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- TSB VECTOR-DESIGNER V1.0
- ------------------------
-
- THE FIRST FILLED VECTOR DESIGNER ON
-
- \
- \ /
- \/ COMMODORE AMIGA
-
-
-
- WHAT CONTAINS THE TSB VECTOR DESIGNER ?
-
- ----------------------------------------
-
- - CREATING FILLED VECTOR OBJECTS
- LINE VECTOR OBJECTS
- BOB COORDS TABLES
- FOR THE USE IN YOUR OWN PRODUCTIONS
-
- - RED SECTOR DEMOMAKER SAVE OPTIONS
- FOR FILLED VECTOR, LINES VECTOR
- AND BOB COORDS
-
- - PRE-VIEWING YOUR OBJECTS IN FILLED
- VECTORS
-
- - TRANSFORM OBJECTS EASILY
-
- - EASY PERSPECTIVE OBJECT DESIGN
-
- ----------------------------------------
-
-
- CODING BY ALLOC
-
- GRAFIX BY IVAN
-
- DOCUMENTATION WRITTEN
- BY IVAN
-
- (C) TSB PRODUCTION MARCH/1991
-
- THE RED SECTOR DEMOMAKER IS DISTRIBUTED
- BY DATA BECKER
-
-
- THIS VERSION OF THE TSB VECTOR DESIGNER
- IS SHARE WARE !!!
- YOU CAN SPREAD IT AROUND THE WORLD.
- IF YOU THINK THAT THIS IS A GREAT TOOL,
- AND YOU USE IT FOR YOUR PRODUCTIONS
- FEEL FREE TO SEND ??$ OR ??DM TO THE
- FOLLOWING ADRESS.
-
- JOERG WABBEL (ALLOC)
-
- BINSFELDSTR. 37
- W-3065 NIENSTAEDT
-
- GERMANY
-
-
- ----------------------------------------
-
- *************
- DOCUMENTATION
- *************
-
-
-
- CONTENTS:
- --------
-
-
- I. HISTORY
-
-
- II. FIRST WORD
-
-
- III. FIRST CONTACT
-
-
- 1. THE MENU
-
- 2. THE POINTER
-
- 3. IMPORTANT KEYS
-
- IV. THE MAIN OPTIONS
-
-
- 1. [F1] P EDIT (POINT EDIT)
-
- 2. [F2] F EDIT (FACE EDIT)
-
- 3. [F3] F SORT (FACE SORT)
-
-
- V. THE DISPLAY
-
-
- VI. TSB DATA STRUCTURE
-
- 1. COORDS
-
- 2. BOBS
-
- 3. FILLED VECTOR
-
- 4. SAVE SUFFIX
-
-
- VII. HOW TO USE THE OBJECTS IN
- THE RED SECTOR DEMOMAKER
-
-
- VIII. SPECIAL HELP & HINTS
-
-
-
- ----------------------------------------
-
- I. HISTORY
- -------
-
- AS WE BEGAN TO WRITE THE FILLED VECTOR
- ROUTINES FOR MAXIMUM OVERDRIVE WE GOT
- NERVED OF ALL THE FUCKING COORDS
- WHICH HAD TO BE WRITTEN.
-
- THE FIRST VERSION OF THE VECTOR
- DESIGNER WAS BORN. BUT IT WAS A LONG
- WAY TO REALIZE IT.
- IT TOOK MORE TIME TO WRITE A FIRST
- VERSION OF THIS UTIL THAN ALL ROUTINES
- FOR MAXIMUM OVERDRIVE .....
-
- MAXIMUM OVERDRIVE WAS READY.
- WITHOUT THE HELP OF THIS GOLDEN PIECE
- IT WOULDN`T BE POSSIBLE...
-
- NOW WE RECOGNIZED HOW HARD IT IS TO
- MAKE A FILLED VECTOR DEMO WITHOUT A
- VECTOR DESIGNER.
