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-
- DELUXE PAINT V - MANUAL
- =======================
-
- TYPED BY SHARD - N&B
- EPILEPSY WARNING
-
- PLEASE READ BEFORE USING THIS GAME OR ALLOWING YOUR CHILDREN TO USE IT
-
- Some people are susceptible to epileptic seizures or loss of
- consciousness when exposed to certain flashing lights or light patterns
- in everyday life. Such people may have a seizure while watching
- television images or playing certain games. This may happen even if the
- person has no medical history of epilepsy or has never had any epileptic
- seizures.
-
- If you or anyone in your family has ever had symptoms related to
- epilepsy (seizures or loss of consciousness) when exposed to flashing
- lights, consult your doctor prior to playing.
-
- We advise that parents should monitor the use of games by their
- children. If you or your child experience any of the following
- symptoms: dizziness, blurred vision, eye or muscle twitches, loss of
- consciousness, disorientation, any involuntary movement or convulsion,
- while playing the game, IMMEDIATELY discontinue use and consult your
- doctor.
-
- PRECAUTIONS TO TAKE DURING USE
-
- Do not stand too close to the screen. Sit a good distance away from the
- screen, as far away as the length of the cable allows.
-
- Preferably play the game on a small screen.
-
- Avoid playing if you are tired or have not had much sleep.
-
- Make sure that the room in which you are playing is well lit.
-
- Rest for at least 10 to 15 minutes per hour while playing a game.
-
-
-
- INTRODUCTION
- ------------
-
- Deluxe Paint V is an upgraded and enhanced version of Elevtronic Arts
- premier colour paint program for the Amiga, Deluxe Paint IV. Its
- improved and more versitile range of paint and animation features were
- designed to meet the basic needs of amateur artists, while satisfying
- the rigorous requirements of graphics and video professionals.
-
- If you're new to computer graphics, you'll want to read the next section
- For New Artists Only, before you move on to the rest of the introduction
- to Deluxe Paint V. If you're an experienced computer graphics artist,
- you might want to move directly to About this Manual.
-
- FOR NEW ARTISTS ONLY
-
- You are about to discover that Deluxe Paint V can help you create
- prototypes of your designs more quickly and easily than any traditional
- medium. You'll move from inspiration to execution in minutes instead of
- hours. We think that Deluxe Paint V's power and versitility can help
- you develop a new approach to graphic art. You'll soon find that Deluxe
- Paint V is ideal for creating graphic design comps, video and
- traditional animation, video titling, desktop presentations, and other
- desktop publishing applications.
-
- Deluxe Paint V lets you do things that would be difficult, if not
- impossible, using traditional methods. For example, you can easily
- rotate a picture or flip it to create its mirror image. Shrink or
- expand an image as you wish, pick it up, and place it precisely. Or you
- can create a mathematically exact tonal range for your colours just by
- specifying the beginning and ending shades and the number of steps in
- between.
-
- You can also move images from one part of the picture to another, or
- copy an image and paste it anywhere in your picture. Create a forest of
- leaves just by drawing a single leaf and pasting it throughout your
- picture. And make global changes to the colours in your artwork with a
- few keystrokes.
-
- Deluxe Paint will also help you find more efficient ways to create
- traditional drawing, painting, and animation effects.
-
- You can save all your work on disk so you don't have to create
- everything from scratch each time you work on a design. This means you
- can collect a library of images (called clip art) to use in future
- designs. Because you can save versions of your picture as you go, you
- can always return to an earlier state of a design and pick it up from
- there, if you like. Finally because you can print as many originals of
- a picture as you need, or make unlimited copies of your data disks with
- no degradarion from one generarion to the next, there need never be just
- one original of a picture to lose or spill coffee on.
-
- So, welcome to the world of computer generated art. As you begin this
- great artistic adventure, we think you'll be impressed and delighted by
- Deluxe Paint V.
-
- ABOUT THIS MANUAL
-
- When you need help or simply want more information about Deluxe Paint V,
- this manual is the best resource. But you don't have to memorise the
- manual to master the program. We've organised the information here so
- you can quickly learn how to use the program in a manner that best suits
- your style and experience.
-
- The manual assumes that you know your way around your Amiga. If you
- just recently acquired your computer familiarise yourself with Amiga
- terminology and techniques before using Deluxe Paint V. You do not have
- to become an Amiga expert. But, selecting, dragging, pointing and
- clicking should not be a mystery to you; nor should menus, submenus,
- windows, and requesters sound strange.
-
- If any of these terms are unfamiliar, take a few minutes to browse
- through your Amiga User's guide, and make sure you read Hints and
- Reminders while using Deluxe Paint, below for some special tips.
- Knowledge of basic Amiga operations and features will help you learn to
- use Deluxe Paint V quickly and adeptly.
-
- EVERY USER SHOULD READ
-
- Before starting to work with Deluxe Paint V there are three things that
- every user ought to do.
-
- Read Whats New at the end of this introduction for a brief description
- of Deluxe Paint V's exciting new features. It's especially designed for
- artists who are familiar with previous versions of Deluxe Paint, and
- beginners will also find much useful information.
-
- Briefly review the Table of Contents to locate areas of special
- interest. Note that Chapters 4-7 assume familiarity with the more basic
- parts of the program.
-
- Carefully read Getting Started to be sure you have all the proper
- equipment and software. If you have a hard drive, follow the
- instructions in Installing on a Hard Drive below for installing Deluxe
- Paint V on it.
-
- After you've read Whats New, reviewed the Table of Contents, and
- installed DeluxePaint V, use the manual in whatever way suits you and
- your work. Follow our Guided Tour or strike off on your own. You can
- always consult Reference if you need help or want more information.
- Here are a few approaches you can take to learn Deluxe Paint V,
- depending on your knowledge of computer graphics programs.
-
- BEGINNING COMPUTER GRAPHICS USERS
-
- Work though Getting Started and the Guided Tour - in order and in
- detail. These chapters describe the fundamentals of the program and
- introduce some advanced techniques. You'll start creating with Deluxe
- Paint V right away and learn about its more complex functions as you go
- along. After you've worked through the Guided Tour move On to what
- interests you. We highly recommend Chapter 4, Painting Tutorials. Keep
- the manual close by so you can consult Reference to learn more about
- other program features when you're ready.
-
- EXPERIENCED COMPUTER GRAPHICS USERS
-
- If you're already familiar with Deluxe Paint IV quickly scan Whats New,
- for new information. You'll find an introduction to some of the unique
- paint features of Deluxe Paint V there. Move on whenever you're ready.
- Use Chapters 4 - 8, and the Appendixes to learn more about powerful
- program features like colour mixing, the LightTable, stencils, and
- animation.
-
- THOSE WHO DONT READ MANUALS
-
- If you don't read manuals as a rule, we still hope that you'll read
- Getting Started. Keep this manual nearby so you can consult it when you
- need to.
-
- HINTS AND REMINDERS WHILE USING DELUXE PAINT V
-
- Manual Conventions
- Several special elements in the manual text are designed to make
- learning Deluxe Paint V easier.
-
- Filled squares indicate action items or steps. They mark how to
- sections that present something you should do to understand a program
- feature or function.
-
- Outline squares indicate a list of features, functions, or contents.
- They do not indicate action items.
-
- A note preceded by this symbol indicates important additional
- information, a warning, or a condition. Be sure to read every item
- that's labelled this way.
-
- DeluxePaint V's menu options and keystrokes appear in the text in simple
- boldface type. Every menu option is thoroughly described in Chapter 8,
- Reference.
-
- This special monospace typeface indicates characters that you should
- type.
-
- Refers to the Return key (sometimes called the Enter key) on your
- keyboard. Return is indicated on some keyboards by the Enter symbol.
-
- Refers to the Backspace key indicated by the left arrow symbol on some
- keyboards.
-
- Refers to the Control key (Ctrl) on your keyboard.
-
- Refers to the Amiga key(s) on the bottom row of your keyboard Some
- computers show these as Commodore key(s) "C=".
-
- You can access many Deluxe Paint tools and functions directly from your
- keyboard. For example, typing the capital letter S activates, the Show
- Page option, just as if you had chosen the option from the Picture menu.
- These keyboard commands ARE case sensitive, so when we show a command
- that requires a capital letter, like Q for Quit, make sure you hold down
- the Shift key as you type the letter. As you become more familiar with
- the program, you'll find that these keyboard shortcuts can save you
- time.
-
- USING THE MOUSE
-
- In this manual, we'll use the term click a few different ways to
- describe some standard mouse actions
-
- CLICK means press and quickly release the left mouse button.
-
- DOUBLE CLICK means press and quickly release the left mouse button twice.
-
- RIGHT CLICK means press and release the right mouse button.
-
- DRAGGING THE MOUSE
-
- When you are asked to DRAG the mouse to perform some operation, we mean,
- hold down the LEFT mouse button and move the mouse, unless otherwise
- indicated.
-
- PAINTING WITH THE MOUSE
-
- The two mouse buttons let you switch between foreground and background
- colours while painting.
-
- Pressing the left mouse button paints with the current foreground
- colour; pressing the right mouse button paints with the current
- background colour. You can paint with either colour using any of the
- painting tools. Likewise, clicking a colour in the palette selects it
- as your foreground colour, while right clicking a colour selects it as
- your background colour.
-
- REQUESTERS
-
- Requesters display items that you can choose. They always require some
- input from you. Some requesters let you modify the way a tool operates;
- other requesters let you load or save files.
-
- ACTION BUTTONS
-
- Action buttons activate operations or commands made in the requester, or
- respond to a prompt. Clicking an action button usually closes the
- requester. The OK button accepts any changes made to settings since the
- requester was opened. Cancel closes the requester without accepting any
- changes.
-
- The highlighted item in the requester is the one currently selected.
- Any action buttons you click will affect the item currently selected.
-
- SCROLL BARS
-
- Scroll bars are used to move (scroll) through a list of items that's too
- large to appear in one window of a requester. For example, there are
- too many file names to fit in one window of Figure 2. You have to
- scroll the window to see the names of files that are not visible. There
- are three ways to scroll through a list.
-
- Click the arrows on either end of the scroll bar.
-
- Drag the scroll box to either end of the scroll bar.
-
- Click the shaded area on either side of the scroll box.
-
- EDIT BOXES
-
- Edit boxes let you enter file names or other information from the
- keyboard. Click in the edit box to place the cursor then type any
- prinitable characters. Press the backspace key to delete characters
- left of the cursor. Press Del to delete characters under the cursor.
-
- Review these brief descriptions if you see something on screen that's
- unfamiliar. When you're ready to paint, move on to Chapter 1, Getting
- Started.
-
- CHECK BOXES
-
- Check boxes indicate if an item is turned on or off. When on, the box
- has a check mark. When off the box is empty. To change the check box
- setting, click on the box.
-
- CYCLE GADGETS
-
- Cycle gadgets contain a list of options. The displayed option is the
- selected option. Position the cursor over the cycle gadget and click
- the selection button to cycle through the options. Cycle backwards
- through the options by Shift clicking.
-
- RADIO BUTTONS
-
- Radio buttons allow you to select one option from a fully displayed
- list. Each option in the list has a radio button next to it.
-
- Selected radio buttons are highlighted and appear indented. Unselected
- radio buttons are one colour and appear raised above the screen.
-
- Select a radio button by clicking on it. Clicking on a radio button
- deselects any previously selected option in the list.
-
-
- WHATS NEW IN DELUXE PAINT V?
-
- If you are familiar with Deluxe Paint IV you'll quickly master the new
- features and enhanced functionality of Deluxe Paint V. You probably
- wont need to spend a lot of time working through this manual, but there
- are some special options here that you wont want to miss. This section
- briefly describes the major additions and improvements to the software
- and directs you to the areas where you'll find more information. For
- the straightforward changes, the best place to find information quickly
- is in Chapter 8, Reference.
-
- The major enhancements and updates in the software are as follows:
-
- TRUE COLOUR SUPPORT
- Deluxe Paint V supports 24-bit colour data through the use of a 24-bit
- backing store. You can now Load, Edit, and Save 24-bit IFF data.
-
- AREXX SUPPORT
- The popular inter process scripting/communications language ARexx is
- supported. ARexx can be used to control programs internally and
- externally on the Amiga as well as provide recordable macro
- functionalities to Deluxe Paint.
-
- NATURAL MEDIA
- Natural Media Types and Textured Background modes enable emulation of
- stylistic painting modes/effects such as water colour, oils, and chalk.
- The ability to paint on textured backgrounds also enhances the natural
- feeling of painting and drawing.
-
- IMPROVED AIRBRUSH
- The Airbrush now offers realistic spray with adjustable radius settings.
-
- LOADING ANIMS DIFFERENT SIZES
- Load any size Anim, including virtual pages. Create and edit larger
- than screen animations.
-
- CAMERA MOVES
- This new feature allows scrolling backgrounds and zoom in and zoom out
- type moves.
-
- IMPROVED GRADIENT/TRANSLUCENCY CONTROL
- User defined controls for gradient transluceney. New and improved
- gradient dithering in all modes (Smooth, Adjustable Pattern, and
- Adjustible Random type gradient fills).
-
- LIGHT TABLE ENHANCEMENTS
- Different dimming options for LightTable. Multiple levels of dimming
- for LightTable, user definable LightTable settings (Layers, Dim levels).
-
- INDIVIDUAL PALETTES PER FRAME
- You can now create, edit, load, and save multiple palette animations.
-
- ANIMATION FADE/ TRANSLUCENCY OPTIONS
- From within the Move Requester you can specify a beginning and ending
- level of translucency for the custom brush or animnbrush being moved.
-
- ANIMATION RATE CHANGES PER FRAME
- Set the animation frame rate or pause on a per frame basis if so desired
-
- KEY FRAME ANIMATION
- Using the Move requester the user will be able to interactively position
- their brush or animbrush on start and end key frames in their animation.
-
- PRESSURE SENSITIVE TABLET SUPPORT
- Cycle pressure, size, translucency and reverse size settings. Requires
- a supported pressure sensitive tablet.
-
- CORRAL BRUSH PICKUP
- A new brush pickup mode much like a freehand drawing tool.
-
- SEED-FILL PICKUP
- This "magic wand" tool allows you to pick up a custom brush from the
- screen by simply clicking on the object.
-
- IMPROVED FILE FORMAT SUPPORT
- Support for Anim Op 8 format.
-
- IMPROVED SPEED
- Code optimisition has increased the speed of some functions in the
- program.
-
- ENHANCED INTERFACE
- Standard Amiga keyboard commands for applications. localisation, and
- better user definable preferences for most Program settings.
-
- ENHANCED PRINTING OPTIONS
- Storyboard printing - Animboard allow you to print a storyboard of your
- animation. Expanded printing control and support for system printer
- preferences have been added.
-
- PICTURE PREVIEWS
- You can now view and save a picture preview to the file or file icon.
- The file's icon will also be an image preview.
-
- NEW PLAYER, DELUXE PLAYER
- Deluxe Player provides support for ARexx and multiple palette anims, and
- the ability to play anims from your hard drive.
-
- MOUSE/TABLET TRACKING
- Tracking and smoothing for better looking freehand drawing.
- Mouse/tablet movements are buffered and smoothed.
-
- COLOUR PANEL ENHANCEMENTS
- You now have the option to turn on and off the grid around the colour
- cells to do side by side colour comparisons. RGB and HSV sliders are
- shown simultaneously. Also included are Colour Cell extended
- selections, true RGB colour cells (no longer HAM), a standardised design
- and look for all colour panels, and a larger and enhanced mixing area.
-
- STATUS GAUGE
- Status gauges provide visual feedback on the progress of many Deluxe
- Paint operations.
-
- ANIMATION RATE STATUS
- If your computer system cannot maintain the specified animation rate,
- you can call up a speedometer while the animation is running. The
- speedometer will visually provide you with the estimated animation rate.
-
-
-
- CHAPTER 1 - GETTING STARTED
- ---------------------------
-
- This chapter briefly describes the contents of your Deluxe Paint package
- and the computer hardware and software you will need to use the program.
- It also describes how to:
-
- Organise your disks
- Install Deluxe Paint on a hard drive
- Start Deluxe Paint
- Open a file
- Quit the program
-
- SOFTWARE
-
- Your Deluxe Paint package contains four (4) floppy disks.
-
- The Program disk contains the installation program, Deluxe Paint V
- program, Deluxe Paint font, Deluxe Paint Libraries, ReadMe file, and the
- Deluxe Player animation player. The Deluxe Player program lets you play
- your animations outside of Deluxe Paint (you'll find information about
- the Deluxe Player in Appendix C).
-
- The Media disk contains textures, media types, brushes, example moves,
- colour sets, and two colour fonts that you can use in your own work.
-
- The Examples disk contains pictures, a few animation files, and some
- AnimBrushes to give you some ideas of what you can do with Deluxe Paint
- V's animation features.
-
- The Extras disk contains the gallery, AGA art, and system patches.
-
- THE READ ME FILE
-
- Before you do anything else, read the ReadMe file on your Program disk.
- This file contains information about the program that was not available
- before the manual went to press. To read the ReadMe file:
-
- Double click on the ReadMe icon.
-
- This opens a text window that, at a minimum, lists the title, version
- number, and copyright information about the program. If you need help
- using the ReadMe file, press h on the keyboard to see a screen of text
- viewer key board commands. To exit the ReadMe file:
-
- Press q on the keyboard
-
- HARDWARE
-
- To use Deluxe Paint V you need:
-
- An Amiga computer with at least 2 megabytes (MB) of random access memory
- (RAM). Four MB of RAM (or more) are highly recommended For AGA models,
- 2 MB are required (4 MB required for 24-bit RGB buffer editing);
-
- Amiga DOS 2.04 or greater (2.1 or 3.1 recommended):
-
- Analogue RGB or Multisync Colour Monitor;
-
- One floppy drive and a hard drive or two floppy drives (hard drive
- highly recommended):
-
- If your Amiga has only floppy drives, we recommend that you not double
- click on file icons to start DeluxePaint and load a file. Instead start
- Deluxe Paint and then load the file by choosing Load from the
- appropriate menu.
-
- Some initialised floppy disks, or a hard drive for saving your work.
-
- If you want to print the artwork you create, you'll need a printer
- capable of reproducing black and white or colour graphics. Consult your
- Amiga Users Guide for information about connecting printers and other
- peripherals to your computer.
-
- RECOMMENDED CONFIGURATION
-
- Amiga 68040 CPU, Amiga DOS 2.1 or higher, AGA chipset, 2 MB of Chip RAM,
- 2 MB Fast RAM, 100 MB hard drive, multisync monitor.
-
- ORGANISING YOUR DISKS
-
- We assume that you already know how to initialise and copy disks, create
- and rename drawers, and move files from one disk to another. If you are
- not familiar with all of these basic actions, we suggest you consult
- your Amiga Users Guide before going any further.
-
- INSTALLING ON A HARD DISK
-
- If you use a hard disk drive, you will probably want to install Deluxe
- Paint on it (if you don't have a hard disk, see Installing on Floppy
- Disks below) The following steps assume that you started the computer
- with a standard Workbench that has been configured properly to support a
- hard disk.
-
- IMPORTANT
-
- You'll need a minimum of 1 MB (3.5 MB recommended) of available disk
- space and to install Deluxe Paint V on your hard drive. If you choose a
- mini mum install, the art samples will not be installed.
-
- The install program will install Deluxe Paint V to a drawer of your
- choice, and lets you copy the program fonts, which need to be installed
- in your sys tem, in your FONTS; drawer.
-
- 1. Insert Program Disk into drive DF0;, The Program Disk icon appears
- on your workbench. Double click the disk icon to open the disk.
-
- 2. Double click on the ReadMe icon. The ReadMe file contains informa
- tion that didn't make into this manual before press time. When you are
- finished reading the ReadMe file, close it.
-
- 3. Double click on the Install icon. Instalation of Deluxe Paint
- begins. Follow the on screen prompts.
-
- Deluxe Paint V installs the following on your hard drive:
-
- Deluxe Paint application.
-
- Deluxe Player application and Deluxe Player ReadMe text file. The
- Deluxe Player ReadMe file contains instructions and information about
- the Player.
-
- Deluxe Paint ReadMe text file.
-
- Picture drawer.
-
- Brush drawer.
-
- Catalogues drawer.
-
- Textures drawer.
-
- Media drawer.
-
- Libs drawer.
-
- Patterns drawer.
-
- Anim drawer.
-
- AnimBrush drawer.
-
- Fonts drawer.
-
- Colours drawer.
-
- Move drawer.
-
- 4. When prompted, remove the Program Disk, and insert the Media Disk,
- then click Proceed.
-
- 5. When prompted, remove the Media Disk, and insert the Examples disk,
- then click Proeeed.
-
- 6. When prompted, remove the Examples Disk, and insert the Extras disk,
- then click Proceed.
-
- 7. Follow the onscreen prompts. When Deluxe Paint is finished
- installing, a dialogue appears asking if you'd like to run the program
- now. Click Yes. The registration screen appears.
-
- 8. At the registration screen, enter your name, your company name, and
- the Deluxe Paint registration number on the registration card included
- in your Deluxe Paint package.
-
- 9. When you're finished with registration, click Use. Deluxe Paint is
- now installed on your hard drive, and the Screen Format requester
- appears (see below).
-
- INSTALLING ON FLOPPY DISKS
-
- If you don't have a hard drive, we strongly recommend that you install
- Deluxe Paint onto working copies of the original disks. This will help
- protect the originals from accidental damage, and you will be able to
- make new copies if necessary. Also, make sure you have one or more
- blank initialised disks handy for saving your work.
-
- FLOPPY USERS
-
- Before installing on floppy disks, read the following notes:
-
- You must have four (4) formatted Amiga disks prepared before you install
- to floppies.
-
- Floppy disk installation requires two disk drives.
-
- When prompted to insert a Workbench disk during a floppy install, you
- must insert your Workbench disk in DF1; (not DF0:)
-
- You must have the rexxsupport.library and rexxsyslib.library files in
- your sys:libs drawer. The program will not function without them.
-
- When you are sure you have met the above requirements, proceed with
- floppy installation;
-
- 1. Insert Program Disk into drive DF0; The Program Disk icon appears on
- your workbench. Double click the disk icon to open the disk.
-
- 2. Double click on the ReadMe icon. The ReadMe file contains informa
- tion that didn't make into this manual before press time. When you are
- finished reading the ReadMe file, close it.
-
- 3. Double click on the Install icon. Installation of Deluxe Paint
- begins. Follow the onscreen prompts to choose Floppy Install and insert
- floppies as necessary to complete the installation.
-
- Installation onto floppies can take up to half an hour, so be patient.
-
- 4. When Deluxe Paint is finished installing, a dialogue appears asking
- if you'd like to run the progtam now. Click Yes. The registration
- screen appears.
-
- 5. At the registration screen, enter your name, your company name, and
- the Deluxe Paint registration number on the registration card included
- in your Deluxe Paint package.
-
- 6. When you're finished with registration, click Use. Deluxe Paint is
- now installed on your floppy disks, and the Screen Format requester
- appears (see below).
-
- STARTING DELUXE PAINT V
-
- Double click the Deluxe Paint program icon to run the application.
-
- When you start Deluxe Paint, the program presents a requester (a window
- that requires some input from you) inviting you to select a screen
- format. The screen format requester is updated from Deluxe Paint IV or
- AGA, and contains new options.
-
- You can choose your display mode from the list that appears in the
- Choose Display Mode window or type in your own mode in the Display Mode
- text gadget. Text Overscan and Standard Overscan dimensions are now
- found in the Preferences directory of your system.
-
- There are several factors that determine which screen modes appear in
- the Choose Display Mode window; The chipset you're using, the version of
- your operating system, your Monitors setting, and Mode Names setting.
- Adjusting any or all of these items may change the availability of
- certain screen modes and dimensions.
-
- Choose Display Mode; Click on one of the available display modes to
- select that mode. The display modes that appear are dependent on what
- is in your Monitors Drawer at boot up. Deluxe Paint reads which
- monitors you have available for use and automatically makes their screen
- modes available to the Screen Format requester. Note; Your monitor must
- be capable of displaying the modes you have in your Monitors drawer.
- For example, a 1084 monitor won't display Multiscan modes.
-
- Screen Size; Click the button to cycle through the available sizes. The
- Custom option allows you to choose the size of the screen using the two
- text boxes (width, height).
-
- Page Size; Select Screen to make the page size the same as the current
- screen size dimensions. Select Keep Same to retain the current page
- size for new documents. If the current page size is too small for the
- current screen dimensions, it is incrased, but won't affect the image.
-
- Palette Size; This slider defaults to the maximum colours for the
- selected display mode, but can be set to a lower number if desired.
-
- Retain Picture; Click this check box to retain the current picture (this
- is on by default).
-
- Backing Store; Cycle between None (default) or 24bit RGB for using a
- backing store to enable 24 bit colour.
-
- Click Use to use the current settings.
-
- You'll see the Workbench screen for a moment, then the Painting Screen
- appears.
-
- The Painting Screen is your canvas or paper. It's where you'll create,
- colour, edit, and manipulate your art. Animations you load also appear
- here.
-
- The Toolbox contains the brushes, shape tools, and tool-modifiers you'll
- use to create and edit your artwork. You can select a tool by clicking
- on it.
-
- The Palette contains the colours representing a portion of your current
- colour spectrum (sometimes called a colour universe). This is where you
- select the colour you want to paint with.
-
- Directly above the palette is the Colour Indicator. The two rectangles
- dis play the colours you're currently using to paint. The inner
- rectangle shows the foreground colour - the colour your brush is
- currently using. The default foreground colour is grey. You can choose
- a different foreground colour by clicking on any colour in the palette.
- The outer rectangle shows the current background colour - the colour you
- are painting on or over. This colour is black by default. You can
- choose a different background colour by right clicking on it.
-
- If this is your first time using Deluxe Paint, we recommend you work
- through the next chapter, where you will learn how to use many of Deluxe
- Paint's tools and techniques.
-
- LOADING A PICTURE
-
- Before we leave this chapter, let's load a picture so you can see how
- it's done.
-
- Let's load the one called Venus.
-
- Venus is on the Deluxe Paint Examples disk. If you don't have a hard
- drive (so that the files from the Examples disk are not in the DPaintV
- drawer on your hard drive) make sure your copy of the Examples Disk is
- in one of your floppy drives.
-
- Move your cursor to the top of the screen so that it is over the Title
- Bar.
-
- Whenever you move the cursor to the Title Bar, the cursor changes into a
- pointer.
-
- Press and hold down the right mouse button.
-
- The Menu Bar replaces the Title Bar and you see a row of menus. In
- addition, you see one of the menus extending down into the painting
- area.
-
- As you move your pointer from left to right along the Menu Bar, one menu
- after another extends down, each one displaying its options. We'll be
- look ing at each menu item in detail later, but for now we just need to
- use tbe first two options from the left most menu, the Picture menu.
-
- Hold down the right mouse button, and drag the pointer all the way to
- the left on the Menu Bar to display the options in the Picture menu.
- Drag the pointer down to Load, and release the button. This displays
- the Load Picture Requester.
-
- Click <VOL> Examples; in the requester to look at the contents of the
- Examples Disk.
-
- DPaintV;Picture appears in the Drawer edit field, and the names of four
- directories appears in the window.
-
- Click the Picture Drawer in the requester.
-
- If necessary you could scroll through these file names by dragging the
- scroll box up and down. Or you could scroll through the names one at a
- time by clicking the up and down arrows.
-
- Click on the file named Venus.LoRes.
-
- Notice that when you click on the file name the name appears in the edit
- field beside File. If you wanted, you could type the file name into the
- edit field, though it is usually easier to click it.
-
- Click OK, or Double-click the filename.
-
- The disk drive spins for a few moments, and then the picture appears on
- the screen.
-
- QUITTING DELUXE PAINT
-
- To exit Deluxe Paint, choose Quit from the Picture menu. If you have
- made changes to the current image since it was last saved, Deluxe Paint
- will ask whether you want to save your current changes. If you wish to
- save your changes before quitting, click Save. (You'll find
- instructions on saving docu- ments in the next chapter). To exit
- without saving changes to the image, click Don't Save.
-
- TECHNICAL SUPPORT
-
- If you have questions about operating Deluxe Paint, and cant find the
- answers in this manual, our Technical Support department can help. If
- your question is not urgent, please write to us at the following
- address;
-
- Electronic Arts Technical Support
- PO Box 7578
- San Mateo, CA 94403-7578
-
- Please be sure to include the following information with any
- correspondence:
-
- the version of Deluxe Paint you are using (You'll find this information
- in the About option of the Picture menu;
-
- the Amiga model you are using (1200, 2000, 4000, etc);
-
- your Kickstart and Workbench version numbers;
-
- amount of random access memory (RAM) installed in your Amiga
-
- additional system configuration notes (for example, number of disk
- drives, type and make of monitor, printer, etc)
-
- If you would like to speak to someone directly call us at (415) 572-2787
- Monday through Friday between 8:30 am and 4:30 pm PST. Again, please be
- sure to have information about your version of Deluxe Paint and your
- computer handy when you call. This information will help us help you
- more quickly.
-
- If you live outside of the United States, you can contact one of our
- other offices.
-
- In the United Kingdom, In Australia and New Zealand
- contact; contact;
- Electronic Arts Limited Electronic Arts Pty Ltd
- P O Box 835 PO Box 432
- Slough SL3 8XU UK Southport, QLD 4215
- Phone (01 753) 546465 Within Australia call;
- Phone; (075) 711 811
- Within New Zealand call;
- Phone; +61 75 711 811
- between 9am-5pm Eastern
- Standard Time
-
- WHATS NEXT?
-
- The next chapter, Guided Tour (1), introduces you to many of the funda
- mnental features of Deluxe Paint V. We've designed the exercises there
- to be both easy and informative. If Deluxe Paint is the first high
- quality paint program you've used, we recommend that you go through all
- the exercises, in order. This will give you a solid foundation that you
- can build on when you move on to other parts of the program.
- Experienced graphic artists should at least page through the Guided
- Tour.
-
-
- CHAPTER 2 - GUIDED TOUR
- -----------------------
-
- The next two chapters take you on a tour of Deluxe Paint Vs basic
- features They serve as an introduction to the programs painting tools,
- and provide several advanced painting techniques using simple step by
- step instructions.
-
- If you are a relative newcomer to computer graphics, we recommend that
- you work through these chapters from beginning to end. If you are an
- experienced computer artist, you might quickly review the material to
- become familiar with Deluxe Paint Vs unique paint features. Once you
- are comfortable with the program, you can turn to chapter 4, Painting
- Tutorials to learn more about graphic techniques, or go off on your own
- if you wish Use Chapter 8, Reference, to answer any questions that might
- come up.
-
- In this chapter you'll learn how to:
-
- Start a new Deluxe Paint V picture
-
- Select basic tools and paint with them
-
- Create edit, and move objects
-
- Modify the screen, selected shapes, and tools
-
- Create a custom brush
-
- Save your work
-
- The step by step instructions in the Guided Tour assume that you are
- using Deluxe Paint on a floppy system. If you have installed all four
- Deluxe Paint disks on your hard drive, you wont have to insert your
- copies of the various program disks when we request them.
-
- PAINTING SCREEN
-
- Start Deluxe Paint V. If you need a reminder of how to start the pro
- gram, see Starting Deluxe Paint V in Chapter 1.
-
- From the Choose Screen Format requester, select a Lo-Res mode with a 32
- Colour palette and click Use.
-
- After you have selected your screen format, the Painting Screen appears.
-
- The area to the left of the Toolbox is called the page or printing area.
- The normal page size is the same as the screen size.
-
- In the next chapter Guided Tour (2), you'll learn how you can make the
- page larger than the screen, See Page Size.
-
- TITLE BAR
-
- The Title Bar lists the name of the program and the current brush mode.
-
- It also reports whether or not you are using certain program options.
- For example, if you choose to see the coordinates of the mouse, the
- current fill type, or angles of rotation, you can turn those features
- on, and see that they are active in the Title Bar. See User Feedback in
- the Title Bar in Reference for more detailed information.
-
- MENUS
-
- The menus in Deluxe Paint work just like other Amiga menus. To select
- an option from a menu, point to the Title Bar and press the right mouse
- button to display the Menu Bar.
-
- Drag the pointer to a menu name to open that menu. Pull the highlight
- down to one of the menu options and release the mouse button to select
- that option.
-
- PALETTE
-
- You select the colour you want to paint with from the palette. The
- maximum number of colours in the palette depends on the screen format
- you are using. You'll learn more about screen formats and how they
- affect the number of colours available when you read the next chapter,
- or you can skip ahead and look in Reference under Screen Format in the
- Picture Menu.
-
- THE COLOUR INDICATOR
-
- The Colour Indicator looks like one rectangle sitting on top of another.
- The smaller rectangle shows the foreground colour. This is the colour
- your brush paints with. You can change this colour at any time by
- clicking one of the other colours in the Palette.
-
- Move the pointer to one of the colours in the Palette and click.
-
- Notice that any changes to the foreground colour are reflected in the
- Colour Indicator, and that the colour you selected is surrounded by a
- grey border in the palette.
-
- The larger rectangle, the page, and the first colour in the palette, are
- all the same colour - black. Black is Drluxe Paint's default background
- colour. If you were to paint with the background colour directly onto
- the background, it would appear to have no effect, as if you were
- applying black paint to a black page. Painting with the background
- colour is a way of erasing an image on the page.
-
- You can change the background colour at any time by right clicking one
- of the other colours in the palette.
-
- Move the pointer to one of the colours in the Palette and right-click
-
- Although the larger rectangle is now composed of the new background
- colour, the painting area (page) is still the prior background colour.
- This is because Deluxe Paint assumes that you want to maintain the prior
- background colour as a "wash" over the current background colour.
- Deluxe Paint will keep the painting area. Try it now.
-
- Click the Toolbox icon labelled CLR directly above the Palette. This
- clears the screen of the old background colour and replaces it with the
- new one.
-
- UNDO
-
- Before going any further, lets look at UNDO, one of the most important
- tools in the Toolbox. Clicking UNDO will generally "undo" your last
- paint ing action.
-
- Click UNDO now to bring back the old background colour.
-
- UNDO reverses your last action, provided there has not been an
- intervening mouse click. For example, if you were to click CLR twice,
- UNDO would not reverse the clear command.
-
- PAINTING WITH THE MOUSE
-
- Now that you've seen how to choose colours from the Palette, let's use a
- brush to create our first freeform drawing.
-
- Select foreground and background colours from the palette. Choose
- contrasting colours, such as blue for the foreground and light grey for
- the background.
-
- Click CLR to cover your page with the new background colour.
-
- Move the pointer over to the page, where it turns into a cross-hair with
- a dot (the brush) in the centre of it.
-
- Hold down the left mouse button, and draw a small circle on the screen.
- Dont worry about quality for the moment. Fill in the circle with
- foreground colour. Release the mouse button to stop painting.
-
- Now press the right mouse button and draw all over your filled -in
- circle.
-
- The right mouse button has the effect of erasing your drawing, although
- what you are really doing is painting over it with the back ground
- colour. This is called erasing to the background.
-
- REMINDER
- Follow this simple rule: use the left mouse button for painting with the
- foreground colour, and the right button for painting with the background
- colour. This parallels the rule we noted above for selecting colours
- from the Palette: select the foreground colour by clicking with the left
- button and the background colour by clicking with the right button.
-
- PICKING COLOURS OFF THE SCREEN
-
- So far you've been selecting your colours by clicking them in the
- Palette. Deluxe Paint also lets you select colours directly from the
- screen. This is useful if you are working on fine details, or if you
- are working with many shades of the same basic colour. For example, if
- you are painting a rose using eight different shades of red, it might be
- easier to pick the colour you need directly from the screen rather than
- choosing it from the Palette.
-
- Click anywhere in the Colour indicator and move the pointer back to the
- screen. The pointer changes to an eye dropper cursor. Point to a
- colour on the screen and click either the left or the right mouse button
- to select a new foreground or background colour respectively.
-
- KEYBOARD EQUIVALENTS
- An even easier way to select a colour from the screen is to use a
- keyboard equivalent. Keyboard Equivalents are shortcuts for doing
- something you would otherwise do with the mouse in this case, it might
- be tiresome to click the Colour indicator every time you wanted the eye
- dropper to choose a colour from the picture. The shortcut is to press
- the comma (,) key to get the eye dropper, and then click a colour. By
- using the keyboard equivalent, you never have to move the cursor from
- your picture.
-
- Practice painting with the mouse for a while and try selecting colours
- from the screen. Remember you can always click UNDO to reverse your
- last action, or CLR to clear the screen and start afresh. As soon as
- you're ready move on to the next section, where we will be examining
- Deluxe Paint's collection of brushes and tools.
-
- BUILT IN BRUSHES
-
- So far you've been painting with the single pixel brush that is the
- default brush selected when you start the program. Pixel is short for
- picture element. A pixel is the smallest unit you can see on the
- screen.
-
- The Deluxe Paint Toolbox includes ten built in brushes; four round ones,
- four square ones, and two made up of a number of separate pixels.
-
- To select a brush, move the pointer over the desired brush shape and
- click.
-
- Clicking a brush shape highlights it to indicate that it is the
- currently selected brush. As you'll see this convention applies to all
- the other tools in the Toolbox.
-
- You can enlarge or reduce the size of the current brush without contin
- ually returning to the Toolbox, Press the equals (=) key to increase the
- size of the brush. Press the minus (-) key to reduce the size of the
- brush.
-
- Another way to size your built in brush is to click on it in the Toolbox
- with the right mouse button. This gives you a size icon (four outward
- pointing arrows). With the cursor on the page, hold down the left mouse
- button and drag the mouse to size the brush. When you release the mouse
- button, your brush is the new size.
-
- With your new brush selected, paint as before, using the left button to
- draw with the brush colour and the right button to draw (or erase) with
- the background colour.
-
- In the next section we will look at the other drawing tools and see how
- they interact with the brushes.
-
- THE PAINTING TOOLS
-
- The ten icons below the built in brushes (in two columns of five)
- control the printing tools. Because any brush can operate with any
- given painting tool, you have a wide variety of combinations at your
- fingertips.
-
- ITS A RULE!
- To select a painting tool, click on it.
-
- We'll describe the tools in order moving left to right and top to bottom:
-
- The Dotted freehand tool allows fast freehand drawing. No matter how
- fast you draw this tool keeps up with you, making it ideal for sketching
- out a shape quickly before concentrating on the intricate details.
- Note, however, that the faster you go, the bigger the gaps in your
- drawing. Once you have roughed out a shape, you can refine your image
- using some of the other tools at your disposal. Try drawing with it
- using some of the other brushes to get a feeling for how it works.
-
- The Continuous Freehand/Freehand Shape tool paints unbroken lines, but
- it doesn't keep up with you if you draw fast. It's better suited than
- the Dotted Freehand tool for slower more precise drawing.
-
- Try the Continuous Freehand tool with different brushes and see how
- brush size affects speed. The smaller the brush, the better it is at
- keeping up with your painting strokes.
-
- Notice that the Continuous Freehand tool icon has a diagonal line
- running from its top right to its bottom left corner. This is because
- it is actually two tools in one - the top left one draws unbroken
- freehand lines, while the one at bottom right creates freehand shapes
- filled with the current foreground or background colour
-
- To create a filled shape:
-
- Click the lower right part of the Continuous Freehand tool and paint any
- shape.
-
- When you release the mouse button, the shape you painted is filled with
- either the foreground or background colour depending on which mouse
- button you pressed when you painted the shape. If you release the mouse
- button before you close the shape Deluxe Paint closes the shape for you
- with a straight line from your cursor position to where you began the
- shape.
-
- The Straight Line tool lets you draw straight lines of any length and
- angle just by dragging the mouse.
-
- Select the Straight Line tool, and then move the cross hair to the point
- on the page where you want the line to begin.
-
- Now hold down the left mouse button to anchor the line at that point
- and, drag the mouse to the point where you want the line to end.
-
- When you release the button, you have a straight line in your selected
- brush colour and brush size. You can also draw straight lines with the
- background colour by using the right mouse button.
-
- The Curve tool draws a curved line between two points on the painting
- area. It works just like the Straight Line tool except that it requires
- an additional mouse click to complete the shape.
-
- Select the Curve tool and move the cursor to the painting area.
-
- At the spot where you want to begin the curve, press the mouse button to
- anchor the shape. This is the first endpoint.
-
- Drag the line to the point where you want the curve to end (the second
- endpoint), and release the button.
-
- Slowly move the ursor away from the endpoints.
-
- You'll notice that the line is still "active" and forms an arc between
- the endpoints. The line will curve to follow the cross hair wherever
- you move it.
-
- When the curve is the shape you want, click to freeze it at that
- position.
-
- With a little practice, you'll be able to make curves of any shape and
- size, giving you much more flexibility than any collection of plastic
- templates with their limited selection of shapes and sizes. Try joining
- a series of curves to make flowing shapes with changes in curve
- direction.
-
- The Fill tool fills any enclosed shape with the current foreground or
- background colour.
-
- Select the Continuous Freehand Shape tool.
-
- Draw an enclosed shape, a circle for example, with the largest round
- built-in brush.
-
- Select the Fill tool, and move the cursor (which now looks like a paint
- can) to the enclosed shape. Click to fill the shape.
-
- You can fill with the current foreground colour by clicking the left
- button, or with the current background colour by clicking the right
- button.
-
- The fill tool fills all the way to the boundaries of an enclosed shape.
- If the shape is not completely enclosed, the paint will leak out and
- fill the entire page. If this ever happens, you can stop the filling
- process by pressing the space bar. This aborts the current fill command
- and returns the screen to its pre-command state.
-
- The paint can spout, the so called activation point, is the small (one
- pixel) gap at the base of the fill cursor. You must put this part of
- the tool inside the enclosed shape before you click to fill. With
- careful manoeuvring, you can fill a space as small as one pixel, so long
- as the point coincides with that space.
-
- Deluxe Paint has a full featured airbrush with adjustable tips and
- nozzles. By using the Airbrush in combination with the different
- brushes, you can create a variety of effects, ranging from a fine one
- pixel spray to a coarse spray made with the big brushes. In addition,
- you can choose between two distinct modes: the Old Style pixel
- "splatter" airbrush used in previous incarnations of Deluxe Paint, and a
- new smooth Standard airbrush that more accurately emulates the painting
- style of a real airbrush. In the following chapter we will see how to
- adjust the width of the spray and other airbrush options, but for now
- let's try it as is.
-
- Select the Airbrush and try painting with it using the various brushes.
-
- Try it with the three and five-pixel brushes, and then try it with the
- big brushes. Note that, just like a regular airbrush, if you press down
- on the mouse button without moving the mouse, the paint continues to
- build up in one spot.
-
- If you want to try the Standard Airbrush, click the Airbrush tool icon
- again. Try painting with the Standard Airbrush - note how the paint is
- applied more smoothly and the paint gradually becomes opaque as you
- spray an area.
-
- The Rectangle tool lets you draw squares or rectangles, either unfilled
- or filled with the current brush or background colour. Like the
- Continuous Freehand tool, the Rectangle tool has a diagonal line running
- from its top right to its bottom left corner. Let's try making a few
- rectangles.
-
- Click the top left half of the icon. Move the pointer onto the painting
- area, where it changes into a large crosshair.
-
- Hold down the left mouse button to anchor one of the corners of the
- rectangle, and drag the mouse away from the anchor point.
-
- You can drag the mouse down and to the right (in which case the first
- button press anchors the rectangle's top left corner), or in any other
- direction you wish. In any case, the rectangle is completed as soon as
- you release the button. Note that it is unfilled and bordered by the
- current foreground colour. You can also create an unfilled rectangle
- bordered by the background colour by using the right mouse button.
-
- To create a filled rectangle, click the lower right part of the
- Rectangle icon and repeat the procedure above.
-
- This time, the rectangles you create will be filled with either the
- foreground or the background colour, depending on whether you pressed
- the left or right mouse button.
-
- Making Squares
- If you hold down the Shift key as you draw with the Rectangle tool, you
- can constrain the rectangle so that its height and width are equal.
-
- Because the Amiga's pixels are not perfectly square, "constrained"
- rectangles will not appear square on the screen. You can compensate for
- this at the painting stage, or by selecting Be Square from the Prefs
- menu.
-
- The Circle tool works like the Rectangle tool. Select the top left part
- of the icon to get an unfilled shape; select the bottom right to get a
- filled shape. Whether your circle is drawn in the foreground or
- background colour depends on which mouse button you press down while you
- draw.
-
- Circles are painted from the centre outward, so it's easy to put a
- circle around anything just by starting to paint from where you want the
- centre of the circle.
-
- The Ellipse tool works just like the Circle tool, except that the shape
- is still "active" after you release the mouse button.
