Prison Cell Block (Poser & OBJ) Copyright Ownership belongs to RPublishing. This product was originally created by ratracer and acquired through VanishingPoint. NONE of these files may be redistributed (please completely read the enclosed license) Product Support is available by SiteMail to RPublishing. To be automatically updated by email when new items are released, please add RPublishing to your "Favorite Vendors" list. A realistic penitentiary wing or cell block, with ground and upper floor, and including two different types of cells. Two cells are complete with all the "luxurious" furniture usually available at prisons, with realistic and detailed textures. As usual, several camera and light sets also included, as well as extra textures. The cells are presented in 4 different ways: CellA: one complete cell on the upper floor, including beds and sanitary props. CellB: one complete cell on the bottom floor, slight different from Cell A, including also bed and sanitary props. CellsX: group of five cells on the upper floor, with no interiors. To use the props from CellA, simply load the necessary CellA props and move them (zTran) on multiples of 8.068. CellsY: equal to CellsY, on the bottom floor. To use CellB props, move them for the same amount specified above. Poser prop format. 4.Files list (what is included in the zip): \Runtime\ license.txt PrisonCellBlock_readme.txt \Runtime\textures\RPublishing\PrisonCellBlock\ PCBSky.jpg PCBbar01.jpg PCBbar03.jpg PCBbarB1.jpg PCBbed.jpg PCBlever.jpg PCBline.jpg PCBmet01.jpg PCBmet02.jpg PCBmet03.jpg PCBmet04.jpg PCBmet05.jpg PCBmrb01.jpg PCBrst01.jpg PCBrst02.jpg PCBrst03.jpg PCBrst04.jpg PCBsink.jpg PCBtap.jpg PCBwal00.jpg PCBwal05.jpg PCBwal06.jpg PCBwal07.jpg PCBwal08.jpg PCBwalB0.jpg PCBwalB5.jpg PCBwalB7.jpg PCBwalB8.jpg \Runtime\libraries\Props\RPublishing\PrisonCellBlock\ Catwalk.png Catwalk.pp2 Ceiling01.png Ceiling01.pp2 Ceiling02.png Ceiling02.pp2 CeilingB.png CeilingB.pp2 CellA_Bars.png CellA_Bars.pp2 CellA_BedA.png CellA_BedA.pp2 CellA_BedA_Matresse.png CellA_BedA_Matresse.pp2 CellA_BedB.png CellA_BedB.pp2 CellA_BedB_Matresse.png CellA_BedB_Matresse.pp2 CellA_Button.png CellA_Button.pp2 CellA_Ceiling.png CellA_Ceiling.pp2 CellA_Door.png CellA_Door.pp2 CellA_Floor.png CellA_Floor.pp2 CellA_LeverBox.png CellA_LeverBox.pp2 CellA_LeverHandle.png CellA_LeverHandle.pp2 CellA_Sink.png CellA_Sink.pp2 CellA_Tap.png CellA_Tap.pp2 CellA_Toilet.png CellA_Toilet.pp2 CellA_WallA.png CellA_WallA.pp2 CellA_WallB.png CellA_WallB.pp2 CellA_WallC.png CellA_WallC.pp2 CellB_Bed.png CellB_Bed.pp2 CellB_Bed_Matresse.png CellB_Bed_Matresse.pp2 CellB_Ceiling.png CellB_Ceiling.pp2 CellB_Door.png CellB_Door.pp2 CellB_Floor.png CellB_Floor.pp2 CellB_Sink.png CellB_Sink.pp2 CellB_Toilet.png CellB_Toilet.pp2 CellB_WallA.png CellB_WallA.pp2 CellB_WallB.png CellB_WallB.pp2 CellB_WallC.png CellB_WallC.pp2 CellB_WallFront.png CellB_WallFront.pp2 CellsX_Bars.png