-
- SO WE DECIDED TO MAKE A VERSION FOR
- THE SCENE BUT ALSO OF COURSE FOR ALL
- OTHER DUDES WHO CAN NEED THIS TOOL.
- IT IS FOR ALL THE TIRED CODERS AND
- COORDSWRITING-SLAVES TO HELP THEM BY
- THEIR LOUSY WORK.
-
- BY THE WAY THERE ARE NO MORE PROBLEMS
- WITH THE TWO DISK VERSION OF MAXIMUM
- OVERDRIVE BECAUSE FLAKE MANAGED IT TO
- WRITE A BETTER LOADER AND PACKED THE
- WHOLE SHIT ON ONE DISK.
-
- SO IF YOU HAVENT THE UPDATED ONE DISK
- VERSION OF THE MAGNIFICIENT MAXIMUM
- OVERDRIVE IN YOUR DEMO COLLECTION THEN
- SEND ONE DISK AND A PREPAID ENVELOPE
- TO THE FOLLOWING ADRESS.
-
-
- PLK A 19267
-
- W-3060 STADTHAGEN
-
- GERMANY
-
-
- FOR CONTACTING THE SPECIAL BROTHERS
- WRITE ALSO TO THIS ADRESS.
-
- ----------------------------------------
-
-
- II. FIRST WORD
- ----------
-
-
- THE SOURCE(SEKA) OF THIS DESIGNER IS
- VERY CHAOTIC BECAUSE ALLOC WROTE THIS
- UNDER HEAVY TIME PRESSURE FOR MAXIMUM
- OVERDRIVE. FIRST WE DON`T WANT TO MAKE
- A RELEASE OF THIS CRAP.
- THIS IS THE REASON WHY THIS DESIGNER
- ISN`T VERY `USER FRIENDLY`.
- IT WAS IMPOSSIBLE TO GET REAL STRUCTURE
- IN THIS SOURCE WITHOUT WRITING IT
- TOTALY NEW......
- YOU HAVEN`T THE HELP OF A DIRECTORY OR
- PULL DOWN MENUES.
- THIS IS A NAKED PROGRAM BUT WHAT
- REMAINS IS THE POWERFUL USE OF THIS
- TOOL.
- WE ALSO INCLUDED A SPECIAL SAVE OPTION
- FOR THE RED SECTOR DEMOMAKER AS WE
- NOTICED THAT THERE WAS NO DESIGNER IN
- THAT FUNNY TOOL.
- SO NOW YOU CAN MAKE YOUR RED SECTOR
- DEMOS WITH INCLUDING YOUR OWN MADE
- OBJECTS EASILY.
-
- BY THE WAY. THERE IS A SPECIAL BROTHERS
- DEMO MADE WITH THE RED SECTOR DEMOMAKER
- FLYING THROUGH THE SCENE.
- PLEASE NOTICE THAT THIS IS NOT FROM US.
- `HOW LOW CAN WE GO` ???? NOT SO LOW ,
- OKAY DUDES...
- WE THINK THAT WAS ONLY A LAME JOKE FROM
- SOME FREAKS OUT OF IRAQ !!!!!!!!
-
-
- ----------------------------------------
-
-
- III. FIRST CONTACT
- -------------
-
-
- 1. THE MENU
- --------
-
- AT THE TOP OF THE DISPLAY YOU CAN SEE
- 16 OPTIONS, IT BEGINS WITH P EDIT AND
- ENDS AT THE NEXT COLUMN WITH CLI.
- YOU CAN REACH THESE OPTIONS WITH THE
- KEYS F1-F10(+ SHIFT) AND <TAB>.
-
- F1 - P EDIT
- -----------
-
- ONE OF THE THREE MAIN OPTIONS.
- IN THIS OPTIONS YOU SET YOUR POINTS
- AND CONNECT YOUR POINTS WITH GRAY
- LINES. THIS ONLY FOR THE USER TO HELP
- HIM IN CONTRUCTING HIS OBJECT.