-
- Select the Ellipse tool. Remember, top left for unfilled, and bottom
- right for filled shapes!
-
- Move the pointer to the painting area, and draw an ellipse by dragging
- the mouse. Release the button.
-
- Slowly move the mouse. Even though you have released the button, the
- ellipse continues to change shape as you move the mouse.
-
- When your ellipse is the shape and size you want, press down the mouse
- button and hold it there.
-
- Now you can rotate your ellipse until it has just the right tilt.
-
- Drag your cursor around the ellipse and watch your shape rotate. When
- it is in just the right position, release the mouse button. The menu
- bar displays the angle of rotation.
-
- When you complete your ellipse, the small cross hair changes into the
- large cross hair to let you know that Deluxe Paint is ready for the next
- ellipse.
-
- The Polygon tool lets you keep drawing straight lines until you have
- created a closed figure. Like the Rectangle, Circle, and Ellipse, the
- Polygon tool can create both filled and unfilled shapes. Heres how it
- works.
-
- Select the Polygon tool.
-
- Move the cross hair into the paining area and click once to anchor the
- starting point of your polygon.
-
- Drag out a line, and click a second time to complete the first line, as
- if you were using the Straight Line tool.
-
- You'll notice that your cross hair is still connected to the first line
- by a second straight line.
-
- Click again to finish that line, and so on until you have created your
- shape.
-
- To complete the polygon:
-
- Move the cross hair to your starting point, and click.
-
- If you are creating a filled polygon, it will be filled with the current
- foreground colour. If you right click on the starting point, you'll
- fill with the current background colour.
-
- TIP
- Because it can sometimes be a little tricky to end up on the exact pixel
- you started with, you can complete a filled polygon at any time by
- pressing the space bar. This automaically connects the last anchored
- point to the point of origin and fills it with the current foreground
- colour.
-
- Use the filled Polygon tool to draw several five pointed stars.
-
- ANYTHING CAN BE A BRUSH
-
- The Brush Selector is a special tool that is an essenial part of Deluxe
- Paint's versatility. With the Brush Selector anything can be a brush -
- any piece of artwork or text you put on the screen.
-
- Select the Brush Selector, and move the cursor over to the painting
- area.
-
- Your cursor is now a large cross hair that reaches to the edges of the
- screen Let's make one of the filled stars you drew with the Polygon tool
- into a brush.
-
- Put the centre of the cross hair to the upper left of the star. Drag
- the cursor to the lower right of the star, as if you were using the
- Rectangle tool to enclose the star in a box. Release the mouse button.
-
- When you release the mouse button, the cursor has a copy of the star
- attached to it. This star is your new brush!
-
- To stamp a star in a new location, simply click. There's no need to
- stop with one - go ahead and star spangle the screen.
-
- If any parts of your brush consist of the current background colour,
- those parts will be transparent. In other words, whenever you pick up a
- brush, its as if you are picking up only the non background colours; any
- background colours in the brush will remain invisible even after you
- change to a new background colour. This means that you can create
- brushes with intricate outlines without fear of picking up a rectangle
- of the surrounding background colour.
-
- Let's try one more trick.
-
- Click the Brush Selector again and select a star from the painting area.
- But this time use the right mouse button to drag the cross hair over the
- star.
-
- Unlike the last exercise, which yielded two stars - one unmoving
- original, plus the one on your brush - this time you are picking up and
- moving just the one star. While the first feature lets you copy and
- move anything on the screen, the second lets you move images from one
- part of the screen to another, while leaving no trace behind.
-
- Deluxe Paint's text editor lets you place text anywhere on the page, and
- the Brush Selector lets you pick it up and reposition it if you dont get
- it quite right the first time.
-
- To enter text on the page:
-
- Select the Text tool.
-
- Move the cursor to the page. The pointer turns into the text cursor.
-
- Click where you want to begin a line of text.
-
- Type on the keyboard.
-
- The text will automatically "wrap" around to the next line when it
- reaches the end of the line.
-
- You can delete text by pressing the backspace key as long as you HAVE
- NOT clicked elsewhere on the screen. When you click elsewhere (the
- Toolbox for example), text becomes a bit mapped image, and can no longer
- be edited as text.
-
- CHANGING COLOURS
-
- You can change the colour of your text as often as you like by choosing
- a different foreground colour from the Palette.
-
- Select a new foreground colour and type some more.
-
- To leave the text mode, click on another tool, or press ESC.
-
- You'll learn how to use the Choose Font Requester to select different
- fonts, type sizes, and type styles in the next chapter, Guided Tour (2).
- See the section Modifying Tools.
-
- The Grid lets you apply paint on the page in accordance with an
- invisible grid and restricts your painting tools to the grid points.
-
- If you need some room to work, click CLR.
-
- Select the Grid, and then click the Dotted Freehand tool. Now paint on
- the screen.
-
- With Grid and the Dotted Freehand tool selected, you can print only on
- the points of the grid, making it easy to fill the screen with a polka
- dot pattern (we'll see other methods for pattern design later).
-
- You'll learn how to adjust the spacing between the grid points in the
- next chapter, Guided Tour (2). See the section Modifying Tools.
-
- The Symmetry tool lets you print symetrically over the entire page at
- the same time.
-
- Click the Symetry tool, [If the Grid is selected from the previous
- exercise, turn it off] Use the Dotted Freehand tool to paint whatever
- you like.
-
- Your brush now consists of a number of mirror images of itself. As you
- move the brush around, all the mirror images move as well, producing an
- effect much like that of a kaleidoscope. When you paint, you are laying
- down a number of identical mirror images about a fixed origin. With all
- tools except the Dotted and Continuous Freehand tools and the Airbrush
- tool, the mirror images are drawn after you release the mouse button.
- With the Dotted and Continuous Freehand tools and the Airbrush tool, all
- the images are drawn at the same time.
-
- You'll learn how to customise the Symmetry settings in the next chapter,
- Guided Tour(2). See the section Modifying Toolws.
-
- You can magnify any section of your work and view it alongside the
- standard-sized image. To magnify a section of your work:
-
- Click the Magnify icon. When you move the cursor onto the page, it
- becomes a rectangular outline.
-
- Move the outline to the part of the image you want to magnify and click.
-
- The part of the image included in the rectangle now appears magnified on
- the right part of the screen. You can use any tool to perform any
- function on either side of the screen. You can scroll around your image
- using the four arrow keys; this moves the image around under the
- "magnifying glass." In addition, by pointing your cursor anywhere on the
- unmagnified portion of the screen and pressing n, you can magnify that
- part of the picture.
-
- Once you have magnified a part of your picture, you can increase or
- decrease the amount of magnification by clicking the Zoom tool.
-
- Click the Zoom icon to increase the magnification. Right click the icon
- to reduce the magnification.
-
- Deluxe Paint's Magnify and Zoom tools let you carry out precision work
- on your pictures by magnifying each pixel up to 400 times its original
- size.
-
- To quit magnify mode, click the Magnify icon a second time.
-
- TOOLBOX SUMMARY
-
- This completes our brief review of Deluxe Paint's versatile range of
- tools. You'll find additional and more detailed information about every
- tool scattered throughout the manual, and gathered in Reference.
-
- Before we continue our tour of Deluxe Paint V in the next chapter
- [Guided Tour (2)], take a moment to learn how to save your artwork.
-
- SAVING YOUR WORK
-
- It's important to learn how to save the pictures (or "files") you
- create. We'll begin by saving whatever you drew in the preceding
- sections.
-
- Move the pointer up to the far left side of the Title Bar.
-
- Press and hold down the right mouse button. This exposes the Menu Bar
- and extends the Picture menu.
-
- Select Save.
-
- The Save Picture requester appears.
-
- Notice that this requester is like the Load Picture requester in almost
- every respect. You'll use the Save Picture requester to provide Deluxe
- Paint with the information it needs to save your files in its proper
- classification. The Drawer edit box tells Deluxe Paint which drawer to
- save the file in. By using drawers to classify your pictures, you can
- keep related images together, in the same way you keep related papers
- together in one file folder. For example the setting might be
- DF1:lo-res, which means that the drawer exists on a disk in your second
- disk drive ("DF1") and that the drawer is named "lo-res".
-
- The File edit box is where you enter the name of your picture the first
- time you save it.
-
- If you want to save your current creation, this is your chance to do so.
-
- Insert a blank, formatted disk in any drive, for example, DF1.
-
- Click the Volume button. The name of the drive that contains the blank
- disk should appear in the window (<DEV> DF1;)
-
- Click on the disk name in the window. In our example DF1; appears in
- the Drawer edit box.
-
- Click anywhere in the File edit box and type in a name for your new
- file.
-
- Click Ok.
-
- The disk drive will spin for a few moments; when the red light goes out
- the file is saved.
-
- The next time you save this file (its a good idea to save work in
- progress every 15 minutes or so, so that power failure or other
- breakdown doesnt turn hours of work into a bitter memory), the Save
- Requester uses this same information, which means you wont need to type
- anything more unless you want to change the file name. You might want
- to do this to save it under another name, if you want to save each
- version as a separate file. In that case, you would click the File edit
- box as before, backspace over the old file name (or over those parts you
- wish to change) and type in the new name. Or you could just keep adding
- suffixes, such as 1, 2, 3, etc,, to signify succeeding versions.
-
- You can specify drawer names in the same way: click in the Drawet edit
- box, backspace over the old name, and type in the new name, You can open
- any drawer already on the disk, but you cannot create one from the Save
- Requester. See your Amiga User Guide for information on creating new
- drawers.
-
- For more information on all the options available from the Load and Save
- requesters, see Reference.
-
- Right now you might want to take a break. When youre ready move on to
- the next chapter Guided Tour (2), where you'll learn how to modify tools
- and work with many other powerful features of Deluxe Paint.
-
-
- CHAPTER 3 - GUIDED TOUR (2)
- ---------------------------
-
- This chapter continues the tour of Deluxe Paint's painting tools. It
- concentrates on the programs sophisticated editing tools, describes tool
- modifiers, previews the Anim menu, and introduces several painting
- techniques using simple step by step instructions.
-
- If you are a relative newcomer to computer graphics, we again recommend
- that you work through this chapter from beginning to end. If you have
- some experience with computer graphics software, you can probably become
- familiar with this material quickly. You can use this chapter to learn
- how Deluxe Paint handles features you have encountered in other
- programs. Feel free to skip around and read only those sections that
- interest you at the time.
-
- When you are comfortable with the program, turn to Chapter 4, Painting
- Tutorials to learn how the program creates and handles colour, or
- Chapter 5, Working with Perspective to learn more about Deluxe Paint's
- graphic power. If you go off on your own, use Chapter 8, Reference to
- answer any questions that might come up.
-
- In this part of the Guided Tour you'll learn how to:
-
- Create and edit custom brushes
-
- Manipulate the variaty of program screen formats
-
- Modify tool functionality and operation
-
- Mix and cycle colours from the Palette
-
- Use keyboard equivalents with the mouse button down
-
- Use the various painting modes
-
- Control AnimBrushes and Animpainting
-
- WHAT YOU'LL NEED TO CONTINUE THE TOUR
-
- To complete the examples in this section, you'll need your working
- copies of the Deluxe Paint Program and Media disks. If you want to save
- your work, you'll need an initialised disk with a fair amount of
- available space for saving large files.
-
- The step by step instructions in the tour assume that you are using
- DeluxePaint on a floppy system. If you have installed all the Deluxe
- Paint Disks on your hard drive, you won't have to insert your copies of
- the Deluxe Paint disks when we request them.
-
- Start Deluxe Paint and use the default screen format settings. If you
- already have the program running, we recommend that you restart so that
- the tools and option settings are all set to their defaults.
-
- CUSTOM BRUSHES
-
- As we saw in Guided Tour (1), Deluxe Paint's "anything can be a brush"
- feature lets you select any image on the screen and define it as a
- brush. If you wish, you can keep a selection of brush images on the
- spare page (use Spare in the Picture menu) and move them over to the
- main page by picking them up as brushes. Or you can have two spare
- custom brushes in RAM (use the Spare and Copy/Paste options in the Btush
- menu). In addition, you can load and save brushes as though they were
- pictures.
-
- CREATING A RECTANGULAR BRUSH
-
- Here's a reminder of how to create a brush out of an on screen image:
-
- Select the Brush Selector
-
- Move the cursor to the painting area. The cursor becomes a large cross
- hair.
-
- Drag the cross hair to form a rectangle around the image you want to
- pick up. When you release the mouse button, an exact copy of the image
- is attached to your cursor.
-
- REMEMBER!
- When you drag the Brush Selector with the left button held down, Deluxe
- Paint makes a duplicate of the image and attaches it to the cursor while
- leaving the original image in place on the page. If you use the right
- mouse button to surround the image, the image itself becomes the brush,
- as if the original image had been lifted up off the page. This
- technique provides an ideal method for picking up objects and moving
- them around the page as you experiment with different compositions. See
- also Fixing the Background in Painting Tutorials.
-
- Paint with your new brush or use it to create filled or unfilled shapes,
- just as you would with any of the built-in brushes.
-
- CREATING A BRUSH WITH AN IRREGULAR SHAPE
-
- Though it's often convenient, you arent limited to creating rectangular
- brushes. Deluxe Paint lets you corral any image, so you can pick up
- shapes from a "crowded" background, and make a brush in any shape you
- wish. Here's how to corral an image:
-
- If the Brush Selector icon is highlighted, click the tool icon. If it
- is not selected, double-click it.
-
- The Brush Selector icon changes to a polygon shape to show that the
- polygon/ corral brush selector is active.
-
- Click around the shape you wish to define, just as if you were making a
- polygon with the Polygon tool. Or click and drag to draw in free hand
- mode as you would with the Freehand drawing tool.
-
- As soon as you complete the polygon, the complex shape becomes your new
- brush.
-
- Another useful method is the "magic wand" Brush Selector mode. To use
- the magic wand:
-
- Triple click the Brush Selector to select it. The Brush Selector icon
- now looks like a magic wand.
-
- Clicking the left mouse button picks up the entire area contiguous with
- the seelected pixel (ie. the contiguous shape connected to the pixel
- without being broken by the background colour). For instance, if you
- click in the middle of a filled circle, the entire circle is picked up
- as a brush.
-
- The left button-right button convention works with both of the above
- methods, too. Corralling the shape with the left button duplicates the
- shape, while corralling with the right button lifts the shape off the
- background. As with the Polygon tool, pressing the space bar completes
- the polygon for you, so you dont have to search for the starting pixel
- in order to complete it.
-
- THE TRANSPARENT COLOUR
-
- When you pick up a custom brush, some parts of your brush may be
- transparent. There are two rules for determining which colour is
- transparent:
-
- If AutoTransp in the Prefs menu is turned off (the default setting), or
- if any one corner of the brush is a different colour from the others,
- the current background colour is transparent.
-
- If AutoTransp is turned on and every corner of your brush is the same
- colour, that colour is transparent.
-
- Lets see how these two rules work in practice with a couple of brief
- examples.
-
- To set up for our example, click black in your palette with the right
- mouse button to make it the background colour, and click CLR to clear
- your screen.
-
- Use the Dotted Freehand tool to scrawl randomly over the screen using
- several different colours.
-
- THE BACKGROUND COLOUR IS TRANSPARENT
-
- Now you should have a black screen, because by default black is the
- background colour with several colours scrawled over it.
-
- Click the Brush Selector icon, and move the cross hair to the painting
- area.
-
- Select a rectangular area that contains some black.
-
- When you release the mouse button, the black areas of your brush are
- transparent because black was the background colour when you selected
- the brush. Move the brush around to confirm this: the painting shows
- through the areas where there used to be black. Any parts of the brush
- that consisted of background colour when the brush was first created
- remain transparent, even after you change background colours. But if
- you want to change the tansparent colour you can do that, too. We'll
- show you how in a moment.
-
- When the Solid Body option from the Brush menu is turned on, the
- translucent pixels of a custom brush that are surrounded by a colour
- change to the solid colour. The outside area of the brush remains
- transparent.
-
- THE CORNER COLOUR IS TRANSPARENT
-
- Now let's see what happens when you select an area with all corners the
- same colour.
-
- Move the pointer to the far right of the Title Bar, and press the right
- mouse button.
-
- The Menu Bar appears. Drag the mouse left, and the Prefs menu extends
- down.
-
- Choose the AutoTransp option. Display the menu a second time to confirm
- that AutoTransp now has an check mark beside it. This means that it's
- turned on.
-
- Double click the Brush Selector icon to activate the polygonal brush
- selector.
-
- Select an area of any shape. Make sure that you always click on the
- same colour, but not on black (since this is the background color and
- wont illustrate what we want to see).
-
- This creates a brush in which the colour you clicked on is transparent
- because AutoTransp is turned on, and all corners of your brush are the
- same colour.
-
- We used the polygonal Brush Selector for our example, but the AutoTransp
- option is especially useful for picking up a shape from any solid
- background without having to change the current background colour.
-
- CHANGING THE TRANSPARENT COLOUR
-
- You can change which colour in your brush is transparent by choosing a
- new background colour and then choosing Brush>Change Transparency from
- the Colour menu. Let's try a quick example.
-
- Click the Brush Selector and select a rectangular area that contains
- some of the current background colour so that your brush has some
- transparent areas.
-
- Choose a new background colour by clicking on a colour in the Palette
- with the right mouse button.
-
- Notice that simply changing the current background colour does not
- change the transparent areas of your brush. You accomplish that with
- the next command.
-
- Choose Brush>Change Transparency from the Colour menu.
-
- The transparent areas of your brush change from the areas of the
- original background colour to the areas of the current background
- colour. You can do this as many times as you like to change transparent
- areas.
-
- A BRUSH IS A LITTLE PICTURE
-
- From the Brush menu you can treat brushes just like full pictures. You
- can Load and Save them just as you can other pictures. When you load a
- saved brush, it comes equipped with its own palette and ranges, the ones
- that were in effect when the brush was first saved. If the current
- picture is using a palette different from that of the newly loaded
- brush, you can change the current palette to the brushs palette by
- selecting Palette>Use Brush Palette from the Colour menu. On the other
- hand, if you want to use the newly loaded brush with the current
- palette, select Brush>Remap from the Colour menu. The "Load With
- Palette" check box gadget in the Options panel allows for automatic "Use
- Brush Palette" loading.
-
- Other options in the Brush and Colour menus let you resize, reshape, and
- recolour brushes in various ways.
-
- Your Deluxe Paint Media disk contains a number of saved brushes. Let's
- load one now just to see how it works:
-
- Insert the Media disk into any drive, Select Load from the Brush menu.
- Click <VOL> Media: in the Load Brush requester.
-
- Click <DIR> Brush. The Drawer edit box reads Media:Brush.
-
- Double click Bobsled and the file will load automatically.
-
- The Bobsled brush is attached to your cursor but it's colours are not
- correct.
-
- Choose Palette>Use Brush Palette from the Colour menu. Select the
- Continuous Freehand tool and paint with the brush.
-
- Do you see why this brush is called Bobsled? Feel free to experiment
- with some of the saved brushes. Select Palette>Use Brush Palette
- whenever you load a brush to ensure that you are seeing it as it was
- when it was saved.
-
- If you would like to see colour cycling in action, load the brush called
- Fireworks.
-
- Select MultiCycle from the Prefs menu.
-
- Select Cycle from the Mode menu.
-
- Select Palette>Use Brush Palette and then press the Tab key before you
- start drawing with it.
-
- "Fireworks" comes complete with colour cycling information, and is a
- spectacular example of the power of this feature. See Tutotial Two:
- Working With Ranges in the next chapter for more demonstrations of
- colour cycling.
-
- ADDITIONAL FEATURES
-
- The following are some additional features relating to custom brushes.
-
- HANDLE
- This feature, which is available from the Brush menu, allows you to
- specify where the cursor will sit in your custom brush. In the default
- setting the cursor sits at the centre of the custom brush. When you
- select Handle>Rotate, the brush handle moves to the lower right hand
- corner of the brush. Each successive choice of the Rotate option moves
- the handle to a different corner, and then back to the center.
-
- Once you have selected the handle attached to the corner, the brush
- handle attaches itself to the ending corner when you enclose a brush.
- For example, if you pick up your brush by dragging downward from left to
- right, the brush handle will attach itself to the lower right hand
- corner, whereas if you pick up the brush by dragging upward from right
- to left, the handle will attach itself to the top left hand corner.
-
- The Handle feature is especially important in the perspective mode,
- because you can rotate a brush about its handle, whether the handle is
- at the centre or on one of the corners.
-
- PERSPECTIVE
-
- Deluxe Paint's Perspective feature (in the Effect menu) lets you rotate
- a brush about any of the three axes of three dimensional space to define
- a plane of operation, and then work within that plane to create
- perspective effects. Perspective is a big subject to cover, so we've
- dedicated an entire chapter to cover it. Working with Perspective. If
- you are interested in 3D painting or in 3D animation, be sure to work
- through Chapters 6 and 7.
-
- FAST FB
-
- Fast FB stands for Fast Feedback, and with Fast FB selected (it the
- Prefs menu), lines, filled shapes, and unfilled shapes are drawn with a
- single pixel line instead of the full custom brush until you finish
- drawing, at which point your shape is repainted with the custom brush.
- This makes for faster drawing. Try painting an unfilled rectangle with
- a custom brush both ways to see how Fast FB works.
-
- DELUXE PAINT V SCREEN
-
- Some of Deluxe Paint's features affect the entire screen, while others,
- such as the tools and the brushes, affect the screen selectively. This
- section considers those features that have a screen wide effect.
-
- HIDING THE TOOLBOX AND TITLE BAR
-
- Deluxe Paint lets you paint on the entire screen, even under the Toolbox
- and the Title Bar
-
- To remove these two items from the screen, press the F10 key. This
- removes them both if they are both present. Press F10 a second time to
- bring them back.
-
- To hide just the Title bar (or to bring it back, if its hidden) press F9.
-
- Note that you can still access the Menu Bar even when its invisible.
-
- Move the cursor to the top of the screen (except upper left corner) and
- press the right mouse button to display the Menu Bar. You can now
- select any menu item in the regular fashion.
-
- You can access the tools as well, even with the Toolbox hidden, through
- the keyboard equivalents. See Appendix B for a complete list of
- keyboard commands.
-
- PAGES
-
- Deluxe Paint gives you two separate pages with which to work. You could
- use one of the pages for creating background images and the other for
- creating foreground images. You could then move parts from one page to
- the other to complete your composition. When you are working on a
- picture the spare page is always the page you are currently viewing.
- When you are working on an animation, the spare page is identified with
- the word Scratch in the menu bar; this page can be larger than the
- screen. This makes it possible to create scrolling backgrounds and such
- with the new Camera Move requester. As we shall see in a moment, the
- spare page is not entirely independent of the other page or animation
- frames.
-
- SWITHCHING PAGES
-
- When you first open a new file or load a picture from disk, Deluxe Paint
- opens one of the two pages.
-
- Load any image from the Picture Drawer on your copy of the Deluxe Paint
- Examples disk.
-
- To move from one page to the other, choose Spare>Swap from the Picture
- menu, or press j on the keyboard to "jump" to the other page.
-
- In addition, because the Toolbox is not really part of the page (but
- actually sits "above" it), whatever tools you had selected before you
- switched will still be selected after you switch pages. This way you
- can retain the same tool settings, giving you continuity as you work.
- Note that this continuity rule does not apply to the Fix Background and
- Stencil commands, which do not carry over from one page to the other.
- See the following section for information on fixing the background, and
- Tutorial Three: The World of Stencils in the next chapter for exercises
- involving the Fix Background and Stencil features.
-
- PAGE SIZE
-
- Deluxe Paint lets you work on page sizes ranging from 320 pixels wide by
- 200 pixels high and up. The page size limit depends on your screen
- format, memory size, and the number of colours in your palette. Note,
- however, that your page size can never be smaller than the current
- screen resolution For example, if you are using HiRes 640x400 screen
- format, your page cannot be smaller than 640x400. In addition to the
- three pre set page sizes (Screen: Full Page: Overscan), Deluxe Paint
- lets you specify any height and width through the Set Page Size
- requester (by selecting Custom and enter ing width and height pixel
- settings). To display this requester, choose Page Size from the Picture
- menu.
-
- If you are working on a page size larger than the screen, you can
- preview the entire page at any time by selecting the Show Page command
- from the Picture menu. Your current work area will appear surrounded by
- a rectangle. You can move this rectangle to work on another area by
- holding down the left mouse button. Dragging the rectangle, and
- releasing the mouse button when the area you want to paint is enclosed.
- You can return to your current page without moving the rectangle by
- pressing the space bar.
-
- SCROLLING THE PAGE
-
- If you are working on a page that is larger than the screen, you can
- also scroll the page with the arrow keys on the keyboard. Think of them
- as moving the screen rather than the picture: pressing the down arrow
- moves the screen down, so it looks like the page is moving up. To
- scroll the page in screen size increments, hold down the Alt key and
- press the arrow keys.
-
- A more efficient way to scroll the page is to place your cursor over the
- area you want to move and press the n key. If the page can scroll that
- far, the area under your cursor will be centred in the screen. If the
- page isn't big enough to centre the area, it will move as far as
- possible.
-
- SCREEN RESOLUTIONS
-
- Deluxe Paint supports many different screen resolutions. You can switch
- from one to another even during a single work session, but be aware that
- changing formats in he middle of a job can result in loss of information
- (such as your current brush, the spare page, the last requester used,
- etc). Its important to save your work before changing screen formats.
-
- You should develop the habit of saving your work every 15 or 20 minutes
- in any case, but it becomes especially important to do so if you are
- about to change formats.
-
- As we noted in Guided Tour (1) you're asked to select a screen format
- each time you start Deluxe Paint, through the Choose Screen Format
- requester. In addition, you can display the Choose Screen Format
- requester at any time by selecting Screen Format from the Picture menu.
- Each screen format has its own linitations and memory requirements.
-
- Please note that to switch on the 24-bit backing store and work with
- true colour, you need 4MB of free RAM.
-
- PALETTE
-
- This section introduces you to the basics of the Palette. You can learn
- about the colour requesters by working through the tutorials in the next
- chapter or by reading the relevant parts of the Reference section (see
- Palette in the Colour menu).
-
- COLOUR MIXER
-
- The Colour Mixer lets you mix your own custom set of colours from the
- total number of available colours (4096 on non-AGA machines, 16.7
- million on AGA Amigas, or 16.7 million on any Aniga with backing store
- turned on). You can mix colours using either the RGB (Red, Green, Blue)
- or HSV (Hue, Saturation, Value) colour systems. The number of colours
- you can work with at any one time is dependent on the screen format and
- number of colours you selected in the Screen Format requester. See the
- Display Information box in the Screen Format requester for more
- information on your currently selected screen mode.
-
- To Display the Colour Mixer choose Palette>Mixer On from the Colour
- menu, or right click the Colour Indicator.
-
- You can quickly modify the currently selected colour on any of the three
- variables (RGB or HSV) by dragging the appropriate sliders left or
- right.
-
- To select more than one contiguous colour click to select the first
- colour, and then Alt click on the last color. All the colours between
- the two colors are selected.
-
- To select more than one discontiguous colour, click to select the first
- colour, and then Shift-click on any other colours you wish to select.
- Only the colours you click are selected; the colours in between the
- selected colours arent selected.
-
- ARRANGING COLOURS IN THE PALETTE
-
- EX (for "Exchange") and COPY let you swap or copy colour from one part
- of the Palette to another.
-
- To exchange the position of two colours; Click a colour, click EX and
- then click a second colour. The two colours exchange places on the
- Palette.
-
- To copy a colour over another; Click a colour click Copy and click a
- second colour. This copies the first colour into the second
-
- These two functions make it easier to create the colour spreads for your
- work.
-
- CREATING SPREADS
-
- The Palette Requester lets you create colour spreads to give you subtle
- shades of the same hue or equally spaced gradations across hues.
-
- To create a spread of colours, click the first colour for your spread,
- click SPREAD, and then click the last colour for the spread.
-
- Deluxe Paint looks at the first and last colours in the spread and at
- the number of steps in between, and then calculates the series of
- intervening shades For example, if your first colour is blue and your
- last colour is yellow, Deluxe Paint calculates the intervening shades
- and hues, to give you a series of blues, blue-greens, greens, yellow
- greens, and yellows. Unlike traditional colour mixing, if your
- modifications are not to your satisfaction, you can always reverse the
- last change by clicking UNDO, or you can cancel all the changes you made
- by clicking Revert.
-
- DEFINING RANGES
-
- Good colour ranges are important for effective Colour Cycling, Gradient
- Fill, and some Painting Modes. Colour Cycling and Gradient Fill are
- treated in the Tutorial Two: Working with Ranges in Chapter Four, and
- you'll find information about Painting Modes later in this chapter and
- in the Reference Right now, we'll take just a quick look at where to
- define ranges.
-
- You can define up to eight colour ranges of up to 256 individual colours
- each (in AGA modes) and assign a cycling speed (RATE) to each range.
-
- Choose Ranges... from the Colour menu. The Range requester replaces
- the Palette at the bottom of the screen.
-
- The Range requester lets you put colours from your palette along a bar
- to define a range. This flexible way of defining ranges lets you place
- the colours in different orders from how they appear in the palette.
- Also, it is now easier to use the same colour in more than one range.
- You'll learn how to use this requester in the next chapter.
-
- PALETTE AND SCREEN FORMATS
-
- Deluxe Paint works from a colour universe that contains as many colours
- as your Amiga supports (4096 on non-AGA machines, 16.7 million on AGA
- Amigas, or 16.7 million on any Amiga with backing store turned on). The
- maximum number of colours available in each format is listed below. The
- number of colours you can have at any time depends on your available
- memory and compurer model: if your page is large or you have a large
- brush, you may not be able to choose the maximum number of colours.
-
- Lo-Res
- 256 (AGA) or 32 (non-AGA) colours in standard LoRes (64 if your computer
- supports Extra Halfbrite: 4096 in the special HAM mode)
-
- Med-Res
- 256 (AGA) or 16 (non-AGA) colours
-
- Interlace
- 256 (AGA) or 32 (non-AGA) colours in standard LoRes (64 if your computer
- supports Extra Halfbrite: 4096 in the special HAM mode)
-
- Hi-Res
- 256 (AGA) or 16 (non-AGA) colours
-
- HAM
- 262000+ (AGA) or 4096 (non AGA) colours
-
- 24-bit Backing
- 16.7 million colours available
-
- See the Reference for general information on the various Screen formats.
- Appendix D: Amiga Display Modes gives a technical explanation of the
- relationship between screen formats and the number of colours available.
- See also Appendix A: Memory Management for more information on memory
- usage.
-
- MODIFYING TOOLS
-
- You've already learned that you can activate any tool by clicking its
- icon in the Toolbox. A tool remains active until you select another
- tool or in some cases, deselect it by clicking the icon a second time.
- Examples of the latter kind of tool are the Grid and the Symmetry and
- Magnify tools, which are toggled on and off by each mouse click.
-
- In most cases, right clicking a tool icon lets you modify some
- fundamental aspect of that tool. The following summarises the effects
- of right-button mouse clicks on the tools in the Toolbox:
-
- BUILT IN BRUSHES
-
- You can change the size of any of the built in brushes in the Toolbox.
-
- Right-click the brush.
-
- Move the cursor over to the painting area. The cursor changes to the
- size icon (four outward-pointing arrows)
-
- Hold down either mouse button and drag diagonally to adjust the size of
- the brush.
-
- AIRBRUSH
-
- You can adjust a number of Airbrush settings with the Airbrush Settings
- requester.
-
- Right click the Airbrush icon. The Airbrush Settings requester appears.
-
- The available options are:
-
- Airbrush Type
- Choose between Old Style or Standard. Old Style is the airbrush used in
- previous incarnations of Deluxe Paint: pixels of the foreground colour
- are randomly sprayed within the radius setting of the airbrush. For
- Standard the program paints similar shades of the foreground colour to
- create a seamless, blending effect. In Standard mode the colours you
- paint with are affected (tinted) by the colour you paint on.
-
- Radius
- Use the slider or text box to set the airbrush radius from 1-100 pixels.
- The larger the number, the larger the sprayed area.
-
- Flow
- Changes the opacity of paint sprayed when Standard mode is selected.
- Use the slider or text gadget to set a value from 1-100, with 100 being
- maximum opacity.
-
- Size
- This button lets you resize the nozzle.
-
- Click the button and then move the cursor over to the painting area.
- The cursor changes to the size icon.
-
- Hold down either mouse button and drag diagonally to adjust the size of
- the solid circle, which represents the spray area.
-
- You can also adjust the airbrush size while painting by typing + or - to
- increase or decrease the size.
-
- STRAIGHT LINE, CURVE, AND UNFILLED SHAPE TOOLS
-
- A right click on any of these tools brings up the Spacing requester.
-
- The Spacing requester lets you control the distance between "splats" in
- your lines. This lets you choose whether a line is continuous or
- dotted. If you want a dotted line, you can define the line in terms of
- the total number of dots (N Total) or by the number of pixels between
- dots (Every Nth Dot).
-
- Choose Airbrush to use the Airbrush tool with any of the tools that uses
- the Spacing requester. This is especially useful for smooth airbrushed
- curves and circles.
-
- FILL AND SHAPE TOOLS
-
- Right clicking any of these icons brings up the Fill Type requester.
-
- This requester lets you choose one of several fill types for your fills
- and filled shapes. Many features of the Fill Type Requester are covered
- in Tutorials Two: Working with Ranges and in the Reference section.
-
- BRUSH SELECTOR
-
- Right-clicking the Brush Selector restores the last custom brush. Thus,
- if you had created a custom brush (see Custom Brushes in this chapter
- for details) and then made some modifications, right clicking the Brush
- Selector would restore you to the previous custom brush. This feature
- is also useful if you create a custom brush and then select a built-in
- brush. Right clicking the Brush Selector restores the custom brush.
-
- TEXT TOOL
-
- Right-clicking the Text tool displays the Choose Font requester. You
- use this requester to choose fonts and styles for the Text tool to use.
-
-
- To select a different type font, size, and/or style, display the Choose
- Font requester.
-
- Click a font from the window. Choose from the available font sizes by
- clicking on the up and down arrows. Click any of the Style buttons
- (Bold, Italic, Underline), to apply any font style you want. If you
- like the results, click OK.
-
- A special feature of the Choose Font requester is the ability to load
- fonts from a fonts directory on a different disk. To do this, use the
- Font Dir... command from the Prefs menu. In addition, your Examples
- disk contains two special coloured fonts.
-
- Insert the Deluxe Paint Examples disk in any drive.
-
- Select Font Dir... from the Prefs menu. The Choose Font Directory
- requester appears.
-
- Click the Volumes button, and select the Examples disk from the list of
- volumes that appears.
-
- Select the Karafonts drawer, and then click OK to select the drawer.
-
- Right click ion the Text tool, and the Choose Font requester appears.
- In a moment, the fonts list from your Examples disk appear in the Choose
- Font requester. Let's use one of the fonts.
-
- Click the font named ChiselScript and click OK, A message asks if you
- want to use the font's palette. Click Yes, Place your text cutsor and
- type away!
-
- If you want to move your text once it's on the screen, use the Brush
- Selector to pick it up and move it around. If you are adding text to a
- picture, there are two good tips you should know. If you fix the
- background (Effect>Background>Fix) before you type the text, you'll be
- able to move the text without harming the picture. Another way to do
- this is to jump to the Spare page to type your text and then pick it up
- as a brush to place on your picture.
-
- GRID AND SYMMETRY TOOLS
-
- Right-clicks on these tool icons let you modify aspects of gridding and
- symmetry.
-
- You can also control the spacing between the points.
-
- Click on the Grid icon to turn on the grid.
-
- Use the Dotted Freehand tool to paint in the painting area. The dots
- show you the current position of the grid.
-
- Right click the Grid icon to bring up the Gridding requester. You can
- now set the spacing for both the X and the Y coordinates by typing in
- the actual spacing in the calibration boxes. The spacing is calibrated
- in pixels.
-
- Click in the X spacing edit box, delete or backspace to remove the
- existing value, and then type in the new value - try 20. Do the same
- with the Y spacing. Click OK.
-
- Now try painting with the Dotted Freehand tool to see how the grid has
- changed.
-
- You can also recalibrate the gridding by using a visual method.
-
- Display the Gridding requester.
-
- Click Adjust.
-
- You are returned to the page with a cursor that looks like a matrix.
- This matrix represents the current grid values in graphic form. To
- change the values, press and hold down the left mouse button, drag the
- mouse until the matrix is the desired size and shape, and then release
- the button.
-
- The new grid is based on this matrix. You can also reposition the
- points of the grid using Adjust: move the matrix so that its cells are
- in the desired position and click the left button.
-
- If you are in perspective mode and you right click the Grid icon, the
- Perspective requester appears. This requester lets you set a grid for
- three dimensional space and also lets you choose other Perspective
- settings. (See Chapter Five; Using Perspective or the description in
- Referenre of the Perspective>Settings option in the Effect menu).
-
- You can change the settings for the type of symmetry you use by right
- clicking the Symmetry tool. This brings up the Symmetry Requester.
-
- You'll find a brief explanation of each of the options in the Symmetry
- requester in Reference. For now, if you feel adventurous, try changing
- the settings and paintind with different shapes.
-
- PAINTING MODES
-
- The options in the Mode menu control the way your brush applies paint to
- the page. In this section, we'll look at a few of the modes. You'll
- find information about all modes in Reference.
-
- To look at some of these modes, you'll need paint on the screen, so lets
- load a picture.
-
- Load the picture Venus from the Art Disk.
-
- First lets look at a couple of modes that change print already the the
- page - these are Smear, Shade, Blend, and Smooth.
-
- Select the largest round built in brush, the Dotted Freehand tool, and
- Colour 0 (black).
-
- Choose Smear from the Mode menu, move the brush down to Venus eye, hold
- down the left mouse button, and drag back and forth across her eye.
-
- Notice that instead of laying down black paint, your brush smears the
- paint already on the screen. Smear mixes the existing pixels rather
- than changing their colours.
-
- Choose Smooth from the Mode menu, hold down the left mouse button and
- drag your brush once along the edge of Venus' chin.
-
- Again, the brush uses colours other than black to paint with. Smooth
- reduces the contrast between two adjoining areas by painting
- intermediate shades along the boundary of the two areas. Smooth looks
- at the current palette and finds the colours closest to the ones under
- the brush. If the palette contains a wide selection of colours close to
- the ones under the brush, it will have more colours to choose from. In
- our case, there are many colours between the dark brown of the chin line
- and the yellows of Venus' face, so Deluxe Paint does a good job of
- smoothing the edge.
-
- Some of the painting modes change the way the colours of your brush are
- used. In particular Matte and Colour determine whether a custom brush
- will paint with the colours in the brush, or the current foreground
- colour Let's see how that works.
-
- Click CLR to clear the screen.
-
- Choose Load from the Brush menu and load the brush named MultiCycleMe
- from the Brush drawer of your Examples disk. Choose Palette>Use Brush
- Palette from the Colour menu.
-
- When you load a custom brush, your painting mode is automatically
- changed to Matte. Matte paints with the colours in your custom brush.
-
- Drag the custom brush straight down your page to paint a broad stripe of
- several greenish blues and reds.
-
- Now choose Colour from the Mode menu and drag the brush down again.
-
- This time your stripe is all one colour, because Colour uses the current
- foreground colour and the shape of your custom brush to paint.
-
- Choose Cycle from the Mode menu and drag another stripe.
-
- Now your brush paints a stripe with bands of colour running
- horizontally. Notice that the colours change in the order of the
- colours in your palette. Cycle uses the ranges in the Range requester
- and cycles the colours as it paints. This is a good example of where
- ranges affect the way a painting mode works.
-
- Finally choose MultiCycle from the Prefs menu. Select the Straight line
- tool and drag a line straight down from the top of the page
-
- MultiCycle tells Deluxe Paint to cycle each colour in your brush
- individually when you use the Cycle mode. Since your brush is made up
- of many colours, they create a many coloured pattern. Press the TAB key
- to see how psychedelic you can paint with colorcycling and MultiCycle.
-
- EXTRA HALF BRITE MODE
-
- Hbrite mode is only available if you are using 64 colours. So, let's
- change our screen format now.
-
- Choose Screen Format from the Picture menu. In the requester, select a
- Halfbrite mode and click Use.
-
- Now your palette should contain 64 colours. The first 32 colours are
- the same colours you had in Lo Res format. The second 32 colours are
- Halfbrite equivalents of the first 32.
-
- Let's take a look at how Hbrite paints.
-
- Choose Load from the Picture menu and load the picture named New
- Star-Hall from the Picture drawer of your Examples disk. When the
- requester asks if you want to change the screen format, click NO.
-
- Now select the largest built in brush and the Dotted Freehand tool.
- Choose Hbrite from the Modes menu. Scrawl anywhere on the picture using
- the left mouse button.
-
- Notice that when you paint with the left button in Hbrite mode, any
- colours that are the first 32 in your palette are changed from their
- Halfbrite equivalent. This makes it look as though your picture is
- getting darker. Hbrite mode is a great way to add shadows to your
- pictures.
-
- Now scrawl over your picture again, but use the right mouse button.
-
- Any areas of your picture that are already in one of the first 32
- colours of your palette are unaffected by your paint, but areas that are
- painted with any of the 32 Halfbrite colours become lighter.
-
- We've demonstrated only a few of the painting modes in this section. Be
- sure to take the time to review the description of the modes in
- Reference.
-
- Clever use of painting modes can save you time and help you create
- interesting effects.
-
- Before you move onto the next section, choose Colour from the Mode menu.
- This is the default mode.
-
- KEYBOARD EQUIVALENTS
-
- Most artists have found that Deluxe Paint's extensive list of keyboard
- equivalents helps them work more quickly and efficiently. We are
- committed to making the keyboard commands an integral and important
- feature of Deluxe Paint. The most important thing to remember about our
- keyboard equivalents is that you can use most of them while the mouse
- button is down!!! This means that you can use multiple features
- simultaneously.
-
- A simple example of where using the keyboard equivalents comes in handy
- is in the case of trying to pick up a brush very precisely. Here's what
- you might do:
-
- Click the Brush Selector. Move the cross hair to the area you want to
- magnify and press m to turn on magnification. Begin surrounding the
- area you want to pick up and, while the mouse button is down, press m
- again to turn off magnification. Move the cross hair to the other
- corner of the area you want to select and press m again to magnify for
- precise selection. Finally, release the mouse button and you have your
- brush.
-
- This is just one example. There are more throughout the program. In
- particular, when you begin working with animation you'll find that the
- keyboard equivalents let you do many things that otherwise would be
- impossible. If you ever need to use a menu option or other command
- while the mouse button is down, go ahead and try the keyboard
- equivalent; it usually works.
-
- You'll find a complete listing of keyboard equivalents at the back of
- this manual in Appendix B.
-
- LOOKING AHEAD
-
- Before you move on to the next chapter, or off on your own to explore
- Deluxe Paint, we want to introduce you to a few of the interesting and
- powerful features of the program. You'll find more information about
- these features throughout the manual.
-
- FIXING THE BACKGROUND
-
- This section shows a very powerful feature that lets you paint on your
- picture without fear of accidentally messing it up.
-
- Load the picture WorldMap from your copy of the Examples disk. If you
- are prompted by a screen message asking you if you want to change the
- Screen format or the number of colours, click Yes.
-
- Choose Background>Fix from the Effect menu.
-
- What you have just done is remarkably simple, and yet remarkably
- powerful. You have fixed the picture onto the background so that it
- cannot be removed. Try it.
-
- Click CLR and see what happens. Thats right - nothing.
-
- The picture is fixed, which means you can draw over it any way you like.
-
- Select a thick brush and scrawl on the picture. Do it with the airbrush
- if you like. Then scrawl using the right mouse button and see what
- happens.
-
- When you have the background fixed, painting with the right mouse button
- is truly erasing! Note that you can paint on the picture and then fix
- the background again to fix the new version. You can erase everything
- you painted since the last fix with a single click and you can "unfix"
- the background as easily as you fixed it: just choose Background>Free
- from the Effect menu. This restores everything back to normal, so that
- clicking CLR clears the entire picture.
-
- We'll look more closely at this feature in the next chapter when we look
- at custom brushes and the way they interact with the background.
- Meanwhile, feel free to experiment further with this feature. Art
- restorers should have it so easy!
-
- In particular, the combination of right button brush selection and Fix
- Background lets you lift any complex shape off a fixed background
- (provided the shape was applied after the background was fixed), without
- lifting up any of the background, Deluxe Paint preserves in memory all
- those parts of a fixed background that are covered by unfixed shapes,
- which means that you can move the shapes around the page and uncover the
- previously hidden background.