CellsX_Bars.pp2 CellsX_Ceilings.png CellsX_Ceilings.pp2 CellsX_DoorA.png CellsX_DoorA.pp2 CellsX_DoorB.png CellsX_DoorB.pp2 CellsX_DoorC.png CellsX_DoorC.pp2 CellsX_DoorD.png CellsX_DoorD.pp2 CellsX_DoorE.png CellsX_DoorE.pp2 CellsX_Floor.png CellsX_Floor.pp2 CellsX_Levers.png CellsX_Levers.pp2 CellsX_WallCBars.png CellsX_WallCBars.pp2 CellsX_Walls.png CellsX_Walls.pp2 CellsY_Bars.png CellsY_Bars.pp2 CellsY_Ceilings.png CellsY_Ceilings.pp2 CellsY_DoorA.png CellsY_DoorA.pp2 CellsY_DoorB.png CellsY_DoorB.pp2 CellsY_DoorC.png CellsY_DoorC.pp2 CellsY_DoorD.png CellsY_DoorD.pp2 CellsY_DoorE.png CellsY_DoorE.pp2 CellsY_Floor.png CellsY_Floor.pp2 CellsY_Levers.png CellsY_Levers.pp2 CellsY_WallCBars.png CellsY_WallCBars.pp2 CellsY_Walls.png CellsY_Walls.pp2 Columns.png Columns.pp2 FloorMain.png FloorMain.pp2 Lamps.png Lamps.pp2 Skylight.png Skylight.pp2 WallL01.png WallL01.pp2 WallL01DoorD.png WallL01DoorD.pp2 WallL01DoorU.png WallL01DoorU.pp2 WallL02.png WallL02.pp2 WallL02DoorD.png WallL02DoorD.pp2 WallL02DoorU.png WallL02DoorU.pp2 WallOut.png WallOut.pp2 \Runtime\libraries\materials\RPublishing\PrisonCellBlock\ PCBFloor.mt5 PCBFloor.png PCBbar01.mt5 PCBbar01.png PCBbar03.mt5 PCBbar03.png PCBbed.mt5 PCBbed.png PCBcable.mt5 PCBcable.png PCBglass.mt5 PCBglass.png PCBglass2.mt5 PCBglass2.png PCBlever.mt5 PCBlever.png PCBmet01.mt5 PCBmet01.png PCBmet02.png PCBmet04.mt5 PCBmet04.png PCBmet05.mt5 PCBmet05.png PCBrst02.mt5 PCBrst02.png PCBrst03.mt5 PCBrst03.png PCBrst04.mt5 PCBrst04.png PCBsink.mt5 PCBsink.png PCBtap.mt5 PCBtap.png PCBwall.mt5 PCBwall.png PCbmet02.mt5 \Runtime\libraries\Light\Light Sets\RPublishing\PrisonCellBlock\ LS01.lt2 LS01.png LS02.lt2 LS02.png LS02B.lt2 LS02B.png LS03.lt2 LS03.png LS04.lt2 LS04.png LS05.lt2 LS05.png LS06.lt2 LS06.png LS07.lt2 LS07.png LS07B.lt2 LS07B.png LS07C.lt2 LS07C.png LS08.lt2 LS08.png P01.lt2 P01.png P02.lt2 P02.png P03.lt2 P03.png P04CellA.lt2 P04CellA.png P05CellA.lt2 P05CellA.png \Runtime\libraries\Character\RPublishing\PrisonCellBlock\ CellA.cr2 CellA.png CellB.cr2 CellB.png CellsX.cr2 CellsX.png CellsY.cr2 CellsY.png WallsAndStructure.cr2 WallsAndStructure.png \Runtime\libraries\Camera\Camera Sets\RPublishing\PrisonCellBlock\ CS01.cm2 CS01.png CS02.cm2 CS02.png CS03.cm2 CS03.png CS04.cm2 CS04.png CS05CellA.cm2 CS05CellA.png CS06.cm2 CS06.png CS07.cm2 CS07.png CS08.cm2 CS08.png CS09.cm2 CS09.png CS10.cm2 CS10.png CS11.cm2 CS11.png CS12.cm2 CS12.png \Runtime\Geometries\RPublishing\ Catwalk.obj Ceiling01.obj Ceiling02.obj CeilingB.obj CellA_Bars.obj CellA_BedA.obj CellA_BedA_Matresse.obj CellA_BedB.obj CellA_BedB_Matresse.obj CellA_Button.obj CellA_Ceiling.obj CellA_Door.obj CellA_Floor.obj CellA_LeverBox.obj CellA_LeverHandle.obj CellA_Sink.obj CellA_Tap.obj CellA_Toilet.obj CellA_WallA.obj CellA_WallB.obj CellA_WallC.obj CellB_Bed.obj CellB_Bed_Matresse.obj CellB_Ceiling.obj CellB_Door.obj CellB_Floor.obj CellB_Sink.obj CellB_Toilet.obj CellB_WallA.obj