- THE OPTION IS FOR CREATING BOB COORDS,
- LINE VECTORS AND TO PRE-DESIGN THE
- FILLED VECTOR OBJECTS.
-
-
- SHIFT+F1 - COLORS
- -----------------
-
- HERE YOU CAN ENTER 16 COLORS FOR THE
- FILLED VECTOR TEST SCREEN. YOU ENTER
- THE COLORS UNDER INPUT IN THE DISPLAY.
- GIVE ONE COLOR AFTER ANOTHER WITH
- PRESSING ENTER AFTER EVERY COLOR.
-
-
-
- F2 - F EDIT
- -----------
-
- THE SECOND MAIN OPTION OF THE DESIGNER.
- HERE YOU MAKE THE FACES OF YOUR OBJECT
- THIS IS ONLY FOR FILLED VECTOR OBJECTS.
-
- SHIFT+F2 - CLI
- --------------
-
- WITH THIS FUNCTION YOU SWITCH YO AN
- CLI WINDOW. HERE YOU CAN ENTER CLI-
- COMMANDS PAR EXAMPLE DIR, COPY ETC...
- BY PRESSING RETURN IN YOUR START-CLI
- TO GO BACK TO THE DESIGNER.
-
- F3 - F SORT
- -----------
-
- WITH THAT THIRD MAIN OPTION YOU SORT
- YOUR FACES. PAR EXAMPLE IF HAVE ONE
- PLANE UNDER ANOTHER PLANE.
- THIS OPTION IS ONLY FOR FILLED VECTOR
- OBJECTS, TOO.
-
- F4 - PATH
- ---------
-
- HERE YOU ENTER THE PATH AND THE NAME
- OF THE OBJECT WHICH YOU WANT TO LOAD
- OR TO SAVE.
-
- F5 - D SAVE
- -----------
-
- DATA SAVE, YOU SAVE YOUR OBJECTS AS
- DATA FILES. THIS IS THE FILE STRUCTURE
- ONLY FOR THE VECTOR DESIGNER.
-
- F6 - D LOAD
- -----------
-
- DATA LOAD, YOU LOAD YOUR DATA FILES YOU
- SAVED WITH THE OPTION D SAVE.
-
- F7 - F SAVE
- -----------
-
- READY SAVE, THIS IS THE SAVE STRUCTURE
- WHICH YOU WILL USE LATER IN YOUR
- ROUTINE.
-
- SHIFT+F7 - RED SECTOR SAVE
- --------------------------
-
- READY SAVE FOR INCLUDING FILLED
- VECTOR OBJECTS IN THE RED SECTOR DEMO
- MAKER.
-
- F8 - RANGE
- ----------
-
- HERE YOU CAN ENTER YOUR POINTER STEPS
- IN X - Y - Z DIMENSIONS.
- ATFER PRESSING A NUMBER PUSH ENTER.
- MAKE THIS THREE TIMES WITHOUT PRESSING
- F8 AGAIN.
-
- F9 - L SAVE
- -----------
-
- THIS IS THE OPTION FOR LINE SAVE.
-
- SHIFT + F9 - RED SECTOR L SAVE
- ------------------------------
-
- THIS IS THE OPTION FOR LINE SAVE.
- FOR USE IN THE RED SECTOR DEMO MAKER.
-
- F10 - B SAVE
- ------------
-
- BOB SAVE, HERE YOU CAN SAVE ONLY
- COORDS- POSITIONS.
-
- SHIFT+F10 - RED SECTOR B SAVE
- -----------------------------
-
- BOB SAVE, HERE YOU CAN SAVE ONLY
- COORDS- POSITIONS. FOR THE RED SECTOR
- DEMO MAKER.
-
- <TAB> - TEST
- ------------
-
- WITH THIS OPTION YOU SWITCH TO ANOTHER
- SCREEN. IF YOU DESIGNED YOUR FV-OBJECT
- WELL YOU WILL SEE IT ON THE SCREEN IN
- FILLED VECTOR.