-
- ANIMPAINTING
-
- We realise that you may have just started painting on a computer for the
- first time. But we'll take a daring leap forward to show you animating
- on a computer. Right now we'll show you a special kind of painting on
- multiple frames. Just follow the steps carefully and you'll see some
- wonderful results.
-
- Choose AnimBrush>Load from the Anim menu. Insert the Examples disk in
- any drive and click the Volumes button so that Examples disk appears in
- the window.
-
- Click Examples to select the disk volume.
-
- Click the AnimBrush drawer in the window.
-
- Double-click the file named "Sweep anbr"
-
- When the requester closes, you'll have an AnimBrush of a Karate black
- belt attached to your cursor. An AnimBrush is special in that it is
- made up of many cels (short for celluloids) that flip as you paint.
-
- Choose Palette>Use Brush Palette from the Colour menu to see the brush
- in its own palette.
-
- Click the brush down once.
-
- Move the mouse, and click the brush down again
-
- Notice that now your brush looks different. Each time you click the
- button the brush moves to the next cel.
-
- Paint freehand across the screen to see all of the cels of the AnimBrush.
-
- ANIMATION FRAMES
-
- Above, we had you painting with an AnimBrush on a single screen. Now
- let's look at what happens if you paint one cel of the brush on each of
- several screens. This is one way to create animations in Deluxe Paint
- V.
-
- Select Dark blue as your background colour and clear the screen.
-
- Choose Frames>Set # from the Anim menu. (The Set Frame Count requester
- appears). Enter 20 in the Count field (You do this by clicking at the
- right end of the field, backspacing over the existing number, and typing
- the new number) Click OK.
-
- In a flash, you have 20 animation frames to paint on. Notice the
- numbers 1/20 on the left side of the Title Bar. This tells you that you
- are on frame 1 of 20 frames. Let's paint!
-
- ANIMPAINTING
-
- Animpainting is simply the process of painting at the same time the
- animation frames flip. In most ways it is like regular painting, since
- Deluxe Paint flips the frames for you.
-
- Right click on the Straight Line tool to display the Spacing Requester.
- Click the N Total button to highlight it. Click in the edit field next
- to N Total and set the number to 20. Click OK to exit the requester
- with the new settings.
-
- Now your lines will paint exactly 20 stamps of the brush between the
- start and end points of the line. Using the N Total option of the
- Spacing requester is an effective way to animate across a simple path,
- as you'll see in a moment.
-
- Press Shift 7 to set your AnimBrush back to its first cel.
-
- Select the Straight Line tool. Hold down the Alt key and drag out a
- line from left to right across the screen.
-
- When you let go of your line and the Alt key you'll see Deluxe Paint
- paint your AnimBrush on each frame of your 20 animation frames.
-
- When Deluxe Paint is finished painting press 5 on the keyboard.
-
- The Karate expert shows all of his best moves. Press 4 if you want to
- see your aninmation play continuously. If the animation moved too
- quickly, press the left arrow key repeatedly to slow down the play rate.
- Press the Spacebar to stop the animation.
-
- TEXTURES AND MEDIA
-
- A powerful new feature of Deluxe Paint V is the ability to mimic natural
- textures and media. Using these tools, you can duplicate the effect of
- drawing with traditional media such as water colour on rough paper for
- example. While media and textures work best in higher colour modes,
- they can be used in any screen mode.
-
- Here's a quick demonstration to get you started. First, we'll load and
- use a background texture.
-
- Select Texture>Load... from the Effect menu. The Load Texture
- requester appears.
-
- Click on the Textures drawer (in your Deluxe Paint directory or from the
- Media disk), and select the Heavycanvas texture file. Click OK.
-
- When you select a texture, the screen's appearance doesn't change until
- you paint the texture onto it.
-
- Select a light grey foreground colour and a background colour of black
- to show the canvas texture.
-
- Use the filled square tool to paint the texture onto a portion of the
- screen.
-
- You can actually see the background texture on the screen, and when you
- paint on it your brush will react as if you were printing over the
- texture.
-
- Next, we'll load a media library to fully take advantage of our texture.
-
- Select Media>Open... from the Effect menu. The Media requester
- appears.
-
- Click on the Media drawer (in your Deluxe Paint directory or from the
- Media disk), and select the Oil media library. Click OK.
-
- When you draw on the screen now, you'll get the effect of an oil pastel
- crayon on heavy canvas. There isnt any difference between drawing on
- the square where the canvas texture is visible other than the fact that
- you can see the background texture plainly - the oil foreground will
- appear the same in either case, and will show the effect of drawing on
- the canvas texture.
-
- Try drawing with both the freehand tool and the airbrush (try both the
- Old Style and Standard airbrush modes from the Airbrush requester and
- compare the results). Now your Amiga can duplicate natural drawing and
- painting methods with no messy cleanup!
-
- SUMMARY
-
- This chapter completes the Guided Tour of Deluxe Paint V> Chapter 4
- presents some painting tutorials, which will help you learn how to get
- the most out of the way the program uses colours and palettes. Because
- Deluxe Paints colour capacity is one of the programs strongest and most
- versatile features, we highly recommend that you work through the
- exercises we have described here.
-
-
- CHAPTER 4 - PAINTING TUTORIALS
- ------------------------------
-
- The six tutorials in this chapter introduce some of the most powerful
- painting features of Deluxe Paint V. Each tutorial is independent from
- the others, so you can choose to complete only the exercises that
- interest you.
-
- TUTORIAL ONE: WORKING WITH COLOURS
-
- This tutorial will walk you through using the Deluxe Paint V colour
- requesters.
-
- Start Deluxe Paint V fresh, and at the Screen Format requester, choose
- Lo-Res 16 colours.
-
- Sixteen colours is far from the maximum number of colours you can work
- with, but it is a good place for us to begin explaining the colour
- manipulation features of Deluxe Paint V.
-
- MANIPULATING THE PALETTE
-
- In this section of the tutorial, we'll look at the ways you can
- manipulate your palette. This will help you make best use of the
- colours available to you in non HAM modes.
-
- THE TOOLBOX PALETTE (WHAT YOU CAN PAINT WITH)
-
- You may remember from the Guided Tour that the number of colours you can
- paint with depend on the Screen Format you choose to work in. The
- important thing to remember in all modes except HAM and 24-bit backing
- store modes is that all of the colours you can paint with appear in the
- palette area below the toolbox. If you are ever confused about which
- colours are available to you, look at the Palette below the Toolbox to
- see your colours.
-
- Of course, you can change these colours to create the ones best suited
- to the artwork you have in mind. The common way to change colours is to
- use the Palette Mixer.
-
- THE PALETTE MIXER
-
- Move the cursor over the Colour Indicator and click with the right mouse
- button.
-
- Right clicking on the Colour Indicator displays the Palette Mixer. You
- can also display this requester by choosing Palette Mixer from the
- Colour menu, or by pressing p on your keyboard. Use the method that is
- most natural for you.
-
- Palette vs. Colour Sets
- One of the first things you'll notice about the Palette Mixer is that it
- may contain more slots than there are colours in your Palette. In
- Deluxe Paint V you are able to mix and spread colours outside your
- palette as a way to "experiment" with colours before committing to them
- in the picture.
-
- There are 16 colour slots to a row, and 16 rows numbered 0 through 15
- for 256 colour slots in the Mixer. We call this collection of slots the
- Colour Set. The Palette is a smaller number of colours included in the
- Colour Set. In the Palette Mixer the Palette colours are arranged in
- rows 0-3. When the Grid is turned on (it is off by default) the top and
- left edges of each colour are outlined in white. The top and left edges
- of non-palette colours are outlined in blue when the Grid is turned on.
-
- When you first open the Palette Mixer, you have only palette colours and
- the rest of the slots are empty. Empty slots are indicated with a
- checked pattern. If you try to paint with one of these colour slots,
- you'll see that the colour is white by default.
-
- RGB/HSV Sliders
- First let's look at how you can change the colours that already exist in
- your pallette.
-
- Click on the bright red in the Palette Mixer and paint on the screen.
-
- As you can see, you can still paint on your image when the Palette Mixer
- is displayed.
-
- Now, drag the RGB or HSV sliders in the Palette Mixer to alter the red.
-
- Notice that the colour on the screen changes as you change the colour in
- your palette. The red in the Colour Mixer is a Palette colour, so the
- colour you placed on the screen is tied directly to the colour in the
- Palette. This is true of most Screen Format settings in Deluxe Paint V.
- HAM and 24-bit backing store modes are the exception. In these modes it
- is possible to paint on the screen with colours that are not in your
- palette. We'll explore these two colour models in a moment in
- Introduction to RGB and HSV Colour Models.
-
- Deluxe Paint V lets you set your colour values using either the RGB
- (red, green, blue) or HSV (hue, saturation, value) models. You'll learn
- more about both of these colour models in a moment.
-
- UNDO
- Click UNDO in the Mixer to undo the change to the palette. You'll see
- both the colour in your palette and the colour on the screen restored to
- red.
-
- You can undo any change to a colour in your palette so long as you don't
- click any other colour before you click UNDO. Undo remembers and
- reverses only the most recent change. If you wanted to return to the
- palette and colour set you had when you first opened the Palette Mixer,
- you would click REVERT. The UNDO button makes it possible to experiment
- with colours in your picture and return to the original easily if you
- don't like your experiment.
-
- Copy and Exchange
- You can rearrange the colours in your palette by using the COPY and
- EX(change) buttons.
-
- With the red colour selected, click COPY and click on the first empty
- slot of your palette to copy the red there.
-
- Click the Yellow in your palette and copy it to the empty slot beside
- the new red.
-
- With the new yellow colour selected, click EX and click on the new red
- to swap the positions of these colours.
-
- Copy and Exchange are straigtforward ways to arrange colours in your
- palette. Perhaps the most important way you'll use them is to arrange
- your palette for creating spreads between colours.
-
- Spreading Colours
- Spreading colours is an effective way to get subtle shades of a colour.
- Let's create a spread of colours from white to dark blue.
-
- Click on the white in your palette colours. Click SPREAD and click on
- the dark blue at the right end of your palette colours.
-
- Now you have a spread of colours from white to blue with the colour
- settings for each of the slots mathematically calculated to give you the
- most evenly spread colours based on the number of slots between the
- white and the blue.
-
- * Note that Deluxe Paint uses the HSV model to build its spread. This
- means that when you spread between blue and yellow the colours in
- between will run through the greens in the colour wheel.
-
- Nany other functions in the program (including Ranges) use the RGB model
- to calculate spreads of colour. It is important to understand the
- distinction between these two colour models and how to use them to your
- advantage. If you arent already familiar with these two colour models,
- be sure to work through the section Introduction to the RGB and HSV
- Colour Models below for an explanation of basic colour theory.
-
- Colour Set
- Now that there are no red; or yellows in your palette (though there is
- one of each in your Colour Set), we want to illustrate an important
- concept.
-
- SPECIAL NOTE
-
- In any colour mode other than HAM or 24-bit backing store, if you try to
- paint with a colour from the Colour Set that is not in your palette,
- Deluxe Paint paints with the colour in your palette that most closely
- matches the Colour Set colour.
-
- Here's an example:
-
- Click on the red in your colour set and paint with it on the screen.
-
- You should see that you are painting with the darker of the two greys in
- your palette, because this grey is the colour in your palette that is
- closest to red in the RGB colour cube. (You'll learn more about the RGB
- colour cube later in this section).
-
- Click on the yellow in your colour set and paint with it on the screen.
-
- You should see that you are painting with the lighter of the two greys
- in your palette. As we mentioned above, the best way to know which
- colours you can actually paint with when you are in any screen format
- other than HAM or 24 bit backing store is to look at the palette
- underneath the Toolbox.
-
- The Mixing Area
- The mixing area lets you mix colours together the way an artist mixes
- paint. Like the extra colour slots in the Colour Set, the Mixing Area
- can contain any of the possible colours, but unless you are using HAM or
- 24 bit backing store modes, you will be able to paint only with the
- colours you place in your palette. Lets mix a new colour right now.
-
- Choose the third round built in brush from the toolbox. Choose the red
- colour from your Colour Set and paint with it in the Mixing Area. Then
- choose the yellow and paint into the red.
-
- You'll see the two colours mix together to form oranges. As you mix,
- your brush spreads the mixed colours, but each time you click down, your
- brush starts over with yellow automatically so you can gradually add the
- yellow to the red.
-
- A second way to mix a new colour is drop exitting colours into the Mixer
- Wells on either side of the Mixing Area. The two colours are
- automatically blended together in the Mixing Area to create a colour
- spread.
-
- Choose red from the Colour Set, and drop it into the well on the left
- side of the Mixing Area.
-
- Choose yellow and drop it in the right well. The colours are gradually
- blended together across the Mixing Area.
-
- To move any of your new colours into the Colour Set, use the Pick icon
- button at the lower right of the Palette Mixer.
-
- Click on an empty slot in the Colour Set, Click the Pick icon (Your
- pointer changes to an eyedropper). Click on a colour in the Mixing
- Area.
-
- The colour you clicked on is added to the Colour Set in the slot you
- chose.
-
- To clear the Mixing area to any colour and start over, you copy a colour
- to the colour mixer.
-
- Click on black in the Mixing Palette. Click the COPY button. Click in
- the Mixing Area to clear it to black.
-
- Arrange Palette Requester
- Although we moved a few colours in the palette using the Palette Mixer,
- the best place to accomplish palette color set arrangement is in the
- Arrange Palette requester.
-
- Choose Palette>Arrange from the Colour menu.
-
- This requester lets you see eight rows of colours at a time, and you can
- quickly scroll through the other eight rows with the up and down arrows.
- Each click on the arrows to the right of the colour rows moves the rows
- up or down by one. The number in the upper center of the requester
- shows the number of the row at the top of the list. When you are
- looking at the first eight rows (rows 0-7), this number is 0, when
- you're looking at the last four rows (rows 8-15), the number is 8. If
- you hold down the Shift key when you click on the arrows, you move
- directly to the first or last eight rows.
-
- The buttons in this requester work just like the ones in the Palette
- Mixer. The SPREAD option is especially useful in the arrange Palette
- requester because it lets you easily spread over multiple rows in the
- set without having to scroll time rows.
-
- The SELECT button allows you to select a contiguous range of colours.
-
- Select the first colour in the range, and then click SELECT. The cursor
- changes to an eyedropper. Move the pointer to the last colour you want
- to select and left click. All the colours in the range are selected.
-
- You can also select a contiguous range with the keyboard by Alt clicking
- with the mouse.
-
- To select a non contiguous range, Shift click on each colour you want to
- select. The colors in between the selections are not selected. Deluxe
- Paint remembers the order of the colours selected when you copy or
- exchange them.
-
- LOADING AND SAVING PALETTES AND COLOUR SETS
-
- Deluxe Paint V also lets you load and save Palettes and Colour sets. If
- you continue on to the Ranges tutorial, you'll see an example of loading
- a Colour Set. Otherwise we recommend that you look in the Reference for
- information on how to use these features.
-
- INTRODUCTION TO THE RGB AND HSV COLOUR MODELS
-
- In this exercise, you'll be looking at the Reference Palette to learn
- how Deluxe Paint mixes red, green, and blue to form other colours.
- You'll also see the relationship between the RGB and HSV (hue,
- saturation, value) colour systems.
-
- Choose Load from the Picture menu and load the picture named Reference
- Palette from the Picture drawer of the Examples disk.
-
- If you see the message asking if you want to change screen format to
- that of the file, click Yes.
-
- The Reference Palette picture shows you a matrix of the colours in the
- colour spectrum: Red, Orange, Yellow, Green, Blue, and Violet. These
- are the colours that are produced when you mix coloured pigment. In
- effect these are the colours a traditional painter would work with.
- This is not the spectrum produced when you mix coloured light. That
- spectrum produces the colours Red, Yellow, Green, Cyan, Blue, and
- Magenta.
-
- Choose Palette>Mixer On/Off to display the Palette Mixer. Click on the
- main screen to activate it. Press F10 to hide the Menu Bar and Toolbox.
-
- Now let's look at the RGB and HSV values of some of the colours in the
- Reference Palette.
-
- Click the Dropper icon in the Palette Mixer and then click the red
- square in the row labelled Pure Colour. Look at the sliders in the
- Mixer.
-
- In RGB terms, your Mixer shows that a pure red is all red colour with no
- green or blue.
-
- In HSV terms, pure red is hue 0 with full saturation and full value.
- Saturation is the relative amount of colour to white, and value is the
- relative lightness or darkness of a colour. Value is often referred to
- as Luminosity. To see exactly what this means, let's change the sliders
- a bit.
-
- Drag the saturation (S) slider all the way to the left to see what
- happens to the colour. Drag the saturation slider back to the right.
- Now drag the value (V) slider all the way to the left.
-
- As you drag the saturation slider left, the red gets lighter until it is
- white. As you drag the value slider left, the red gets darker until it
- is black. Regardless of the hue or saturation, a value of zero always
- produces black.
-
- The meaning of the saturation and value sliders is exactly what the
- matrix in the Reference Palette shows. Notice that the colours in the
- Low Satutarion row are all pale - they don't contain much colour. The
- colours in the Low Value row are dark they don't contain much
- luminosity. The colours in the Pure Colour row contain full saturation
- and full value.
-
- Hue simply refers to the position of a colour on the colour spectrum or
- rainbow - Red, Yellow, Green, Cyan, Blue, or Magenta, and the various
- shades in between. Figure 4.6 shows the positions of colours on the
- Colour Wheel.
-
- Let's look at another colour in the Reference Palette.
-
- Click the Dropper icon and then click on the yellow square in the Pure
- Colour row.
-
- The RGB sliders show that yellow contains the maximum amount of red and
- green, but no blue. Yellow is said to be the "complement" of blue.
- Each of the primary colours has a complement. In the RGB colour system,
- the relationship of the primary colours and their complements are best
- thought of as a cube in which each dimension is measured in one of the
- three primary colours, as shown in Figure 4.7. The complement of each
- primary colour is positioned at the opposite corner of the cube. Thus,
- moving downward on the edge of the cube to add red to green produces
- yellow (R15, G15, B0) the complement of blue, which is positioned at the
- opposite corner from blue. If you look back at Figure 4.6 you'll see
- that in the HSV colour system, the complements are also directly across
- the circle from the primary colour - yellow is directly across the wheel
- from blue.
-
- Notice that black is the absence of colour (R0, G0, B0) and white is the
- maximum level of the three colours (R15, G15, B15). The line running
- diagonally through the centre of the cube from black to white shows the
- positions of the greys, which are formed by combining equal amounts of
- red, green, and blue. Thus R8, G8, B8 would yield a medium grey. Let's
- try this in practice.
-
- In the Mixer, drag each of the RGB sliders to 8. Once all three primary
- colours are at 8, you have medium grey.
-
- Look at the position of the value slider in your Colour Palette; it is
- at the same level as the red, green, and blue sliders.
-
- Note that if you are using an AGA machine the RGB scale is from 0-255,
- not 0-5, so in the example above, to get a medium grey you'd set the RGB
- sliders to 129, 129, 129.
-
- The mixing of greys is one area where the HSV system excels. Rather
- than moving all of the RGB sliders to the same position, you can simply
- drag the saturation slider all the way to the left and move the value
- slider to the level of grey you want. The position of the hue slider
- will have no effect, because there is no colour (no saturation) in grey.
-
- Move the hue slider left and right and notice how the grey you produced
- doesnt change. Now move the value slider left and right to see how the
- RGB sliders move along with the value slider, always staying in a
- perfect line.
-
- Can you change the colour back to yellow? Remember yellow is the
- complement of blue.
-
- Move the red (R) and green (G) sliders all the way to the right and move
- the blue (B) slider all the way to the left.
-
- Now that you know the basics, try mixing a few colours you like using
- either one of the two colour mixing systems. Here's a trick you might
- also consider; mix a few palettes that you particarly like and save then
- using the Palette>Save option in the Colour Menu. You can then
- automatically produce that palette by loading it from the Colour Menu.
- There is also some sample palettes included in the Colours drawer of the
- Media disk.
-
- Before we leave the topic of colour mixing, let us just summarise a few
- important points.
-
- Your Amiga and Deluxe Paint mix colours using the RGB system, and this
- system is represented by the colour cube.
-
- If you want to find any pure colour, you can do so using the HSV system
- by moving the saturation and value sliders far to the right and then
- scrolling the hue slider until you find the colour you want.
-
- I you need to produce a grey, you can do so by setting all three of the
- RGB colours to the same level, or by setting the saturation slider to
- the left and adjusting the value slider to the grey level you want.
-
- Besides providing a sample spectrum for our colour mixing tutorial, the
- Reference Palette is useful for adjusting your monitor to match your
- printouts Reload the picture to restore it to its original colours and
- print out a copy on your colour printer. Then adjust your monitor until
- the colours on your screen look the same as those on the paper
-
- TUTORIAL TWO: WORKING WITH RANGES
-
- In this section you'll learn how to build a Range for use in gradient
- fills and as colour cycling. Deluxe Paint V has moved the range
- functions out of the Palette Mixer requester to make ranges more
- versatile in all colour settings. First we'll show you how to work with
- ranges in 32 colour mode, since this mode illustrates the basic concepts
- you need to master. The tutorial Painting in HAM will explain how
- Ranges work in HAM. So, before you begin:
-
- Change your Screen Format to Lo Res 320 x 200 with 32 colours.
-
- Before you begin building a range, we'll have you load a Colour Set that
- contains a pleasant spread of colours to paint the range with.
-
- Choose Colour Set>Load from the Colour menu.
-
- When the first Load Colour Set requester appears, load file Range.set
- from the Colours drawer on the Media disk.
-
- Once the Colour Set is loaded, you are presented with a second Load
- Colour Set requester that is similar to the Arrange Palette requester.
-
- This requester allows you to choose which colours you want to load from
- the colour set to add to your current colour set. And you can choose to
- add colours to your current set, or you can overwrite the colours in
- your colour set with the new colours. This requester chooses all
- colours by default. We want to load all of the colours from this new
- colour set and overwrite the colours that are in our current colour set.
- To do this:
-
- Click the Overwrite button.
-
- The Overwrite button loads colours into your current colour set starting
- at colour 0. After the Colour Set is loaded: the Arrange Palette
- requester is automatically displayed so that you can arrange the colours
- as you like. The Palette you'll see contains two spreads of colour that
- paint smooth gradients even in the Low Resolution mode we are using now.
- These spreads of colour were created by mixing the colour at each end of
- the spreads in the Palette Mixer and then using the SPREAD option to
- generate the colours between.
-
- BUILDING THE RANGE
-
- Choose Ranges from the Colour menu to display the Range requester.
-
- The Range Requester is Deluxe Paint's way of building ranges for use in
- painting gradients or cycling colours. You can build up to eight ranges
- for each document, and these ranges are saved with the file. When you
- start the program, it contains a default set of colours in the first
- range. In our case the default range contains the greys in the lower
- half of the palette. We'll leave this range in place and build a new
- one. The slider in the upper left corner of the requester lets you
- choose the current range being used by the program.
-
- Click to the right of the slider to move to range 3.
-
- Range 3 should still be empty and ready for us to work with. To build a
- range, you place colours on the bar just as you saw them in the first
- range. If Range 3 is not empty, click the CLEAR button.
-
- Click on the last yellow in the requester.
-
- Your cursor becomes a rectangular bead, and the colour indicator in the
- upper right corner of the requester shows that you are holding a yellow
- colour.
-
- Move the cursor to the first mark on the range bar and click. (Your
- yellow colour appears on the bar and your cursor reverts to an arrow)
- Place the second yellow on the bar the same way.
-
- TIP
- You can speed up the process of placing colours on the bar by selecting
- a range of colours and placing them on the range bar. We'll do it now:
-
- Select the red colour in your palette.
-
- Click SELECT or hold down the Alt key and then click on the last yellow
- color in the range you want to select. All colours in between and
- including the two selections are highlighted.
-
- Click the co1ours in place on the range bar. The entire range is placed
- on the range bar.
-
- You don't need to put the colours right next to each other on the bar to
- build an effective range. And you dont need to put the colours in the
- same order that they appear in the palette. We're doing this only
- because this is the most conveinient way to work with ranges in modes
- other than HAM. We'll show you some other variations on ranges when we
- look at gradients in HAM and at Colour Cycling later in this tutorial.
-
- Click and hold the SHOW button to see the range painted as a gradient.
-
- You'll see a gradient painted with your current range in both the
- requester and in a bar above the requester. The gradient inside the
- requester shows you the gradient using all of the colours available for
- that gradient in the Amiga colour universe of 4096 colours. If you are
- not working in HAM mode (and we're not) the second gradient appears
- above the requester to show you how the gradient will look using your
- current palette. Since our range was built from colours that exist in
- the palette, and we placed all of the colours on the range bar our
- gradient looks spectacular.
-
- THE REVERSE BUTTON
-
- The REV (Reverse) button beside your new gradient does exactly what its
- name implies - it reverses positions of your colours on the range bar.
-
- Click REV once to see how it reverses the colours on the range bar and
- repaints the gradients.
-
- SMOOTH, PATTERN, AND RANDOM DITHER
-
- At the moment, the gradients you see for your range are painted using a
- regular pattern that produces an even transition between colours. If
- you want to exercise a little more control over your gradients or if you
- want to eliminate the smooth transitions altogether, you can do this
- with the Random button and Dither slider at the bottom left of the Range
- requester. When vou click the Random button, your gradients are painted
- using a Random dither that you control with the Dither slider.
-
- Click the Random button at the left of the requester.
-
- Notice that this cycles from Random to Pattern to Smooth, and then back
- to Random. Click and hold SHOW and notice that now your gradients are
- redrawn using a random dither.
-
- Drag the Dither slider all the way to the right to see how this affects
- your gradients. Drag the slider all the way to the left to see the
- gradient with no dither.
-
- Click the Random button again to check out the Pattern and Smooth
- dithers.
-
- Now that you've seen how most of the Range controls work, let's move on
- to painting with this range to see how it is used in gradient fills.
-
- Click OK to close the Range requester.
-
- GRADIENT FILLS
-
- As we mentioned above, one of the areas of Deluxe Paint V where ranges
- are used is in the painting of gradient fills. There are two general
- types of gradient fills to know about in Deluxe Paint V. The first type
- of gradient is the linear style that has been supported since Deluxe
- Paint III. The second is a "directional" gradient that lets you specify
- the angle of any linear gradient, and the central point for any radial
- style gradient. We'll show you how to draw one of each of these
- gradients.
-
- FILL TYPE REQUESTER
-
- As mentioned in the Guided Tour, the Fill Type requester is where you
- choose what type of fill your filled shapes and the Fill tool will use.
- You display this requester by right clicking on the Fill tool or any
- filled shape tool.
-
- Right-click on the Fill tool in the Toolbox to display the Fill Type
- requester.
-
- The lower section of the Fill Type requester contains an assortment of
- options for filling with a range. You can choose which of your Ranges
- you want to fill with, and how the program should perform the fill. The
- requester also shows you a representation of your current range and lets
- you set the Dither just as you would in the Range requester.
-
- LINEAR FILLS
-
- The first three icons in the gradient area of the Fill requester are
- fills that were supported from Deluxe Paint III on. Let's paint with
- the first of these options to see what they are like.
-
- Click the left/right arrows icon in the requester.
-
- If you aren't already looking at Range 3 (yellow to red) in the
- requester, click in the Range box, delete the current number, type 3 and
- press Return to change to range 3. You'll see the range painted in the
- requester, Click OK.
-
- Select the Filled Circle tool and draw a circle that is about two inches
- wide.
-
- In a moment Deluxe Paint paints a circle that is filled horizontally
- with your gradient from left to right. The other two options in this
- row work essentially the same way. They paint linear fills either
- horizontally or vertically. Try them out for yourself or see Figure
- 4.13 for an illustration of these gradients.
-
- DIRECTIONAL GRADIENTS
-
- Deluxe Paint V introduces new gradients that allow you to define the
- direction of the gradient at any angle. There are two styles of
- gradients: linear gradients and radial gradients.
-
- Linear Gradients
- The two linear gradients are LINE and SHAP(E). When you fill with these
- gradients, you use a "Directional" line to indicate the angle of your
- gradient.
-
- Select the Filled Circle tool, and press Shift - F to display the Fill
- Type Requester. Select the LINE option and Pattern dither and click OK.
-
- Draw another filled circle that is about two inches wide.
-
- When you release the mouse button, your cursor changes to a cross-hair
- with a line connecting it to the centre of the circle. We call this the
- "directional" line, and you use it to define the direction of your
- gradient. Let's paint this linear gradient at an angle.
-
- Position the cross hair so that your line extends up and to the right at
- an angle of about 45 Degrees (as in Figure 4.11) and click.
-
- This new circle is painted with a gradient at 45 degrees.
-
- Radial Gradients
- The three radial gradients are CIR(CULAR), CON(TOURS), and HI(GHLIGHT).
- When you fill with these gradients, you use the directional line and
- cross hair to indicate the point from which the gradient will radiate.
-
- Display the Fill Type requester. Select the CIR option and Pattern
- Dither and click OK. Draw another filled circle that is about two
- inches wide.
-
- When the directional line appears, place the line at a 45 degree angle,
- but this time make sure the cross hair is mid-way between the centre of
- the circle and its edge as in Figure 4.12. Click the mouse button.
-
- This time your circle is filled with a gradient that radiates outward
- from the point where you clicked. The gradient is painted with the
- first colour of your range as the highlight colour where you click. If
- you clicked outside the circle, the gradient would still use the point
- where you clicked as the point from which the gradient would radiate,
- and the effect would be different. Give it a try if you like.
-
- The figure below shows an example of each of the gradient fills
- available in Deluxe Paint V drawn using the yellow to red gradient. If
- you like, experiment with the other gradient fill types and play around
- with the Random dither setting too. We also recommend that you try the
- radial gradients with different shapes to get a feel for which
- combination of fill and shape gives the best results. Of course "best"
- is entirely a matter of personal taste
-
- COLOUR CYCLING RANGES
-
- In the Gradient Fills section you learned how to use a range to fill
- shapes with a gradient. You can also use these same ranges and others
- to create colour cycling animations. The simplest type of colour
- cycling uses ranges of consecutive colours just like the one we built
- for painting the gradients in the example above. Deluxe Paint also uses
- two other types of colour cycling that allow you to use colours that are
- not in your palette in a colour cycling range. We'll walk you very
- quickly through each of the different versions of colour cycling, and
- then have you look at some colour cycling brushes that are included on
- your Media disk.
-
- CONVENTIONAL COLOUR PALETTE CYCLING
-
- The simplest form of colour cycling makes each of the colours in the
- cycling range move over to use the colour in the next slot in the range.
- This type of colour cycling requires that you use multiple colours from
- your palette to perform the colour cycle. By cleverly combining
- colours, you can simulate animation with this kind of colour cycling.
- There are several examples of this type of colour cycling on your Media
- disk. Let's take a look at two of them now:
-
- The Running Man
- Choose Load from the Brush menu and load the Cycle2 brush from the Brush
- drawer on the Media disk.
-
- Your Brush is now several images of a running stick figure.
-
- Choose Palette>Use Brush Palette from the Colour menu to change your
- palette to the palette of the brush.
-
- Make Colour 0 your background colour and click CLR to clear your screen
- to black.
-
- Stamp down the brush and press the Tab key to start colour cycling.
-
- Each position of the running man was drawn in a different colour from
- Range 1. Because five of the six colours in this range are black, only
- one frame shows at a time, as the white colour cycles into each position
- in the palette. The remaining five images are invisible against the
- black background (Display the Colour Mixer and change the black colours
- in this range to any non-black colour to see all the frames).
-
- The Spinning Wheel
- Load the brush Cycle1 from your Media disk; stamp down the brush and
- press Tab to turn on colour cycling.
-
- This colour wheel was drawn as a circle with lines radiating out from
- the centre. The pie-shaped pieces were then filled with adjoining
- colours in Range 2 of the Range requester. Thus, as the colours in the
- wheel cycle, the wheel appears to spin.
-
- The brushes Birds, Snowball, StormNight, and Fireworks are other
- examples of this kind of colour cycling animation. Load each of them,
- change to the brush palette or use the "Load With Palette" option and
- turn on colour cycling to see how they work.
-
- SINGLE REGISTER COLOUR CYCLING
-
- Cycling Deluxe Paint V also allow you to cycle a single register through
- a range of colours. Rather than have you load an example to see this
- effect, we'll have you build one from scratch.
-
- Choose Palette>Default Palette from the Colour menu.
-
- Display the Ranges requester and move the slider to range 2. Click the
- Clear button beside the range to clear it.
-
- Click on the third colour in the palette (bright red) and place it on
- the left side of the Range bar. Place the bright yellow in the middle
- of the range bar. Click the Show button to show your new range.
-
- Now you have a gradient that runs from red to yellow in the requester.
- (The gradient above the requester looks a bit less impressive because
- you dont have all of the in between colours in your palette to make a
- smooth gradient) At the moment, your range uses two colour "registers"
- that is colours from your palette to build the range. You can tell that
- the colours on the Range Bar are colours from your palette because each
- of the colour beads has a little dot above it. This little dot
- indicates that the colours are from the palette. The secret now is to
- change the yellow to a non palette colour. We do that by "picking" the
- RGB value we want from the gradient in the requester.
-
- Press the Comma (,) key on the keyboard or the eyedropper icon to get
- the eyedropper cursor. Move the cursor to the bright yellow area of the
- gradient in the requester and click to pick that bright yellow colour.
-
- A new bead is now your cursor and the colour indicator in the requester
- shows that the colour is bright yellow.
-
- Click this new colour bead directly over the yellow bead in your range.
-
- Notice that the new yellow bead on the Range Bar does not have a dot
- above it. This indicates that the colour is not from the palette, but
- instead is an RGB value that the program will use for gradients and
- colour cycling.
-
- Press the comma key or eyedropper icon again, pick a bright red from the
- left side of the gradient, and place it on the far right end of the
- Range Bar.
-
- Your Range Bar and gradient should now look like the one shown in Figure
- 4.14.
-
- Move the Rate slider in the requester to 50 and click OK to close the
- requester.
-
- Choose the bright red in the palette and paint with it. Then press Tab
- to start the colours cycling.
-
- You should now see your bright red colour cycle through orange and
- yellow and back to red repeatedly. Notice that the red colour in your
- Toolbox also cycles through orange and yellow but that no other colours
- in the Toolbox change. You are cycling the colour on your screen but
- using only a single colour register!
-
- As you might well imagine, this new form of colour cycling is very
- useful for stobing effects of causing an area of your picture to fade in
- and out without giving up a lot of colours to do it.
-
- HYBRID CYCLES
-
- You can combine the conventional colour cycling with RGB colours in the
- range to create moving images that also strobe. We've included a couple
- of these on the disk to give you the idea. Take a look at them now if
- you think that you'll be using colour cycling in your pictures. These
- cycles are of special interest.
-
- Choose Load from the Brush menu and load the Cycle Circle brush from the
- Brush drawer.
-
- Choose Palette>Use Brush Palette from the Colour menu to change your
- palette to the palette of the brush.
-
- Your Brush is now a blue and white circle.
-
- Stamp down the brush and press the Tab key to start colour cycling.
-
- Notice that although the original brush did not contain any yellows in
- it, as the wheel turns, yellow and gold colours strobe into the cycle.
- If you display the Range requester and examine Range1, you'll see a
- combination of palette colours (colour beads with the dot above) and RGB
- colours (without the dot). The brushes Fountain and Lighthouse also use
- this range and demonstrate practical uses for this type of colour
- cycling.
-
- TIP
- If you want to create your own colour cycling pictures that use this
- hybrid style of colour cycling, create a conventional cycle range first
- and paint the picture so that it animates correctly when you cycle.
- Then add the RGB colours to the cycle range to incorporate the strobing
- effect.
-
- TUTORIAL THREE: PAINTING IN HAM
-
- Through the wonders of HAM mode, the Amiga computer lets you paint with
- 4096 colours simultaneously. In the right hands, this mode can yield
- wonderful results. If you are not already familiar with painting in HAM
- from some other product, it will likely take you some time to get used
- to this mode. This section will walk you through a tour of HAM as it is
- implemented in Deluxe Paint V. If you are unfamiliar with HAM and plan
- to work in HAM at all, we strongly recommend that you work through this
- section.
-
- BEFORE YOU BEGIN
-
- Start the program fresh and at the Screen Format requester, choose
- Lo-Res 320 x 200 and HAM.
-
- THE HAM PALETTE
-
- The first thing you'll notice when you start the program in HAM mode is
- that the Toolbox Palette now has arrows and a letter in the space below
- it.
-
- The arrows let you scroll through the colours in your Colour Set, and
- the letter tells you which of the groups of 16 colours you are currently
- looking at.
-
- Click the right arrow below the palette several times to scroll forward
- through the Colour Set. Click the left arrow to scroll backward through
- the Colour Set.
-
- You can move quickly to the beginning or end of the Palette by holding
- down the Shift key when you click the arrows.
-
- Hold down the Shift key and click the right arrow to move to the last
- group of colours. Shift click the left arrow to move to the first group
- of colours.
-
- The first group of colours in the Colour Set (the "a" group) contains
- your actual Palette colours. The other colours are simply part of the
- Colour Set, but unlike in other modes, you can actually paint with those
- extra colours.
-
- NOTE
- The HAM8 Palette consists of 64 colours in 4 groups of 16.
-
- So whats the difference between a Palette colour and a Colour Set colour
- in HAM? We're glad you asked?
-
- HAM RAMPING
-
- When you paint in HAM, any colours that are not in your Palette (group
- "a" of the colours below the Toolbox; see Note above), are displayed on
- the screen by copying the colour in the pixel to the left and modifying
- one of the RGB components of the colour (You'll find a technical
- explanation of how this is accomplished in Appendix D). Because HAM
- mode can change only one of the colour components at a time, it can take
- up to three pixels to reach the colour you really want to paint with.
- This transition from one colour to the next is called a "ramp". Let's
- take a look at an example.
-
- Choose the largest square built in brush and the Freehand tool.
-
- Press P to display the Arrange Palette Colour Panel.
-
- In the Mixer, COPY colour 0 (black) to colour 15 (lavender). Now click
- SPREAD and spread between the two blacks. This will change all of your
- palette colours black.
-
- AGA users can copy colour 0 to colour 63 and do a spread between these
- two colours.
-
- Click on white in your colour set, paint a filled square on the screen,
- and press m to magnify it.
-
- You should see that your white square has a ramp on the left side. From
- black the colour changes to green, then to yellow and finally to white.
- The ramp required three pixels to reach white because the change from
- black to white requires a modification to each of the R, G, and B
- components of the colour, and there are no intermediate colours.
-
- If there were an intermediary colour in the palette, the ramp might be
- accomplished in more or less than three pixels and result in a smoother
- transition from black to white. Let's look at an example:
-
- Choose Palette>Default Palette from the Colour menu.
-
- Now you are back to the standard HAM palette. This palette contains
- some intermediate greys and an assortment of colours spaced throughout
- the colour cube.
-
- Click on color 16 or choose a white that is not in the palette. Paint
- another square on the magnified screen. (AGA users can choose a white
- in the colour set).
-
- Notice that this time the ramp is four pixels across, but the colours
- used in the ramp are much closer to the target colour of white, so the
- ramp is not as noticeable. Deluxe Paint chose a colour from the palette
- to start its ramp with. The colour it chose is colour 3, which has an
- RGB value of 13, 13, 13, very close to white. When Deluxe Paint chooses
- a colour from the palette to begin a ramp, it searches the palette from
- the left and chooses the first colour that is acceptable. And to
- determine which colour is closest, the program compares the colours in
- the palette with the colour you are painting with.
-
- So far we've been showing you what happens to the HAM colour that you
- are painting down and how Deluxe Paint ramps to create that colour.
- Keep in mind, however that if the colour you are painting ON is a HAM
- colour, the program will have to compute a ramp to create that colour
- also, so you will see a ramp on the right side of your brush. When
- Deluxe Paint creates this ramp, priority is given to the brush colour
- when selecting a colour from the palette to begin a ramp.
-
- When you paint with a HAM colour using the single pixel brush, you are
- actually painting with the closest colour that the program can ramp to
- in a single pixel. If you need to do detail work, you should put the
- colours for the fine details in the palette (the first 16 colours of the
- colour set, or 64 in AGA HAM8 mode).
-
- The construction of a useful palette is an important part of successful
- painting in HAM. With a little experience, you'll find the palette that
- works best for you.
-
- COMBINING IMAGES
-
- If you plan to combine images in HAM by loading in custom brushes, it is
- best to create all of the separate images using the same palette. This
- is especially true if you are using HAM animbrushes to be combined with
- a HAM background.
-
- We included a HAM background (Aquarium Background) and two HAM
- animbrushes (AngelFish and BettaFish) on the Examples disk for you to
- experiment with. These images all use the same palette, so they combine
- fairly well. Load the background image and create frames to use the
- anim- brushes against the background. The brushes look especially good
- when stamped with Translucency set to 30 percent.
-
- When you load a 32 colour or higher brush into a HAM picture, the brush
- is automatically remapped to use the current picture's palette so the
- brush will immediately look correct on the screen. The brush's palette
- is also loaded intact, so you can choose Palette>Use Brush Palette if
- you want to use the brush palette. Then load the brush again to remap
- to the brush palette.
-
- When you load a brush that is 16 colours or less into HAM, the brush is
- not remapped. You can choose to either use the brush palette or remap
- the brush.
-
- Remember that DeluxePaint V loads and saves palettes and colour sets.
- This should make it much easier and faster for you to combine palettes.
-
-
- HAM Fringing
-
- Fast Adjust
- Sometimes when you are moving a brush on the screen in HAM mode, you
- will see fringe on the right side of your brush. This happens when the
- colours in the picture are HAM colours, that is, not from the 16 colour
- palette. Deluxe Paint attempts to correct the fringing when you hold
- the brush still so that you can see how the image will actually look
- when you stamp down the brush. If you turn off the FastAdjust option in
- the Prefs menu (this option in ON by default), Deluxe Paint will attempt
- to correct the fringing effect even when you are moving the brush. The
- advantage is that your brush will always look its best, but the brush
- will also move more slowly when you move it around on the screen.
-
- Recompute
- HAM Fringing will be espccially noticeable when you load images from
- some other programs that support HAM. If you load an image from another
- program and find that the fringing effect along the right side of your
- brush is severe, choose the Recompute option in the Colour menu. This
- option remaps the picture to its own palette to eliminate the fringing.
-
- Changing a Pictures Colours in HAM
- Many artists are accustomed to adjusting the colours in their image by
- changing the RGB values of the colour in the palette and thus
- automatically changing all instances of the colour in the picture.
- Since HAM colours are not tied to the palette, you cannot directly
- change them by changing the RGB values. You can, however, change the
- colours globally with the BG>FG option in thc Colour menu. Here's an
- example of how to do it:
-
- Choose Palette>Default Palette from the Colour menu
-
- If it is not already displayed, press p to display the Colour Mixer
-
- Click on an empty colour slot in the Mixer
-
- If there are no empty slots, create some using the Delete button in the
- Mixer. Make sure the empty slots you create are not one of the first 16
- colours
-
- Change the RGB slider settings to 12, 13, 0, (AGA users: 63, 53, 0)
-
- This should produce a bright yellow colour that is slightly different
- from the yellow in the palette. Because it is not one of the first 16
- colours, it is a HAM colour. Paint on the screen with this new yellow.
-
-
- Click on another empty slot in the Mixer and change the RGB sliders to
- 15, 3, 4, (AGA users: 63, 6, 8,). This should produce a bright red
- colour.
-
- With the right mouse button, click on the yellow colour you created to
- make it your current background colour.
-
- At this point the Colour Indicator in the Colour Mixer should show that
- your foreground colour is bright red and your background colour is
- bright yellow. You should also have some of the bright yellow
- background colour painting in your picture. In the next step, we'll
- change the yellow colour in your picture to the red colour.
-
- Choose BG>FG from the Colour menu
-
- After a few moments, Deluxe Paint repaints your picture with all of the
- yellow turned to red.
-
- The BG>FG option changes every instance in the picture of your current
- background colour into the current foreground colour. In our particular
- case this meant that every pixel in the picture that had the RGB values
- 15 3, 4 (yellow) changed to the foreground colour (red).
-
- As you saw it takes a moment for Deluxe Paint to search through your
- image to change all of the pixel colours, but it performs this function
- much more rapidly than you ever could.
-
- Colour Processing Options
-
- To give you greater flexibility when working with HAM images in
- particular, Deluxe Paint V includes some effects for painting. The most
- notable of these are the Translucency and Process options in the Effect
- menu. We'd like to show you a couple of these very quickly just to give
- you an idea of why they are there and how to use them.
-
- Before you begin:
-
- Load the picture titled Retrospective from the Examples Disk.