CellB_WallB.obj CellB_WallC.obj CellB_WallFront.obj CellsX_Bars.obj CellsX_Ceilings.obj CellsX_DoorA.obj CellsX_DoorB.obj CellsX_DoorC.obj CellsX_DoorD.obj CellsX_DoorE.obj CellsX_Floor.obj CellsX_Levers.obj CellsX_WallCBars.obj CellsX_Walls.obj CellsY_Bars.obj CellsY_Ceilings.obj CellsY_DoorA.obj CellsY_DoorB.obj CellsY_DoorC.obj CellsY_DoorD.obj CellsY_DoorE.obj CellsY_Floor.obj CellsY_Levers.obj CellsY_WallCBars.obj CellsY_Walls.obj Columns.obj ColumnsS.obj FloorMain.obj Lamps.obj Skylight.obj WallL01.obj WallL01DoorD.obj WallL01DoorU.obj WallL02.obj WallL02DoorD.obj WallL02DoorU.obj WallOut.obj Detailed installation instructions: I. Extract the zip file to your Poser folder (eg c:\program files\poser) with option "Use Folder Names" checked ON. (Note: prior of getting the lights, better delete the existing lights) Also for ease of use all the necessary props are gathered in 5 figures. Get the figures (and included props) from the "figures" folder, then "RPublishing", then "PrisonCellBlock" (ie from Runtime\libraries\characters\RPublishing\PrisonCellBlock). Get the light sets and camera sets: from their folders Light Sets and Camera Sets and clicking within those folders "RPublishing" folder and "PrisonCellBlock" folder. To apply different materials to the props, you have first to select the figure where the props belong to. All the props are also available at the props folder. II. The cells are presented in 4 different ways: CellA: one complete cell on the upper floor, including beds and sanitary props. CellB: one complete cell on the bottom floor, slight different from Cell A, including also bed and sanitary props. CellsX: group of five cells on the upper floor, with no interiors. To use the props from CellA, simply load the necessary CellA props and move them (zTran) on multiples of 8.068. CellsY: equal to CellsY, on the bottom floor. To use CellB props, move them for the same amount specified above. The vertical distance (yTran) between CellsX and CellsY is 11,35 III. All doors open with yRotate. IV. The light sets prefixed with P have Poser6 Point lights with raytraced shadows. To get the shadows, turn Firefly renderer raytrace ON. Note that render times will be longer with raytrace ON. V. Both Firefly and Poser renderer can be used. Firefly may deliver better results. If you use Firefly: Set Shadows to ON. Set Raytrace to ON, in the situations listed in point II. No other cases require Raytrace=ON. Set Smooth Polygons to OFF. The less value of Min Shading Rate (closer or equal to 0.0) the better quality the textures and the overall render will be. If you use Poser renderer: Set Shadows and AntiAlias to ON. VI. There are alternative textures for the PCBwall material, i.e. you can use PCBWal06.jpg, PCBWal07.jpg or PCBWal08.jpg instead of PCBWal00.jpg, for diffuse texture and PCBWalB7.jpg and PCBWalB8.jpg instead of PCBWalB0.jpg, for bump texture. Exact folder names and locations