-
-
-
- ----------------------------------------
-
-
- 2. THE POINTER
- -----------
-
- WITH THE POINTER YOU CAN SET YOUR
- COORDS. YOU MOVE IT WITH THE MOUSE.
- MOVING LEFT-RIGHT UP-DOWN YOU CHANGE
- X-Y POS. PRESSING LEFT-RIGHT MOUSE-
- BUTTON YOU CHANGE THE Z-POS.
-
-
- ----------------------------------------
-
-
- 3. IMPORTANT KEYS
- --------------
-
- THE FOLLOWING KEYS YOU CAN USE
- UNDER ALL 3 MAIN OPTIONS (P EDIT/F EDIT
- /F SORT) AND THE OPTION TEST.
-
- PRESS -1 AND 2- FOR CHANGING X-ANGLE.
- THE OBJECT WILL ROTATE
- AROUND THE X-AXIS.
-
- -3 AND 4- FOR CHANGING Y-ANGLE.
- THE OBJECT WILL ROTATE
- AROUND THE Y-AXIS.
-
- -5 AND 6- FOR CHANGING Z-ANGLE.
- THE OBJECT WILL ROTATE
- AROUND THE Z-AXIS.
-
- - 0 - SET ANGLES BACK TO
- FIRST POSITION.
-
- -A AND S- FOR SHIFTING THE OBJECT
- IN X-DIRECTION.
-
- -D AND F- FOR SHIFTING THE OBJECT
- IN Y-DIRECTION.
-
- -G AND H- FOR SHIFTING THE OBJECT
- IN Z-DIRECTION.
-
-
- - DEL - PRESS THIS KEY FOR
- KILLING/DELETING A
- WHOLE OBJECT.
- ATTENTION!!! YOU CAN`T
- GET BACK THAT IS
- DELETED.
-
-
- ----------------------------------------
-
- IV. THE MAIN OPTIONS
- ----------------
-
-
- 1. [F1] P EDIT (POINT EDIT)
- -----------
-
- UNDER POINT EDIT YOU SET YOUR COORDS
- AND CONNECT IT WITH LINES. THE LINES
- IN THIS OPTION YOU SEE IN GREY COLOR
- ON YOUR SCREEN AND THEY ARE ONLY FOR
- YOU TO SEE YOUR OBJECT BETTER.
-
- THE KEYS FOR THIS FUNCTIONS ARE.
-
- - ENTER - FOR SETTING A COORD.
-
- - LEFT/RIGHT ARROW - SWITCH THE POINTER
- BETWEEN THE COORDS
-
- - BACKSPACE - FOR DELETING THE LAST
- COORD WHEN YOU MOVED THE
- POINTER ON IT
-
- - C - YOU SET THE POINT FROM WHICH
- YOU WANT DRAW THE LINE.
-
- - V - YOU CONNECT THE LINE FROM THE
- MARKED POINT TO THE POINT ON
- WHICH YOUR POINTER IS.
-
- - X/Y - YOU CAN MOVE A RED LINE ABOVE
- THE OTHERS.
-
- - B - YOU KILL THE RED MARKED LINE.
-
- - L - YOU MOVE THE LAST POINT TO THE
- POSITION WHERE YOUR POINTER IS.
-
- - SPACE - IF YOU TAKE THE POINTS AS
- BOB COORDS YOU CAN ENTER THE
- THE BOB NUMBER FOR EACH POINT
-
- - Q / W - SHIFTING THE ROTATING CENTRE
- IN THE X-AXIS.
-
- - E / R - SHIFTING THE ROTATING CENTRE
- IN THE Y-AXIS.
-
- - T / Z - SHIFTING THE ROTATING CENTRE
- IN THE Z-AXIS.
