting: Shadow Casting has been turned off on all elements in this package, light will pass through all objects. The reason the shadow casting is turned off is for easier lighting of a scene. Lighting in poser can be difficult to understand and get desirable results. In general, I use 3 lights in poser, 2 of them will have shadow casting turned off, 1 will have it turned on. The 1 light with shadow casting turned on is for additional items you add to a scene, such as characters and other furnishings and equipment. If you wish to turn on shadow casting, simply click on the objects and all elements of that object and use the properties dialog box to turn on the "cast shadows" button. Changing your ideas about the textures. If you set up a complex scene and save it to your library, but then decide you wanted it in another texture theme, you can simply change the textures with a word or notepad program. Open the pz3 file (this is a saved poser scene) or the .cr2 file (this is a poser library figure file) with notepad or wordpad and do a "replace" on the texture name. For example, replace: metal.jpg with rust.jpg This will replace all the texture references in the cr2 or pz3 file with the word rust instead of metal. Save the new pz3 or cr2 file with a new name. Now you can open the file in poser and the new texture will be applied. This will only work if you own the upgraded texture packs. SHARING PRE-ASSEMBLIES AND PZ3 SCENE FILES: You may create a complex scene and wish to share it with others. You can do this simply by making sure all the parts are parented to a null base and saving that null base back to the character library. You may then distribute the .cr2 file to your friends. You may ONLY distribute the .cr2 or .pz3 file. You MAY NOT distribute the obj or jpg texture files. Your friends must already own the SFCSv2 packages for the .cr2 or .pz3 file to work. If you distribute any obj or texture files, you will be in copyright violation. ONLY THE .CR2 FILE OR .PZ3 FILE CAN BE DISTRIBUTED. I hope you enjoy the SFCSv2 upgrade. I'd be happy to see any renders you've done and highly appreciate credit for the product if you upload renders to a forum. Thanks you. Davo/Davorama [email removed] If a pre-assembly has multiple roofs set side by side, they will all be parented to a null base near the roof. That null base in turn is parented to the null base near the 0,0,0 position.