-
- Translucency
- The translucency option lets you combine a specified percenrage of the
- colours in your brush with the colours in the image. This is especially
- useful for overlaying one image on another. Let's try a quick example.
-
- Select the Brush Selector tool and pick up the eye image in the upper
- right portion of the picture as a brush
-
- Press F10 to hide the Menu Bar and Toolbox.
-
- Choose Translucency>On/Off from the Effect menu (or press Alt-t)
-
- Press F9 to redisplay the Menu Bar
-
- Notice that a T appears in the Menu Bar to tell you that Translucency is
- on.
-
- Move the brush over the image of the earth viewed from space and stamp
- down the brush
-
- You'll see Deluxe Paint overlay 50% of the eye image over the earth
- image. You can also change the level of translucency by choosing
- Translucency>Settings from the Effect menu or press Ctrl-t. Since
- Translucency is an effect rather than a mode, it will also change the
- way shapes are painted on the screen. And, you can combine the
- Translucency effect with any of the Process effects to exercise greater
- control over the strength of the process effect.
-
- Choose Translucency>On/Off from the Effect menu to turn Translucency off
-
- The Proecss options in the Effect menu let you paint with different
- combinations of the HSV levels of your brush. Tint paints with a
- combination of Hue and Saturation. Hue paints with only the hue of the
- brush, if you're painting with a solid colour, this is a good way to
- convert a colour image to a monochromatic image as we'll see in a
- moment. Value paints with only the value of your foreground colour, and
- is a great way to add shadows or highlights to an image or even just to
- lighten the image overall. We'll take a quick look at the Hue option to
- give you an idea of how the Process options work.
-
- Choose Process>Hue from the Effect Menu to make it the current process
- option. Then Choose Process>On/Off to turn the Proeess option on.
-
- A P appears in the Menu Bar to tell you that one of the Process options
- is active.
-
- Press F10 to display the Toolbox. Choose the light pink as your current
- foreground colour. Select the Filled Rectangle tool.
-
- Press F10 again to hide the Tool box. Draw a filled rectangle over the
- eye image in the upper right corner of the picture.
-
- In a moment, the eye is painted over with pink and all of the colours in
- the image are shifted to pink. Using the Hue option does not affect the
- Saturation or Value, of the colours in the image, so the resulting image
- is a monochromatic version of the eye. If you want to see the effect
- against the original, repeatedly press u to undo and redo the change.
-
- As we mentioned above, the Translucency and Process options can be
- combined. Try some combinations of options on other areas of the
- picture. For example, try the Tint option with Translucency set to a
- high number to very lightly tint an area of the picture.
-
- Tutorial Four: Gradient Translucency
-
- A new feature of Deluxe Paint V allows you to create gradients with
- variable translucencies. This feature can be used in any mode, but the
- more colours available, the better the effect. This effect works best
- in HAM modes, 24 bit backing store mode, and if avilable, AGA modes. To
- get a good effect in lower colour modes, create good colour spreads and
- build contiguous colour ranges. In this tutorial you will learn how to
- create a gradient translucency in HAM and how to use some of the new
- features to Deluxe Paint's Range Colour Panel.
-
- To begin this tutorial, please reload the Retrospective ham image from
- the picture drawer of the Examples Disk. Select Yes if the program asks
- you to change modes.
-
- Hit F10 to turn off the menus and toolbox.
-
- Display the Range Colour Panel use the menu or press Ctrl-r to display
- it.
-
- If there is a range already defined for range 1, click CLEAR to delete
- it.
-
- Select the yellow colour in your palette and place it on the left-most
- bead of the range line.
-
- Now that the yellow colour is selected (white outline) you can give that
- colour a starting fade value/translucency. Click on the Fade slider and
- move it all the way to the right. As you do this you will notice that a
- small square bead appears below the yellow colour and changes from black
- to white as you increase the fade slider. Black is an indication of
- pure colour or opaqueness and white is an indication of no colour (100%
- translucency). The values range from 0 (fully opaque) to 255 (fully
- translucent). Deluxe Paint will allow you to place fade values on any
- individual colour bead in your range up to 256 colours.
-
- NOTE
- You can add fade values to bead positions even if there are no colours
- attached to that bead. This is useful for extra customising of your
- gradient translucency. Select a bead line (it will turn white) and give
- it a fade value You'll see that the square fade bead appears below the
- bead line even though there's no colour attached.
-
- Slide the slider under your colour bead all the way to the right. (The
- number at the right of the slider and under the pick icon should read
- 224; this indicates the bead number that is at the right edge of the
- bead line).
-
- Select the red colour in your palette and place it on the right most
- bead line.
-
- We don't need to adjust the fade value of the red colour for this
- tutorial, but if you wanted to you could. For this tutorial lets leave
- it at 0 fade. If you click on the fade slider, you will in fact see the
- black square bead appear.
-
- We've now created a HAM gradient that goes from a translucent yellow to
- an opaque red. Deluxe Paint automatically interpolates the in between
- fade values. Click and hold the SHOW button to see what the gradient
- looks like. You should be able to see through of the screen and see
- that it gradually gets opaque to the right.
-
- Let's do a gradient fill to see what it looks like combined over an
- image.
-
- Click OK to close the range requester, then press F10 to display the
- menu bar and Toolbox.
-
- Press F (Shift-f) or right click on the fill tool in the Toolbox
-
- The Fill requester should have range 1 as its current range.
-
- Choose the Hi button and Smooth Dither and click OK.
-
- Press C (Shift-c) or choose the Filled Circle tool from the Toolbox.
-
- Draw a circle over the little girls head in the Retrospective.ham image
- to give her a space helmet.
-
- Experiment with the gradient translucency effect. It's a very powerful
- feature and can be combined with lots of different features within
- Deluxe Paint V.
-
- This section covered only a small part of the world of HAM painting. We
- hope that the ideas we've presented here helped you better understand
- HAM mode and that you'll experiment freely with the new options designed
- for this mode.
-
- Tutorial Five: The World of Stencils
-
- In the following set of exercises you will learn how to create and use
- stencils within Deluxe Paint V. Although stencils are primarily used
- for producing quick, uniform lettering by amateur signwriters, they have
- uses that go far beyond that. Airbrush artists, for example, use
- stencils (which they call friskets) to cover certain areas of their work
- while they airbrush other areas.
-
- Deluxe Paint makes it easy to create a stencil for any part of an image,
- without the need to redraw the image. All you do is specify the colours
- that make up the stencil, and Deluxe Paint does the rest, no matter how
- intricate the image.
-
- Here's how it works: when you make a stencil for a particuiar set of
- colours, you lock (and thus protect) any parts of the picture that are
- made up of those colours. This means that when you have a stencil for a
- particular set of colours, you cannot paint over those colours until you
- turn the stencil off. It also means that you can essentially paint a
- picture backwards, from the foreground to the background, because you
- can use stencils to mask any foreground objects from the colours you are
- using for the background objects.
-
- Before You Begin
-
- Choose Load from the Picture menu and load the picture named StencilSet
- from the Picture drawer.
-
- Click "Yes" when Deluxe Paint asks if you want to change modes to
- 320x200 32 colours.
-
- Distant Snowcaps
-
- The left part of the StencilSet picture shows a distant mountain range
- behind a green field and under a colourful sky. (If you followed the
- preceding tutorial, you'll notice that both the sky and the field were
- created with a Gradient Fill, in a fraction of the time it would take
- using more traditional techniques). Note that the mountain range is
- actually made up of three ranges, with the more distant ones painted in
- lightest shades than the nearer ones. In this exercise, we will put a
- snowcap on the most distant range with out disturbing any other parts of
- the picture. This would be a tall order for any other graphic medium,
- but is surprisingly easy with Deluxe Paint. Lets see how Deluxe Paint
- does it:
-
- Choose Stencil>Make from the Effect menu to display the Make Stencil
- requester. Click Clear, click on Colour 8 (the one at the top of the
- second column), click Invert, and then click Make.
-
- With four simple clicks you have created a stencil that locks every
- colour in the picture except Colour 8, the colour of the most distant
- mountain range. The first click created the picture of any stencils,
- the second selected the stencil colour, the third click inverted the
- stencil configuration (making everything except Colour 8 a stencil), and
- the fourth made the stencil. To let you know that you have a stencil
- active, an "S" appears on the Title Bar.
-
- Note that clicking Invert simply inverts the current stencil
- configuration, saving you the trouble of clicking all the colours except
- the one you want to paint on. This is useful if you want to paint on
- one or two selected colours to the exclusion of the rest; if you want to
- create a stencil to lock only one or a few colours, you don't need to
- use invert.
-
- The next step is to paint the snow on the distant mountain range:
-
- Press p to display the Mixer. Change Colour 1 (the second colour in the
- palette) from grey to white by dragging the RGB sliders all the way to
- the right.
-
- Select white as the foreground colour and then select the one pixel
- brush and the Airbrush tool. Move the cursor over to the distant
- mountain range and spray a snowcap on it.
-
- Because every colour except that of the most distant mountain range has
- been locked, you can spray without fear of splattering any adjoining
- colours.
-
- Note that although the white you are spraying on the mountain range is
- onc of the locked colors, it is not itself locked while you are applying
- it. This means that you can paint over it with another colour (such as
- the final colour of the mountain, if you don't like the look of the
- snowcap) redo as though it were unlocked.
-
- To lock a recently applied colour, just select Stencil>Remake. You
- don't need to display the Stencil requester again, because the
- configuration is still as you want it. This also means that you can use
- the "Again" key (a) to update your stencil, if Remake was your last menu
- command
-
- Tip
- The Again rule is simple: press a whenever you want to repeat the
- immediately preceding menu command, to save you moving the mouse up to
- the Menu Bar and through menu and submenu options. If your last menu
- command produced a requester, then pressing a will produce that same
- requester, without the need for menu selections.
-
- Sunrise in the Rockies
-
- In this exercise, we make the sun rise behind the mountains, so we need
- to lock every colour except the sky. Here's how:
-
- Display the Make Stencil requester (Colour 8 should be the only unlocked
- colour in the requester). Now click Colour 8 to lock it, and then
- click. Colours 0 (black) and 12 through 16 (the sky colours) to unlock
- them. (Colour 12 is halfway down the second column, and Colour 16 is at
- the top of the third column). Click Make.
-
- You have now locked every colour in the landscape except the sky colours
- Now let's make the sun rise:
-
- Choose Stencil>On/Off from the Effect menu to turn the stencil off.
-
- In Deluxe Paint V your stencil affects picking up a brush - you can only
- pick up areas that are not in the stencil. Since the orange shades in
- the sun are part of the stencil, you turned off the stencil momentarily
- to pick up that area of the picture.
-
- Click the Brush Selector, move the large cross hair over to the sun
- image (on the far right of the screen) and pick it up with the left
- mouse button. Move the brush over to the mountain range.
-
- Choose Stencil>On/Off from the Effect menu to turn the stencil on.
-
- Did you see the sun move behind the mountains and then peek through?
- This is because every colour except the sky colours and the back ground
- is locked, and so will not accommodate the sun brush. When you are
- satisfied with the placement of the sun, click to stamp an image of it
- there.
-
- Cutting some Z's
-
- In this exercise we will explore further aspects of Deluxe Paint's
- powerful stencil editor. In particular, you'll see how to turn stencil
- colours on and off from any part of your picture, not just from the Make
- Stencil requester.
-
- (Display the Make Stencil requester and click Clear to clear the
- stencil. Now move the cursor outside the requester and click the large
- Z shape. Click Invert and then click Make to return to the painting
- screen.
-
- Did you notice that when you clicked the Z the Make Stencil requester
- responded by locking that colour? This means that you can lock and
- unlock colours directly from your image just by clicking them. Note
- that clicking with the left mouse button adds a colour to the stencil
- and clicking with the right mouse button deletes a colour from the
- stencil. And to make it easy to find the colours you want to lock or
- unlock, you can move the Make stencil requester to any part of the
- screen just by moving the cursor to the top of the requester, pressing
- the left mouse button, and dragging it to a new position.
-
- Now let's see what we can do with the stencil we just created:
-
- Press the ' (accent grave/tilde) key to turn off the stencil.
-
- Pressing ' is the same as choosing Stencil>On/Off from the Effect menu.
- This is a very important keyboard equivalent for working with stencils.
-
- Click the Brush Selector and pick up the textured area to the right of
- the Z.
-
- Press ' to turn on the stencil.
-
- Move the cursor over to the Z and watch what happens.
-
- Did you see the textured brush appear behind the Z? Because all the
- colours except the Z are locked, it looks like you're viewing the
- textured brush through a Z shaped window. Now when you place the
- textured brush behind the Z and click, you will fill the Z with the
- textured pattern.
-
- Fixing the Background
-
- By using a combination of stencils and fixing the background, you can
- define a stencil by area rather than colour. This lets you confine a
- stencil to a particular area of the page, without forcing you to lock
- every instance of a particular colour. Let's take a closer look:
-
- Make sure the stencil is off and then pick up the small clump of pine
- trees from the right hand side of the page. From the Effect menu,
- choose Background>Fix.
-
- You have just fixed the picture to the background (the "B" in the Title
- Bar tells you so), which means you can always return to that picture by
- clicking CLR. Thus, you can stamp pine trees all over the landscape and
- then return to the original picture at any time. You can also fix the
- background successively, updating the picture from the previous "fix".
- (As we saw earlier, you can use the "Again" key (a) to repeat the
- immediately preceding menu command).
-
- For the purpose of this exercise, go ahead and stamp at few clumps of
- pine trees in front of the closest mountain range. Now let's turn that
- collection of pine trees into a stencil:
-
- From the Effect menu, select Background>Lock FG.
-
- This last action turned the foreground (ie. everything you added to the
- picture since fixing the background) into a stencil but without
- affecting any other part of the picture that uses those same colours.
- Try it and see your pine tree bush over to the pine forest and you'll
- see that your stencil goes behind the forest but in front of everything
- else. You can remove the stencil either by turning the stencil off or
- making a stencil by locking colours.
-
- The colour and area methods are mutually exclusive, so using one method
- automatically negates the other. And as is the case with regular
- stencils, clicking CLR does not clear the stencilled area - it is
- protected until you turn it off just like the fixed background.
-
- Painting a Stencil
-
- A more powerful way to define a stencil by area is to "print" it. You
- can do this with Deluxe Paint V's Stencil>Paint option. Painting a
- stencil can be invaluable for protecting areas that are not easily
- defined by colour. In the next few steps we'll show you how to
- "cookie-cut" an area of your image to create the first of the two logos
- in the StencilSet image.
-
- At this point you should still be working with the StencilSet picture
- from the exercise above. If you still have Fixed Background active from
- the previous exercise, choose Background>Free from the Effect menu.
-
- Choose Stencil>Make from the Effect menu. Click Clear and Make in the
- requester to clear your stencil.
-
- When you use Stencil Paint, you can either add to an existing
- colour-based stencil or you can start from scratch. When you choose
- this option. Deluxe Paint calculates the stencil based on the colours
- that are selected in the Make Stencil requester and then presents you
- with a screen that you can use to add or subtract areas from. So, to
- start from scratch, you need to clear the Make Stencil requester as we
- did above.
-
- In the next few steps, you'll pick up a brush to print in the stencil
- with and turn on Stencil Paint to paint down your stencil. Then you'll
- reverse the stencil and pick up a new brush.
-
- Click the Brush Selector tool and pick up the red, yellow and green logo
- as a custom brush.
-
- Choose Stencil>Paint from the Effect menu.
-
- In a moment, your image is dimmed and a lower case "s" appears in the
- Menu Bat to show that you are in Stencil Paint mode.
-
- Move your brush over to the mountain range so that the sunrise is in the
- lower part of the circle and click with the left mouse button.
-
- Painting with the left mouse button adds to the stencil (which you see
- as lighter colours) and painting with the right mouse button subtracts
- from the stencil. By clicking down your brush, you created a stencilled
- area that is the shape of the brush. Now exit Stencil Paint and reverse
- the stencil.
-
- Choose Stencil>Paint to turn off the mode and create your stencil.
-
- It's important to correctly turn off the Stencil Paint mode the same way
- you entered it. If you try to use other options while in Stencil Paint,
- Deluxe Paint may turn off the mode for you, but there is no guarantee
- that in those instances it will save the changes to the stencil. If you
- think you'll be using this feature a lot, you should get used to the
- keyboard equivalent: Ctrl-s.
-
- Choose Stencil>Reverse to reverse your stencil so that all areas exept
- the logo shaped area of the mountain range is protected.
-
- Choose the Brush Selector tool. Pick up the mountain range as a brush.
- And press the ' (accent grave) key to turn off the stencil.
-
- Now you should be holding a brush like the first of the logos in the
- StencilSet.
-
- With a little creativity you can combine Stencil Paint and the new
- gradient fills we showed you earlier in the chapter to create some
- stunning effects.
-
- Stencils in HAM
-
- When you're working in HAM or 24 bit backing store mode, the Make
- Stencil requester is a bit different from the one you see in other
- modes. This requester doesn't attempt to show you which of the possible
- colours you have locked. Instead, it gives you powerful ways to lock
- colours individually or based on a tolerance level. It then lets you
- view the stencil as you would by choosing Stencil>Show. In the next
- pages we'll take a quick look at the features of the Make Stencil
- requester in HAM mode.
-
- Due to the heavy computational and memory requirements of the Make
- Stencil option in HAM, this feature will be somewhat slow on lower-end
- Amigas. If your Amiga has no more than 2MB of RAM or 512K of Chip RAM,
- we recommend that you use the Stencil>Paint feature to create stencils
- in HAM. However, if you are patient you might want to work through this
- section: it might be just the thing for you.
-
- Before we begin:
-
- Choose Screen format from the file menu and change your screen format to
- Lo-Res 320x200 HAM.
-
- If you don't already have the StencilSet picture loaded, load it now and
- choose NO to converting to the Screen format of the file.
-
- Choose Stencil>Make from the Effect menu. You'll see a Make Stencil
- requester like the one in Figure 4.18.
-
- The Clear, Invert, Make and Cancel buttons in this requester perform
- essentially the same function as they do in the Make Stencil requester
- in other modes. The important new concepts we want to show you are
- Show, Fine Tune, and Tolerance.
-
- Tolerance
-
- The tolerance setting lets you click on a single colour in your picture
- and simultaneously lock (or unlock) all "similar" colours in the image.
- The tolerance number determines how different a colour can be and still
- be considered "similar" to the one you clicked on. A low Tolerance
- number requires that the colours be very similar, while a high Tolerance
- number locks colours that may be very different from the colour you
- clicked. The range of Tolerance values runs from 0 to 48. At 0
- tolerance, only colours rhat are identical to the colour you click on
- will be affected. At 48 tolerance, all colours will be affected.
-
- TECHNICAL NOTE
- Tolerance is calculated in the RGB cube colour space. Each increment of
- tolerance represents a change of 1 on any of the RGB values of the
- colour you clicked on.
-
- To see how tolerance works in a practical application, we'll use it to
- lock the green colours in the StencilSet image. When you first open the
- Make Stencil requester, Tolerance is set at 4. We'll leave it at four
- as we choose our first colour.
-
- Move the cursor down to the bottom of the green grass area of the sunset
- image and click once on the lightest green.
-
- Click on a colour with the left mouse button tells Deuxe Paint that you
- want to lock that colour. Notice that the colour appears in a box
- beside the Tolerance option and a black "lock" bracket appears beside
- the colour to show that you have locked it. You could click Make to
- exit the requester with your stencil, but instead, we'll use the Show
- button to confirm that we locked the colours we wanted.
-
- Click the Show check box to show your stencil.
-
- After a moment of calculations, Deluxe Paint will dim your image and
- show your stencil as lighter areas in the imagejust as if you had chosen
- Show from the Stencil sub-menu. You'll see that many more greens than
- the one you clicked on are stencilled. But not all greens are
- stencilled, because your tolerance was set to only 4. You'll also see
- that part of the green triangle from the Electronic Arts logo and the
- green of the trees is also stencilled.
-
- Now suppose that you actually wanted to select more greens than the ones
- that were stencilled in this first attempt. You can do this in two ways
- either click on another green that is not stencilled to lock it and all
- colours to it or increase the tolerance setting. Let's try the latter
- method now.
-
- Click in the tolerance edit field to the right of the number 4, back
- space to delete it, and change the number to 8. When you press Enter or
- click outside the requester, Deluxe Paint automatically recalculates
- your stencil, and after a moment it shows you your stencil with the new
- tolerance value.
-
- Now you'll see that two thirds of the greens are selected in your image.
-
- If you need to select a large area of your image quickly, high tolerance
- numbers can help you a lot. However, to get that help you sacrifice
- some control over which colours get stencilled. Of course, you can
- always go back and adjust the stencil with the Fine Tune option as
- you'll see below.
-
- Fine Tuning the Stencil
-
- Now that you've seen how to add to the stencil and use the Tolerance
- setting, we'll take a quick look at fine tuning the stencil. We're
- going to use Fine Tune to subtract a colour from your stencil, but you
- can also use Fine Tune to add colours to the stencil.
-
- Click the Fine Tune option to turn it on.
-
- Activate the screen by left clicking on one of the greens not in your
- stencil.
-
- Move the cursor over to the middle of the stencilled grass and click
- with the right mouse button to subtract a colour.
-
- Deluxe Paint recalculates your stencil and shows your stencil with the
- colour removed.
-
- Fine Tune lets you add or subtract single colours from your locked set
- without having to change the tolerance level. Fine Tune always adds or
- substracts only the colour you click on, though you are certainly
- welcome to click on wharever colours you like.
-
- Tutorial Six: Textures and Media
-
- Deluxe Paint and its creator have always tried to bring the best and
- latest computer graphics trends to all Amiga users. One of the latest
- trends has been to emulate natural media printing and compositing.
- Every major computer platform has a print program that emulates natural
- media. We are the first commercial Amiga program to bring natural media
- painting and effects to all Amiga users, and no special additional
- hardware or files are needed. In this section you will learn how to use
- textured backgrounds, media libraries and how to best combine these
- tools with other Deluxe Paint features to create some interesting
- natural looking artwork.
-
- Switch Screen format to Lo Res HAM.
-
- Load the file TextureMap.Lores from the Picture drawer of the Examples
- disk.
-
- Click No if the program asks you to change modes
-
- Select Palette>Default Palette from the Colour Menu.
-
- Your map should turn to two shades of grey and black.
-
- Open the Ranges colour panel or press Ctrl-c
-
- Click to range 2, then press the CLEAR button if there is a range defined.
-
- Select the light blue colour in your palette (colour 10) and place it in
- the left most bead line.
-
- Slide the Range slider below the bead line all the way to the right.
-
- Select the purple colour in your palette (colour 13) and place it on the
- right most bead line.
-
- You should now have a gradient that goes from light aqua colour to a
- deep purple colour.
-
- Click OK to close the ranges colour panel.
-
- Now let's create a stencil to lock out the continent when we do a
- gradient rectangle fill.
-
- Select Stencil>Make from the Effects menu or press the - key to bring up
- the Make Stencil requester
-
- Click the Fine Tune check box, and left click on any continent (the dark
- grey colour)
-
- Click on the Make button in the requester to create a stencil for the
- continents.
-
- Select Texture>On/Off from the Effect menu. (When you select this
- choice for the first time in your work session, Deluxe Paint will
- automatically bring up the Load Texture window and turn on the texture
- for you once it is loaded). Select the Brush Stroke texture from the
- textures directory of the Media disk. You now have a textured
- background loaded into memory.
-
- Right click on the Filled Rectangle tool to bring up the Fill Type
- requester
-
- Choose the standard Vertical Fill and the Smooth Dither gradient Make
- sure the blue gradient you created is the current gradient. Click OK to
- choose the filled rectangle tool.
-
- Press F10 to turn off the Menus and Toolbox
-
- Take your cursor and create a filled rectangle from the bottom right
- corner of your image to the top left corner of your image. In a moment
- you will see that Deluxe Paint has allowed you to create a textured fill
- with a gradient. You need not combine the texture with a gradient, but
- as you can see the effect is a very nice one. You can repeat this
- process one or two more times and Deluxe Paint will act as if you are
- building up layers of paint on a textured background.
-
- You won't need your stencil anymore, so choose Stencil>Free from the
- Effect Menu.
-
- Select Texture>Load from the Effect menu and load the EmbossedHair
- texture file.
-
- Press F10 to turn on the toolbar if it isn't on already. Select the
- light green colour in your toolbox palette.
-
- Bring up the Fill Type requester by right clicking on the fill tool or
- pressing F (Shift-f). Choose Solid and click OK to choose the Fill
- tool.
-
- Click on the continent of Africa with the Fill tool. You should see a
- hair-like texture fill the area you clicked on.
-
- Choose another colour, load up another texture and fill another
- continent or go on to the next step when you are ready - don't let us
- interrupt your creative endeavours.
-
- Press j to swap to the spare page or select Spare>Swap from the Picture
- Menu.
-
- Load the WorldMap.Lores file from the Picture drawer of the Examples
- disk. Click No at the change format message.
-
- Press j to swap back to your TextureMap image. Load the Wall file from
- the textures drawer of the Media disk.
-
- Turn on translucency (Alt-t). It should be set to 50% by default.
-
- Select Rub Thru from the Mode Menu. Press F10 to turn off the menus and
- toolbar.
-
- Select the sketch tool (press s) and start rubbing through part of North
- America. Because you have translucency on you are not rubbing through a
- full opaque image only 50% of the image (or whatever your translucency
- settings are) rubs through. The amount rubbed through is also being
- affected by the texture currently loaded. You can turn off the texture
- to see the difference in how it reacts as you paint. You can also try
- different combinations of having the translucency off, process on, etc.
-
-
- Select Colour from the Mode menu or press F2.
-
- Now let's see what effect media types have on images. Please note that
- media type libraries will not work by themselves, they require that you
- have a texture loaded into Deluxe Paint V.
-
- Select Media>Open... from the Effect menu and load the file Chalk from
- the media drawer of the media disk.
-
- Choose the Sketch tool or your preferred drawing tool and start drawing
- some lines on the screen. You'll notice that you get a slow build-up of
- colour depending on what your current colour is and what texture you
- have loaded. Change your foreground colour and draw again.
-
- Load the felttip media library as you did the chalk one. Drawing on the
- screen with this media library will affect the colours underneath your
- brush more rapidly than the chalk brush, and the colours under your
- brush will lean to dark values very quickly, just as a dirty felt tip
- pen going over other colours would.
-
- The other media libraries will give you different effects. Oil will mix
- much more with the colours underneath your brush just like an Oil
- Pastel. Water colour will give you a soft textured tint of the current
- foreground colour.
-
- Experiment with these and any other media libraries, we've made Media
- libraries and Textures as flexible and customisable as possible. The
- combina tions of effects in Deluxe Paint V are endless, so be creative
- and experiment with as much of the program as you can. With a little
- practice you'll be creating digital masterpieces in no time.
-
- Tutorial Seven: Using Macros
-
- In the following tutorial, you'll learn how to record your actions as
- macros. Once you record a macro, you can save it to a file, edit it,
- and execute it as many times as you need. Macros are great timesavers
- for repetitive tasks.
-
- Recording Your Actions
-
- The Record Macro command lets you record your keyboard and mouse actions
- and save them as a macro you can execute from the User menu
-
- Menu Commands
-
- Sure, Deluxe Paint has many keyboard shortcuts, but there are probably
- some menu commands that you use frequently that don't have a built in
- keyboard shortcut. You can create your own macros to bring up
- requesters at the touch of a button. Let's create a macro for bringing
- up the Load Media requester.
-
- Choose Record Macro from the Macro menu. Your actions are auto
- matically recorded from the time you select this menu command (and the
- menu item is checked while recording) to the moment you reselect Record
- Macro.
-
- Choose Effect>Media>Open to open the Load Media requester. Select a
- Media file if you wish to open one; otherwise click Cancel (it doesn't
- matter which action you take for the purposes of our macro)
-
- You can record your mouse and keyboard actions when using Deluxe Paint
- menus and requesters, but you can't record file specific actions such as
- opening a Media file. That's why it doesnt matter whether you click OK
- or Cancel in the preceding step.
-
- Choose Macro>Record Macro again to stop recording the macro. The Assign
- Macro requester appears.
-
- Select macro slot Macro #1 and press OK.
-
- To test the macro you just created, select User>Macro #1 (or type A-1)
- thc Load Media requester appears. You just created a macro! For the
- remainder of your Deluxe Paint session, you can type A-1 to bring up the
- Load Media requester without having to select it from the Effect menu.
-
- Automatic Signature
-
- Let's try something a little more fun. How about recording your
- signature so you can automatically put your signature on a painting?
-
- Make sure that the Record Details option in the Macro menu is not
- checked (it is checked by default) this will reduce the size of our
- macro file.
-
- Choose Record Macro from the Macro menu
-
- Click on the smallest brush in the toolbox (the 1-pixel brush in the
- upper left corner).
-
- Write your name in the lower right corner of the screen.
-
- Choose Macro>Record Macro again to stop recording the macro. The Aasign
- Macro requester appears.
-
- Select macro slot Macro #2 and press OK.
-
- Clear the screen, and then select User>Macro #2 (or type A-2). Your
- signature is written on the lower right corner of the screen.
-
- Recording your signature is hardly the most useful task you can assign
- to a macro. Try recording and saving actions such as drawing a figure
- and then cutting it out as a brush.
-
- Saving And Loading Macros
-
- Now that we've recorded a couple of macros, let's experiment with saving
- and loading macros.
-
- Saving a Macro
-
- The macros you've created so far are stored only in RAM - if you exit
- the program, they will be lost. Let's save the first macro to disk so
- we can permanently assign it to a macro slot.
-
- Select Save As... from the Macro menu. The Save Macro requester
- appears.
-
- Click the Macro #1 radio button, and then click OK. A standard Amiga
- save requester appears.
-
- Type the filename LoadMedia.dprx in the File text gadget. (Macro files
- should use the .dprx extension). Click OK to save the file.
-
- Loading a Macro
-
- After you save a macro to disk, you can assign it to any of the ten
- macro slots. If you save your preferences to disk before exiting the
- program, any assigned macro files will automatically be loaded into
- their respective slots. Thus, you can keep up to ten macros assigned to
- the keyboard shortcuts A-1- A-0 at any one time. In the following
- exercise, we'll load the macro file we just created into the first macro
- slot.
-
- Select Load... from the Macro menu. The Load Macro requester appears.
-
- You may notice that our LoadMedia.dprx file is in fact already placed in
- the Macro #1 slot. Deluxe Paint automatically places the macro file in
- the appropriate slot when you save a macro. But we'll pretend that
- you're loading a macro file from the beginning.
-
- Each of the ten macro slots has a question mark (?) to its right.
- Clicking this button brings up an Amiga file load requester for the
- respective macro slot. Click the button to the right (of Macro #1. A
- Load Macro file load requester appears.
-
- Double click on the file LoadMedia.dprx. The macro file we created
- above is selected, and you return to the Load Macro requester.
-
- Click OK to accept the macro assignment
-
- You have now created a permanent macro file and assigned it to the first
- macro slot. However, if you quit the program now, no macros will be
- assigned when Deluxe Paint is restarted. If you want to save your macro
- assignments permanently, choose Prefs>Save to save all your Deluxe Paint
- preferences settings as tooltypes.
-
- Only macro files that have been assigned to macro slots are saved as
- tooltypes. If a macro has been created in memory but not saved to a
- file and assigned to a slot, the macro will be lost even if you save
- your preferences before you exit Deluxe Paint.
-
- In this tutorial you've learned how to record your actions and save them
- to macro files that can be assigned to keyboard shortcuts. However, you
- can do much more with ARrexx macro files than simply record and play
- back your actions. You can also write your own macro scripts from
- scratch, or edit macro files recorded in Deluxe Paint. See the Appendix
- F for more on the world of ARexx macros.
-
- This section explaines Deluxe Paints powerful Perspective mode.
- Perspective lets you paint in three dimensions, which can give your
- pictures a true feel ing of depth. perspective is a complex feature, so
- we strongly recommend that you become familiar with the program before
- you venture into this area. We've tried to make this explanation as
- clear as possible, but be sure that the steps we list assume that you
- understand other program features.
-
- Three Dimensional Model
-
- When you paint in Perspective mode, you are working with a three-dimen-
- sional representation of the two dimensional space that is available on
- your screen. To visualise this model it might help to think of your
- computer screen as the front side of a box.
-
- Usually, when you paint, the mouse moves your brush in only two
- directions; horizontally and vertically. But when you move and rotate
- your brush in Perspective mode, you add a third direction to the motion
- backward and forward. To move the brush into the distance or towards
- you, you'll move it on the Z axis of th system shown above.
-
- You'll learn more about the coordinate system later in this chapter.
- For now just remember that in its default settings, the screen
- coordinates operate as shown in Figure 5.1; the axis runs horizontally
- across the screen, the Y axis runs vertically and the Z axis runs
- backward into the screen
-
- Rotating a Brush in 3D Space
-
- The key to working in Perspective is rotating the brush. In this brief
- section, we'll show you how to rotate your brush using the numeric
- keypad. Before you begin, you need a brush to rotate.
-
- Load the Dolphin brush from the Media disk.
-
- If you are NOT in HAM, choose Palette>Use Brush Palette from the Colour
- menu. If you are in HAM, move to the next step.
-
- After you have a brush, you can enter Perspective mode.
-
- Choose Perspective>Do from the Effect menu to enter the Perspective
- mode.
-
- A small cross hair appears in the middle of the screen to indicate the
- Perspective Centre (or line of view), and your brush is enclosed in a
- wire frame with a large cross-hair over it. In our example, you will
- also see three zeros on the right half of the Title Bar. These indicate
- the current rotation angles of the brush. The numbers are all zeros
- because we haven't rotated the brush yet.
-
- The cross hair on your brush makes any brush rotations easier to see,
- and it will help you position the brush when it changes sizes. An
- important feature of the cross hair is that it indicates the X and Y
- axes of the brush. The Z axis of the brush runs perpendicular to the
- other two axes, just like the screen's Z axis. Figure 5,3 shows the
- Brush axis system.
-
- To rotate the brush, use the numeric keypad on the right side of your
- keyboard. Figure 5.4 shows how each of the keys rotates the brush.
-
- All numerical keystrokes in Perspective mode refer to the numeric
- keypad. You'll use the keypad to rotate images. Sometimes you'll use
- the Shift key in combination with the keypad to rotate an object a fixed
- number of degrees (more about this in Angle Step, below).
-
- We'll try each of the rotations in the next few steps so you get a feel
- for moving in 3D. We'll start off with the simplest rotation, that is,
- a rotation on the Z axis with the brush in its normal 0,0,0 orientation.
- This is the simplest rotation, because no part of the brush moves off
- the plane of your computer screen.
-
- Hold down 2 on the keypad for about 5 seconds.
-
- The Dolphin disappears and the wire frame rotates clockwise on its
- centre (the position of the pointer). Notice that the third number
- along the right side of the Title Bar has increased as the rotation
- angles increased. Figure 5.5 illustrates rotation on the Z axis.
-
- Press 1 repeatedly until the numbers along the right side of the Title
- Bar show 0, 0, 0 as the brush rotation.
-
- When the brush is back to the 0,0,0 position, the Dolphin reappears
- inside the frame. This is a handy visual cue that the brush is at its
- orientation. Later, when you begin moving the brush in three
- dimensional space, you'll see that the same rule applies to movement -
- if the brush is back on its original plane it reappears inside the
- frame.
-
- Displaying the brush is dependent on memory availability your brush may
- not appear even when in its original orientation if it is large or
- memory availability is low.
-
- Rotating on the other axes works just like rotating on Z, but when you
- rotate on the other axes, the brush moves off the plane of the screen
- and into the third dimension. Let's see how this works by rotating on
- X.
-
- Move (don't drag) the brush to the lower left corner of the screen.
- Hold down 7 on the keypad.
-
- When the brush frame has rotated to about -45 dgrees, release the 7 key,
- and click to paint the brush.
-
- As you rotate the brush on the X axis, it appears as though the top half
- of the brush is turning into the screen and the bottom half is turning
- outward. As a result, your painted brush is set at an angle to the
- screen as shown in Figure 5.6.
-
- To return your brush to its original orientation, press 0.
-
- Resetting the Brush Rotation
-
- The last step introduced an important keystroke. Any time you need to
- reset the brush to its original orientation of 0,0,0, press 0 on the
- keypad. If you get lost in the world of 3D, you can always get back to
- the beginning with this simple keystroke.
-
- The Angle Step
-
- To rotate on the Y axis, you use 4 and 5 on the keypad. This time we'll
- use the Shift key to rotate by a larger increment, automatically.
-
- Move your brush to the lower right corner of the screen. Hold down the
- Shift key and press 4 on the keypad. Your brush instantly rotates 90
- degrees on the Y axis. Click to paint the brush.
-
- Press 0 on the keypad to return to the brush to its original orientation.
-
- When you use the Shift key with one of the keypad keys, the brush
- rotates by the Angle Step. The default Angle Step is 90 degrees, but
- you can change it to any angle you like in the Perspective requester.
-
- Choose Perspective>Settings from the Effect menu to display this
- requester, or right click on the Grid tool while you are in Perspective
- mode.
-
- When using perspective, 90 degrees is the most common angle, so leave it
- there for now.
-
- Click OK to return to the painting screen.
-
- Rotation around the Handle
-
- When you rotate a brush in Perspective, the rotation always occurs
- around the brush handle to the preceding examples, the brush was held by
- the centre (the default position), so the rotations always occurred
- around the centre of the brush. Let's look at the difference between
- rotation around the centre and rotation around the corner of the brush.
-
- Click CLR to clear the screen. Position the brush near the middle of
- the screen. Hold down the Shift key and press 2 on the keypad to rotate
- 90 degrees on the Z axis. Press Shift 2 three more times to set the
- brush back to 0,0,0 or press 3 on the keypad to reset the Z axis.
-
- You've seen this rotation before, but we had you repeat it to compare
- this with rotation around the corner of the brush.
-
- Keep the brush in the same location. Press Alt-x on the keyboard.
-
- This moves the brush so that it is held by the lower right corner. Note
- the position of the arrow cursor. You can also do this by choosing
- Handle>Rotate from the Brush menu.
-
- Press Shift-2 to rotate the brush around the new handle position.
-
- Figure 5.8 illustrates the difference between rotation around the centre
- and rotation about the corner.
-
- So far in our discussion of brush rotations, we've always rotated the
- brush on one of the two possible coordinate systems. If you look back
- to Figure 5.7, you'll see that below Angle Step in the Perspective
- requester there is an item labelled Type with two buttons: Screen and
- Brush. We've been rotating in the Screen coordinate system. In the
- next few steps, we'll demonstrate the difference between the two
- rotation systems.
-
- INFORMATION
-
- If you are familiar with rotation systems, you'll recognise that this
- Screen coordinate system is based on Euler angles.
-
- Before beginning this brief example, make sure your screen is clear.
- When it is:
-
- Choose Handle>Rotate from the Brush menu (or press Alt-x until your
- handle is at the centre); and press o to reset your brush to its
- original orientation.
-
- To make this example clearer, it will help if the Angle Step is set to
- something other than 90 degrees. In the next step we'll have you change
- it to 45 degrees.
-
- Choose Perspective>Settings from the Effect menu (or right click the
- Grid icon) to display the Perspective requester.
-
- Click in the right side of the Angle Step edit field, backspace to erase
- the 90 setting and type 45. Click OK to close the requester and use the
- new setting.
-
- Now let's try a rotation in the screen coordinate system:
-
- Position your brush in the lower left corner of the screen. Press
- Shift-2 to rotate 45 degrees on the Z axis. Now press Shift-7 to rotate
- -45 degrees on the X axis.
-
- Click to paint the brush down.
-
- Notice that when you rotated the brush on the X axis, the Screen's axis
- was used. The brush's X axis was tilted sideways, but the brush still
- rotated back ward into the screen. Also notice that the rotation angles
- appear in the Title Bar.
-
- NOW we change see the difference.
-
- Right click the Grid tool to display the Perspective requester. Click
- the button labelled Brush and click OK.
-
- Press 0 to reset your brush to its original orientation.
-
- Position the brush in the lower right corner of the screen. Press
- Shift-2 to rotate 45 degrees on the Z axis. Now press Shift-7 to rotate
- 45 degrees (or the X axis.
-
- Click to paint the brush down.
-
- In the Brush coordinates system, rotations always take place about the
- brush axes, regardless of the current orientation of the brush. In this
- example, the X axis was positioned diagonally after you rotated 45
- degrees on the Z axis; as a result, the brush rotated on the diagonal
- axis instead of rotating straight backward into the screen.
-
- You'll also notice that the angles shown in the Title Bar are not the
- angles that you rotated. The Title Bar always shows the rotation angles
- for the Screen coordinate system. This allows you to reproduce your
- brush rotation by switching to Screen angles and rotating the amounts
- indicated in the Title Bar.
-
- Deluxe Paint offers both Screen and Brush coordinate systems for
- rotation, because each of the systems has unique merits:
-
- The Screen coordinates system is often consistent with the notion of the
- three screen coordinates defining the 3D space. More importantly, the
- Screen coordinates system is reproducible: you can jot down the rotation
- numbers in the Menu Bar and reproduce the same brush orientation simply
- by rotating to the same angles. The results of multiple rotations are
- the same no matter what order you rotate in.
-
- The Brush coordinates system is usually easier to visualise if you are
- rotat ing at angles other than 90. So you can usually produce the
- desired brush orientation without much difficulty. Unfortunately, the
- cumulative effect of separate rotations on the brush axes are not
- reproducible unless you make the exact same rotations in the exact same
- order. You'll notice that the angles given in the Menu Bar when you
- rotate using the Brush coordinates are actually the angles for the
- Screen coordinates system: this is so you will be able to reproduce your
- brush rotation, though you will have to use Screen angles to do it.
-
- Now that you've seen how to rotate your brush in three dimensions, the
- next section will show you the ins and outs of moving a brush around in
- all three dimensions.
-
- Moving in 3D Space
-
- Before you begin this section clear the screen.
-
- Choose Perspective>Reset from the Effect menu to reset all perspective
- settings, including Angle Type, to their defaults.
-
- Load the brush named Block.brush from the Media disk. Choose
- Palette>Use Brush Palette from the Colour menu.
-
- Make sure you are in Perspective mode.
-
- Moving on the Z axis.
-
- When your brush is in its original orientation (0, 0, 0), moving your
- mouse moves your brush along the X and Y axes. Try it right now:
-
- Move your mouse forward and watch how your brush moves up on the screen.
- Move your mouse backward and your brush moves down on the screen.
- Likewise, moving the mouse left or right moves the brush left or right.
-
- Because your mouse can move in only two dimensions (the third direction
- would require you to lift it off the desk), it can move your brush in
- only two directions. you can move your brush in the third dimension by
- using the keyboard. One method is to move the brush straight back along
- the Z axis only:
-
- Position your brush in the lower left corner of the screen, hold down
- the Shift key and press the quote key (") several times.
-
- Each time you press Shift-" the brush moves backward along the Z axis.
- It appears as though the brush is getting smaller but in fact it is
- moving away from the front of the screen. To move the brush forward
- along the Z axis, you use the colon key(:).
-
- Hold down the Shift key and press the colon key (:) once.
-
- Notice that the " and : keys move the brush toward and away from the
- cross hair in the middle of the screen. This cross hair defines the
- Perspective Centre, which is best thought of as the point of view. No
- matter where you place the brush in the screen, if you move the brush
- using the quote key, the brush will move into the distance and toward
- the Perspective Centre.
-
- When you use Perspective, you'll often want to move your brush backwards
- and left and right along a plane. The effect is of a brush moving
- across the floor. Deluxe Paint lets you do this by holding down the
- Ctrl key while in Perspective
-
- Press 0 to reset your brush to its original position.
-
- Position the brush near the bottom of the screen, hold down the Ctrl key
- and move your mouse forward and backward.
-
- With the Ctrl key held down, the brush moves away along the Z axis when
- you move the mouse forward. In this way you can easily move in the X
- and Z axes instead of the usual X and Y axes.
-
- 3D Coordinates
-
- Deluxe Paint V lets you see the position of your brush the three
- dimensional space when you are in Perspective mode. This is useful if
- you need to align your brush precisely.
-
- Press the \ key and look at what happens to the angles in the right side
- of the Title Bar. Now hold down the Ctrl key and move the mouse for
- ward and backward.
-
- Pressing the \ key toggles the Display option in the Perspective
- requester between Angle and Pos (position)
-
- Press the \ key again to return to displaying angles in the Title Bar.
-
- Laying Down the Brush to move in 3D.
-
- Another way to move into the distance is to lay the brush down and then
- move it on its own Y axes. Rotating the brush 90 degrees on its X axis
- makes the brushes Y axes act like the screens Z axis. Figure 5.11 shows
- what happens to the different axes during perspective rotation.