-
-
- ----------------------------------------
-
-
- 2. [F2] F EDIT (FACE EDIT)
- -----------
-
- IN THIS OPTION YOU CREATE THE FACES OF
- YOUR FILLED VECTOR OBJECT.
- VERY IMPORTANT IS THAT YOU MUST ROTATE
- THE FACE YOU WANT CREATE TO YOUR
- DIRECTION THAT IT IS PARALLEL WITH THE
- MONITOR.
-
- ( THE FACE MUST LOOK AT YOU....)
- -------------------------------
-
- ATFER THAT CONNECT ALL POINTS OF YOUR
- FACE IN CLOCKWISE-DIRECTION!!!!!
- -------------------
-
- DON`T FORGET THAT YOUR LAST POINT MUST
- BE YOUR START POINT. THEN YOU LOCK THE
- FACE AND MAKE THE NEXT.
-
- BUT HERE ARE THE SPECIAL KEYS FOR THE
- F EDIT OPTION.
-
-
- - ENTER - LOCKS A POINT IN YOUR FACE.
- MOVE THE POINTER ON THE START
- POINT AND PRESS ENTER. THEN
- MOVE IT IN CLOCKWISE
- DIRECTION TO YOUR NEXT POINT
- AND PRESS ENTER. SO YOU GO ON
- WITH ALL POINTS OF YOUR
- FACE. WHEN YOU REACHED THE
- LAST POINT OF YOUR FACE
- (START POINT) THEN PRESS
- ENTER AGAIN. THE BORDER LINES
- OF THE FACE WILL BE SHOWN IN
- RED COLOR.
-
- - V - AFTER LOCKING THE LAST POINT
- WITH ENTER PRESS -V- FOR
- LOCKING THE WHOLE FACE.
- WHEN YOU PRESS -V- THE COLOR
- OF THE BORDER WILL CHANGE
- FROM RED TO GREEN.
-
- - X/Y - WITH THIS KEYS YOU CHANGE THE
- FACE WHICH IS MARKED AND
- WHICH YOU CAN EDIT, KILL OR
- SET THE COLOR. THE MARKED
- FACE IS SHOWN IN RED COLOR.
-
- - C - THIS KEY KILLS THE MARKED
- FACE.
-
- - BACKSPACE - YOU CAN KILL THE CONNEC-
- TIONS OF THE MARKED FACE.
- THIS HAPPENS IN ANTI-
- CLOCKWISE ORDER.
-
- - SPACE - WITH THIS KEY YOU ENTER THE
- COLOR OF YOUR FACE. YOU ENTER
- IT UNDER `INPUT` IN THE
- DISPLAY. YOU ENTER THIS IN
- HEX.
-
- ----------------------------------------
-
-
- 3. F SORT (FACE SORT)
- ------
-
- WITH THIS FUNCTION YOU SORT YOUR FACES
- IN TABLES. PAR EXAMPLE IF MANY FACES
- POINT AT THE SAME DIRECTION YOU NEED
- NOT TEST THEM ALL. PUT THEM IN THE SAME
- TABLE AND YOU WILL SAVE TIME.
- THE FIRST ENTERED FACE IS THE FIRST IN
- THE TABLE.
- BY THE WAY THIS FUNCTION DOES NOT WORK
- WITH THE RED SECTOR DEMOMAKER.
-
-
- NOW THE KEYS:
-
-
- - X/Y - YOU MOVE THE RED MARKED FACE
- WHICH YOU WANT TO EDIT.
-
- - SPACE - YOU TAKE THE RED FACE INTO
- THE TABLE.
-
- -SPACEBACK - YOU KILL THE LAST FACE IN
- THE TABLE.
-
- - ENTER - YOU CREATE A NEW FACEBASE-
- TABLE.
-
- - LEFT/RIGHT- YOU MOVE BETWEEN THE
- CURSOR DIFFERENT TABLES.
-
-
- - M - BY PRESS THIS KEY YOU WILL KILL
- A WHOLE FACEBASETABLE!!
-
-
-
-
- ----------------------------------------
-
-
- V. THE DISPLAY
- --------------
-
- NOW SOME WORDS FOR THE UNDERSTANDING
- OF THE DISPLAY.
-
-
-
-
- X: HERE STANDS THE POSITIONS WHERE
- Y: > YOUR CURSOR IS.
- Z:
-
-
-
- X-ANGLE: THIS IS THE ROTATING ANGLE
- Y-ANGLE: > OF THE POINT WHERE YOUR
- Z-ANGLE: CURSOR IS TO THE CENTRE.
-
-
-
- ZEN-X: THIS SHOWS YOU THE POSITION
- ZEN-Y: > OF YOUR ROTATING CENTRE.
- ZEN-Z:
-
-
-
- COORDSPOS:(VIOLET)
- ------------------
-
- THIS IS THE COORDSNUMBER WHERE YOUR
- POINTER IS. (FOR [F1] P-EDIT)
-
-
- NO. OF COORDS:
- --------------
-
- THE NUMBER OF POINTS YOUR OBJECT HAVE.
-
-
- NO. OF LINES:
- -------------
-
- THE NUMBER OF LINES YOUR OBJECT HAVE.
- PS. NOT THE FACEBORDERS YOU CREATE WITH
- [F2] F-EDIT.
-
-
- LINESPOS:
- ---------
-
- THIS SHOWS YOU THE NUMBER OF THE LINE
- WHICH IS RED MARKED.(UNDER [F1] P-EDIT)
-
-
- LINE START:
- -----------
-
- HERE YOU SEE THE NUMBER OF THE POINT
- WHICH YOU HAVE MARKED AS STARTPOINT
- FOR DRAWING A LINE.
-
-
- BOBNUMBER:
- ----------
-
- THE BOBNUMBER OF THE COORDS ON WHICH
- YOUR CURSOR STANDS. ([F1] P-EDIT).
-
-
- RANGE X/Y/Z:
- ------------
-
- THIS SHOWS YOU THE CURSOR-STEP-RANGE
- YOU HAVE ENTERED UNDER [F8] RANGE.
-
-
- INPUT:
- ------
-
- HERE YOU ENTER THE BOBNUMBERS, COLORS
- AND THE CURSOR-STEP RANGE. ( IN HEX )
-
-
- PATH:
- -----
-
- THIS IS FOR ENTERING THE PATH AND NAME
- OF THE OBJECT YOU WANT LOAD OR SAVE.
- BUT ALSO FOR ENTERING THE DIRECTORY-
- PATH YOU WANT LOOK AT.
-
-
- COORDSPOS:(GREEN)
- -----------------
-
- THIS IS ALSO THE NUMBER OF THE COORD
- ON WHICH YOUR CURSOR STANDS, BUT THIS
- WORKS IN [F2] F-EDIT.
-
-
- FACESPOS:
- ---------
-
- THE NUMBER OF THE FACE WHICH IS MARKED
- IN RED COLOR. ([F2] F-EDIT).
-
-
- FACES:
- ------
-
- THE NUMBER OF FACES YOU HAVE CREATED IN
- [F2] F-EDIT.
-
-
- POINTS:
- -------
-
- THIS SHOWS YOU THE NUMBER OF POINTS OF
- THE FACE WHICH IS SELECTED AND MARKED
- IN RED COLOR.
-
-
- COLOR:
- ------
-
- THE NUMBER OF THE COLOR OF THE RED
- MARKED FACE.
-
-
- NO. OF FBASES:
- --------------
-
- THE NUMBER OF FBASETABLES YOU HAVE
- CREATED. ([F3] F-SORT)
-
-
- F-BASEPOS:
- ----------
-
- THE NUMBER OF THE FBASETABLE YOU HAVE
- SELECTED AND IN WHICH YOU ARE WORKING.