-
- Let's try it once to see how it works.
-
- Press 0 to reset the brush to its original orientation and position the
- brush in the lower left corner of the screen.
-
- Press Shift-keypad 7 to flop the brush down into the screen. Now move
- the mouse around.
-
- You will quickly discover that moving the mouse forward and backward
- moves the brush into the screen and back out instead of up and down.
- This is because the mouse moves the brush on the plane defined by the
- brush's X and Y coordinates.
-
- Move the brush to any new position and press Shift-keypad 8 to turn it
- back up on end. Paint the brush down.
-
- Use the combination of Shift-keypad 7 and Shift-keypad 8 several times
- until you are comfortable with how these keys help you move in the third
- dimension.
-
- Perspective Plane
-
- You might have noticed that when you flopped the brush down by rotating
- on its X axis, the brush moved on a plane below the Perspective Centre.
- Remember that when the brush is in its original 0,0,0 orientation, it
- moves on a plane that is roughly the equivalent of the computer screen.
- When you rotate the brush, you change the orientation of the plane. The
- plane can be at almost any angle to Perspective Centre. The easiest way
- to see this is to fill the perspective plane you've defined.
-
- Press 0 to reset your brush. Position the brush so that your cursor is
- at the bottom of the screen.
-
- Press Shift-7 to rotate the brush on the X axis.
-
- Choose Perspective>FillScreen from the Effect menu and watch as Deluxe
- Paint fills the perspective plane with a pattern of your brush.
-
- The results of this last step should look something like Figure 5.12
-
- As we said, you can set your perspective plane at almost any angle to
- the Perspective Centre. In the next step, we'll draw a plane to the
- right of centre with the brush rotated sideways. This will create a
- "wall" on the right.
-
- Press 0 to reset your brush to its original orientation. Place the
- brush in the lower right corner of the screen.
-
- Press Shift-4 to turn the brush into the screen.
-
- Choose Perspective>FillScreen from the Effect menu.
-
- Practice creating different planes. For example, position the brush
- above perspective centre to create a "ceiling" from your brush.
-
- The Perspective Horizon
-
- The position of perspective centre plays an important role in
- determining the angle of the plane to the viewer. It also determines
- the horizon point. The horizon point is the farthest edge of the plane
- when you rotate a brush to 90 degrees. To demonstrate how this works,
- we'll load a picture that has a horizon and fill the plane out to the
- horizon.
-
- Load the picture Seascape from the Examples disk and choose
- Palette>Default Palette from the Colour menu.
-
- You might remember this picture from the Guided Tour. In the picture,
- the ocean stretches to a flat horizon on the right side. We'll set our
- Perspective Centre in line with this horizon and then fill a perspective
- plane.
-
- Choose Perspective>Centre from the Effect menu. Your cursor changes to
- a large cross hair.
-
- Position the cross hair so that it is halfway across the screen and so
- the horizontal line of the cross-hair lines up with exactly the horizon
- in the picture. Click to place the perspective centre.
-
- Now load your Block.brush brush, and enter Perspective mode.
-
- Press Shift-7 to rotate your brush 90 degrees.
-
- Choose Perspective>FillScreen from the Effect menu to fill the per
- spective plane.
-
- When you are done, your screen should look like Figure 5.13. Notice
- that the horizon of your perspective plane exactly matches the horizon
- of the original picture.
-
- The Angle of the Plane
-
- In the example above, the perspective plane matches the horizon because
- you rotated the brush by 90 degrees. If you had rotated by more than 90
- degrees the plane would not reach the horizon, as though the plane
- sloped downward If you had rotated by less than 90 degrees the plane
- would extend above the horizon as though it sloped upward like a
- mountain. It is difficult to see the differences unless you have an
- existing horizon to compare the plane with. Without an existing
- horizon, the sloping of the plane will appear to be only a difference in
- the distance between the position of the brush and the perspective
- centre when the brush was rotated.
-
- When you create a perspective plane, the position and angle of the plane
- are determined by three things:
-
- The position of the Perspective Centre.
-
- The position of the brush handle (cursor) when you rotate the brush.
-
- And the degree of rotation.
-
- In our examples above, we rotated the brush in 90 degree increments so
- the plane was always either parallel to our point of view or at a right
- angle. If you want to create a sloping surface, you do so by rotating
- the brush to an angle less than 90 degrees. Here's a quick example:
-
- Choose Perspective>Reset from the effect menu or press Shift-keypad 0.
-
- Position your brush so that the cursor is at the very bottom of the
- screen. Hold down 7 on the keypad until the brush has rotated -60
- degrees on the X axis.
-
- Move the mouse forward and backward to see how the brush moves on this
- new plane.
-
- You'll notice that the vanishing point of the brush is above the horizon
- in your picture, this is because the plane is not parallel to the point
- of view. It is as though you were looking at a gradual incline.
-
- Putting Things in Perspective
-
- We've covered the fundamentals of perspective. Now it's time to put
- what you've learned into practice. In this exercise, we'll create a
- perspective land scape and build a three dimensional arch as shown in
- Figure 5.14. In the process you'll learn some of the tricks about using
- perspective that you can only understand when you see them in context.
-
- Creating the Plane
-
- The first step of our tutorial is to create a perspective plane. You
- don't need to create a plane every time you use perspective. We're
- doing it here, so you can readily see the "depth" of your picture.
-
- Load the Block.brush brush from the Media disk.
-
- Notice that this brush is held by the lower right corner. If you expect
- to use a brush in Perspective, it is best to save the brush with the
- handle in the lower right corner for two reasons:
-
- 1. Rotations always occur around the handle, so holding the brush in
- the corner helps make the rotations consistent and useful.
-
- 2. If you establish a Perspective grid, you can make all of your
- brushes conform to that grid if their handles are in the same corner.
-
- Choose Coords (short for Coordinates) from the Prefs menu or press the |
- key (Shift \)
-
- Press the Enter key on the keypad to enter Perspective mode.
-
- Position the cursor at 196, 25 and press Shift-G, which turns on the
- grid and uses 196, 25 as one of the grid points.
-
- If you turn on Coordinates and take note of the cursor position before
- you rotate your brush, you'll be able to recreate the perspective plane
- exactly.
-
- Press Shift Keypad 7 to rotate the brush 90 degrees on X.
-
- Notice that at this point you don't have angles in your Title Bar. You
- can turn off Coordinates if you want to see the angles, but you don't
- need them for this exercise, since all of our movements are on 90
- degrees and based on sight, not numbers.
-
- Choose Perspective>FillScreen from the Effect menu.
-
- Building the Arch
-
- Load the RedBlock brush from the Media disk.
-
- A this point you are no longer in Perspective mode, but the Grid is
- still on.
-
- Press the Enter key on the keypad to enter Perspective mode.
-
- Your brush is automatically laid down on the perspective plane in the
- same orientation you left it in last (that is, rotated 90 degrees on the
- X axis) This is an important point to remember, because it means that
- you can easily bring in new brushes at the right perspective simply by
- loading them with the per spective plane defined by the previous brush.
-
- You'll notice that the grid has been adjusted to your new brush size.
- It is not necessarily true that your new brush will line up currectly
- with the grid point you used to define the plane (196, 25), because the
- brush handle is tied to the closest grid point when you enter
- perspective and there is a three-in four chance that it will be tied to
- one of the other corners. If you want the brush to line up with the
- grid point you specified when you created the grid, press Keypad 0 to
- reset the brush to 0, 0, 0 orientation, align the handle with the grid
- point, and rotate the brush again.
-
- If you don't want your perspective grid automatically sized to new
- brushes, turn off the AutoGrid option in the Prefs menu.
-
- Press G to turn off the Grid so you can move the brush freely on the
- plane.
-
- Position the brush so that the Y axis of the brush is aligned with the
- Perspective Centre and the bottom of the brush is aligned with the edge
- of the second full row of tile on the floor. (The coordinates will show
- this point as 175, 46).
-
- Press Shift-G to turn on the grid and use your new handle position as
- one of the grid points.
-
- Press Shift Keypad 8 to rotate the brush up on the X axis. Move the
- brush two grid points to the left and stamp it down. Paint the brush
- three times above the current brush position so you create the face of a
- column.
-
- Paint the brush four times to the right to form the top of the arch and
- the top of the right column. Then paint the brush three times down to
- form the right column.
-
- At this point you have a two dimensional arch on a three dimensional
- plane. Our next task is to give the arch a third dimension.
-
- Move the brush so that it is directly on the bottom block of the left
- column of your arch. Press Shift Keypad 4 to rotate the brush -90
- degrees on the y axis. Paint the brush where it is and twice above to
- form the left side of the column.
-
- Move the mouse a bit to the right to move the brush back along its x
- axis and paint another set of blocks so your column is one block wide at
- the face and two blocks deep as shown in Figure 5.14.
-
- Press Shift Keypad 5 to rotate the brush back on its Y axis so that it
- is facing you head on. If the brush is not the same size as the facing
- blocks of your arch, hold down the Ctrl key and move the mouse for ward
- or backward to bring it closer or move it back.
-
- As we explained in Chapter Five, Using Perspective, the Ctrl key
- temporarily fixes the Y axis of your brush so that you can move it on
- its Z axis. As you become adept at painting in Perspective, you'll find
- yourself using this key often.
-
- Position the brush to the left of the bottom block of the right column
- Press Alt-x to change the brush handle to the other side of the brush.
-
- Your brush jumps so that it is over the bottom block of the right
- column, but the, brush is now held by the lower left corner. Remember
- that Alt-x repositions your brush handle. This keyboard equivalent is
- especially useful while working in Perspective, since you usually don't
- want to move your mouse to choose from the menu.
-
- Press Shift Keypad 5 to rotate the brush 90 degrees on the Y axis.
- Paint the brush where it is and twice above to form the left side of the
- column Paint another column just behind this first one so your column is
- one block wide at the face and two blocks deep.
-
- Press Shift Keypad 4 to rotate the brush back on the Y axis. If the
- brush is not the same size as the facing blocks of your arch, hold down
- the Ctrl key and move the mouse forward or backward to bring it clos- er
- or move it back.
-
- Move the brush up so that it is over the block in the upper left corner
- of the arch. Press Shift-Keypad 7 to rotate the brush -90 degrees on
- the X axis. Move the brush to the right and stamp it once below each of
- the three blocks that form the top of the arch. Paint another row just
- behind this first row so the top of your arch is one block high and two
- blocks deep.
-
- Now your arch is complete and should look just like the arch in Figure
- 5.14.
-
- Inserting the Seascape Picture
-
- To give your perspective painting a bit more colour, and a landscape for
- the background, we'll load the Seascape picture and add it behind the
- arch.
-
- Choose Spare>Swap from the Picture menu to display the spare page (or
- press j).
-
- Load the Seascape picture from the Picture drawer on your Examples disk.
- Choose Palette>Default Palette from the Colour menu.
-
- Jump back to your main page (press or choose Spare>Swap from the Picture
- menu).
-
- Choose Spare>Merge in back from the Picture menu.
-
- In a flash, your arch has a nice seascape backdrop.
-
- This exercise gave you a quick example of perspective, but you can do a
- lot more. For an excellent example of perspective at work, load the
- picture New Star-Hall on your Examples disk.
-
- This chapter introduces you to Deluxe Paint V's animation features. It
- begins by explaining the basic model for animation and then covers such
- as the different ways to create animations with the program. We
- recommend that you work through this chapter in one sitting. It will
- take you approxi mately 45 minutes to complete.
-
- Before You Begin
-
- If you've been experimenting with Deluxe Paint for a while before
- starting this chapter it would be a good idea to quit the program and
- restart. If you start the program fresh, there is less chance that the
- results you get from fol lowing our instructions will be different from
- what we describe.
-
- When the Choose Screen Format requester appears, select Lo-Res, 320x200,
- and 32 colours, and click Use.
-
- The Basic Model
-
- The basic idea behind animation in Deluxe Paint is that instead of
- having a single page to paint on, you have multiple pages that you can
- paint on and flip through. By creating images that differ slightly from
- page to page and then playing them back in rapid succession, you create
- the illusion of motion
-
- This section shows you how to:
-
- Create frames for your animation
- Paint on individual frames in the animation
- Paint while the frames are flipping - this is called Animpainting
- Use the Animation Control Panel
-
- Creating Frames
-
- The first step in building an animation is to create the frames to paint
- on
-
- Choose Frames>Set # from the Anim menu. The Set Frame Count requester
- appears.
-
- Click in the count edit box, change the frame count to 10 and click OK.
-
- You now have 10 frames to paint on. Notice the numbers 1/10 at the left
- side of the Title Bar. This means you are positioned on the first frame
- of a 10 frame animation.
-
- Painting One Frame at a Time
-
- The most basic way to create an animation is to paint on each successive
- frame individually.
-
- Select the largest round built-in brush and paint a dot in the upper
- left area of your screen
-
- The dot you just placed is on frame 1. The trick of animation in Deluxe
- Paint is to paint a slightly different picture on successive frames. So
- you need to move to the next frame.
-
- Choose Control>Next from the Anim menu to move to frame 2. (Notice the
- Title Bar shows 2/10). Click another dot to the right of where your
- first dot was.
-
- Now you have a dot on frame 1 and a dot on frame 2. To create a series
- of dots that move across the screen, you just need to repeat the last
- step. You'll notice that changing frames from the menu is a little
- cumbersome, and it forces you to move the mouse from the painting area.
- It's much more efficient to move through the animation frames by using
- the keyboard equivalents (listed in the menu beside the options).
- Follow the numbered steps below and we'll use keyboard equivalents to
- complete and play our little animation.
-
- 1. Position your brush just to the right of the dot you painted on
- frame 2.
-
- 2. Press 2 on the keyboard once to advance to the next frame, then
- click to paint a new dot.
-
- 3. Repeat step 2, painting each dot to the right of the previous one,
- until your first dot appears again in the left side of the screen. (The
- Title Bar will show 1/10 as your frame position).
-
- You've just created a brief animation. Now let's play it.
-
- 4. Choose Control>Play from the Anim menu (or press 4 at the top of the
- keyboard). You should see your dot moving from left to right across the
- screen.
-
- 5. To stop the animation, press the space bar.
-
- Animation Control Panel
-
- Selecting animation options from the Anim menu or using keyboard equiv-
- alents for those commands are only two of the ways Deluxe Paint has for
- controlling your animations. Those two methods are handy but perhaps
- the most efficient way to control your animation is through the
- Animation Control Panel.
-
- Select Control>Panel from the Anim menu
-
- The Animation Control Panel appears at the bottom of the screen. It's
- use- ful to have it visible while you work on your animation sequence.
- If you want to remove it while you're animating, choose Control>Panel
- from the Anim menu again. (Notice that there are check marks next to
- items when they're on; no check mark when they're off).
-
- The Control Panel contains a Frame slider, scroll arrows, and fifteen
- control buttons for working through and playing with your animation.
-
- Frame Slider
-
- The Frame slider helps you keep track of where you are in your animation
- sequence, when you've hidden the Title Bar. Even when the Title Bar is
- showing you can move to a specific frame by dragging the slider or by
- click ing on it. One click to the left or right of the slider handle
- moves the ani mation one frame. Clicking on the scroll arrows will take
- you to the first (left arrow) or last (right arrow) frame.
-
- Anim Control Buttons
-
- Play Backwards Continuously
- Play your animation sequence in a continuous loop, from last frame to
- first frame. Press the space bar or click to stop play.
-
- Play Backward Once
- Click to play through your animation sequence one time, from the last
- frame to frame 1. Animation ends on the first frame.
-
- Previous Frame
- Click to move backward one frame. Steps from the current frame to the
- pre vious frame in the animation sequence. If the current frame is the
- first framc in the sequence, the position is set to the last frame.
-
- Next Frame
- Click to move forward one frame. Steps the current frame to the next
- frame in the animation sequence. If the current frame is the last frame
- in the sequence, the position is set to the first frame.
-
- Play Forward Once
- Click to play through your animation sequence one time, from Frame 1 to
- the last frame. Animation ends on the last frame.
-
- Play Forward Continuously
- Play your animation sequence in a continuous loop, from first frame to
- last frame. Press the space bar or click to stop play.
-
- Play Ping Pong
- Plays your animation sequence continuously as above, but plays the
- sequence forward then backward then forward and so on. Press the space
- bar or click to stop play.
-
- Add a Frame
- Adds a frame after the current frame, and copies the contents of the
- current frame to it. Press Ctrl while choosing this icon to bring up
- the Add Frames requester.
-
- Delete a Frame
- Deletes the current frame and makes the following frame the current
- frame (unless you're already at the last frame). Press Ctrl while
- choosing this icon to bring up the Delete Frames requester.
-
- You can't UNDO a delete command, so Deluxe Paint asks you to confirm
- that you really want to delete a frame.
-
- Repeat Last Go To
- Takes you to the frame last defined in the Go To Frame requester
- (default = frame 1) of your animation. Press Ctrl while choosing this
- icon to bring up the go To Frame requester.
-
- The LightTable and the four associated icons on the right side of the
- Control Panel will be described later in this chapter.
-
- Painting With Animation
-
- You saw above that one way to create an animation in Deluxe Paint is to
- paint on a series of frames individually. For creating animations that
- involve simple movement of an object, Deluxe Paint provides a much
- easier method called animpainting. Essentially, the frames flip
- automatically while you paint.
-
- Right click CLR in the Toolbox. The Clear requester appears.
-
- HINT
- Left-clicking on CLR when there are animframes clears only the current
- frame.
-
- When you click CLR with multiple frames, Deluxe Paint gives you the
- option of clearing only the current frame, a range of frames in your
- animation, or all frames.
-
- Click All Frames in the requester. Click OK.
-
- In a moment all of your frames are cleared and you are automatically set
- back at frame 1. Now let's do some animpainting.
-
- Select the large round brush, and the Dotted Freehand tool
-
- Hold down the Alt key, and paint by holding down the left mouse but ton
- and dragging across the screen from left to right.
-
- As you paint, the frames flip automatically so you place only one dot on
- each frame of your animation. Notice that the frame counter in the
- Title Bar changes to show what frame you are on. When you reach the
- last frame you loop back to frame 1, where you'll see your first dot
- again.
-
- The Alt key is your animpainting key. If you hold down the Alt key at
- the time you press the mouse button down, the animation frames will flip
- with each stamp of the brush so that you stamp only once on each frame,
- Remember that you only need to hold down the Alt key as you press the
- mouse button down. Then you can release Alt to press other keys if you
- need to.
-
- After you have painted for a few seconds, stop and choose Control>Play
- from the Anim menu or press 4 on the keyboard
-
- You can also use the Animation Control Panel to activate any of the
- commands that are called for in this chapter.
-
- Press the space bar or click to stop the animation
-
- Now you know these basic elements of animation:
-
- How to create frames,
- How to move through the frames one by one and paint How to animpaint
-
- Animpainting is especially powerful if you have an animated brush to
- paint with: we'll show you how to create and use one later in this
- chapter. Right now we want to show you more ways to move objects on the
- screen
-
- Automatic Animation Using the Move Requester
-
- The Move requester lets you automatically move and rotate a brush over a
- number of animation frames. More importantly you can move and rotate
- the brush in all three dimensions. In essence, you are painting using
- Perspective, but Deluxe Paint makes all of the calculations for the
- individual frames.
-
- This section will take you through a detailed explanation of each
- feature of the Move requester and give examples for most of the
- features.
-
- To begin, right click CLR and clear All Frames from the previous
- animation sequence
-
- Choose Frames>Set # from the Anim menu. Change the frame count to 20,
- and click OK.
-
- Press Shift-1 to move to frame 1.
-
- Load the brush DPaint Title from the Brush Drawer
-
- Choose Palette>Use Brush Palette from the Colour menu.
-
- These instructions assume that your memory method (Method in the Anim
- menu) is set to Compressed - the default setting. Amigas with two
- megabytes of RAM can create only 9 to 10 frames using the Expanded
- method. You'll find a brief description of the two memory methods in
- Reference.
-
- Simple Moves in Three Dimensions
-
- The Move requester does exactly what its name implies - it moves your
- brush on the screen. There are many impressive animations you can
- create with only the Move requester and a brush like our DPaint Title
- brush, but to create those impressive animations, you need to know how
- each feature of the Move requester works. This brief section explains
- the most basic Moves.
-
- Stamp your brush in the centre of the screen.
-
- Choose Move from the Anim menu. The Move requester appears.
-
- The first row in the Move requester lists the three axes (X, Y and Z) in
- the three dimensional space of your screen. If you are familiar with
- Perspective you know that these axes run left and right, up and down,
- and in and out from the screen respectively. Figure 6.7 shows the
- orientation of the three axes to the screen.
-
- Directly below the X, Y, Z letters there are edit boxes for entering
- Distance (Dist:) numbers. You enter numbers here to tell Deluxe Paint
- how far to move your brush in any direction or combination of
- directions. (If your brush is moving only on the X and Y axes, the
- numbers are equal to pixels, but once you move along the Z axis, the
- units are either smaller or larger than pixels). Lets look at a simple
- example:
-
- Click in the Dist edit box below X and set the number to 200.
-
- Make sure that the Count edit box (in the middle of the requester) shows
- 20 as the current setting. If the number is not 20, click in the edit
- box and change the number.
-
- Click Preview to see a preview of the movement of your brush.
-
- You will see your brush enclosed in a wire frame move to the right
- across the screen. If you want your brush to move to the left, you
- enter a negative number for the X Distance. Try it.
-
- Set the X Dist edit box to -200. Click Preview.
-
- This time your brush moves to the left across the screen. A similar
- rule applies to the other two axes: Y Distance moves your brush upward
- if the number is positive and downward if the number is negative. Z
- Distance moves your brush out to the distance (away from you) if the
- number is pos itive or inward to the screen (coming toward you) if the
- number is negative
-
- You can use any combination of the three Dist edit boxes to move your
- brush anywhere in three dimensional space. Try it if you like. Set a
- number for each of the three boxes and click Preview to see where the
- brush would move.
-
- Simple Rotation
-
- In addition to moving the brush along an axis or several axes in combina
- tion, the Move requester lets you rotate the brush around one or more
- axes You rotate the brush by entering numbers in the Angle edit boxes.
-
- In the Move requester, click Zero, which clears all data from the
- Distance and Angle edit boxes.
-
- Click in the Z Angle edit box and enter 360 as the angle of rotation,
- (This tells Deluxe Paint that you want to rotate the brush 360' on the Z
- axis). Click Preview.
-
- You'll see a wire frame representation of your brush rotate clockwise on
- the screen. Just as negative numbers change the direction of movement
- when using Distance moves, negative numbers change the direction of
- rotation when you use Angle moves.
-
- Change the Z Angle setting to -360 degrees and click Preview.
-
- The wire frame rotates counter clockwise.
-
- If you're familiar with Deluxe Paint, you'll notice several new buttons
- here in the Move Requester that will make it easier for you to position
- and move your brushes around. Using the knowledge you learned about
- perspective in Chapter 5, you'll feel right at home with the way the key
- frame "Adjust" button works.
-
- Again using the DPaint Title brush, let's try it out.
-
- Click the Zero button to reset the distance and angle settings
-
- Select the Start key frame button and choose the Adjust key frame
- button.
-
- You will see a wireframe representation of the DPaint Title brush as if
- you were in perspective.
-
- While in this Adjust mode you can move your brush around and set the
- starting position you would like your brush in.
-
- Click and drag the brush to the top of your screen. Press Return or
- Enter (Either key will accept your position and exit you out of Adjust
- mode).
-
- Press the End key frame button and choose the Adjust button one more
- time.
-
- Click and drag the brush to the bottom of your screen. Press Return or
- Enter.
-
- Select the Preview button to see the move you just created. Notice that
- Deluxe Paint enters the distance for you automatically. You can edit
- the values manually as you learned in the previous section as well.
-
- The Fade slider will fade in or fade out your move using a translucency
- value between 0 and 255. 0 is full opaquness and 255 is full
- translucency.
-
- The effect Deluxe Paint will achieve for you is dependant on your
- palette and screen mode. The more colours to transition to full
- translucency the better the fade effect will be. You can have a fade
- value for both the Start key frame and the End key frame.
-
- As explained earlier, "Adjust" mode is very similar to perspective, not
- only can you move your brush in the screen's X and Y axes, you can also
- rotate your brush using the perspective rotation keys (1, 2, 4, 5, and
- 7, 8 on the keypad) and reset your axes using (3, 6, 9, and 0). In
- addition, you can move your brush in the Z distance by holding down the
- Ctrl key and clicking and dragging until you set the brush size to your
- liking.
-
- We hope the addition of setting Start and End key frames and the
- addition of a fade effect over a move will make it easier for you to
- create the animations in your head. Click Zero and try some brush
- rotation and moving your brush in the Z distance while in the adjust
- mode and press Preview to check it out before you move on to the next
- section. Have fun!
-
- Brush Check Boxes
-
- At this point you may be wondering about those two options labelled
- Brush beside the Distance and Angle edit boxes. The short answer is
- that these options determine whether your brush moves and rotates based
- on the screen axes or based on the brush axes. The default setting is
- for the brush to move along the screen axes and to rotate around the
- brush axes. To fully understand this feature, you'll need to be
- fimiliar with how Perspective, described in Chapter Five, works. We'll
- explain the Brush check boxes in more detail later in this chapter. For
- now just leave them as they are.
-
- The Go Back Command
-
- The Go Back button has a similar function to the Clear button, only it
- affects the location of the brush rather than the settings in the Move
- requester. When you use the Move requester to move your brush in three
- dimensional space, Deluxe Paint remembers the ending position of the
- brush when the move is complete. If you want to do a second move from
- the final brush position, click Go Back to reset the brush
-
- We'll show you the results of two different move paths, one without
- using Go Back and one using Go Back. In this example you'll also
- actually draw and play the animation instead of simply previewing it.
-
- Successive Moves without Go Back.
-
- Click Cancel in the Move requester. Click CLR and clear all frames (if
- you've been following the steps, the frame count should still be 20)
-
- Choose Perspective>Reset from the Effect menu to reset your brush to the
- original orientation.
-
- Position the brush at the bottom of the screen, and paint it down.
-
- Choose Move from the Anim menu to display the Move requester
-
- Click Zero to clear the edit boxes and then set the Y Distance to 200
- and the Z Distance to 400.
-
- The frame count should be set to the number of frames you currently
- have. If it's not, make it so.
-
- Click Draw
-
- You just created the first part of the brush's movement, now we'll
- create the second part to continue from where the brush ended.
-
- Instead of choosing Move again, this time press Shift-m to display the
- Move requester. M is keyboard equivalent of choosing Move from the Anim
- menu.
-
- Set the X Distance to 800, leave the Y distance at 200, and set the Z
- distance to 0. Click Draw.
-
- Choose Control>Play from the Anim menu (or press 4) and watch your
- animation. Press space bar when you've seen it enough
-
- In the animation you created, your brush moves into the distance and
- upward and then shoots off the screen diagonally to the right. Because
- you didnt use the Go Back button, the second part of the brushes
- movement follows directly from the end of the first part.
-
- Successive Moves with Go Back
-
- In the next set of steps, you'll use the same settings as the first
- example, but you'll also click the Go Back button before drawing the
- second part of the brush movement.
-
- Click CLR and clear all frames. This time press Shift-KeyPad 0 to reset
- your brush to the original orientation. Position the brush at the
- bottom of the screen, and paint it down.
-
- Press m to display the Move requester. Set the X Distance to 0, the Y
- Distance to 200, and the Z Distance to 400. Click Draw.
-
- Press m again. Set the X Distance to 800, leave the Y Distance at 200,
- ans set the Z Distance to 0. Click the Go Back button. Click Draw.
-
- When Deluxe Paint is finished drawing the animation, choose Control>Play
- from the Anim menu and watch your animation.
-
- This time you see your animation shows a title splitting into two, with
- one title moving into the distance and upward and the other moving
- diagonally off the screen to the right.
-
- Cyclic and Non-Cyclic Moves
-
- You use the Cyclic button to tell Deluxe Paint which of two kinds of
- animation you want:
-
- An animation that will loop back on itself (cycle) or chain from the
- current move to another move of a similar type: or
-
- An animation that is linear and will end at the last frame you requested
- in the Move requester.
-
- Deluxe Paint draws your move differently depending on whether or not the
- Cyclic button is selected. In this section we'll give you a very quick
- example of the difference between the two moves.
-
- Cyclic Animation
-
- Load any brush that contains features to help you tell whether or not
- the brush has been rotated. (The DPaint Title brush will do very well).
-
- Right-click CLR and clear all frames. Choose Perspective>Reset (or
- press Shift Keypad 0) to reset your brush to the original orientation.
- Stamp the brush in the upper half of the screen.
-
- Display the Move requester. Click Zero in the requester. Set the Z
- Angle to 360.
-
- Click the Cyclic button so a tick appears in the box. Click Draw.
-
- When Deluxe Paint is finished drawing your animation, notice that you
- are on frame 1 of your animation. Deluxe Paint moved you to the frame
- past the ending frame of your Count.
-
- Press Shift-2 to go to the last frame of the animation, (20/20 appears
- in Title Bar).
-
- Notice that on the last frame of your animation, the brush is not
- rotated 360 degrees, even though you asked for a 360 rotation in the
- Move requester. This is because Cyclic tells Deluxe Paint to create a
- "cyclical" animation one that completes the move on the same frame where
- it began. With this ani mation, you can play continuously without a
- seam.
-
- Press 4 and watch the animation for a moment. Press the space bar to
- stop the animation.
-
- Non-Cyclic Animation
-
- If Deluxe Paint had painted the brush fully rotared on the last frame,
- you would have the same image on frames 1 and 20, and the animation
- would hiccup when you played it continuously. Let's draw the same thing
- with Cyclic turned off to see how that works.
-
- Press Shift-1 to move to frame 1 of your animation. Paint your brush in
- the lower half of the screen.
-
- Display the Move requester. Click Cyclic to turn it off (remove the
- tick), and click Draw.
-
- Even as the new move is being drawn you can see that the new rotation is
- in larger steps than the first one. When the draw is complete, you will
- be left at frame 20, where you can see that the new move completed the
- 360 degree rota tion on frame 20 unlike the Cyclic move which left you
- on frame 1
-
- Press 4 and watch the animation. Press the space bar to stop the anima
- tion.
-
- You should be able to see that the rotation at the top of the screen is
- smooth, but the rotation at the bottom of the screen hiccups noticeably.
-
- You might ask yourself at this point why anyone would want Cyclic turned
- off. The answer is simple: you might want to rotate exactly 90 degrees
- by a particular frame or you might want to move an object from point A
- to exactly point B. Generally if you are creating an animation sequence
- that runs for less than the full number of frames you have allocated for
- your animation, you don't want Cyclic turned on. For a clear example of
- why you would want Cyclic turned off follow the next set of steps.
-
- Clear all frames of your animation. Press Shift-2 to move to the last
- frame.
-
- Select the Unfilled Circle tool and the single-pixel brush and draw a
- small circle on the right side of the screen.
-
- Choose Coordinates from the Prefs menu to turn on Coordinates. The
- coordinates are displayed on the menu bar.
-
- Select the Dotted Freehand tool and the largest round built-in brush.
- Position the brush in the middle of your unfilled circle and note what
- the Coordinates show as the location of the brush.
-
- Move the brush 200 pixels to the left of that position, press Shift-1 to
- move to frame 1 and stamp down your brush.
-
- TIP
- When you need to move your brush in a straight line horizontally or
- vertically as you did in the step above, hold down the shift key. This
- constrains your cursor to horizontal or vertical movement depending on
- which direction you move in first.
-
- Display the Move requester, click Zero, set the X Distance to 200, make
- sure Cyclic is selected, and click Draw.
-
- When Deluxe Paint finishes drawing the animation, notice that you are
- left on frame 1. Now look at frame 20 (Press Shift-2). You'll see that
- even though the distance from where you stamped your brush to the centre
- of the circle was exactly 200 pixels and the move you requested was 200,
- the dot did not reach the centre of the circle. If you want to move
- your brush to a specific location by your ending frame, turn Cyclic off.
-
- Although you can't see it, Deluxe Paint has positioned the brush in the
- cen tre of the circle on frame 1. If you want to prove this, go to
- frame 20 and display the Move requester. Click 0, change the Count to
- 1, and click Draw
-
- When you complete a move with Cyclic selected, Deluxe Paint
- automatically advances you to the frame beyond the end of your Count and
- the brush position Deluxe Paint remembers is the position you specified
- in the Move requester.
-
- Smooth Moves Slowly
-
- The Slow Out and Slow In edit boxes let you specify a number of frames
- over which the brush can accelerate or decelerare in your animation.
- The primary advantage of these features is that you can make the brush
- move ment smooth at its beginning and ending points. Also, some effects
- require a gradual acceleration and deceleration to be realistic. For
- example, a bounc ing ball should accelerate on the way down. The
- bouncing ball is a good example of how this feature works, so let's try
- it.
-
- Clear all of your frames. Load the Ball.brush brush from your Brush
- direcrory and then choose Palette>Use Brush Palette from the Colour
- menu.
-
- Press h to halve the size of the ball.
-
- Display the Move requester. Click Zero to zero the location values, and
- then click Start.
-
- Click Adjust. The screen changes to a blank background with ball brush.
- Click and drag within the boundaries of the box that surrounds the brush
- and position the brush near the top of the screen. Press Enter or
- Return to accept the positioning and return to the Move requester.
-
- Click End, and then click Adjust again. This time, position the brush
- near the bottom of the screen. Press Enter or Return.
-
- Change the Slow Out Edit box to 10. Make sure the Count is set to 20,
- and then click Draw. The animation of the ball moving from the top to
- the bottom of the screen is created.
-
- After the animation is drawn, choose Control>Ping-pong from the Anim
- menu (or press 6) to play the animation forward and backward You should
- see a bouncing ball. Press Tab for added effect.
-
- Let's take a moment to review what you just did. You positioned the
- Start and End frames to make the ball move from the top of the screen to
- the bottom of the screen. When you entered 10 in the Slow Out edit box,
- you told Deluxe Paint that the brush should gradually increase its speed
- over the first 10 frames and then move at the same speed for the lasr
- ten. You could have achieved the same effect by typing values into the
- X and Y edit boxes for the Start and End positions, but the method we
- used is simpler and more intuitive.
-
- More on the Move Requester
-
- What remains in the Move requester is fairly straightforward. For now
- we'll summarise what each of the buttons does. You'll find additional
- explanat ions and more examples of the features below, in the following
- chapter, and in Reference.
-
- Direction
-
- The Direction options control the direction of the move and the
- direction of the recording.
-
- The Go From button is the default setting for movement. With this
- option selecred, the settings in the Move requester are used to paint
- motion away from the point where you last stamped your brush. For
- example, an X Distance of 200 moves to the right from where you stamped
- your brush, over the number of frames set in the Set Number of Frames
- requester.
-
- With the Come To option selected, the settings in the Move requester are
- used to paint motion toward the point where you stamped your brush. For
- example, an X Distance of 200 moves to the right to where you stamped
- your brush. This option is most useful when it's easier to specify the
- posi- tion where you want the move to end than it is to specify the
- beginning. Remember that you want to stamp the brush on the frame you
- want your animated move to end on. Here's a practical example.
-
- Assembling the Pieces
-
- Suppose you want pieces of a picture to fly onto the screen and assemble
- neatly on the last frame. If the pieces are coming from off screen,
- it's diffi_ cult to position the brush there for the beginning of the
- move! And you don't want to calculate backwards from the ending
- position to figure out just where the starting position should be
- anyway. The answer is to go to the last frame, paint down your brush,
- and tell Deluxe Paint to paint the brush moving toward this point.
- That's what the Come To option is all about. Let's do it.
-
- Clear all frames.
-
- Choose Frames>Set # from the Anim menu and set the number of frames to
- 20.
-
- Press Shift- 2 to go to the last frame of the animation.
-
- Remember, when you use the Come To option, you always paint the brush
- down on the frame where you want the move to end.
-
- Choose Load from the Brush menu. Load the file named pie1.brush from
- the Media disk. Choose Palette>Use Brush Palette from the Colour menu.
-
- Paint the brush down in approximately the middle of the screen.
-
- Display the Move requester, and click Zero.
-
- Set the X distance to 200. Set the Y distance to -150. Set the Z angle
- to 180. Click the Come To option.
-
- Set Slow In to 5, and click Draw. Reset Slow Out to 0.
-
- Play the anim that you have so far.
-
- You'll see the piece of pie chart fly in from off the screen. Notice
- how the Slow In setting of 5 frames smoothed the landing of the pie. If
- you continue with the other two pieces to construct the full pie chart,
- you'll see that this Slow In element is very important to the look of
- the animation.
-
- NOTE
- You can also accomplish these types of assembly moves with the Start and
- End buttons as well, without having to use Come To.
-
- If you get the point of this exercise and don't want to complete the
- flying pie chart, you can continue on. Otherwise, (or if you want to
- continue for fun) there are two more pieces of pie chart to load. Load
- each one and stamp it in place (with the black edges of the slices
- overlapping) and set any move you want that will send the slice flying
- onto the screen.
-
- This is a great opportunity to experiment with the Move requester
- settings; no matter what numbers you enter, the pie will come to the
- proper end point on frame 20.
-
- Record
-
- The Record options let you specify the direction in which Deluxe Paint
- paints the frames of your move.
-
- Forward is the default and prints the frames by flipping forward.
-
- In Place causes Deluxe Paint to print all of the move on the current
- frame.
-
- Backward paints the frames by flipping backward - this option is useful
- with Trails.
-
- Trails and Fill are best explained by vivid example - you'll find two
- exam ples of each in the next chapter.
-
- Load
-
- Displays the Load Move requester. From here you can load Move settings
- that you entered and saved with the Save Move requester. When you load
- a move, you are loading only the settings for the Move requester. You
- still need to startup your brush in the correct position and on the
- correct frame to duplicate the move you had in mind. If you aren't
- absolutely sure of the setting you want to load, try using the feature
- this way: stamp your brush in the centre of the screen: load the move
- settings you think you want; click Preview to see the move as it would
- look if it started from the middle of the screen. This will give you a
- good idea of what the move looks like when it is actually drawn, and it
- will also help you determine where your brush should be stamped to
- produce the best move for these settings. The requester works just like
- the Load Picture requester.
-
- Save
-
- Displays the Save Move requester. Deluxe Paint lets you save the
- settings (though not the images) of any move you set up in the Move
- requester. You can load a saved settings and use them as a kind of
- template to automatical ly describe the movement of another object. The
- requester works just like the Save Picture requester.
-
- Animated Brushes
-
- So far we've shown you how to create an animation by painting on a
- series of frames. Deluxe Paint also lets you select an area of
- animation as a brush and paint with it. The result is that the brush
- changes while you paint, and, depending on whether or not the frame
- changes, you create either anima tion or interesting effects.
-
- In Guided Tour (2), we showed you how to load and use one of the
- AnimBrushes included on the Examples disk. In this section, we'll show
- you how to create a simple AnimBrush of your own and paint with it.
-
- Creating an AnimBrush
-
- To begin, let's create a simple animation that we can easily pick up as
- a brush.
-
- Choose Palette>Default Palette from the Colour menu.
-
- Clear all of your animation frames. Print a circle about the size of a
- quarter and filled with a gradient. Pick your sphere up as a brush
- using the right mouse button to pick it up off the screen.
-
- Paint your brush down and rotate it 360 degrees over twenty frames. To
- do this:
-
- Display the Move requester. Click Zero to set all of the options to
- their defaults. Set the Z Angle to 360 and select Brush angle. Select
- Cyclic and make sure the Count is 20.
-
- Make sure Slow In and Slow Out are set to 0.
-
- Click Draw.
-
- Your brush will rotate in place to create an animation that looks a
- little like a spinning planet.
-
- Picking Up an Animbrush
-
- When Deluxe Paint is finished painting the animation, step to frame 1
- and choose AnimBrush>Pick Up from the Anim menu.
-
- A large cross hair like the one you use to pick up standard brushes
- appears, bur it is special in that it picks up from a series of frames.
-
- Pick up the sphere animation as a brush as you normally would using the
- left mouse button.
-
- In the Pick up AnimBrush requester that appears, 20 should appear in the
- Number of Cels edit box. If it does, click OK.
-
- After you click OK, you will see each of the frames flip as the area is
- picked up. When it's done, you have your AnimBrush. Another way to
- pick up an AnimBrush is to select the Brush Selector and hold down the
- Alt key as you pick up an area of your animation.
-
- Painting with the AnimBrush
-
- To prove that you have an animated brush, paint with it a little
-
- You'll see that the brush spins as you paint. This is one way to use an
- ani mated brush. But better yet, try animpainting:
-
- Clear all frames. Hold down the Alt key. Position the brush in the
- lower left corner of the screen and paint from left to right across the
- screen.
-
- The frames flip as you paint, so you only place one cel of the AnimBrush
- on each frame of your animation. When you play the animation back,
- you'll see a ball roll from left to right across the screen.
-
- AnimBrush Settings
-
- When you begin to combine AnimBrushes into large animations, you'll find
- that occasionally you want to change the rate at which an AnimBrush
- trans forms. You might even want to change the direction in which an
- AnimBrush plays. For example, you might want the gradient ball you
- creat ed above to turn in the opposite direction. You can do this with
- the AnimBrush Settings requester.
-
- Choose AnimBrush>Settings from the Anim menu.
-
- Direction
-
- Click the (backward) direction button and click OK.
-
- Now your gradient circle will rotate in the opposite direction when you
- paint with it.
-
- The other direction setting is called Ping Pong. This setting causes
- the brush to alternate between forward and backward play.
-
- Duration
-
- The Duration box in the AnimBrush Settings requester let's you specify
- how many stamps of the brush the AnimBrush uses to complete its cycle.
- If the Duration number is larger than the number of cels, the brush
- seems to move more slowly. If the Duration number is smaller than the
- number of cels, the brush seems to move more quickly. Let's try
- painting normally with a brush and then paint with the Duration set
- higher.
-
- Choose AnimBrush>Load from the Anim menu. Load the file named Sweep
- from the AnimBrush directory of your Examples disk. Choose Palette>Use
- Brush Palette from the Colour menu.
-
- Display the AnimBrush Settings requester and set the Direction to play
- forward. (Notice that this animated brush has 1O cels). Click OK.
-
- Position the karate figure on the left side of the screen. Hold down
- the Alt key and click the mouse button repeatedly without moving the
- mouse to paint one cel of the animbrush on each of the 20 frames of your
- animation.
-
- You now have an animation of a karate character performing a sweep kick
- twice. You'll notice that the sweep kick is fairly rapid. Next we'll
- paint the same animbrush with a longer duration to slow down the motion
- of the character.
-
- Choose AnimBrush>Settings from the Anim menu. Set the Duration box to
- 2O. Set the Current box to 1 to put the brush at its first cel. Click
- OK.
-
- Now position the karate figure on the right side of the screen. Hold
- down the Alt key and paint one cel of the AnimBrush on each of the 2O
- frames.
-
- When you've finished painting your AnimBrush on the 2O frames, press the
- 4 key at the top of the keyboard to play the animation.
-
- Compare the speed of the two characters. If you step through the frames
- of your animation one at a time, you'll see that the man on the right
- takes two frames before changing position, while the man on the left
- moves on every frame. You can also use Duration to speed up an
- animbrush by setting the Durarion number lower than the number of cels
- in the brush. In that case, cels of the brush would be skipped as you
- painted with the brush.
-
- Note: If you increase the duration of an AnimBrush, it is best to set a
- durarion that is a multiple of the number of cels in your brush. For
- example, an animbrush that has 10 frames will generally look best if you
- set the duration to 10, 20, 30, etc.
-
- Metamorphous AnimBrushes
-
- Another way to create AnimBrushes is to transform the image and shape of
- one custom brush into those of a second custom brush. This special
- feature, called metamorphosis, can create some stunning effects. We'll
- show you a couple of very simple examples just to give you the idea.
- The first example metaomorphoses between very different brushes. The
- second example meta morphoses between two transformed versions of the
- same brush. In both examples, you'll use the Spare options in the Brush
- menu to work with two custom brushes at the same time.
-
- The Chicken and the Egg.
-
- In this example, you'll load two different custom brushes (a chicken
- egg) and create an AnimBrush that metamorphoses between the two.
-
- Clear all frames of your animation.
-
- If the Animation Control Panel is NOT on your screen, press Alt A to
- display it.
-
- Choose Load from the Brush menu, and load the file named egg brush from
- the Brush drawer of the Media disk. Choose Palette>Use Brush Palette
- from the Colour menu.
-
- Choose Spare>Brush>Spare from the Brush menu.