- ([F3] F-SORT)
-
-
- FACES IN F-BASES:
- -----------------
-
- THIS SHOWS YOU HOW MANY FACES YOU HAVE
- IN THE FBASETABLE YOU HAVE SELECTED.
- ([F3] F-SORT)
-
-
-
- ----------------------------------------
-
- VI. THE OBJECT STRUCTURE
- ------------------------
-
-
- ZEN/X/Y/Z IS SUBTRACTED FROM ALL
- OBJECTCOORDS.LOOK IN THE EXAMPLE-
- SOURCES !!!!!!!!
-
- 1. BOB STRUCTURE
- ----------------
-
- START:
- DC.W X , Y , Z ,BOBNUMBER
- DC.W X , Y , Z ,BOBNUMBER
- ........
- ........
- DC.W $7FFF(ENDMARK)
-
-
-
- THE DESIGNER SAVES THE BOB-OBJECTS
- AS RAW-DATA-FILES WITH -NAME.B-.
-
-
-
- 2.LINES STRUCTURE
- -----------------
-
- START:
- DC.W X , Y , Z ,BOBNUMBER
- DC.W X , Y , Z ,BOBNUMBER
- ........
- ........
- DC.W $7FFF(ENDMARK)
-
- START+1024
-
- DC.W STARTCOORD OF 1.LINE,ENDCOORD
- DC.W STARTCOORD OF 2.LINE,ENDCOORD
- .....
-
- $7FFF(ENDMARK)
-
- THE DESIGNER SAVES THE L-OBJECTS
- AS RAW-DATA-FILES WITH -NAME.L-.
-
-
- 3.FILLED STRUCTURE
- ------------------
-
-
- START:
- DC.W X , Y , Z ,EMPTY
- DC.W X , Y , Z ,EMPTY
- ........
- ........
- DC.W $7FFF(ENDMARK)
-
- START+1024
-
- DC.L ADRESS OF 1. F-BASETABLE
- DC.L ADRESS OF 2. F-BASETABLE
- .......
- DC.L $FFFFFFFF (ENDMARK)
-
- 1. F-BASETABLE
- DC.L ADRESS OF 1.SURFACE
- DC.L ADRESS OF 2.SURFACE
- ......
- DC.L $FFFFFFFF
-
- 2. F-BASETABLE
- DC.L ADRESS OF 3.SURFACE
- DC.L ADRESS OF 4.SURFACE
- ......
- DC.L $FFFFFFFF
-
-
- 1.SURFACE
-
- DC.W EMPTY,NUMBER OF POINTS
- DC.W COLOR-NUMBER
- DC.W NUMBER OF 1.POINT
- DC.W NUMBER OF 2.POINT
- ......
-
- 2.SURFACE
-
- ......
- ......
-
-
- THE DESIGNER SAVES THE F-OBJECTS
- AS RAW-DATA-FILES WITH -NAME.F-.
- THE ADRESS-BASE IS THE BEGINNING
- OF THE FILE.
- IF YOU HAVENT MARKED A SURFACE WITH
- THE F3-FUNCTION,IT WILL GET AN OWN
- F-BASETABLE.
-
-
-
-
-
-
- 4. SAVE SUFFIX
- --------------
-
- WHEN YOU SAVE AN OBJECT THE VECTOR-
- DESIGNER WILL WRITE A SUFFIX BEHIND
- THE FILE LIKE THE .S THE SEKA USES.
-
- THE SUFFIX ARE:
-
-
- - FILENAME.D FOR (ALL DATA) SAVE[F5]
-
- - FILENAME.L FOR LINE SAVE
-
- - FILENAME.B FOR BOB SAVE
-
- - FILENAME.F FOR FV SAVE
-
- - FILENAME.R FOR RSI LINE SAVE
-
- - FILENAME.S FOR RSI BOB SAVE
-
- - FILENAME.I FOR RSI FV SAVE
-
-
-
-
-
- ----------------------------------------
-
-
- VII. HOW TO USE OBJECTS IN THE RSI
- DEMOMAKER.