-
- The Brush>Spare option copies your custom brush to the spare custom
- brush buffer. Now that you have the first brush in the spare buffer,
- you can load a second brush without losing the first one.
-
- Choose Load from the Brush menu, and load the file named "chicken" from
- the Brush drawer on Media.
-
- Now you have two custom brushes what you can swap back and forth between
- by choosing Spare>Brush<->Spare from the Brush menu. Try it if you
- like. Make sure that the chicken is your current brush before you
- proceed.
-
- Now choose Spare>Morph>Spare from the Brush menu (The Make AnimBrush
- requester appears).
-
- Enter 11 in the edit box as the number of cels in your new brush, and
- click OK.
-
- It will take a little while for Deluxe Paint to morph your two custom
- brushes into one AnimBrush.
-
- Go to AnimBrush settings on the Ping Pong direction button and click OK.
-
- The Ping Pong option automatically plays your AnimBrush to the end and
- back again repeatedly without doubling the first or last cel of the
- brush This means that the brush is effectively twice as long minus 2
- cels. (In this case, we had you create an 11 cel brush so that the Ping
- Pong version would play over exactly 20 frames). You'll find the Ping
- Pong option very useful for converting linear brushes into cyclical ones
- without having to create the extra frames.
-
- Hold down the Alt key, and click the brush repeatedly, to paint the
- brush over 20 frames. Press 4 to play the anim.
-
- You'll see an egg meramorphose into a chicken and back into an egg over
- and over until you press the space bar to stop the animation.
-
- The LightTable
-
- The LightTable lets you view a few frames of animation overlaid on each
- other like clear sheets of cellophane to help you position brushes or
- paint the in between frames of a character animation. The LightTable
- also allows you to set multiple levels of dim so that you can view any
- frames in your animation behind (or after) your current frame. This
- enables you to more easily see the frame you are working on. (This
- dimming effect is available in all modes except HAM)
-
- Traditional animators work by painting the key positions or poses of a
- char acter and then paint the "in-between" frames to create the smooth
- transition between poses. The LightTable is ideal for creating
- animation with this tra ditional approach. In the next few pages, we'll
- introduce the basics of using the LightTable.
-
- A new LightTable feature is the LightTable Settings requester
- (Effect>LightTable>Settings...) You can use this requester to control
- all four LightTable layers - you can turn each layer on or off, set the
- anima- tion frame associated with the layer, and set 'dim' levels for
- each layer. The Dim level for each layer can be set with a slider from
- -255 (Maximum brightness; even lighter than the original frame) to 255
- (completely dimmed out).
-
- Simple Tweening
-
- We'll start out with a simple example of painting some in between frames
- of an animation.
-
- Choose Load from the Anim pull down menu and load the animation
- LightTable.anim
-
- When you load this animation you will notice that this is a 5 frame
- animi- tion showing a face moving left to right. You will also notice
- that the smile and the eyes are missing from frame 2 and frame 4.
- Normally adding these features to the face may not be as easy as it
- seems, especially if the face is moving. This tutorial will show you
- how to add the smile and the eyes to the face to the in-between frames
- fairly easily using the LightTable.
-
- Choose LightTable>Settings... from the Effect menu. The LightTable
- Settings requester appears.
-
- Click on the first two boxes on the far left of the requester. This
- will activate layer #1 and layer #2. You will notice a check mark
- appear next to box #1 and #2.
-
- Now we need to tell it which frame you want it to affect and how much
- dim you want to add to this layer. On Layer #1 change the frame box to
- I and move the slider on the right until it is at -200.
-
- This means that layer 1 shows 1 frame ahead of the frame you are
- currently on and it will appear somewhat transparent because of the dim
- setting that you adjusted. Moving the slider to the left adds more
- white to the image and moving it to the right will add more black.
-
- NOTE
- The LightTable settings will have optimum perfomance if your background
- is either black or white. Once you are finished using the LightTable
- you can colour in your image and change the background to whatever
- coloyr you desire.
-
- On Layer #2 change the frame box to -1 and move the slider on the right
- until it is at -175.
-
- This means layer 2 will show 1 frame behind the frame you are currently
- on.
-
- Click OK to leave this requester.
-
- Press the 3 key on your keyboard (not the numeric keypad), to bring up
- the GO TO FRAME requester. Enter 2 in this requester and click OK.
-
- Hold Down the Alt key on your keyboard and press A at the same time.
- This will bring up the anim control panel. You will notice that button
- #1 and button #2 to the right of the light bulb button is activated.
- This is because we selected these two layers in the light table settings
- requester.
-
- Press the light bulb button on this panel. Notice that their is a
- dimmed version of frame 1 and frame 3 superimposed on the current frame.
- This gives the illusion of drawing on very thin paper.
-
- Now that the LightTable is activated draw the eyes and the mouth on the
- face on frame 2. You may need to toggle the LightTable on and off with
- the L key on your keyboard.
-
- Go to frame 4 and draw the in-between frame here as well.
-
- Pres play on the Anim control panel, turn on some music, and watch the
- face move his head to the beat.
-
- If you like your animation, save it before moving on to the next sec
- tion.
-
- For more information, check our Chapter 8: Reference
-
- Evolution of an Animation
-
- In this section we'll look at how a traditional animation evolves in
- Deluxe Paint V.
-
- The Background
-
- Turn off the LightTable
-
- Delete all of your animation frames.
-
- Choose Load from the Picture menu and load the picture
- DoggieBackground.LoRes from the Picture drawer on your Examples disk.
- When the message appears asking whether or not you want to change format
- to that of the file, click Yes.
-
- The picture you see is a simple background image of a lawn and tree.
- This image is the background for the DoggieOutline animation. Before
- anima tors begin to draw an animation, they create a background image
- against which the animated characters will move. The background image
- can be as complex as a city scene or as simple as a straight line to
- indicate the ground level for the characters to walk on. Whatever its
- level of complexity the background helps keep all of the pieces working
- in harmony.
-
- In the next brief section, we'll load a wire frame animation over the
- back- ground image.
-
- The Outline
-
- Now we'll take a look at the first step of creating an animation over a
- background.
-
- Choose Spare>Swap from the picture menu to put the background picture on
- the spare page.
-
- Load the anim DoggieOutline from the Anim drawer on your Examples disk.
- When the message appears to ask if you want to change the number of
- colours to that of the file, click No.
-
- Note! You just performed an important operation; you loaded an 8 colour
- wire frame animation into 16 colour mode. Deluxe Paint lets you load
- animations into screen formats that use more colours and thus makes it
- possible for you to create the initial animation outline in just a few
- colours and load it into a format with more colours later on when you
- want to paint the frames.
-
- DoggieOutline is a few frames of a simple wireframe animation that was
- created by an animator who uses the traditional method of first drawing
- the outline version of the animation and then filling it with solid
- colours or pat- terns to create a finished piece. Traditional animators
- call the outline version of an animation the "pencil test".
-
- Turn on the LightTable to view the animation frames overlaid on one
- another.
-
- Click the 4 button in the Anim Control Panel to view the Spare page
- behind the animation.
-
- See how useful it is to view the background image through your animation
- frames? With the background visible, the animator can easily align the
- ani- mated characters without having to worry about accidentally ruining
- the background image. Even if you aren't working on an animation, you
- might find it useful to view a background image while you paint. If you
- turn off the Dim option (from the LightTable submenu of the Effects
- menu) you can view the background in its original colours and thus treat
- your anima tion frame as a transparent page.
-
- Choose different combinations of settings (1, 2, 3, and 4) in the
- LightTable area of the Anim Control Panel. Move the Frame Slider back
- and forth to view the different animation frames and background combined
- with the various settings.
-
- Merging in the Background
-
- One of the powerful features of the LightTable is its ability to let you
- merge your viewed frames. We'll try it right now by merging the
- background image into the image on one of the frames
-
- Make sure LightTable is on, but turn off all of the LightTable options
- other than 4 (for Spare).
-
- You should see your current frame against the background on the Spare
- page with no other frames visible.
-
- Choose LightTable>Merge from the Effects menu.
-
- In a moment, your background is merged with your wireframe animation.
- Notice that the LightTable is automatically turned off after a merge
- opera tion. This is done so you will see the frame in its actual state
- and not be confused by LightTable effects. One caution is in order: you
- can't Undo a merge, so you should be very careful that the image as you
- see it in the LightTable is correct before you merge it.
-
- Another way to merge the background image with the frames is to use the
- Spare>Merge in Back option in the Picture menu. This option lets you
- merge to the current frame, to a range of frames, or to all frames in a
- single operation. This is generally the last step an animator takes in
- the creation of a finished traditional piece.
-
- The Painted Animation
-
- Before we leave this section, we'd like you to load in a painted
- animation that was created using the techniques described in this
- chapter.
-
- TIP
- If you are going to be saving your animations to video tape and you
- don't have a lot of RAM in your Amiga, it might be best not to merge a
- back ground into your animation. Instead, you can create a painted
- background and use a GenLock device to combine the video signal of the
- Amiga with the signal of a camera focused on the painted background as
- you record the two to a videotape.
-
- Load the walk.anim from the Gallery drawer of the Extras disk.
-
- This High Res 16 colour animation was created by an animator at
- Elecrtonic Arts using Deluxe Paint and traditional animation techniques.
-
- Brush Axes vs Screen Axes
-
- Now that we've covered pretty much everything else, it's time to cover
- the sticky issue of brush vs screen axes. We've tried to make the
- example very clear but if you feel you need further help, review Chapter
- Five: Working with Perspective. We should also mention that you will
- not need to change the default settings for these options very often.
-
- Movement Along the Brush Axes
-
- So far in our examples, we've been moving the brush along the screen
- axes When your brush is in a standard orientation (0, 0, 0), movement on
- the brush axes is the same as movement on the screen axes. If you
- rotate your brush using Perspective, the brush axes may no longer
- correspond to the screen axes, and movement on the brush axes will be
- different. In this exam ple we'll use the Load Move requester to set
- some of our movements
-
- Choose Screen Format from the Picture menu and change your format to
- Lo-Res 320 x 200, Screen size page, and 32 colours palette.
-
- Choose Page Size from the Picture menu and change page size to Screen
- 320 x 200. Click OK.
-
- Choose Frames>Set # from the Anim menu and set the number of frames to
- 20.
-
- Choose Load from the Brush menu and load the brush named DPaintTitle
- brush from the Brush drawer on your Media disk.
-
- Choose Palette>Use Brush Palette from the Colour menu.
-
- You should now have a clear page and the DPaintTitle brush ready to work
- with.
-
- Choose Perspective>Do from the Effect menu to enter Perspective mode.
-
- Move the brush down near the bottom of the screen and Press Shift-
- Keypad 7 to flop the brush over on its back.
-
- Click to paint down the brush.
-
- To flop the brush over on its back you rotated it -90 degrees on the X
- axis (see the Title Bar) and shifted the brush axes so that they no
- longer correspond to the screen axes. Figure 6.8 illustrates the change
- in the brush axes.
-
- Now if you use the Move requester to move the brush along the Y axis,
- you will get different results depending on whether or not you have
- selected the Brush button.
-
- Display the Move requester, and click Load.
-
- When the Load Move requester appears, load the file called
- Animbasics1.Mov from the Move drawer of Examples.
-
- Click Preview from the Move requester.
-
- The wire frame model of your brush moves upwards just as you would
- expect when moving along the screen axis.
-
- Click the Brush button beside the Distance edit boxes. A check mark
- appears in the box. Now click Preview and watch the direction the brush
- moves.
-
- This time the brush moved into the distance along the Y axis of the
- brush. As Figure 6.15 above shows, the brush's Y axis is the same as
- the screen's Z axis when you rotate backwards 90 degrees on X as we did.
-
- Rotation on the Brush's Axis
-
- You may have already guessed what will happen when we rotate the brush
- on its own axes rather than on the screen axes, but this is sometimes
- difficult to visualise, so we'll give an example.
-
- Click Cancel to close the Move requester.
-
- Right-click CLR and select All Frames in the requester to clear all
- frames.
-
- Choose Perspective>Reset from the Effect menu to reset all of the
- Perspective settings.
-
- At this point you once again have your brush in the original orientation
- and are in Perspective mode. Now we'll rotate the brush on the Z axis,
- so that the X and Y axes of the brush no longer match the X and Y axes
- of the screen.
-
- Hold down 2 on the keypad until the brush has rotated 45 degrees on the
- Z axis. You'll see the degrees of rotation in the right side of the
- Title Bar.
-
- Paint down the brush in the middle of the screen.
-
- Press M to display the Move requester.
-
- Click Zero in the requester.
-
- Click Load. When the Load Move requester appears, load the file called
- Animbasics2.Mov from the Move drawer of the Media disk.
-
- Make sure the Brush button beside the Angle edit boxes don't have a tick
- on it.
-
- Click Preview.
-
- With the settings above, you'll see the brush tumble toward the screen
- on the X axis. Remember that the brush is rotating on the Screen's X
- axis. Now let's look at a rotation on the brush's X axis.
-
- In the Move requester click the Brush button beside the Angle edit
- boxes; click Preview.
-
- This time the brush spins around its own X axis instead of tumbling
- toward the screen. The idea is the same for all rotations, though it
- isn't always easy to predict what a complex set of rotations will look
- like. You'll probably find that most of your moves can be accomplished
- with rotation around only.
-
- TIP
- If this last exercise was less informative than you had hoped, you
- should probably review the chapter on Perspective. There you will find
- more examples that might help you better understand the difference
- between screen and brush angles.
-
- Now that you've seen some of Deluxe Paint's animation features, you
- might like to play around a little. Load the animations from the
- Examples disk and play them. There are several AnimBrushes on the disk
- that you can combine with the Ocean Background.picture to form an
- aquarium scene. When you feel you're ready to see some more of Deluxe
- Paint's animation features, move onto the next chapter. It shows you
- how to create some interesting animation effects by combining different
- features of the program.
-
-
- CHAPTER 7 - ANIMATION EFFECTS
- -----------------------------
-
- This chapter introduces several interesting animation effects and a host
- of animation tips. We strongly recommend that you work through this
- chapter and complete the Amazing Bouncing Ball section, which serves as
- a good test of your knowledge of Deluxe Paint.
-
- Effects
-
- In the following sections you'll create some interesting animation
- effects. Many of these effects are not obvious, so it is worth your
- time to follow closely and work along.
-
- NOTE: As you begin each section that uses the Move requester, reset the
- requester to its default settings. Our instructions will tell you only
- which settings you need to change out of the defaults when you first
- open the requester. Figure 7.1 shows the Move requester in its default
- settings; use this as a guide if you need to check your own settings.
-
- Before You Begin
-
- Make sure you are in Lo Res mode with 32 colours. Set your number of
- frames to 40. Make sure you are using the Compressed memory model.
-
- Make sure FastFB is selected in the Prefs menu.
-
- Quick Effects
-
- These effects are good examples of how multiple features of Deluxe Paint
- combine to make simple animation easy to create.
-
- Receding or Approaching Shapes
-
- This technique creates the effect of a shape moving off into the
- distance Notice that this involves using a keyboard command while you
- paint with the mouse button down.
-
- Right click the largest round brush and stretch the brush to be about
- the size of a nickel.
-
- Select the Dotted Freehand tool.
-
- Position the brush near the upper left corner of the screen.
-
- Hold down the Alt key and begin animpainting in a curve downward toward
- the lower right area of the screen. As you paint, release the Alt key
- and press the - (minus) key repeatedly to shrink the brush as it moves.
-
- When you play back the animation, the gradual shrinking of the brush
- makes it look as though it is receding into the distance. Play the
- animation backwards, or create a new one using the = (equals or plus)
- key to enlarge the brush, and the brush will appear to approach from the
- distance. This example used a built-in brush, but you can do the same
- thing with a custom brush.
-
- Brush Erosion
-
- The Edge>Trim command in the Brush menu makes it easy to have an object
- dissolve into nothing. You stamp the brush, trim some away, step to the
- next frame, and stamp again. The real trick is to use the keyboard to
- do all of your frame changes, trimming, and brush stamps.
-
- Select black as your background colour and clear all of your frames.
-
- Load the DPaintTitle brush from your Media disk. Choose Palette>Use
- Brush Palette from the Colour menu. Stamp the brush in the middle of
- frame 1.
-
- Display the Move requester. Click Zero to set all of the Distance and
- Angle edit fields to 0.
-
- Set the Count to 1. Make sure that all of the other options are set to
- their defaults. Click Draw.
-
- Press Shift 0 to trim the brush. Press Shift-m to display the Move
- requester and click Draw. Repeat this step until the brush has com
- pletely disappeared, (It will take about 11 frames).
-
- Using the Move requester to stamp your brush saves you from having to
- carefully position the brush on each frame. You can also accomplish
- this by positioning the brush once and then using the keyboard
- equivalent Amiga Left Alt to click the left mouse button. (We recommend
- that you press the Amiga key first and then press the Alt key quickly
- once for a single stamp, because pressing the keys in the opposite order
- will start animpainting over many frames).
-
- Since you didn't use all 40 of your frames, we'll use the Control>Set
- Range option in the Anim menu to play just the frames you painted.
-
- Choose Control>Set Range in the Set Play Range requester, set the From
- field to 1 and the To field to 12. Click Range. Click OK.
-
- Now press 4 to play your animation and you'll see your brush dissolve
- repeatedly until you press space bar or click to stop the animation (If
- the animation is moving too quickly press the left arrow key to slow it
- down).
-
- Before you leave this example, choose Control>Set Range again and click
- the All Frames button.
-
- Animated Fades
-
- This example shows you how to use the Fade feature in Deluxe Paint V's
- Move requester. We will create a simple 40 Frame animation of a title
- fading out to the background.
-
- Load the DPaintTitle brush from the Brush drawer on your Media disk.
-
- Choose Palette>Use Brush Palette from the Colour menu. Select the dark
- grey from your palette as your background colour.
-
- Clear all frames of you animation and go to frame 1 (Shift-1)
-
- Press M (Shift m) to display the Move requester. Click Zero to clear
- out the distance and angle fields. Set the count to 40 if not already
- so
-
- Click Start and then click Adjust and place the Brush in the centre of
- your screen. Press Return or Enter to exit Adjust mode. Make sure the
- Fade slider is it 0.
-
- Click End and then change the Fade slider to 255 (all the way to the
- right).
-
- For added effect, type 360 in the Z angle edit field with Brush checked
- on.
-
- Click Draw and when the move requester is done with your anima tion,
- press 6 to watch it fade out and back in as it ping pongs. Keep your
- animation in memory you may want to use it for the next animi- tion
- effect tip.
-
- The larger your palette size and the more like colours you have between
- the brush and your background, the better your fade turns out.
-
- Often an animator wants to pause on a certain frame for a second to
- several seconds to give an animation that certain effect or feel. In
- the past, the only way you could do that in Deluxe Paint was to
- duplicate the frame you wanted to pause on several times. This works
- fine, but it wastes precious memory you could be using for other things.
-
- Deluxe Paint V now allows you to perform Anim Pauses on a single frame
- or multiple frames without adding the memory overhead. Here's how you
- can use it:
-
- Using the animation you created in the last effects tutorial we will
- modify the animation so that the first frame pauses for 3 seconds
- continues at full speed, then pauses in the last frame for 3 seconds as
- well. Here's how to do it:
-
- Go to frame one (Shift-1).
-
- Select Frames>Set Frame Rate from the Anim menu.
-
- Click on the Vary by Frame button (this tells Deluxe Paint you are about
- to create a variable frame rate animation).
-
- Click in the Jiffies edit field and type in 180 (this is assuming you're
- in NTSC 1/60 frame rate). Hence to get a 3 second pause we have multi
- plied 60 X 3 = 180. In PAL modes you would type in 150 or 50 X 3. As a
- rule of thumb just remember this: Scan Rate or Frame Rate multi- plied
- by the number of seconds you would like to pause is equal to the number
- of Jiffies you must enter in the edit field.
-
- Make sure that Current Frame is selected in the bottom portion of the
- requester. Click OK.
-
- Play the animation (press 4), you'll notice that the first frame pauses
- for approximately 3 seconds.
-
- Let's put a pause at the end. Go to the last frame (Shift-2).
-
- Select Frames>Set Frame Rate from the Anim menu again.
-
- Click in the Jiffies edit field and type in the same number you did for
- frame 1 (180 for NTSC, 150 for PAL).
-
- Again, make sure Current Frame is selected and click OK.
-
- Play the animation forward (press 4) or ping pong it (press 6) and
- you'll see that you've easily modified an existing animation to pause at
- the beginning and end very easily. You may never have to duplicate a
- frame for speed effect ever again.
-
- Animations you have modified using vary by frame will save out with that
- information, so that when you play them back in the Deluxe Player or
- reload them into Deluxe Paint you don't have to set up the pauses again.
-
-
- Expanding Circles
-
- This example shows you how to create the effect of a circle expanding
- out ward like a "sonar blip". You use two Deluxe Paint features to help
- you align the circles and make them grow uniformly: Grid and the 2 key
- (the Next Frame keyboard equivalent).
-
- Clear all frames of your animation and go to frame 1. Turn on the Grid
- with X and Y spacing of 8.
-
- Select the second largest round built in brush and paint a dot in the
- centre of the screen.
-
- Choose the Unfilled Circle tool.
-
- Start from the dot in the centre of the screen and drag out a circle
- that is just one grid point wider than the dot, but don't release the
- mouse button. Press the 2 key to move to the next frame. Now release
- the mouse button.
-
- At this point you have a dot on frame 1 and a small circle on frame 2.
-
- Continue to follow the last step above to paint larger and larger
- circles on successive frames until your circle reaches the sides of the
- screen.
-
- When you play your animation, you'll see one circle expanding outward.
- If you're adventurous, try picking up your entire animation as an
- AnimBrush and animpainting it onto your existing animation by sitting it
- on frame 5 This will give you an animation of two circles expanding
- outward.
-
- Trails
-
- This example demonstrates the use of Trails. You'll find this option in
- the Move requester makes it easy to create impressive title effects.
-
- Clear all frames.
-
- Load the brush DpaintTitle from the Media disk. Choose Palette>Use
- Brush Palette from the Colour menu.
-
- Press Shift-2 to go to the LAST frame. You should be on frame 40.
-
- Stamp the brush at the bottom of the screen. Display the Move
- requester. Click Zero. Set the Z Distance to -1500. Select the Come
- To option for your Move Direction, (Make sure the Fade slider is reset
- to 0)
-
- The Come To option tells Deluxe Paint that the position of the brush is
- where you want the animation to end - you want the animation to " come
- to" the brush position and frame.
-
- Click Preview.
-
- There is a slight delay, and then the preview plays, starting at the
- distant position [Z=1500] and coming closer.
-
- Instead of clicking Draw, click Trails, and let it record.
-
- By clicking Trails, you tell Deluxe Paint to carry the cumulative effect
- of each frame forward as it draws. The result is that the brush leaves
- a trail as it moves through three dimensional space in your animation.
-
- Press 5 on the main keyboard for a singly play of the animation.
-
- For added effect, add a Fade to the start or end of the animation.
-
- The Slinky
-
- The Slinky is a modified version of the standard Trails title. You've
- probably seen this effect on many television sports shows. A special
- feature of this effect is that it uses the Stencil in combination with
- the Move requester This combination can be very powerful when used
- properly. When a stencil is used with the Move requester, Deluxe Paint
- remakes the stencil for each frame as it renders the move.
-
- Clear all frames.
-
- Load the DPaintTitle brush if you don't already have it. Choose
- Palette>Use Brush Palette.
-
- Step to the middle frame of your total. For example, if you have 40
- frames as we suggested, move to frame 20 by typing 3 to access the Go To
- Frame requester. Stamp the brush down near the centre of the screen.
-
- Display the Move requester. Click Zero. Make sure that both Brush
- buttons are unchecked. Also, be sure Fade is set to 0 at Start and End.
-
- Set the Z Distance to -1500, and set the Z angle to 0. Set the Count to
- 20. Select the Come To option. Click Trails.
-
- As in the Trails effect above, Deluxe Paint paints your title with the
- cumula tive image carried forward to each successive frame.
-
- Step to frame 40 (use Shift-2 to go to the last frame quickly).
-
- Now you need to create a stencil so you can "paint behind".
-
- Choose Stencil>Make from the Effect menu. In the Make stencil
- requester, click the background colour (black), click Invert, and click
- Make to lock all colours but the background.
-
- Display the Move requester. Leave all of the other settings the same,
- but select the backwards Record Direction («). Click Trails.
-
- Because you reversed the Record direction, Deluxe Paint begins this move
- by by painting on frame 40. It then steps one frame backwards and
- paints the the cumulative effect of frame 40 and the new brush position
- on frame 39. This 39. This is where the Stencil comes into play.
- Because the colours in the title the title are stenciled, the second
- brush stamp appears to be painted "behind" the single image that was
- stamped on frame 40. Though, in fact, it was painted over the single
- image.
-
- The resulting animation should have your brush moving from the distance
- leaving Trails, until it gets to the nearest position, at which point
- the Trails start erasing from the back forward.
-
- Before you move on to the next effect, choose Stencil>Free from the
- Effect menu.
-
- Curving Titles
-
- This example shows you how to create the effect of a title moving across
- the screen on a curved path using the curve tool instead of the Move
- requester.
-
- Clear all frames.
-
- Load the DPaintTitle.brush from your Media disk. Choose Palette>Use
- Brush Palette from the Colour menu.
-
- Go to the last frame (frame 40) and stamp the brush near the bottom of
- the screen. Click Undo.
-
- TIP
- Clicking UNDO immediately after stamping the brush helps ensure that
- your results are what you expect. This is particularly important if you
- are using a Brush Mode in your move, because Deluxe Paint paints on the
- screen you stamped on when it paints the move, and stamping twice on the
- same screen will give a different result from a single stamp.
-
- Of course, with Deluxe Paint V you can also use the Start and End Adjust
- buttons to place your starting or ending positions without stamping down
- the brush at all.
-
- Display the Move requester and click Zero. Be sure Record is set to
- forward (») and set the Count to 40.
-
- Set the Z distance to -1200. Select the Come To option. Click Draw.
-
- Deluxe Paint paints the brush moving toward the screen from the
- distance.
-
- Pick up the animated title as an AnimBrush. (Be sure you are on frame 1
- when you pick up the brush and that you enclose the entire area of the
- move - the bottom half of the screen in this case).
-
- Press Alt-x to place the brush handle in the lower right corner of the
- brush so you will be able to click it off-screen.
-
- Clear all frames.
-
- Right click the Curve tool to display the Spacing requester. Click the
- N Total button and set the total to 40. Click OK.
-
- The Spacing requester lets you tell Deluxe Paint exactly how many brush
- stamps you want to use to paint your curves, lines, and unfilled shapes.
- By setting the Spacing to N Total of 40, you'll get 40 stamps of the
- brush. Since you have 40 frames, when you use the brush to animpaint,
- you'll get one stamp of the brush on each frame
-
- Position the brush at the left side of the screen and midway between the
- top and bottom.
-
- Hold down the Alt key and the left mouse button and drag down to the
- lower right corner of the screen. (You'll see your title drawn along
- the path of your curve).
-
- Release the mouse button and define the shape of the curve while still
- holding down the Alt key. When the curve is a shape you like,
- left-click to begin animpainting.
-
- When Deluxe Paint is finished painting your curve, press 5 to play the
- ani mation once. You'll see the brush move into view and curve its way
- down to the lower right corner of the screen.
-
- Tumbling 3D Objects
-
- Like the Curving Title effect above, this effect also uses the curve
- tool to move an AnimBrush along a curved path. However, in this effect,
- you use an object that looks three dimensional, and you tumble it at the
- same time you move it towards the screen.
-
- Clear all frames.
-
- Load the brush named GradientCube from the Brush drawer on your Art
- disk. Choose Palette>Use Brush Palette from the Colour menu. Go to the
- last animation frame (frame 40). Stamp the brush in the centre of the
- screen. Click Undo.
-
- Display the Move requester. Set the Z Distance to -1200 and the Z Angle
- to 720 (with Brush check). Select the Come To option. Click Draw.
-
- Deluxe Paint paints your cube rotating 720 and moving toward you from
- the distance. Now you need to pick up this tumbling object as a brush.
- You must pick up the entire animated area, beginning at frame 1 where
- you see only a tiny object. Here's how:
-
- Click the Brush Selector.
-
- Go to frame 40, where the object is largest.
-
- From this frame you can easily see how large an area you need to select
- to enclose the entire animated area of the gradient cube.
-
- Hold down the Alt key and enclose the object with your crosshair, but
- don't release the mouse button. (You can release the Alt key).
-
- Press 2 to step forward to frame 1. Release the mouse button.
-
- Now you have your AnimBrush of the object tumbling and moving toward
- you. In the next step, you use the curve tool and Spacing to give it a
- trajec tory across the screen.
-
- Clear all frames.
-
- Right click on the Curve tool. Set the Spacing requester to N Total 40.
-
- Place the brush handle in the lower right corner of the brush so you
- will be able to click it off-screen.
-
- Press Shift 7 to go to the first cel of the AnimBrush.
-
- Position the brush at the left side of the screen and midway between the
- top and bottom.
-
- Hold down the Alt key and the left mouse button and drag down to the
- lower right corner of the screen.
-
- Release the mouse button and define the third point of the curve while
- still holding down the Alt key. When the curve is a shape you like,
- click to begin animpainting.
-
- Notice that even though the cube has only two true dimensions, the combi
- nation of the three-sided view and the tumble make it appear as though
- the brush is three dimensional.
-
- Planetary Orbits - Brush Handles.
-
- This example shows you how to create an animation that simulates the
- orbit of a planet. This demonstrates the importance of brush handles -
- when you rotate a brush, the rotation always takes place around the
- brush handle.
-
- Paint a circle about the size of a quarter and filled with a gradient.
- Pick the circle up as a brush.
-
- Clear all frames.
-
- Stamp a copy of the brush in the middle of the screen.
-
- Display the Move requester and click Draw to draw 40 frames of your
- brush.
-
- If you are holding the brush by its corner, first choose Handle>Rotate
- (Alt-x) from the Brush menu until the brush is centred. Now choose
- Handle>Place from the Brush menu.
-
- Your brush now has a cross-hair running through the centre of it.
-
- Position the brush about an inch and a half above the circle you paint
- ed in the middle of the screen. Hold down the left mouse button, drag
- straight down to the centre of the ball you painted, and release the
- mouse button
-
- Now your brush is offset from the cursor by about two inches. We'll use
- this brush to create an orbiting planet.
-
- Point at the centre of the stamped circle with the cursor and click.
- (This stamps your circle brush above the circle in the middle of the
- screen).
-
- Display the Move requester. Set the Z Angle to 360. Click Draw.
-
- Play the animation back and you'll see that your planet orbits around
- the central circle!
-
- Using the brush handle effectively becomes a little more complicated
- when you rotate over more than one axis, but you might want to spend a
- little time trying different settings to see the effects you can create.
-
-
- Scrolling Backgrounds
-
- This section shows you how to create a scrolling background from a
- single picture. We'll use the new Camera Move requester to do this.
-
- Horizontal Panning
-
- First, we'll pan horizontally across a background. All you need to
- create this effect is a picture with left and right edges that meet to
- form a seamless image.
-
- Load the picture named WorldMap.lores from the Picture drawer (from the
- Examples disk).
-
- Type Ctrl-j (or select Spare>Copy to Spare from the Picture menu) to
- copy to the blank spare page. (We will use the spare page as the main
- animation page).
-
- Now we'll use the Camera Move requester to make the background picture
- scroll seamlessly from left to right. Because the image was designed to
- wrap seamlessly from edge to edge, the edge of the picture won't be
- noticeable - it will appear that we are continually scrolling to the
- right.
-
- Open the Camera Move requester (Anim>Camera Move...) by typing Shift-n.
-
- Change the Count to 32 - this means that we will be creating a scrolling
- animation over 32 frames. Make sure Wrap and Cyclic check mark gadgets
- are checked. When Wrap is checked, the left edge of the screen appears
- when you scroll past the right edge of the screen.
-
- Press Start. This means that we will be setting the position of the
- first frame of animation. Click Adjust, and the Adjust bounding box
- appears on the screen.
-
- Click and drag on the "field guide" bounding box so that the right edge
- of the box is flush with the left edge of the screen.
-
- You can use the Shift key to constrain your mouse movement so that you
- only move in the X plane. Press Shift, then left click and drag to move
- the bounding box.
-
- Press Enter or Return to exit the "Adjust" mode (just like in perspec
- tive).
-
- Press End, and then Adjust
-
- Place your screen cursor directly on top of the crosshair that is
- already on the screen, and press . (period key) on the keypad. This
- centres your field guide under your cursor (use it as a short cut).
-
- Press Enter or Return to exit the Adjust mode.
-
- Your X Dist box should read 319 or 320, and all other values should be
- 0. Click Preview to check the preview to make sure the box moves from
- the left edge of the screen.
-
- If the Preview looks OK, press New to create new animation frames.
-
- When Deluxe Paint has finished, press 4 to loop play the animation. You
- now have a scrolling Earth animation.
-
- Press s while in the animation to view the new frame rate speedome ter,
- which shows the current frames per second value.
-
- Save the animation you've just created - you'll need it for another
- effects tutorial later in this chapter where we'll show you how to
- create a revolving globe animbrush from this animation.
-
- This example showed you how to create a scrolling background that moves
- left to right, but you can create one that moves in any direction by
- follow ing the same basic steps You can also use a picture that is
- larger than an animation frame to create your scrolling background. To
- do this you create or paint your large picture on the spare page without
- changing the dimen sions of the main page. Then repeat the steps above,
- substituting a larger X move distance to move the width of the spare
- page.
-
- Vertical Panning
-
- In the following example, we'll pan upward on a screen background using
- the Camera Move requester.
-
- Load the EarthCore.HAM image from the Picture drawer of the Examples
- disk. Press Yes if the program asks if you want to switch screen modes
- to the image. (The image is in 32Ox200 HAM6 mode with a screen size of
- 320x1080).
-
- Press j to switch to the spare page.
-
- Choose Page Size... from the Picture menu, and click Screen to change
- the animation page size to 32Ox200 pixels.
-
- Select Camera Move from the Picture menu (Shift-n) to bring up the
- Camera Move requester.
-
- Click Zero to clear the distance paramerer boxes to 0. Change the Count
- setting to 40.
-
- Click Start, and then Adjust.
-
- Click and drag on the bounding box so that the bottom edge of the box is
- flush with the bottom edge of reduced image on the screen. If the box
- isn't visible, press period (.) on the keypad.
-
- Press Return or Enter to exit Adjust mode.
-
- Click End, and then Adjust.
-
- Click and drag on the bounding box so that the top edge of the box is
- flush with the top edge of the reduced image on your screen.
-
- Press Return or Enter to exit Adjust mode.
-
- Do a Preview to see if the box moves from the bottom edge of the image
- to the top of the image.
-
- Press New to create a new 40 frame animation.
-
- Press 6 to ping pong play the animation you've just created. Use the
- Set Frame Rate requester to slow down the animation if it's too fast (or
- press the left cursor key repeatedly while the animation is playing
- back).
-
- For added effect, add a pause at the beginning and end of the anima tion
- using the Set Frame Rate requester
-
- Filled Plane Effects
-
- The following effects use the Fill option in the Move requester to
- create filled planes that move. In the first example, the plane moves
- toward you so that it seems as though you are traveling, in the second
- example, the filled plane rolls as though you are doing a roll in an
- aeroplane.
-
- Set the number of frames to 20.
-
- Create a simple filled circle brush to use for your filled planes. (If
- you are on a 1 megabyte Amiga, don't add any gradient or other detail,
- because these filled plane moves require a lot of memory even with a
- simple brush).
-
- TIP
- For the Moving Ground example, it helps if your brush height is a
- multiple of the number of frames you have. This will produce smoother
- results. (Use Coordinates in the Prefs menu when you draw the brush and
- pick it up to confirm that it has the dimensions you want).
-
- Moving Ground
-
- Enter Perspective. Press the Enter key on the keypad.
-
- Position the brush near the bottom right corner of the screen and press
- Shift Keypad 7 to rotate the brush -90 degrees on the X axis. Stamp
- down the brush. Click Undo.
-
- Right-click the Grid tool and note the number listed for the Y Grid
- value in the Perspective requester. Click OK.
-
- Display the Move requester. Set the Y Distance to the same number as
- the Y Grid value only make the number negative. Click the Brush but ton
- beside the Distance boxes so that you move along the brush's coor
- dinates. Make sure the Count is set to 20. Click Fill.
-
- Deluxe Paint will take a while to paint your 20 frames. When it is
- finished, the animation will show a plane of circles moving toward you.
-
-
- Rolling Horizon
-
- Clear all frames. Choose Perspective>Reset from the Effect menu.
-
- Press Enter on the keypad twice (this takes you out and then back into
- Perspective).
-
- Position your brush near the bottom of the screen. Rotate the brush to
- -90 degrees on the X axis. Stamp down the brush. Click Undo.
-
- Display the Move requester. Click Zero. Set the X Distance to -640 and
- the Y angle to 360. Make sure both Brush buttons are selected. Click
- Fill.
-
- Again Deluxe Paint takes a while to paint your 20 frames. When it is
- fin ished the animation will show the filled plane of circles rotating
- around the perspective centre.
-
- Spinning Effects
-
- Here are two terrific spinning effects. In the process of creating
- these effects you'll need to use a range of Drluxe Paint features. At
- this point we assume you are familiar with all of the features, and our
- instructions are at times general. These exercises are a good way to
- test your knowledge of the pro gram; if you get stuck you should look up
- how to perform the task we describe.
-
- Amazing Bouncing Ball
-
- A bouncing ball sounds complicated, doesn't it? With traditional media,
- it would indeed be tedious, but with Deluxe Paint you can master the
- effect in no time at all.
-
- To produce the spinning effect we want for the bouncig ball, you would
- ordinarily need to do several things:
-
- Create a range of colours to cycle.
-
- Create a checkerboard pattern and wrap the pattern onto a circle to make
- it appear spherical.
-
- Create a ball shaped brush and rotate it so the ball spins on an angle.
-
- These steps are not necessary for this exercise, however, because we
- have cre ated a ball for you to use.
-
- Load the brush named Ball.Brush from the Media disk. Choose Palette>Use
- Brush Palette from the Colour Menu.
-
- Set the number of frames to 10 and clear all frames.
-
- Press h to make the ball half its original size.
-
- Go to Frame 1.
-
- Display the Move requester, and click Zero.
-
- Click Start, and then Adjust. Place the ball so that the bottom edge is
- near the bottom of the screen. Press Enter or Return to exit Adjust
- mode.
-
- Click End, and then Adjust. Place the ball close to the top of the
- screen. Press Enter or Return to exit Adjust mode.
-
- Set Slow In to 10. Set the Count to 10. Select Go From. Click
- Preview.
-
- The brush should move upward until it almost reaches the top of the
- screen. If it goes too far or not far enough, adjust the end position
- and try Preview again.
-
- Click Draw.
-
- Noew that you've given the ball some bounce, you pick it up as a brush
- and send it bouncing off into the distance by using the Move requester.
-
- Pick up the animated ball as an AnimBrush (make sure you enclose the
- entire area over which the ball moves). Choose AnimBrush>Settings from
- the Anim menu. Click the Ping Pong icon. Click Ok.
-
- Clear all frames. Set the number of frames to 40 and Go to Frame 1 of
- the animation.
-
- Move the brush handle to the lower right corner of the brush.
-
- Go to cel 7 of the AnimBrush. Place the cursor in the lower left corner
- of frame 1 (so the brush is off the screen) and stamp down the brush.
-
- Display the Move requester, and click Zero. Set the X Distance to 600
- and the Z Distance to 500. Set the Count to 40. Set Slow In to 0.
- Click Draw.
-
- Turn on Colour Cycling and play the animation.
-
- You'll see a remarkably realistic animation of a spinning bouncing ball.
- If you are adventurous try creating a plane for the ball to bounce on.
- You'll need to adjust the planes position to match the bottom of the
- ball where it bounces. Then you create the plane on the Spare page and
- merge it behind the animation. When you choose the Spare>Merge in back
- option, Deluxe Paint asks if you want to merge behind all of your
- frames. This fea ture makes it easy to build up animations from several
- elements.
-
- Creating the Spinning Ball
-
- Here are the steps for creating the spinning ball. first you need to
- create a range of colours to cycle. These will ultimately produce a
- spinning effect.
-
- Display the Colour Mixer dialogue and create a spread of eight identi
- cal reds and eight identical whites.
-
- Choose Ranges from the Colour menu to display the Range requester.
- Select an empty range or clear the first range and define these colours
- as a range by setting the eight whites and eight reds next to each other
- along the Range bar. Set the Rate for colour cycling to the maximum.
-
- Select Random Dither and move the slider all the way to the left to turn
- dither completely off. (Make sure that your reds and whites aren't in
- any other ranges.)
-
- Now you create a checkerboard pattern and wrap the pattern onto a circle
- to make it appear spherical.
-
- Display the Fill Type requester. Select the first gradient fill option
- for a plain horizontal fill.
-
- Select the red and white range you created. Select the Filled Rectangle
- tool. Turn on Coordinates. Select black as your background colour and
- clear the screen. Paint a rectangle that is 44 pixels wide and 22
- pixels high.
-
- You should now have a rectangle thar is white on one side and red on the
- other.
-
- Pick up your rectangle as a brush and create a red and white checker
- board pattern. Then pick up exactly a 5 square by 5 square section of
- the checkerboard as a brush.
-
- Tip
- Using the grid tool can help. Set the spacing to 22x and 22y to easily
- place the brush.
-
- Clear the screen. Display the Fill Type requester. Select Brush Wrap
- fill.
-
- Turn on BeSquare in the Prefs menu (so your circle will be truly a
- circle cle). Paint a filled Circle that is approximately 3 inches
- across.
-
- There it is. Press the Tab key to see the ball cycle. You'll find more
- informa tion about colour cycling and colour ranges in Tutorial Two of
- Chapter Four: Paint Tutorials.
-
- The Spinning Globe
-
- This example shows you how to create a spinning globe from the WorldMap
- picture on your Examples disk. To accomplish this effect, you create a
- scrolling background, pick up a section of the background as an
- AnimBrush, and use it to animfill a circle using the Wrap fill type.
-
- If you are working on a 2MB Amiga, we recommend that you start this
- example from a fresh start of the program. This fresh start will ensure
- that you have no memory fragmentation and you have enough memory to work
- with. This example is very memory intensive and may not work on some
- 2MB configerations.
-
- Load the scrolling earth animation you created and saved a few tutori
- als ago. (If you didn't save it, or haven't done that tutorial yet,
- please do so now and then continue the steps below).
-
- Press the 4 key to confirm that you have a scrolling map without any
- glitches. If it's moving too fast for you, slow it down using the left
- arrow key.
-
- Now you need to pick up half the scrolling image as an AnimBrush.
-
- Go to frame 1.
-
- Choose Free from the Brush menu to free up any brushes you may have in
- memory.
-
- Choose AnimBrush>Pick Up from the Anim menu. Select the left half of
- the image. Enter 32 in the requester to pick up the left half of your
- animation as an AnimBrush.
-
- Now you have an animbrush of a scrolling map. The trick is to convert
- that to a ball shape.
-
- Clear all frames to a black background.
-
- Choose BeSquare in the Prefs menu.
-
- Draw a solid colour filled circle in the middle of frame 1. (Make the
- circle about 3 inches across, and preferably a blue colour).
-
- Choose Frames>Copy frames from the Anim menu and select the All Frames
- button. This will copy frame 1 to all of the animation frames.
-
- Right click on the Fill tool to display the Fill Type requester. Choose
- Wrap as your fill type, and click OK.
-
- Choose AnimBrush>Use from the Anim menu. Press Shift-7 to posi tion
- your AnimBrush on its first cel. (You will not actually see the brush,
- but it will be ready in memory).
-
- Press F3 to place your animbrush in replace mode. (This is done so that
- your globe's background is the same as your animbrushes).
-
- Select the Fill tool. Hold down the Alt key and click on the centre of
- your solid coloured circle.
-
- Deluxe Paint will automatically "animfill" to wrap the map image into
- each of your circles. When it's finished, play the anim to see your
- spinning globe All that's left now is to pick it up as an AnimBrush and
- move it through three dimensions. We'll leave that part up to you. Or
- if you like, try creating spinning balls with other images, like faces
- or interesting patterns. Once you've mastered this feature, you'll find
- it hard to resist.
-
- Multiple animation palettes
-
- Deluxe Paint now supports multiple palettes in an animation. This
- tutorial will show you how to force a different palette in a specific
- amount of ani mation frames.
-
- The last tutorial showed you how to create a spinning globe. Before we
- show you how to force a multiple palette let's add an animation with a
- dif ferent palette to the end of the spinning globe anim.