-
-
- JUST READ THE RAW-DATA-FILES IN YOUR
- OBJECT-SOURCES.
-
- LABEL: COORDS
-
- LABEL+1024: BOBS/LINES/SURFACES
-
-
- EXAMPLE FILLED VECTOR OBJECT
- ----------------------------
-
- READ THE FILE SOURCES/VEKTOROBJEKT1
- FOR THE DEMOMAKER DISK IN YOUR SEKA.
-
- NOW YOU MUST CUT THE TABLE OF THE
- LABELS TESTPOINTS: AND TESTFLAECHEN:
-
- AFTER THIS YOU MAKE THEIR A BLK.B
- IN YOUR SOURCE MUST STAND.
-
- TESTPOINTS:
-
- BLK.B 1024.0
-
- TESTFLAECHEN:
-
- BLK.B 2048,0
-
- THEN ASSEMBLE !!!!
-
- NOW WRITE :
-
- RI (RETURN)
- THE NAME OF YOUR RSIOBJECT.I (RETURN)
- BEGIN> TESTPOINTS (RETURN)
- END> (RETURN)
-
- NOW WRITE :
-
- WI (RETURN)
-
- THE NAME OF THE (REAL) RSIOBJECT
- (RETURN)
-
- BEGIN> START (RETURN)
- END> END (RETURN)
-
- NOW YOU CAN LOAD YOUR OBJECT IN THE
- DEMOMAKER AND USE IT.
-
-
- - FOR FURTHER DETAILS OF THE VEKTOR-
- SOURCES LOOK IN THE RSI-MANUAL.
-
-
- LOOK EXAMPLES!!!!!!!
-
-
- ----------------------------------------
-
-
- VIII. SPECIAL HELP & HINTS
- --------------------------
-
-
- - WHEN YOU CREATE THE FACES OF YOUR
- OBJECT IN [F2] F-EDIT REMEMBER TO
- BORDER THEM IN CLOCKWISE-DIRECTION!!
-
- - FOR DESIGNING YOUR OBJECT USE ALWAYS
- A POINTERSTEP RANGE !!!!
- THIS WILL HELP YOU VERY MUCH.
-
- - WHEN YOU ARE READY WITH DESIGNING
- YOUR OBJECT MAKE SURE THAT THE LAST
- POSITION OF POINTS, FACES, TABLES
- AND ETC. MUST BE EMPTY. THE DESIGNER
- WILL KILL THE POSITION BY SAVING IT
- AS A READY FILE.
- THIS IS VERY IMPORTANT !!!!!!!!
-
- - BEFORE TESTING A OBJECT WITH [TAB]
- SAVE IT AS A DATA FILE ([F5]) !!!
- IF YOU MADE SHIT IN CREATING YOUR
- FACES OR FORGOT THE LAST FREE
- POSITION IN ANY TABLE THIS WONDERFUL
- MACHINE WILL FUCK UP.
-
- - WHEN YOU USE THE OBJECTS IN THE RSI
- DEMOMAKER MAKE SURE THAT YOUR OBJECT
- COORDS ARE NOT TOO BIG.
-
- - WHEN YOU ENTERED IN THE RSI OBJECT
- SOURCE A ZOOM FROM 300 THE RANGE
- OF THE OBJECT COORDS SHOULD NOT BE
- BIGGER THAN FROM -100 TO 100 IN
- ALL AXIS.
-
- - WE NOT REALLY TESTED ALL OPTIONS OF
- RSI DEMOMAKER BUT SO WE DID ALL WENT
- WELL.
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- OKAY THAT WAS IT .......
-
- HOPE YOU LIKE THE TSB VECTOR DESIGNER
-
- AND LOOK OUT FOR FURTHER RELEASES OF
-
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- T H E S P E C I A L B R O T H E R S
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- END OF TEXT
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