-
- First save your spinning globe animation somewhere on your hard drive or
- to a floppy disk.
-
- Press Shift-2 to go to the last frame.
-
- Go to your spare page by pressing the letter j on your keyboard. The
- title bar should say SCRATCH.
-
- Load DOGGIE BACKGROUND from the picture pull down menu.
-
- Toggle back to your globe animation by pressing j again.
-
- Let's use the Camera Move Requester to create a new animation which we
- will put after the current one.
-
- Press N to bring up the Camera Move Requester.
-
- Lets adjust the starting frame by pressing Start followed by the Adjust
- button in the requester. This will bring up the Doggie Background from
- the Scratch page.
-
- Move your cursor all the way up to the far upper left corner of the
- screen and press the "." key in the perspective keypad.
-
- The period key centers the camera view where the cursor is currently
- posi tioned.
-
- Press the Enter key in the perspective keypad to exit the adjust screen.
-
- Press End followed by the adjust key again to adjust the end of this
- camera move.
-
- Move your cursor all the way up to the far lower right corner of the
- screen and press the "." key in the perspective keypad.
-
- Press the Enter key in the perspective keypad to exit the adjust screen.
-
- You will notice that when you are adjusting these frames the palette
- does not appear correctly. Do not worry about this. We will fix this a
- bit later.
-
- Make sure that you have WRAP checked in the requester.
-
- Set the Frame count to 20.
-
- Press AFTER in the requester to tell Deluxe Paint that you want to add
- this new animation after the spinning globe.
-
- Play the animation to see the results. You will notice that spinning
- globe animation is followed by a diagonal wrap animation of the
- DoggieBackground Picture. You will also notice that the Doggie
- Background animation has scrambled colors. Let's solve this by forcing
- a palette to the second animation.
-
- First let's tell Deluxe Paint what frames you want to add this new
- palette to.
-
- Select SET FRAME PALETTE... from the ANIM/FRAME pull down menu.
-
- Since the new DoggieBackground animation covers frames 33 through 52,
- enter these numbers in the range frame count.
-
- Select the Range button, then select Make Palette.
-
- This tells Deluxe Paint that you want a separate palette for these range
- of frames.
-
- Click OK.
-
- If you look at FRAME PALETTE INFO in the ANIM/FRAME pull down menu you
- will see that there are two separate palettes assigned for two ranges of
- frames. Now all we need to do is change the palette for the second anim
- so it looks correct.
-
- Press 3 on your keyboard to open the Go To Frame requester, and enter
- 33.
-
- Press j to go to the spare page.
-
- Pick up any part of the screen as a brush.
-
- Press j to go, back to frame 33.
-
- Select USE BRUSH PALETTE from the COLOR/PALETTE pull down menu.
-
- Now the two anims have their correct palettes.
-
- NOTE:
- There are three other ways you can force a specific palette.
-
- 1. You can save a color set for a particular picture and then reload
- the color set into frame 33.
-
- 2. You can save a color palette for a particular picture and then
- reload the color palette into frame 33.
-
- 3. You can go to frame 33 and adjust the palette manually by editing
- the colors in the color mixer or the arrange palette requester.
-
- TIPS
-
- This brief section lists some tips for using Deluxe Paint's animation
- features. This is not a complete list of tips, so be sure you at least
- scan the rest of the manual if you are not inclined to read everything.
-
-
- You can use Fixed Background to see the current frame as you modify it
- for the next frame. This is very useful for freehand animations.
- Here's how it works:
-
- Create some animation frames and draw a figure on frame 1. Choose
- Background>Fix from the Effect menu. Choose a different colour to paint
- a modified version of the first figure. Press 2 to step to frame 2.
- Choose Background Free to stamp the modified figure on frame 2. You can
- repeat this process to paint the next modification, and so on.
-
- If you want your brush to grow (move toward the screen) in your ani
- mation, but you need to stamp it in the small size for proper position
- ing, you will get nicer results if you paint the brush large and then
- use the ' or Ctrl key in Perspective to shrink it before you paint it
- down for the move. This way the brush moves toward its original large
- size as it is drawn by the Move requester and the large size will not
- suffer from "jaggies"
-
- Slow Out and Slow In from the Move requester always affect both the
- Distance and Angle motions. So a falling, tumbling object won't look
- right - the tumble accelerates along with the fall. Here's a work
- around: Use Move to make a tumbling object without Slow Out or Slow In.
- Pick the object up as an AnimBrush. Now use Move to make this AnimBrush
- fall with Slow Out for acceleration. The tumble stays at a constant
- rate, but the fall accelerates!
-
- Sinmilarly Move can't Slow Out one Distance parameter and not the other.
- That means it can't make a cannonball fly at a constant x speed but a
- decelerating Y speed (to form a parabola). You can overcome this by
- creating the animation in steps as in the Amazing Bouncing Ball effect:
- Use Move to paint a ball falling with Slow In Pick up the falling ball
- as an AnimBrush. Use Move (or the Straight Line tool with N Total
- spacing) to paint the falling ball moving across the screen at a
- constant rate.
-
- If you want an object to completely disappear when it flies off to infin
- ity heres a trick: Set the x rotation to 90 degrees so that the brush
- turns "edge on" as it approaches infinity. This way no more than a
- single pixel line will remain of your brush.
-
- When you paint your brush down to begin a move, Undo immediately after
- you stamp the brush. This guarantees that the brush appears cor rectly
- on the current frame when the move is painted. Painting down your brush
- before a move is how you tell Deluxe Paint where to start the move from.
- You don't need to leave the paint in place, since Deluxe Paint paints
- that frame again as the first frame of the move.
-
- You can't stamp the brush behind you, but you can Move it there. If you
- want an object to start from behind the viewer and drop into the screen
- with a perfect, unbroken motion, do this: Start from the centre position
- and use the Move requester set to a Count of 1 to move the brush out to
- the position you want (for example, -1000 from the front of the screen).
- Now clear the screen or reload the background for the aninmation. Use
- the Move requester to move the brush forward enough Z Distance to go
- from behind you past the centre position and off into the distance.
-
- If you have a series of pictures that use the same screen format and
- palette, you can use Deluxe Paint V to give a slide show. Just load
- each picture into a frame (see Load in the Picture menu for loading
- multiple pictures) and set a slow frame rate or flip the frames manually
- with the 2 and 1 keys.
-
- Spacing Tips
-
- When you animpaint with the shape tools, use the Spacing requester to
- control the number of brush stamps used to draw the shape. In effect,
- this setting determines how many frames you will paint over.
-
- Instant Marquees: Set the Spacing requester to N Total and the number of
- frames you have, and animpaint unfilled shapes using a built in brush.
- Using the Spacing set to N total for animpainting is especially good
- with the Circle tool, which otherwise paints a non cyclical pattern.
- Also try set ting Spacing to Every Nth Dot, especially with the unfilled
- Polygon tool.
-
-
- CHAPTER 8 - REFERENCE
- ---------------------
-
- Deluxe Paint V's Reference chapter contains all the information you'll
- need to master the program, arranged in a way that's easy to use. The
- Tools sec tion covers the Toolbox, explaining how to select, modify and
- use the tools to draw basic shapes or otherwise manipulate your image by
- colour, size, shape, or orientation. The Menus section covers all the
- options available in the pull down menus. The menus are described
- individually moving left to right across the Menu Bar, and down through
- each option.
-
- Some entries in Reference cross-reference other parts of the manual or
- other sections of Reference. We recommend that you look at the cited
- section for more information about any cross-referenced entry.
-
- Tools
-
- When you start Deluxe Paint V the Toolbox appears on the right side of
- the screen. It contains built in brushes, tools, the Colour Indicator,
- and the Palette.
-
- Select a tool by clicking its icon in the Toolbox.
-
- You can hide the Toolbox to expose more of the painting area by pressing
- F10 (this hides the Toolbox and the Menu bar). You can then press F9 to
- display the Menu Bar without the Toolbox. Press F10 to display the
- Toolbox again.
-
- The following tool desctiptions include any keyboard equivalents that
- are available. And to help you learn these, we have suggested a
- mnemonic for each one. You'll find these especially useful if you want
- to hide the Toolbox as explained above. You can also find all keyboard
- equivalents in Appendix B.
-
- Built-In Brushes
- There are ten built in brushes you can paint with in the Toolbox. To
- select any built in brush, click on it.
-
- Right-clicking a brush invokes the resize brush option. When you move
- the brush to the screen, your cursor has diagonal arrows pointing
- outward. To increase or decrease the size of the brush, drag the mouse,
- and when the cursor is the size you want, release the button.
-
- You can also change the size of the current brush dynamically even while
- you're painting. Press the plus (+) key to increase the size of your
- brush (no need to press the Shift key). Press the minus (-) key to
- decrease its size. The icon in the Toolbox reflects any changes you
- make.
-
- The smallest a resized built in brush can be is 1 x 1 pixel. The
- largest it can be is 100 x 100 pixels.
-
- Dotted Freehand
- Keyboard Equivalent: s - mnemonic - sketch
- Lets you paint freehand with the current built-in (or custom) brush.
- Hold down the left mouse button to paint with the foreground colour, or
- the right mouse button to paint with the background colour. The tool
- paints in a series of "splats" or "stamps" of the current brush shape.
-
- The spacing between each stamp depends on how fast you move the mouse
- the faster you move the mouse, the greater the spacing between stamps.
- If you move the mouse slowly there is no space between splats.
-
- We recommend you use this mode for drawing with custom brushes, or when
- using the different paint modes.
-
- Holding down the Shift key while painting constrains the tool to move
- either horizontally or vectically depending on the direction you move
- the cursor immediately after pressing Shift.
-
- Continuous Freehand/ Filled Freehand Shape
- Keyboard Eqnivalenr: d - mnemonic - draw D - Filled draw
- Click in the upper left corner of the icon to select the Continuous
- Freehand tool. Click in the lower right corner to select the Filled
- Freehand Shape tool.
-
- The Continuous Freehand tool paints the brush in a continuous line as
- you drag the mouse. This tool works like the Dotted Freehand tool,
- except that
-
- The slower you draw the smoother the lines. Fast freehand drawing may
- result in angular looking shapes, especially in higher resolutions.
-
- Holding down the Shift key while painting with the Continuous Freehand
- tool constrains the tool to move either horizontally or vertically
- depending on the direction you move the cursor immediately after
- pressing Shift.
-
- Use the Filled Freehand Shape tool to draw filled freehand shapes. When
- you release the mouse button, your shape is filled using the current
- setting of the Fill Type requester (If you release the mouse button
- before you reach the starting point for your filled shape, Deluxe Paint
- completes the shape by drawing a straight line from the current mouse
- position to the stating point of the shape).
-
- Holding down i as you click on the Filled Freehand Shape tool causes the
- tool to paint shapes that are filled and then outlined with the current
- brush using the settings of the Spacing requester. (See the Straight
- Line Tool below for an explanation of the options in this requester) If
- you use a custom brush as your current brush, it is possible to paint
- shapes that are filled with one colour and outlined with another. The
- outline is painted by tracing the shape with the current brush. Note
- that the shape is traced by the brush handle; if the handle is offset
- from the brush, the outline will be offset from your filled shape.
-
- Right-clicking on the Filled Freehand Shape tool displays the Fill Type
- requester. From here you can set the fill type for all filled shapes.
- See Fill Tool for an explanation of the options in this requester.
-
- Straight Line Tool
- Keyboard Equivalent; v - mnemonic - vector V - Spacing requester
- Paints a straight line in any direction. The width of the line is
- determined by the current built in (or custom) brush. To paint a line:
-
- Select the Straight Line tool, and position the cursor where you want
- the line to begin.
-
- Use the left mouse button to paint with the foreground colour, or the
- right mouse button to paint with the background colour.
-
- Drag in any direction to create a line.
-
- Holding down the Shift key while painting a straight line constrains the
- line to be either horizontal or vertical, depending on the direction you
- move the cursor immediately after pressing Shift.
-
- Holding down the Ctrl key as you paint a straight line, causes the line
- to leave "traces" as you paint.
-
- Right clicking the Straight Line tool displays the Spacing requester.
- The Spacing requester lets you specify the space between the paint
- "splats" deposited by the brush. Click to choose any of the four
- options in the requester.
-
- N Total
- Defines the total number of "splats" that will occur along the line.
- You can define the number of "splats" by clicking the edit box,
- backspacing or delet ing over the existing value, and typing in the new
- value. This setting is espe cially useful for ensuring that when
- animpainting over a series of frames you get exactly the number of brush
- stamps you need.
-
- Every Nth dot
- Spacing sets the number of pixels between each "splat" of the brush.
- This lets you space your brush splats accurately.
-
- Airbrush
- Paints using the Airbrush tool along the path defined by any tool
- affected by the Spacing requester. The number to the right of the
- button sets the number of airbrush sprays to be applied at each pixel
- along the path. This creates a fuzzy line or shape. You can use this
- feature with the painting modes from the Modes menu to create
- interesting effects. For example using Smear with the Airbrush spacing
- can create interesting textured effects on a coloured background. This
- option can only be used with the "splatter" Old Style airbrush, not the
- Standard airbrush.
-
- Continuous
- This spacing paints an unbroken path with no space between pixels
- Continuous is the default setting.
-
- Curve Tool
- Keyboard Equivalent; q - mnemonic qurve
- Use the Curve tool to draw an arc between two points. The width of the
- line is determined by the current built-in (or custom) brush. The Curve
- works like the Straight Line tool, except that the line remains attached
- to your cursor, so you can specify the third point in the arc.
-
- Select the Curve tool, and position the cursor where you want the Curve
- to begin.
-
- Drag to where you want the curve to end, and release the mouse but ton.
-
- Move the mouse in any direction to form the arc shape you want, and
- click.
-
- Holding down the Shift key while painting with the Curve tool,
- constrains the tool to move either horizontally or vertically as you
- paint the initial line, depending on the direction you move the cursor
- immediately after pressing Shift. This is useful if you want the ends
- of your curve to line up horizontal ly or vertically.
-
- Holding down the Ctrl key as you paint a curve, causes the curve to
- leave "traces" as you paint.
-
- Right clicking the Curve tool displays the Spacing requester (see
- Straight Line Tool, above, for an explanation of the options in this
- requester).
-
- Fill Tool
- Keyboard Equivalent; f - mnemonic fill. F - Fill Type requester
- Use the Fill tool to fill an enclosed area using the current settings in
- the Fill Type requester. To use the tool:
-
- Move the paint can cursor over the enclosed area you want to fill, so
- that the tip of the spout is within the area.
-
- The spout is the one pixel opening at the bottom of the "splash,"
-
- Click to fill the enclosed area.
-
- Holding down i when you click with the Fill cursor fills any irregular
- shape, including gradients, outward to the background colour. In other
- words, the fill spreads outward until it reaches areas of the current
- background colour.
-
- Holding down the Alt key when you click with the Fill cursor, animfills
- the shape. This means that the frames of your animation will flip, and
- the fill tool will fill outward on each frame from the point where you
- clicked. This option works with all of the Fill Types except the
- gradient fills that use the gradient direction line to define the
- gradient.
-
- Right-clicking the Fill tool displays the Fill Type requester. The
- options in the requester are explained in the following paragraphs.
- When you return to the painting screen after choosing a fill type, the
- current gradient (or pat tern, if Pattern or Perspective is selected)
- and its orientation are shown in the Colour Fill box in the Title Bar
- (see User Feedback in Title Bar later in this chapter)
-
- Fills with the current colour. If you paint or fill your shape using
- the left button, the shape is filled with the foreground colour. If you
- paint or fill your shape using the right mouse button, it is filled with
- the background colour. This is the default mode.
-
- Brush
- Fills with one image of the current custom brush and sizes it to fit the
- filled area. See Figure 8.8.
-
- Wrap
- Fills with one image of the current custom brush and adjusts it to the
- hori zontal and vertical shape of the filled area. This gives the
- illusion of wrap ping the brush around a 3D solid. The effect is most
- pronounced if you use it to fill a shape that is very different from the
- shape of the custom brush. See Figure 8.8.
-
- Perspective
- Fills with a pattern of the current brush in the current perspective
- setting (see Perspective under the Effect menu).
-
- Rub
- Fills using Rubthru mode, where the picture on the spare page is rubbed
- through to the area to be filled. The current Translucency setting
- determines how much of the picture is rubbed through (100% translucency
- equals 0% of the image being rubbed through). This option is ghosted
- unless a space page is available.
-
- Hbrite
- Fills using the Hbrite painting mode. In effect, this is a special form
- of tint ing that only works if you are working in a Halfbrite screen
- mode (see HBrite in the Mode menu, below). When you are not in a
- Halfbrite screen mode, this option is ghosted in the requester. Drawing
- with the right mouse button over Halfbrite areas reverts them to their
- full colour counterparts.
-
- Pattern
- Fills with a pattern made from a brush. To use this option, you must
- first click the From Brush button to create a pattern of the current
- brush. This pattern remains the current fill pattern until you click
- From Brush again to create a new pattern from your new custom brush.
-
- Range
- Fills a enclosed object with a spread of colours (a gradient, see
- Gradients below) from the selected range. Type in a number from 1-8 to
- specify the range you want to use. Click to select one of the fill
- options, which specify the direction and type of the gradient fill. You
- can only use one fill option at a time.
-
- Horizontal paints the gradient horizontally.
-
- Vertical paints the gradient vertically with an even distribution.
-
- Horizontal Line paints the gradient one line at a time and adjusts the
- gradi ent on each line so that it follows the contours of the shape
- being filled.
-
- Gradients
-
- Deluxe Paint supports two types of gradients: Linear and Radial. A
- Linear gradient fills an object in one direction (in a line), and can
- either take the object's shape into account, or ignore it. A Radial
- gradient fills an object in all directions (radially) from the point
- where you click, until it reaches the boundaries of the object. Like
- Linear gradients, a Radial gradient can either take the object's shape
- into account, or ignore it.
-
- Linear Gradients
- The linear gradients are Line and Shap(ed). When you fill an object
- with either of these options, a gradient directional line stretches from
- the centre of the object to the cursor. Use this line to tell Deluxe
- Paint the direction in which to fill the shape with the gradient. For
- example, if you move the directional line to the top of your shape and
- click, Deluxe Paint fills your shape with the selected gradient from top
- to bottom. The first colour in the gradient (in the far left position
- in the range) appears at the bottom of the shape.
-
- Line fills the object with a uniform linear gradient, ignoring the shape
- of the object.
-
- Shaped fills the object with a linear gradient, taking the shape of the
- object into account, so gradient lines tend to follow the object's
- contours.
-
- Radial Gradients
- The radial gradients are Cir(cular), Cont(ours), and (Hi)light. When
- you select any of them and click on a shape, a gradient directional line
- stretches from the centre of the object you filled to the cursor. Move
- the cursor which is attached to the directional line, to the spot where
- you want the gradient to begin and click. Deluxe Paint will fill your
- shape radially outward from the point where you clicked. Radial
- gradients are especially useful for drawing shadows and other consistent
- three dimensional lighting effects.
-
- Circular fills the object with a circular (shaped) gradient radiating
- outward from the point where you click. Like the Straight linear fill,
- above, Circular does not take the shape of the object into account.
-
- Contours fills the object with the gradient taking the shape of the
- object into account. This creates a contour effect, reminiscent of
- topographical maps.
-
- Highlight is similar to Contours, but optimised to create a highlight
- effect. Like Contours, the object is filled with its shape taken into
- account. See Figure 8.12 for a comparison between the two methods.
-
- Dither
- Deluxe Paint draws patterned gradients by dithering, which reduces the
- con trast between adjacent colours (without changing the colours
- themselves). Clicking the cycle button cycles through the following
- choices:
-
- Random
- When Random is selected, you can adjust the degree of colour mixing in
- the gradient fill. Drag the Dither slider left or right to decrease or
- increase the amount of dither. Setting the slider all the way to the
- left gives almost no mixing between shades. Moving the slider to the
- right increases the amount of mixing at the colour boundaries.
-
- Pattern
- When Pattern is selected, Deluxe Paint creates a fixed pattern dither.
- This mode is useful for creating fills in modes with fewer colours.
-
- Smooth
- When Smooth is selected, Deluxe Paint utilizes a Floyd Steinberg
- dithering technique that smoothes the contrast between the colours in
- your gradient as best as possible. This mode is most useful in HAM and
- 24-bit backing store modes, where more colours are available.
-
- Airbrush Tool
-
- Simulates the action of an airbrush by spraying with the current brush.
- Two styles of spray distribution are available: Old Style (random) and
- Standard.
-
- Select the Airbrush tool. Position the cross hair on the page and drag
- to paint.
-
- Click twice on the Airbrush tool to select Standard mode rather than Old
- Style (the default).
-
- Holding down the Shift key while painting with the Airbrush tool, con
- strains the tool to move either horizontally or vertically depending on
- the direction you move the cursor immediately after pressing Shift.
-
- Press the + and - keys to increase or decrease the size of the airbrush
- when it is active.
-
- Airbrush Settings requester
-
- Keyboard Equivalent: Alt-A - open requester. A - Cycle Airbrush Type
- Right clicking the Airbrush icon displays the Airbrush Settings
- requester This requester lets you select the type of airbrush and radius
- and flow para meters.
-
- Airbrush Type
- Choose between Old Style or Standard. Old Style is the airbrush used in
- previous incarnations of Deluxe Paint; pixels of the foreground colour
- are randomly sprayed within the radius settings of the airbrush. You
- can per form brush stamp painting with the Old Style airbrush, but not
- in Standard mode.
-
- In Standard mode, the program paints similar shades of the foreground
- colour to create a seamless, blending effect. Just like a real
- airbrush, paint builds opacity gradually as you continue to spray an
- area (the rate your colour becomes opaque is controlled with the Flow
- slider below). In Standard mode the colours you paint with are affected
- (tinted) by the colour you paint on. Note that only the four round
- brushes are available with a Standard airbrush; the square brushes are
- grayed out.
-
- To cycle between Old Style and Standard airbrush types without open ing
- the Airbrush Settings requester, type A.
-
- Radius
- Use the slider or text gadget to set the airbrush radius from 1-100
- pixels The larger the number, the larger the sprayed area.
-
- Flow
- Changes the rate of paint opacity build up in Standard mode on higher
- settings equate to faster opacity. Use the slider or text gadget to set
- a value from 100.
-
- Size
- This button lets you resize the nozzle. After clicking the button, move
- the cursor onto the page and drag the mouse until the nozzle is the size
- you want, then release the mouse button.
-
- Clear Area
- Clear the test area, which is a window/view onto your page. Clearing
- this area doesn't affect the underlying image.
-
- NOTE
- Airbrushes are palette dependent. Therefore, if you paint with a
- Standard airbrush, but see nothing, you need more contrast between
- background and foreground colour.
-
- Unfilled/Filled Rectangle
-
- Keyboard Equivalent: r unfilled. R - filled; mnemonic - rectangle
-
- Use the Rectangle tool to paint a rectangle shape using any brush. The
- upper left half of the tool paints a rectangle outline using the size of
- the cur rent brush and the current settings of the Spacing requester.
- The lower right half of the tool paints a filled rectangle using the
- current settings of the Fill Type requester.
-
- Select the Rectangle tool, and position the cursor on the page where you
- want the rectangle to begin.
-
- Drag the cursor diagonally to form a rectangle. When the rectangle is
- the size you want, release the mouse button.
-
- Holding down the Shift key while painting with the Rectangle tool, con
- strains the rectangle to be the same number of pixels wide and high.
- You'll notice that this shape is not necessarily a square. This is
- because the pixels in the Amiga display are not square. To paint a
- square, turn on the Be Square option in the Prefs menu. When Be Square
- is on, Deluxe Paint V adjusts the height and width of your square so
- that it appears square rather than being square in terms of pixel count.
-
- Holding down the Ctrl key as you paint a rectangle, causes the rectangle
- to leave "traces" as you paint.
-
- Holding down i as you click on the Filled Rectangle tool causes the tool
- to paint shapes that are filled and then outlined with the current brush
- using the settings of the Spacing requester. (See Freehand Shape Tool
- for more information).
-
- Right clicking on the Unfilled Rectangle tool displays the Spacing
- requester. Use this requester to set the spacing between "splats" in
- the sides of your rectangle (See Straight Line Tool, above).
-
- Right clicking on the Filled Rectangle tool displays the Fill Type
- requester. Use this requester to set the type of fill you want in your
- rectangle. See Fill Tool for an explanation of the options in this
- requester.
-
- Unfilled/Filled Circle
-
- KeyboardEquivalent: c - unfilled. C filled; mnemonic - circle
-
- Use the Circle tool to paint circles using any brush. The upper left
- half of the tool paints a circle outline using the current brush and the
- current-set tings of the Spacing requester. The lower right half of the
- tool paints a filled circle using the current settings of the Fill Type
- Requester.
-
- Select the Circle tool, and position the cursor on the page where you
- want the centre of the circle.
-
- Drag the cursor in any direction to from the circle. When the circle is
- the size you want, release the mouse button.
-
- The circles that Deluxe Paint V paints may not appear perfectly
- circular. Circles are painted to be the same number of pixels high as
- they are wide. The circles do not appear perfectly circular because the
- pixels of the Amiga display are not square. If you want your circles to
- appear circular, turn on the Be Square option in the Prefs menu (see
- Prefs Menu below).
-
- Holding down the Ctrl key as you paint a circle, causes the circle to
- leave "traces" as you paint.
-
- Holding down i as you click on the Filled Circle tool causes the tool to
- paint shapes that are filled and then outlined with the current brush
- using the settings of the Spacing requester. (See Freehand Shape Tool
- for more information).
-
- Right-clicking on the Unfilled Circle tool displays the Spacing
- requester. Use this requester to set the spacing between "splats" in
- the sides of your cir cle (See Straight Line Tool, above).
-
- Right clicking on the Filled Circle tool displays the Fill Type
- requester. Use this requester to set the type of fill you want in your
- circle. See Fill Tool for an explanation of the options in this
- requester.
-
- Unfilled/Filled Ellipse
-
- Keyboard Equivalent: e - unfilled. E - filled; mnemonic - ellipse
-
- Use the Ellipse tool to paint an ellipse. The width and shape of the
- line is determined by the current brush. The upper left half of the
- tool paints an ellipse outline using the current settings of the Spacing
- requester. The lower right half of the tool paints a filled ellipse
- using the current setting of the Fill Type requester.
-
- Select the Ellipse tool. Position the cursor where you want the centre
- of the ellipse to be and click.
-
- Move the cursor in any direction to form the shape you want.
-
- Drag the mouse in a circular motion to rotate the ellipse. The degree
- of rotation is shown in the menu bar.
-
- When the ellipse is positioned in the orientation you want, release the
- mouse button.
-
- Holding down the Ctrl key as you paint an ellipse causes the ellipse to
- leave "traces" as you paint.
-
- Holding down i as you click on the Filled Ellipse tool causes the tool
- to paint shapes that are filled and then outlined with the current brush
- using the settings of the Spacing requester. (See Freehand Shape Tool
- for more information).
-
- Right clicking on the Unfilled Ellipse tool displays the Spacing
- requester. Use this requester to set the spacing between "splats" in
- the sides of your ellipse (See Straight Line Tool, above).
-
- Right clicking on the Filled Ellipse tool displays the Fill Type
- requester. Use this requester to set the type of fill you want in your
- ellipse. See Fill Tool for an explanation of the options in this
- requester.
-
- Unfilled/Filled Polygon
-
- Keyboard Equivalent: w - polygon; W - filled polygon
-
- Use the Polygon tool to paint a polygon shape using any brush. The
- upper left half of the tool paints a polygon outline using the current
- settings of the Spacing requester. The lower right half of the tool
- paints a filled polygon using the current settings of the Fill Type
- requester.
-
- Select the Polygon tool, and position the cursor where you want one of
- the corners of the polygon.
-
- Click and then move the mouse in any direction to pull out a side of the
- polygon.
-
- Click to tack down each corner of the polygon. Clicking on the
- Polygon's point of origin completes it.
-
- You can complete a polygon without having to search for the point of ori
- gin by pressing the space bar. This automatically completes the polygon
- by connecting your last corner with the origin however if you're using
- the Unfilled Polygon tool, pressing the space bar will not complete the
- polygon. You'll need to connect the last corner with the point of
- origin yourself.
-
- Holding down the Ctrl key as you paint a polygon, causes the polygon
- sides to leave "traces" as you paint.
-
- Holding down i as you click on the Filled Polygon tool causes thc tool
- to paint shapes that are filled and then outlined with the current brush
- using the settings of the Spacing requester. (See Freehand Shape Tool
- for more information).
-
- Right clicking on the Unfilled Polygon tool displays the Spacing
- requester. Use this requester to set the spacing between "splats" in
- the sides of your polygon. (See Straight Line Tool, above).
-
- Right clicking on the Filled Polygon tool displays the Fill Type
- requester. Use this requester to set the type of fill you want in your
- polygon. See Fill Tool for an explanation of the options in this
- requester.
-
- Brush Selector
-
- Keyboard Equivalent: b - new brush, cycle through pickup modes; B -
- previous brush; mnemonic - brush
-
- Use the Brush Selector to create a custom brush from any image on the
- page, or to recall your most recent custom brush.
-
- To select a rectangular brush:
-
- Select the Brush Selector and move the cursor to the page, where it
- becomes a large cross-hair.
-
- Drag diagonally to enclose the area you want to use as a brush. Release
- the mouse button to select it.
-
- To select a polygonal brush:
-
- Double click the Brush Selector to select it. The Brush Selector icon
- now looks like the Polygon tool. In this mode you can select an area to
- use as a brush in both polygonal and freehand modes.
-
- Polygon
- You can now surround the area you want to pick up as a brush as though
- you were drawing with the Polygon tool. As with the Polygon tool,
- pressing the space bar completes the brush selection automatically.
-
- Freehand
- If you hold down the left mouse button, you can draw in freehand mode to
- select the area you want to pick up as a brush. As in Polygon mode,
- pressing the space bar completes the brush selection automati cally.
- You can also combine straight line clicking and freehand drawing to pick
- up a brush area.
-
- To select a magic pickup brush:
-
- Triple click the Brush Selector to select it. The Brush Selector icon
- now looks like a magic wand.
-
- Clicking the left mouse button picks up the entire area contiguous with
- the selected pixel (ie. the contiguous shape connected to the pixel
- without being broken by the background colour). For instance, if you
- click in the middle of a filled circle, the entire circle is picked up
- as a brush.
-
- NOTE
- If the selected colour is the same as the background colour, the program
- will pick up a 1 pixel transparent brush.
-
- The Magic Pickup tool provides a quick way to pick up irregular shapes
- in one simple action.
-
- Holding down the Ctrl key while selecting with the magic pickup selects
- only the contiguous area the same colour as the selected pixel. If the
- pixel is the same colour as the brush's transparency colour, the Magic
- Pickup tool will pick up a completely transparent brush, the bounds of
- which match the shape of the contiguous background-coloured pixels.
-
- Left vs. Right Button
- Using the left mouse button to pick up a brush simply copies the
- selected area as a brush. Using the right button to select the brush
- cuts the selected area from the page to make the brush, and replaces the
- area with the current background colour.
-
- When you pick up a brush, any colours that match the current background
- colour are transparent. If you have AutoTransp turned on in the Prefs
- menu, this additional rule applies: if all corners of the brush are of
- the same colour, that colour becomes transparent, regardless of whether
- it is the back ground colour. (See AutoTransp in the Prefs menu).
-
- You can retrieve your most recent custom brush or AnimBrush by right
- clicking the Brush Selector or pressing Shift-b.
-
- Holding down the shift key while selecting a brush with the rectangular
- Brush Selector will constrain the brush to be a square. This means that
- it will be the same number of pixels high as it is wide. Because the
- pixels of the Amiga display are not square, your brush may not appear
- square. If you want the brush to appear square, turn on Be Square in
- the Prefs menu before you select the brush.
-
- Text
-
- Keyboard Equivalent: t - mnemonic - text. T - Choose Font requester
-
- Use the Text tool to add text to your picture.
-
- Select the Text tool, and move the cursor to the page.
-
- Click to place the text cursor. Type on the keyboard to enter text in
- the current foreground colour.
-
- The text will automatically wrap around the right edge of the page and
- restart below the original cursor position. If your page size is larger
- than the screen, the page scrolls as you type off the edge of the
- screen. The text tool does not automatically word-wrap like a word
- processor.
-
- You can use the Backspace key to erase text, and the Return key to begin
- a new line. To exit text mode, press Esc or click a painting tool.
-
- You cannot backspace over typed characters if the screen scrolls.
-
- Right clicking the Text Tool displays the Choose Font requester. Use
- this requester to choose fonts, sizes, and styles for your text. Deluxe
- Paint V uses the standard Amiga ASL font requester. For information
- about how this requester operates, consult your system's user manual.
-
- The scrolling font list displays the fonts that are available in the
- FONTS: directory. To choose a font, click on its name.
-
- Choose a size for the font by clicking on the up and down arrows next to
- the size edit box. The scrolling list of sizes is restricted to the
- currently avail able sizes for the font that you have chosen. To choose
- a font size that is not available from the menu, type the point size in
- the size edit field.
-
- Choose a style for the font by clicking on the Bold, Italic, and
- Underline check boxes. You can use these styles in any combination.
- Clicking an active (checked) button turns it off.
-
- The display box under the font gadgets shows a sample of the selected
- font at its current point size.
-
- Some fonts are CAPS only fonts, so if you are typing and all you see is
- an outline, turn on the Caps Lock key and try again.
-
- FONT TIPS
- To Load and Assign Fonts from other Disks or Directories:
-
- Make sure that you know the correct disk name or storage device name
- and/or the full path name of the fonts location. For example, say you
- have some video fonts stored on a disk called EXTRAFONTS in a drawer
- called FORVIDEO, then in the Drawer field of the Font Dir requester in
- the Prefs menu you would type EXTRAFONTS : FORVIDEO and press the Return
- key or simply choose it from the file list. Similarly if the fonts were
- stored on a hard drive partition called dh0 in a subdrawer called FONTS1
- under a drawer called PAINT then you would select or type dh0 : PAINT/
- FONTS T to access them. Note that changing the font directory affects
- your system globally not just in Deluxe Paint.
-
- If you have a hard drive and keep your fonts in several drawers or in
- drawers a couple of levels deep, you may want to add assigns to your
- existing FONTS: assign so that you can access your font collection
- quickly in the Font requester. Please consult your Amiga owners manu al
- or Amiga DOS manual to learn how to properly use the Assign command
- before you experiment with this. Following is an example of an Assign
- you can use to access the two Colourfonts included on the Media disk.
- The assign to access the fonts would be:
-
- ASSIGN FONTS: dh0:DpaintV/Karafonts Add
-
- After this Assign has been executed, the Karafonts subdirectory auto
- matically is added to your existing FONTS: Assign. When you reopen the
- Choose Font requester the new fonts are listed. (If they aren't list
- ed, choose Rescan Disk from the Choose Font requester's Control menu).
-
- This example can be used widely for other font drawers as well. In the
- LOAD and SAVE requesters throughout the program. Assigns can also be
- quite useful for saving and loading Pictures, Brushes, AnimBrushes, and
- Animations to long path names.
-
- Please note that not all font sets have complete attributes, some fonts
- may not be able to be Italicised or Underlined; most fonts should be
- able to be set to Bold.
-
- Deluxe Paint V is compatible with most Standard Amiga fonts, and can
- also load Colour Fonts of up to 16 colours. Your Amiga dealer, local
- Amiga Users Group, or Amiga magazines are good sources for obtain ing
- Public Domain fonts or for Purchasing additional commercial fonts like
- the KaraFonts included with Deluxe Paint V.
-
- Grid
-
- Keyboard Equivalents: g - grid on/off. G - grid on and use brush handle
- location as a grid point; mnemonic - grid
-
- The Grid constrains some of the painting tools so that they paint only
- on the coordinates of a grid. If you press G to turn the grid on while
- using a brush, the grid will use the current brush handle position as
- one of its grid points.
-
- The tools affected by the grid are:
-
- Dotted Freehand
- Straight Line
- Rectangle
- Circle
- Ellipse
- Brush Selector
- Text
-
- Right clicking the Grid icon displays the Gridding requester. Use this
- requester to adjust the x and y spacing of the grid.
-
- You can specify the grid values in pixels by deleting or backspacing
- over the existing values and typing in the new ones. Alternatively you
- can click Adjust, which lets you visually place and adjust the grid
- cursor on the work area. The upper left corner of the adjustable grid
- is anchored as you drag the lower right corner. Release the mouse
- button to complete the adjustment.
-
- Right clicking the Grid tool while you are in Perspective mode displays
- the Perspective Settings requester. See Perspective>Settings under the
- Effect menu.
-
- Symmetry
-
- Keyboard Equivalent: /
-
- The Symmetry tool helps you print symmetrical patterns around a central
- point or based on a tiling scheme. Symmetry works with all tools except
- Text and Brush Selector.
-
- Right-clicking the Symmetry tool displays the Symmetry requester. Use
- this requester to choose between the two symmetry modes (Point and Tile)
- and to set parameters for each of the modes.
-
- Point Symmetry
- Works around a central symmetry point in either Mirror (mirror image
- duplication of each point) or Cyclic (direct duplication at each
- symmetry point) In Point Symmetry you can select the number of symmetry
- points by using the Order edit box. You can also set the location of
- the symmetry centre by clicking Place and then the point on the screen
- where you want the centre of symmetry to be.
-
- Place
- Lets you position the central point of your symmetrical pattern. To
- reposi tion the central point, click Place, move the large cross-hair to
- the new loca tion, and click. Subsequent symmetrical drawing will be
- centred on the new location.
-
- Tile Symmetry
- Creates "tile" patterns. You can set the horizontal and vertical
- dimensions (in pixels) of the tile in the width and height edit boxes
- (Tile Symmetry requester only). Tile is useful in creating fill
- patterns once you've created your symmetrical pattern, set the Grid to
- the same spacing as the tiles to pick up exactly one tile as a brush.
- Tile lets you create an entire pattern just by drawing one of its
- elements, and is an ideal tool for textile designers.
-
- Because Tile Symmetry gives immediate feedback as you draw it replaces
- the picture beneath each of the tiles in the symmetry. This will
- effectively destroy any picture that was on the screen before you turned
- on Tile Symmetry.
-
- If you want to use Tile Symmetry to paint over an existing picture,
- choose Background>Fix from the Effect menu before you turn on Tile
- Symmetry. This will protect your existing picture from any inadvertent
- alteration.
-
- Magnify
-
- Keyboard Equivalent: m - mnemonic - magnify
-
- The Magnify tool divides the screen into two parts and displays the
- right hand side in magnification. This tool is especially useful for
- detail work. When you are in Magnify mode, you can use any other tool
- on either side of the screen.
-
- Select the Magnify tool. Position the Magnify box over the part of the
- image you want to enlarge and click with either button.
-
- This divides the screen into two parts, with the right part magnified.
- You can scroll the magnification window using the arrow keys or the n
- key, which centres the area under the cursor.
-
- To change the magnification scale click the Zoom icon (beside the
- Magnify tool). Clicking Zoom enlarges the magnified area: right
- clicking shrinks it.
-
- You can set the Zoom level before you magnify an area. Changing the
- Zoom setting will change the size of the rectangle attached to your cur
- sor when you are in the process of magnifying an area.
-
- To return to normal display mode, click the Magnify tool again.
-
- The Magnify tool is especially useful for detailed work. You can use
- any other tool on either side of the screen in Magnify mode.
-
- Zoom
-
- Keyboard Equivalent: > - enlarge < - shrink
-
- Changes the scale in Magnify Mode (see Magnify Tool, above). Click the
- Zoom tool to enlarge the image; right-click to shrink the image.
-
- Undo
-
- Keyboard Equivalent: u - mnemonic - undo
-
- Reverses the last painting action (including UNDO) as long as there has
- not been an intervening mouse click or a refresh of the screen such as
- that caused by pressing F9 or F10 to hide or show the menu and toolbox,
- bring ing up any requesters or control panels through the keyboard or
- menu, or scrolling the screen.
-
- WARNING You must type u to undo when painting without the toolbar.
-
- CLR
-
- Keyboard Equivalent: K - clear current screen or activate clear frame
- requester when there is an animation - mnemonic - Klear
-
- Clears (erases) the current screen to the current background colour. If
- you have multiple frames, right click on CLR to bring up an Options
- requester where you can select which frames you want to clear.
-
- Colour Indicator
-
- Indicates the current foreground and background colours.
-
- Clicking the Colour Indicator (or pressing the comma "," from the key
- board) selects the eye dropper cursor. This lets you select a new
- foreground or background colour by clicking a colour on screen. Click
- the on screen colour to select a new foreground colour, or right-click
- to select a new back ground colour.
-
- Right clicking the Colour Indicator displays the Colour Mixer. Use the
- Mixer to arrange modify and mix colours for your palette.
-
- Deluxe Paint V lets you modify colours with either the RGB or the HSV
- colour mixing systems. See Palette under the Colour Menu, below for a
- detailed description of the Mixer.
-
- Palette Area
-
- Clicking a colour in the palette selects that colour. Click to select a
- new foreground colour and right click to select a new background colour.
-
- You can scroll through the colours in the palette to select a foreground
- colour by pressing the [ and ] keys on the keyboard. Shift-[ and
- Shift-] to scroll through and select a background colour.
-
- In colour modes greater than 64 colours an indicator appears below the
- palette to show which area of the Colour Set you are viewing. Click the
- arrows to move forward or backward. Shift click to move to the
- beginning or end.
-
- To change the colours in your palette, use the Palette and/or Colour Set
- options from the Colour menu.
-
- MENUS
-
- Deluxe Paint menus work just like standard Amiga menus. In Deluxe Paint
- V the file requesters (Load, Save, etc,) follow standard Amiga ASL
- conven tions.
-
- Point to the Title Bar and press the right mouse button to display the
- Menu Bar.
-
- Point to a menu name to open that menu.
-
- Drag the pointer down to one of the menu options, and release the mouse
- button to select that option.
-
- In a file requester, press F1 to toggle the Options panel on/off. The
- Options panel provides information about the selected file and in some
- cases, file loading or saving options.
-
- File requesters have a Control menu that is available when the requester
- is open. The Control menu options are:
-
- Last Name and Next Name move up and down through the file list.
- Restore recalls the list and text gadget contents that were displayed
- when the requester was opened. The Parent, Volumes, OK, and Cancel menu
- items work just like the corresponding gadgets in the requester.
-
- Delete deletes the file currently selected in the requester. A
- requester appears, requiring confirmation before the file is actually
- deleted. Select OK to delete the file or Cancel to return to the
- requester without deleting the file.
-
- Some menu options have submenus indicated by » to the right of the
- option. You can drag the highlight down to the option to display the
- sub menu, then drag the highlight to the right and down again to select
- an option from the submenu.
-
- When we reference a submenu option in this manual, we use the following
- convention: "Choose menu option>submenu option from the X menu " So, for
- example, "choose Spare>Swap from the Picture menu - means display the
- Picture menu and highlight Spare". This exposes the Spare submenu, From
- the submenu highlight Swap and release the mouse button to activate your
- command.
-
- In many cases, you can select a menu item by using its keyboard
- equivalent A table of keyboard equivalents is included as Appendix B at
- the back of this manual.
-
- TIP
- One keyboard equivalent deserves special mention: a, the "Again" key
- invokes your last menu command, whatever it may have been.
-
- The menus are discussed in the order they are displayed, reading from
- left to right across the Menu Bar.
-
- Picture Menu
-
- The Picture menu lets you save, load, and print your pictures, as well
- as allowing you to make various global changes to the colour palette,
- screen resolution, and page format.
-
- Keyboard Equivalent: Right-Amiga-l
-
- The Load... command displays the standard Amiga file requester.
-
- Clicking the Volumes gadget displays a list of available floppy disks,
- hard disk partitions, and assigned directories. Click on drawer names
- to list their contents. The file size, date, and time are displayed to
- the right of each file name. Use the sizing gadget to increase the
- window size if the window isn't wide enough to display this information.
-
- Clicking the Parent action button moves you into the parent directory in
- which the current subdirectory resides. This may or may not be the root
- directory. If you click a drawer [subdirectory] name you will see all
- the files in that subdirectory.
-
- If you swap disks while this requester is displayed, Deluxe Paint reads
- the new disk's directory but does not display it until you click the
- Volumes but ton.
-
- If there are more items in the directory than there is room in the
- window, you can scroll through the window by clicking the up and down
- arrow keys, or by dragging the scroll box up and down.
-
- Note that devices, volumes, and directories are shown in the requester
- in white type, while files are shown in black type.
-
- Assigns are denoted as Assign in the file window and are shown in white
- type. Assigns are beneficial to users with large storage devices, such
- as hard disks, removable media, etc. You can create assigns to go
- directly into deep levels of subdirectories. By using an assign
- command, you can avoid having to move through multiple drawer levels to
- find an image file. Please consult your Amiga owners manual or an Amiga
- DOS manual for more informa tion regarding this feature.
-
- Pattern Edit Field
- When used with the proper pattern matching parameters, this field lets
- you selectively view the files you want. You may have noticed that
- there are two types of character extension patterns that were used for
- files in the Picture drawer of the Examples disk, filename.LoRes, and
- filename.Ham for example, if you only wanted to look at the filenames
- that end with .LoRes, you would type #?,LoRes. Your file window would
- show you only the files that end in .LoRes. A good practical example of
- how this could be used is for the loading of a sequence of pictures as
- an animation. If your sequence of Pictures were numbered sequentially
- or alphabetically and started with the word Space and ended a .Ham
- extension then you type Space#?.Ham in the Pattern edit field and only
- those files would be viewable. Select the first file, set the # of
- frames (see below for a more complete explanation of the # of frames
- edit box), click on load, and your animation will be put together
- automatically for you.
-
- The recognised pattern parameters for this edit field are:
-
- ? Matches single characters
- #<pattern> Matches occurrences of <pattern>.
- ^<pattern> Matches only occurances of <pattern> at the beginning of the
- line.
- ~<pattern> Filters out all entries that contain <pattern>,
-
- Examples:
-
- #? Shows all files
- #?A#? Shows all files whose name contains the letter A
- AN#? Shows all files that begin with letters AN and end
- with a period followed by a 3 character extension.
- #?.ANIM Shows all files that end with an ANIM extension.
- ^NTSC Shows only files that start with NTSC.
- ~NTSC#?HALFBRITE Filters out all NTSC and DBLNTSC Halfbrite modes.
-
- Control menu
- The Load Picture file requester has a Control menu with eight items.
- Last Name and Next Name move up and down through the file list, Restore
- recalls the list and text gadget contents that were displayed when the
- requester was opened. The Parent, Volumes, OK, and Cancel menu items
- work just like the corresponding gadgets in the requester.
-
- Delete deletes the file currently selected in the requester. A
- requester appears, requiring confirmation before the file is actually
- deleted. Select OK to delete the file or Cancel to return to the
- requester without deleting the file.
-
- Loading a File
- Click the file you want to load, and then click the OK button to load
- the selected file. Or if you prefer you can simply double-click on the
- filename to load the file. Pictures load with all their attributes:
- palettes, stencils, and per spective information. Click Cancel if you
- don't want to load a file.
-
- When you load a picture, the loaded picture replaces any existing
- picture. If you have multiple frames, the loaded picture replaces the
- current frame, and is remapped to the Anim frame's palette. A new
- palette isn't automatically loaded.
-
- Load Picture Options panel
- The Options panel displays attributes of the selected file, and lets you
- load multiple images as an animation.
-
- Bytes: File size in bytes
- Screen/Page Size: Screen/Page dimensions in pixels
- Colours: Number of colours in the file
- Name: Name of the file or Name chunk if available
- Author: Author name (if available)
- (c): Copyright information (if available)
-
- Load # of frames: Check this box to load multiple pictures at one time
- as frames of an animation. To select multiple files, Shift click on
- files that you wish to be placed in the animation. The pictures must
- all be in the same format, and the files are loaded in the order that
- they're listed, not necessari ly the order that they're selected. To
- create multiple frames from a single pic ture, select one file and enter
- a number in the text gadget to set the number of frames for the
- resulting animation. If you already have animation frames, those frames
- are discarded and Deluxe Paint creates new frames as you load.
-
- If you want to add pictures to your animation without discarding it, you
- must load the pictures one at a time. Deluxe Paint loads a single image
- in your current frame.
-
- Deluxe Paint loads the pictures starting with the picture you selected
- in the requester and continuing down the listing shown to load the
- number of frames you requested. If any of the files in the list is an
- animation, Deluxe Paint loads the first frame of that animation as an
- animation frame in the new animation. The newly assembled animation
- uses the palette of the picture loaded, and adds additional palettes as
- needed.
-
- Save
-
- Keyboard Equivalent: Right-Amiga-s
-
- Displays the Save Picture ASL file requester. This requester works like
- the Load Picture requester, except that it saves the file to disk rather
- than load ing it.
-
- To save a picture from the requester, click on the disk name you want to
- save to. Click on the subdirectory you want to save your picture in
- (Both the disk drive and directory you selected appear in the Drawer
- edit box, for example DF0:Examples). Click in the File edit box and
- type a name for your picture. Finally click OK to save the file.
-
- You can save in a particular subdirectory by clicking in the Drawer edit
- box and typing in the subdirectory name, or by clicking the subdirectory
- name directly from the file names displayed in the window.
-
- When you type in either the Drawer or File edit boxes, you can erase the
- existing type by clicking at the end of the existing name and
- backspacing or by clicking at the beginning of the name and Deleting.
- You can move over the text without deleting it by using the arrow keys.
-
- Tip
- Typing Right Amiga X deletes the current line of text.
-
- You can save a picture under an existing file name by clicking that file
- name in the file listing or you can enter a new file name (up to 29
- characters long) by clicking the File edit box and typing the name.
- Whenever you save a picture under an existing name, Deluxe Paint
- displays a requester for you to confirm that you want to overwrite the
- existing file.
-
- Pictures are saved and reloaded with all their attribures, such as
- palettes, stencils and perspective information, 24 bit pictures are not
- saved with any palette information. See the Appendix E: The 24Bit
- Backing Store for more information.
-
- Save Picture Options panel
- Press F1 to toggle the Options panel on/off.
-
- Name: Enter the name of the picture image in this text box (this name
- can be different from the filename if you wish).
-
- Author: Enter the name of the author of the image here.
-
- (c): Enter copyright information in this text box.
-
- Frames: Specify a frame range to save, if applicable when you save more
- than one frame, each frame is saved as a separate picture, and a number
- is appended to the end of the filename. For example, if you enter 5 to
- 10 as the frames you want to save, frames 5-10 are saved as Filename005
- through Filename010.
-
- Control menu
- The Load Picture file requester has a Control menu with eight items.
- Last Name and Next Name move up and down through the file list, Restore
- recalls the list and text gadget contents that were displaycd when the
- requester was opened. The Parent, Volumes, OK, and Cancel menu items
- work just like the corresponding gadgets in the requester. Keyboard
- short Cuts for the options are listed in the menu.
-
- Delete deletes the file currently selected in the requester. A
- requester appears, requiring confirmation before the file is actually
- deleted. Select OK to delete the file or Cancel to turn to the
- requester without deleting the file.
-
- The Pattern edit box and Volumes gadget work just as in the Load Picture
- requester (see Load, above)
-
- Delete
-
- Keyboard Equivalent: Right-Amiga - d
-
- Displays ASL Delete File requester which lets you delete a file from the
- disk without leaving the program. This is especially useful if you find
- that your data disk is full and you need to delete a file before you can
- save your work The Delete File requester works just like the Load and
- Save requesters described above. You can enter a file name by clicking
- that name in the requester window or by typing the name directly into
- the File edit box.
-
- You can use this option to delete any kind of file on the disk, not just
- pictures. Thus, you can delete brushes, animations, etc.
-
- Print
-
- Keyboard Equivalent: Right-Amiga - p
-
- Displays the Print Picture requester. Before you start to print a
- picture, make sure you have selected the correct printer driver from
- Preferences, and that your printer is connected and turned on. See your
- Amiga Users Guide for information on Printer Preferences.
-
- The Print Picture requester provides the following options:
-
- Frame Range: Click All to print all the frames (if applicable), or use
- the From and To text boxes to select a range of frames to be printed.
- This option is only available if an animation is loaded.
-
- AnimBoards: This cycle gadget can be used to print multiple frame anima
- tions on a single page by selecting 1Up, 2Up, 4Up, 6Up, 9Up, or 16Up sto
- ryboards. Note that 4, 9, and 16Up AnimBoards preserve the tiled
- picture aspect ratios best. This option is only available when an
- animation is loaded.
-
- Copies: Specifies how many copies of the picture you want printed.
-
- Shade: Cycle between B & W, Grey, or Colour to specify whether the print
- out will be in black and white, shades of grey or colour. Make sure the
- set ting is appropriate for your printer. If you are using a single
- colour ribbon, click B & W. If you want to translate your image's
- colours into shades of grey use the Grey setting. If you have a colour
- printer and wish to print in full colour, click Colour.
-
- Density: Use the slider to set the print density.
-
- Image: Specifies whether the printout will be a positive or negative
- image, Click to cycle between Positive and Negative.
-
- FF: Lets you set whether or not you want the printer to move to the next
- sheet of paper before printing each image. This lets you easily print a
- single picture per sheet of paper.
-
- Placement: Specifies whether the picture should be printed against the
- left margin of the page or centred on the page.
-
- LF: Specifies the number of line feeds you want to insert after a
- picture is printed. This way you can easily print two pictures on the
- same page with a specified amount of space in between the pictures.
-
- Aspect: Specifies the orientation of the picture on the paper, either
- Portrait, the default, or Landscape. Click to cycle between Portrait
- and Landscape.
-
- Scale: Cycle between Dots Wide or Percent. When Dots Wide is selected,
- use the Wide and High text boxes to enter the height and width of the
- printout in printer pixels. Values of 0 for width or height will cause
- the aspect ratio limitations to be ignored and the printout will be as
- large as the margins will allow. When Percent is selected, you can use
- the Wide and High text boxes to set the aspect ratio for height and
- width.
-
- You can use the Percent feature to compensate for elongated squares and
- cir cles that result when you change screen formats. If you just want
- to shrink the picture while maintaining the same aspect ratio, change
- the Wide value and leave the High value at 0. To change either value,
- click the appropriate gadget, Backspace or Delete over the existing
- value, and type in the new one.
-
- Cancel if don't want to print and don't want to save any new settings.
- Click Exit if you don't want to print, but want to save your settings to
- print later Click Print to print the current picture, or once you start
- printing, you can stop at any time by pressing the Stop button that
- appears while printing is in progress.
-
- Refer to your AmigaDOS documentation for information on how to set any
- print options not available in the Print Picture requester. Note that
- the Print Picture requester only affects printer options in Deluxe
- Paint. To permanent ly change your system printer settings, use the
- Workbench Printer Preferences requester.
-
- Flip >>
- Flip lets you flip a picture about its X or Y axis. If you have
- multiple frames, you can flip one frame, a range of frames, or all
- frames of your animation The submenu offers two ways to flip an image,
- horizontally or vertically.
-
- Horiz
- Flips the current picture about the horizontal or X axis.
-
- Vert
- Flips the current picture about the vertical or Y axis.
-
- Spare >>
- The Spare option presents a submenu with options for manipulating Deluxe
- Paint's spare page. Note that the spare page now has its own unique
- colour palette.
-
- Swap
-
- Keyboard Equivalent: j
-
- Conceals the current page and displays a second or "spare" page. This
- means you have two pages to work on. The concealed page is always the
- spare page.
-
- When you first select the spare page, it is the same size as the main
- page. If you wish to use a larger page size on the spare page, you'll
- need to make the appropriate selection from the Page Size option (see
- below). Note, however, that you can increase the size of a page only if
- you have sufficient memory available. Note also that a spare page uses
- up memory even if there is noth ing on it.
-
- Copy to Spare
-
- Keyboard Equivalent: Ctrl-j
-
- Copies the picture and palette on the current page to the spare page so
- you can experiment with your picture on the spare page without fear of
- losing anything. If you do not have sufficient memory for a spare page,
- save the image to disk if you wish to experiment with it. If you copy
- to the spare from a page that is larger than the spare, only the visible
- portion of the page is copied. If you copy to a spare which is larger
- than the screen, a copy is made to the spare at the location in the
- spare that was visible when you last viewed it.
-
- Merge in Front
-
- Merges the spare page in front of the current page. When the spare page
- is brought forward, all pixels matching its current background colour
- will appear transparent, allowing images on the current page to show
- through You must be viewing the page you want to merge to when you
- choose this option.
-
- Merge in Back
-
- Merges the spare page in back of the current page. When the spare page
- is put behind the current one, all pixels which match the current page's
- back ground colour will appear transparent, allowing images on the spare
- page to show through. You must be viewing the page you want to merge to
- when you choose this option.
-
- Delete this Page
-
- If you no longer wish to have memory allocated for a second "spare"
- page, use this option to delete the current page (the one currently
- showing on the screen) and to deallocate the memory set aside for it.
- Be sure you have saved a copy of the picture you are deleting if you
- think you may need it later. When you select Delete this Page, Deluxe
- Paint asks you to confirm the deletion, and then switches you to the
- other page.
-
- Page Size
-
- Displays the Set Page Size requester. Select the page size (in pixels)
- you wish to work on. Screen is the normal Amiga display size for the
- selected resolu tion.
-
- Full Page gives you a full page image (8 1/2 by 11 inches) on most
- printers, Overscan presents a full-screen display which lets you create
- pictures that fill the entire screen. This is particularly useful if
- you wish to videotape your images. In order to paint on the edges of a
- full video screen, you need to scroll the image around using the cursor
- keys or the n key unless you set the screen format to Overscan (see
- Screen Format, below). Alternatively you can view the entire screen by
- selecting Show Page, below.
-
- Clicking one of the first three settings automatically sets the height
- and width in the corresponding edit hoxes. You can also type in any
- other size you wish by selecting Custom and then clicking the
- appropriate edit field, Backspacing or Deleting over the existing value,
- and typing in the new size. Although Deluxe Paint will recognise page
- sizes up to 1008 x 1024, you may need to reduce the number of colours in
- your palette to create a picture this large.
-
- Show Page
-
- Keyboard Equivalent: S
-
- Hides the Toolbox and Title Bar and displays the entire document, if
- neces sary in a reduced format. For example, in 640 x 400 page size in
- Lo Res, it shows only every other pixel. If the page is oversized
- (larger than the screen), you can move the rectangle to view a different
- area of the screen by holding down the left mouse button: dragging the
- rectangle to the area you want to view: and releasing the mouse button.
- You are returned to the current page with the area of the rectangle in
- view. Pressing any key returns you to the current page without
- repositioning the view.
-
- For more exact positioning of the rectangle you can move it with the
- arrow keys. The arrow keys move the rectangle one unit at a time. (A
- unit is the page size dimension divided by the screen size. So with
- 320x200 screen for mat with 640x400 page, the rectangle moves 2 pixels
- at a time). Holding down the Alt key and pressing the arrow keys moves
- the rectangle in screen size increments.
-
- Screen Format
-
- Displays the Screen Format requester. The items in this requester are
- arranged a little differently than in Deluxe Paint IV, and some new
- options have been added. Be sure to save a copy of your current screen
- before changing screen formats because once you have reduced the number
- of colours, the original colour information is lost. In addition, note
- that changing formats eliminates most items from memory including the
- Font Directory.
-
- Choose Display Mode: Click on one of the available display modes to
- select that mode. The display modes that appear are dependent on what
- is in your Monitors drawer at boot up. Deluxe Paint reads which
- monitors you have available for use and automatically makes their screen
- modes available in the Screen Format requester. Note: Your monitor must
- be capable of displaying the modes you have in your Monitors drawer.
- For example, a 1084 monitor isn't capable of displaying Multiscan modes.
-
- In 640x200 modes pixels are tall and narrow compared to other screen for
- mats. This means if you switch from a 320x200 mode to a 640x200 mode
- such as NTSC:Hires, objects will become flattened or elongated because
- of the different pixel shape. You can compensate for this by using the
- Double Horiz and Double Vert options from the Brush menu (see below).
-
- Screen Size: Click the button to cycle through the available sizes. The
- Custom option allows you to choose the size of the screen using the two
- text boxes (width, height). The maximum height and width of the screen
- is listed in the Max Size parameter in the Display Information window.
-
- Page Size: Select Screen to make the page size the same as the current
- screen size dimensions. Select Keep Same to retain the current page
- size for new documents. If the current Page size is too small for the
- current screen dimensions, it is increased, but won't affect the image.
-
- Example #1: Screen - If you start in 320 x 200 screen format and move to
- 640 x 400 format, your image will fill only one quarter of the screen.
- If you go from 640 x 400 to 320 x 200, you will only retain the upper
- left quarter of your image.
-
- Example #2: Keep Same - If you start in 640 x 400 format and move to 320
- x 200 format, you will retain the entire image but you will need to
- scroll the screen to see all of it.
-
- Palette Size: This slider defaults to the maximum colours for the
- selected display mode, but can be set to a lower number if desired.
-
- Backing Store: Cycle between None (default) or 24-bit RGB for using a
- backing store to enable 24-bit colour.
-
- Retain Picture: Click this checkbox to retain the current picture (this
- is on by default).
-
- Display Information: This box displays information for the selected
- display mode.
-
- Credits: A listing of the people who created Deluxe Paint V appears in
- this box. Use the scroll bar to scroll up and down through the listing.
-
-
- Menus
-
- Right click the Menu Bar to reveal the four menus available when the
- Screen Format requester is displayed. Menu shortcuts for the menu
- options are listed in each menu.
-
- Control: The Control menu provides another way to move through the list
- of display modes, as well as Use the selected mode or Cancel out of the
- requester. FirstMode and LastMode select the first and last display
- modes in the list respectively. NextMode and PrevMode select the next
- or previous display modes. Use and Cancel work like the Use and Cancel
- buttons in the requester.
-
- Edit: Reset To Defaults restores the system default display mode.
- Restore Last Saved restores the display mode last saved as a tooltype
- Save Settings saves the current display mode as a tooltype. The Default
- Pattern » item allows you to Use or Define the default pattern for
- listing display modes The Deluxe Paint default pattern is '#?' (show all
- files), but you can Define any pattern you like to constrain the listing
- to your desired parameters.
-
- Monitors: This menu lets you constrain the display mode listing to ALL
- monitor types or a specific monitor type (DOUBLENTSC, MULTISCAN, NTSC,
- or SUPEG72).
-
- Settings: The Display Names » item lets you view the display modes by
- standard Monitor name or by Mode ID. The History >> item displays a
- list of the last ten patterns you've entered, so you can use the menu to
- select a pattern you've set previously rather than typing in the pattern
- again. The patterns are maintained in memory only for your current
- Deluxe Paint ses sion: they are not saved when you exit the program.
-
- HAM
- The Hold and Modify display mode (HAM) uses either 64 colours for the
- 262,000+ AGA colours or 16 colour registers to display 4,096 colours on
- the screen at the same time. A HAM colour is formed by taking the RGB
- value of the preceding pixel on the screen, and substituting a new value
- for one of the RGB components.
-
- Because HAM colours are based on colour values of the preceding pixel,
- and only one colour value can be changed at a time, it may take three
- pixels to reach the colour you really wanted. In Figure 8.25 it takes
- three pixels to change black (R0, G0, B0) to white (R15, G15, B15).
- Note that this example assumes there are no intermediate colour in the
- normal colour registers. This gradual change from one colour the next
- is sometimes referred to as "ramping" the colour, and appe on the screen
- to the left of HAM pixels. If you need fine details in picture, you
- will want to use a colour from one of the sixteen colour registers,
- because those colours do not require ramping.
-
- When you paint with a brush over an area made up of HAM pixels, you may
- see streaks of colour running to the right from the edge of the brush.
- This is a temporary effect called "fringing". When you paint the brush
- onto the picture, Deluxe Paint corrects the fringing, but you may see
- the "ramp ing" effect where the program recreates the HAM colour to the
- right of your brush.
-
- In HAM mode there is a selector button displayed under the palette on
- screen. Click on the arrows to move through the 16 sets (A through P)
- of colours available in your total colour set. The "a" group is your
- palette or base register colours; the other colours in the set are HAM
- colours.
-
- Overscan
- The system Overscan preferences are used by default. Std puts the
- screen into standard Overscan mode allowing you to view and edit your
- image in the border area around the normal viewable screen area. Notice
- that the dimensions of all four screen formats get larger. If the
- Toolbox or Title Bar are showing when you choose Overscan mode, the
- screen is Shifted down and to the left to make sure you can see the
- controls.
-
- At Max setting the viewing area gets even larger. The new vertical and
- hori zontal dimensions of the screen appear beside the screen formats.
-
- If you need to adjust the position of your screen, you can do so by
- holding down Ctrl and using the cursor keys. This saves you the trouble
- of exiting the program to adjust your screen through Preferences.
-
- About
-
- Keyboard Equivalent: ?
-
- The About requester shows the program version number, the authors'
- names, the copyright notice, and information about the amount of
- available memory and the size of your brush, animation, or AnimBrush,
- and the number of palettes currently being used.
-
- Quit
-
- Keyboard Equivalent: Right-Amiga - q
-
- Exits Deluxe Paint
-
- Brush Menu
-
- Load
-
- Keyboard Equivalent: Right - Amiga - b
-
- Displays the Load Brush requester. This is identical in function to the
- Load Picture requester, except that you are loading brushes rather than
- pictures. When you load a brush that has a palette different from that
- of the current picture, the picture palette remains in place.
- Nonetheless, the brush palette information is loaded along with the
- brush: you can change to the brush's palette at any time by choosing
- Palette>Use Brush Palette from the Colour menu. If you wish to revert
- to the previous palette, use Palette>Restore Palette option.
-
- The Load With Palette option in the Load Brush Options window auto
- matically uses the brush's palette.
-
- Save
-
- Displays the Save Brush requester. This requester is identical in
- function to the Save Picture requester (see Save in the Picture Menu
- above). Brushes are saved with their palettes, which includes ranges
- and colour cycling informa tion.
-
- The Save with Mask option in the Save Brush Options window allows you to
- choose whether you want to save the brush with its transparency or not.
-
-
- Copy
-
- Keyboard Equivalent: Right - Amiga - c
-
- Copy the current brush to the system clipboard. You must have a user
- defined brush selected for this command to work. This is a good way to
- transfer bitmaps from one program to another.
-
- Paste
-
- Keyboard Equivalent: Right - Amiga - V
-
- Paste the current contents of the system clipboard to a brush.
-
- Restore
-
- Keyboard Equivalent: B
-
- Restores as the current brush the custom brush you last used, after
- you've used an AnimBrush, a built-in brush, or modified your custom
- brush with an option from the Brush menu. Restore does not reverse the
- effect of all brush manipulations in the Brush menu. Generally the
- options that cannot be reversed with Restore can be reversed by choosing
- the option again. For example, Restore does not reverse the Flip>Horiz
- option, but choosing Flip>Horiz again (with no intervening commands)
- returns your brush to its previous state.
-
- It's a good idea to save your custom brush, or stamp it down on the
- spare page if you want to do a lot of experimenting. This way you'll
- have your original brush to go back to.
-
- Spare >>
-
- The Spare options submenu has options for using and manipulating Deluxe
- Paint's spare brush.
-
- Brush->Spare
-
- Keyboard Equivalent: Alt-n
-
- Moves the current brush to the spare brush position (which is hidden).
- If your current brush is an AnimBrush, the current cel of the brush is
- copied to the spare brush position.
-
- Brush <-> Spare
-
- Keyboard Equivalent: Alt-b
-
- Swaps the current brush and the spare brush positions.
-
- Morph -> Spare
-
- Keyboard Equivalent: Alt-m
-
- Lets you create a special AnimBrush that metamorphoses between the shape
- and colours of the current brush and the shape and colours of the spare
- brush. To use this option, you must first have a custom brush and a
- "spare" custom brush.
-
- When you choose Metamorph, the Make AnimBrush requester appears Enter
- the number of cels you want in the AnimBrush. Enter a number and click
- OK. Deluxe Paint creates the AnimBrush automatically.
-
- For best results, your custom brush and spare brush should be picked up
- with the same dimensions. This does not mean that the brush images must
- be the same size; but the area that you surrounded to pick up the brush
- images should be the same size.
-
- The resulting first and last cels of the AnimBrush generally do not
- contain exactly the same images as your original custom brush and spare
- brush. Usually you will see some change in the colours of the first or
- last frames.
-
- See the metamorphosis exercise in Chapter 7: Animation Effects for more
- information.
-
- Size >>
-
- The Size option lets you resize the current brush. The submenu presents
- the following options.
-
- Stretch or Shrink
- Keyboard Equivalent: Z
- Lets you freely stretch the current custom brush in any direction to any
- size. To stretch the brush, drag it to the desired size. Select
- Restore from the Brush menu to negate the effect of the stretch.
-
- Holding down the Shift key constrains the stretch operation so that your
- brush maintains the same aspect ratio (relative width and height).
-
- Stretching a brush uses a lot of memory; if you try to stretch a brush
- to a size bigger than the available memory can accommodate, the brush
- will snap back to its original size.
-
- Halve
- Keyboard Equivalent: h
- Reduces the size of your brush by 50% in vertical and horizontal dimen
- sions. For instance, a 20 X 20 brush is resized to 10 X 10.
-
- Double
- Keyboard Equivalent: H
- Doubles the size of your brush in both dimensions, for a quadrupling of
- the total area. For instance, a 20 X 20 brush is resized to 40 X 40.
-
- Double Horiz
- Keyboard Equivalent: X
- Doubles the size of your brush in the horizontal dimension. This option
- is uscful for reproportioning images that you created in Lo Res and then
- moved to Med Res (see Screen Format under the Picture menu).
-
- Double Vert
- Keyboard Equivalent: Y
- Doubles the size of your brush in the vertical dimension. This option
- is use ful for re-proportioning images that you created in Med Res and
- then moved to Lo-Res (see Screen Format under the Picture menu).
-
- Doubling the size of a brush may require more memory than you have
- available. In that case, the resized brush may appear only as an
- outline.
-
- Flip >>
-
- Lets you flip a brush about its X or Y axis. When you Flip an
- AnimBrush, all frames of the animated brush will flip.
-
- Horiz
- Keyboard Equivalent: x
- Flips the current custom brush about the horizontal or X axis.
-
- Vert
- Keboard Equivalent: y
- Flips the current custom brush about the vertical or Y axis.
-
- Edge >>
-
- Modifies a one pixel boundary around the current brush.
-
- Outline
- Keyboard Equivalent: o
- Adds a one pixel boundary around the current custom brush using the cur
- rent foreground colour. This is ideal for outlining text. To increase
- the thick ness of the outline, one pixel at a time, select Outline
- repeatedly.
-
- Outlining in HAM mode with a HAM colour may supply different reults.
- The boundary colour you get may be different from the fore ground colour
- if one pixel is not sufficient to "ramp" to the HAM colour.
-
- Trim
- Keyboard Equivalent: O
- Deletes a one pixel boundary around the current brush. You can trim
- repeatedly.
-
- Rotate >>
-
- Rotate the current custom brush in any of three ways.
-
- 90 Degrees
- Keyboard Equivalent; z
- Rotates the current brush clockwise 90 degrees.
-
- Any Angle
- Lets you rotate the current brush any number of degrees.
-
- Choose Rotate>Any Angle from the Brush menu. Hold the left button down
- and drag the rectangular outline about its bottom left corner Release
- the button at the desired orientation.
-
- If you select this option more than once, your brush reverts to its
- original orientation before you rotate it again.
-
- Shear
- Gives you controlled distortion of the current brush. The top part of
- the brush is anchored, and you can drag the bottom of the brush in
- either direction.
-
- Bend >>
-
- Use this option to bend a brush horizontally or vertically.
-
- Horiz
- Lets you bend the current brush in a horizontal direction.
-
- Choose Bend>Horiz from the Brush menu. Drag the brush outline left or
- right until it is the desired shape. Release the mouse button.
-
- The vertical position of the cursor to the brush determines where the
- brush bends.
-
- Vert
- Lets you bend the current brush in a vertical direction.
-
- Choose Bend>Vertical from the Brush menu. Drag the brush outline up or
- down until it is the desired shape. Release the mouse button.
-
- The horizontal position of the cursor to the brush determines where the
- brush bends.
-
- Handle >>
-
- Lets you specify whether the cursor holds a custom brush by is centre
- (the default), by one of its four corners, or by an offset position,
- which you can define. Use the keyboard equivalent to rotate your brush
- handle when you need to move your cursor without moving the brush. You
- can move the brush handle with the mouse button down this way.
-
- Rotate
- Keyboard Equivalent: Alt-x
- Rotate the arrow cursor, which represents the handle, from the centre of
- the brush (the default position) to any of the four corners of the
- brush. Selecting the command or typing Alt-x cycles from centre to
- bottom right, bottom left, top left, top right, and back to centre.
-
- Place
- Keyboard Equivalent: Alt-z
- Lets you position the brush handle at any position relative to the
- brush. To place the handle, pick up your brush. Choose Handle>Place.
- Drag in any direction to offset the cursor from the brush. When you
- release the mouse button, the cursor will hold the brush as you
- specified.
-
- Once you set a new brush handle.
- The location of the arrow cursor the next time you pick up a brush
- depends on the direction you drag the mouse when you pick up the brush.
- If you drag down and to the right, the cursor will remain at the lower
- right. If you drag up and to the left, the cursor will move to the top
- left. The same prin ciple applies if you drag down and to the left or
- up and to the right. In other words, the corner you drag to is the one
- to which the arrow cursor will attach.
-
- Positioning the cursor on a corner is particularly useful in Perspective
- mode (see the Effect Menu, below).
-
- Solid Body
- Turns the translucent pixels of a custom brush that are completely sur
- rounded by any non transparent colour to the solid colour. The outside
- area of the brush remains transparent.
-
- Frame Only
- Keyboard Equivalent; Alt-f - mnemonic frame
- Displays only the bounding box of a custom brush as you move the mouse
- This speeds up movement when you have a complex brush or are running low
- on memory. When you press the mouse button, the brush is stamped on
- your page.
-
- When memory is very low custom brushes are displayed in frame only mode
- automatically.
-
- Free
- Deletes all custom brushes from memory.
-
- Mode Menu
-
- The Mode menu contains different brush modes. These modes determine
- which colour(s) in your brush are used when you paint. Most of the
- modes have keyboard equivalents, using the function keys (F-keys) on the
- top row of your keyboard.
-
- With the exception of Shade, none of the modes affect the colour used
- when you paint with the right mouse button. In any mode except Shade
- mode the right mouse button paints using the current back ground colour
- in Colour mode.
-
- Matte
- Keyboard Equivalent F1
- Uses a custom brush in its original form. These areas of the brush,
- which match the background colour that was in effect when the brush was
- first created are transparent. Matte is the default mode when you
- create a custom brush using the Brush Selector.
-
- Colour
- Keyboard Equivalent: F2
- Uses the shape of the brush and fills it with the current foreground
- colour Those areas of the brush, which match the background colour that
- was in effect when the brush was first created, are transparent.
-
- Replc
- Keyboard Equivalent: F3
- Uses the custom brush in its original form (ie Matte see above), except
- that no colours are transparent.
-
- Smear
- Keyboard Equivalent: F4
- Smears any colours on the page when you drag a brush over them. This is
- like smearing a wet water colour with your fingers, so the bigger the
- brush, the more pronounced the effect. Smear uses only the colours
- under the brush, and does not add any new colours. Current brush colour
- is irrele vant.
-
- Shade
- Keyboard Equivalent: F5
- Shade helps you create subtle shading effects on those colours in your
- pic ture that are-in a cycle range. Like Smear, Shade ignores the
- current brush colour but uses its shape. By dragging the brush over
- those colours in your picture that are in the currently selected cycle
- range, you can paint over each colour with the next colour in the range.
- You can paint with the next-higher colour by using the left mouse
- button, and the next lower colour by using the right mouse button.
-
- "Higher" and "lower" are relative to the colour under the brush at the
- time. Shade has no effect on colours outside the current range. You
- select a range equivalent from the Range requester, ant the Fill Type
- requester, or by using the keyboard equivalent (Alt-[ and Alt-]) to step
- through the ranges.
-
- Blend
- Keyboard Equivalent: F6
- Like Smear, Blend affects the colours under the brush by running them
- together. Unlike Smear, however Blend uses additional shades by
- averaging the blended colours, whereas Smear uses only the colours under
- the brush. Thus, when you Blend two shades by painting over them, you
- are selecting a third shade from the palette, the closest one the
- program can find to the average of the two original shades.
-
- Cycle
- Keyboard Equivalent: F7
- Uses the current brush shape and cycles through all the colours in the
- cur rently selected range as you draw. A range is selected if one of
- its members is selected. If a colour is a member of two ranges,
- selecting it selects the first of those two ranges. If your current
- brush colour is not within a cycle range, it paints with that colour
- only. Use MultiCycle (in the Prefs menu) to achieve the same effect
- with a multicoloured brush, where each colour in the brush cycles
- through its range independently of the others.
-
- Smooth
- Keyboard Equivalent: F8
- Softens hard lines and reduces the contrast between adjoining areas.
- Deluxe Paint finds colours in the palette between the two bordering
- colours and paints the boundary in intermediate shades. Smooth looks at
- the cur rent palette and finds the colours closest to the ones under the
- brush. Thus if the palette contains a wide selection of colours close
- to the ones under the brush (eg the selection of greys in the default
- Palette), it will have more colours to draw from to create its weighted
- averages. Smooth is useful for creating airbrush effects and for
- eliminating jagged edges.
-
- Mix
- The colour of your brush mixes interactively with the colours already on
- the screen (in your image). This is particularly effective in HAM.
-
- HBRITE
- This mode is only available if your computer supports it, and if you
- have selected a Halfbrite screen mode from the Screen Format option in
- the Picture menu. When you are in HBrite mode, painting with the left
- mouse button darkens colours on your painting to their Halfbrite
- equivalent; painting with the right button lightens colours that are
- Halfbrite. This mode is especially useful in pictures with shadow and
- highlight effects.
-
- The Amiga supports only 32 colour registers directly but Halfbrite uses
- a trick to double the number of colours available on the screen. The
- first 32 registers are standard colour registers; the second 32 are
- Halfbrite equiva lents of the original 32. Pixels that use Halfbrite
- colours point to one of the standard colour registers and indicate that
- the colour should be displayed at half its normal intensity. This means
- that the second 32 pixels are not inde pendent of the first 32; you can
- change the colour values only in the first 32 registers, and the change
- is automatically reflected in the Halfbrite equiva lent.
-
- Not all Amiga computers support Halfbrite. If there are no Halfbrite
- screen modes in your Screen Format requester your machine doesn't
- support it.
-
- Rubthru
- Use this mode to 'rub through' portions of the current picture to the
- spare page - sort of like using a crayon and tracing paper to make a
- rubbing of a texture. The current Translucency setting controls how
- much of the picture is rubbed through (0% equals 100% of the image being
- rubbed through).
-
- Rubthru also works with textures, translucency and process modes
-
- To rub through an image;
-
- Press j to go to your spare page (j toggles between the spare page and
- your picture).
-
- Paint on the spare page. Adjust the Translucency (Effects>Translucency)
- slider to control the amount of the image that is rubbed through.
-
- NOTE
- If your spare palette is different from the current palette, Deluxe
- Paint will use the closest colours to do the rubthru.
-
- Anim Menu
-
- Load
- Displays the Load Anim requester. This requester works like the Load
- Picture requester (see Load under the Picture menu). When you load an
- ani mation, it replaces the one currently in memory. When you append an
- ani mation, the appended animation is added to the end of your current
- anima tion.
-
- It is also possible to load individual pictures into the frames of your
- anima tion using the Load Picture requester. To do so, go to the frame
- you wish to load a pictute into, display the Load Picture requester and
- select the picture you wish to load. Your animation will take on the
- palette of the picture loaded unless you are editing a multiple palette
- animation, in which case the picture you load will only affect the
- palettes of the frames associated with the key palette you load into.
- If you want to restore your animation's palette, choose Palette>Restore
- Palette from the Colour menu. If you want to remap the picture just
- loaded to the Animations original palette, choose Remap from the colours
- menu and select current frame from the requester that appears. See Load
- in the Picture menu for more information.
-
- Press F1 to toggle the Load Anim Options panel, which displays informa
- tion about the selected animation file. There are two options in the
- panel; Show Loading and Append. When Show Loading is checked, each
- frame is shown as the animation is loaded. When Append is checked, the
- loaded file is appended to any listing animation frames.
-
- Save
- Displays the Save Anim requester, which works like the Save Picture
- requester described under Save in the Picture menu. The one difference
- is that the Framnes edit boxes in the Save Anim Options requester lets
- you save a section of your animation as an animation rather than as a
- series of pic tures as in the Save Picture requester.
-
- Move...
- Keyboard Equivalent: M
- Displays the Move requester. Use this requester to define a path along
- which your brush is painted in 3D, either on a single frame, or while
- stepping through an animation sequence.
-
- To use the Move requester:
-
- Stamp your brush on the screen at the starting position you want.
-
- Choose Move from the Anim menu.
-
- Click Start, and then click Adjust to interactively set the beginning
- position and size of the brush.
-
- Click and drag the bounding box to set the position of the brush.
-
- Ctrl-click and drag up/down to set the size (Z axis) of the brush.
-
- Press Enter to accept the current position of the brush and return to
- the Move requester.
-
- Click End, and then click Adjust to interactively set the ending posi
- tion and size of the brush. Press Enter to return to the Move -
- requester when the brush is properly positioned.
-
- Set the Count edit field to the number of frames over which you want to
- animate the brush.
-
- Select any other settings that apply to your animation.
-
- Click Draw to paint the animation with the settings you specified.
-
- Dist: The Dist edit boxes let you specify the total distance in pixels
- that the brush will move along the X, Y and Z axes in your animation.
-
- You can set the brush to move along the brush axes (tick) or the screen
- axes (no tick) by clicking the Brush action button to the right of the
- Dist edit boxes.
-
- Angle: The Angle edit boxes let you specify the total angle, in degrees,
- that the brush will be rotated about the X, Y and Z axes.
-
- You can set the brush to rotate around the brush axes (tick) of the
- screen axes (no tick) by clicking the Brush action button to the right
- of the Angle edit boxes. Brush axes are active by default, which means
- the rotation is always based on the brush coordinate system.
-
- The brush coordinate system will change during the course of a Move if
- you are rotating on more than one axis.
-
- If the Brush action button is unchecked any angle rotation takes place
- along the current axes of the screen coordinate system. The "screen"
- rotation sys tem is an Euler (pronounced oiler) system, and the order of
- rotation is always X, Y and Z. When you rotate on more than one angle,
- or when the brush has been rotated previously the rotations produced by
- the screen angle system are not always around the axes that are used for
- the Distance moves along the screen axes. Generally it's better to
- think of the screen angle rotations as "non-brush" rather than screen.
-
- All rotations occur around the brush handle. If you want your brush to
- appear as though it is orbiting around a point away from the brush, you
- would want to offset the handle from the brush.
-
- Brush: Click these action buttons to toggle a tick on and off. The
- options select whether the Dist and Angle movements are relative to the
- coordinate system (tick = on) or relative to the screen coordinate
- system (no tick = off).
-
- Zero: Click to zero out all of the Move and Angle numbers.
-
- Go Back: Click to restore the brush's sitting position (for the next
- move ment) to the last place you manually clicked it down.
-
- Cyclic: Click this button to turn it on (tick), if you are creating that
- is cyclic (that is one that starts and ends at the same position).
-
- For example, if you have 10 frames, and you want a brush to rotate 360
- degrees over the 10 frames to make it look as though it is spinning when
- you play the animation, you would turn Cyclic on. Deluxe Paint V would
- calculate the rotation to end on the 11th frame (which in this case
- would be the 1st frame). The result is that the brush is not rotated to
- a full 360 degrees on Frame 10. Instead, the brush reaches 360 degrees
- on Frame 1, Deluxe Paint doesn't print the brush on the last frame,
- since its position would normally be the same as your original frame,
- but it does move for ward to that frame and positions the brush in the
- event that you want to click it down.
-
- Slow In: Set the number of frames over which you want the brush motion
- to gradually decelerate.
-
- Slow Out: Set the number of frames over which you want the brush motion
- to gradually accelerate.
-
- Count: Set the number of times the brush is printed to complete the
- total movement and rotation as specified by the Dist and angle edit
- boxes.
-
- Move: The Move action buttons control the direction of your move and the
- order in which the frames of the animation are printed. There are two
- choices:
-
- Go From starts the movement of the brush from the point where you
- stamped your brush (indicated by the large dot) and prints forward.
-
- Come To starts the animation at an earlier frame and moves the brush for
- ward to the point where you stamped your brush.
-
- Record lets you choose the order in which the frames of the brush moves
- are printed. These buttons are available only if you have more than one
- anima tion frame.
-
- Forward paints the move by stepping forward from the point where you
- stamped your brush. This is the default setting and the one you will
- use most often.
-
- In Place paints all of the move on the current frame.
-
- Backward paints the move in reverse order by advancing to the last frame
- and painting backwards. This option is useful when you are using
- Trails.
-
- Start: Set the starting frame to the current values.
-
- End: Set the ending frame to the current values.
-
- Fade: Specify a value from 0-255 to control the amount the brush is
- faded from its original colour values. A setting of 0 has no effect,
- while a setting of 255 completely fades the brush from view. The fade
- effect you get is very dependent on the number of colours in your
- palette, as well as the number of transitional colours.
-
- Adjust: Click this button to go to a screen where you can interactively
- adjust the X, Y and Z positions of the brush for the beginning or ending
- frames. Which frame you set depends on whether Start or End is selected
- when you press adjust.
-
- While in Adjust mode you can use the perspective control keys to change
- the Z axis as well as the brush's X, Y, and Z angles. Refer to Appendix
- B: Keyboard Command Summary for a more complete listing of the perspec
- tive keyboard commands.
-
- Click and drag with the mouse to move the bounding box on the screen.
-
- Press the Ctrl key while dragging the mouse up/down to adjust the size
- of the bounding box (Z axis)
-
- Press Keypad 0 to set the size of the box to the screen resolution.
-
- Press Enter to set the Start or End position to the current values and
- return to the Move Camera requester.
-
- Press Esc to return to the Move requester without saving the current
- values.
-
- Preview: Click to view (in "wire-frame" mode) the move you have set up
- When the preview is complete, the Move requester returns. To interrupt
- the preview and return to the Move requester, hit the space bar.
-
- Trails: This button is available only if you have more than one
- animation frame allocated. Clicking Trails is like clicking on the Draw
- button except on each frame you get the sum total of all of the draws up
- to this point. The net effect is that of leaving "trails" of the brush
- as it moves.
-
- Fill: Works like draw except that when you click it, the move you
- specified is used to draw a filled perspective plane on the whole screen
- based on the rotation of the current brush.
-
- Draw: Executes the move that you have specified, causing the brush to be
- drawn into animation sequence.
-
- Exit: Exits the requester and keeps all of the settings that you have
- entered.
-
- Load: Load listing Move file from Load Move requester.
-
- Save: Save current settings to a Move file using Save Move requester.
-
- Cancel: Restores any settings that have been changed and exits this
- requester.
-
- Camera Move
-
- Keyboard Equivalent: N
-
- The Camera Move requester is used to create scrolling backgrounds and
- camera zoom in/out moves. The appearance and operation of the requester
- is very similar to the Move requester except that you're manipulating
- the entire screen background rather than a brush. The Camera Move
- requester requires a spare page (which can be larger than your main
- page). When in Adjust mode the Camera Move requester displays a reduced
- size spare page so you can more effectively position your camera view.
-
- Dist: Set X, Y, and Z distance that the camera will move in pixels.
-
- X and Y are the horizontal and vertical positions, respectively and Z
- con trols the camera in/out position. Negative Z values display more of
- the background screen; positive values zoom into display a smaller
- portion of the background.
-
- Zero: Set X, Y, and Z values to 0.
-
- Cyclic: Click a check mark in this button to make an animation that is
- cyclic - ie it ends and begins in the same place for seamless looping
- animations.
-
- Slow In: Set the number of frames over which you want the camera motion
- to gradually accelerate.
-
- Slow Out: Set the number of frames over which you want the camera motion
- to gradually decelerate.
-
- Count: Enter the number of frames over which you want to animate the
- camera move.
-
- Move: Set the direction to either Go From (start animation from the cur
- rent frame and move forward) or Come To (start animation at an earlier
- frame and end at the current frame.
-
- Wrap: Put a check in this box to automatically wrap the edges of the
- image in a camera move when the camera moves off screen.
-
- Start: Set the starting frame to the current values.
-
- End: Set the ending frame to the current values.
-
- Adjust: Interactively place the beginning or ending frame of the
- animation sequence that Deluxe Paint will build. Which frame is set is
- determined by whether Start or End is selected when Adjust is activated.
-
- Click and drag the mouse to move the bounding box on the screen.
-
- Press the Ctrl key while dragging the mouse up/down to adjust the size
- of the bounding box (Z axis). Use this feature for camera zoom effects.
-
- Press Keypad 0 to set the size of the box to the screen resolution.
-
- Press Enter or return to set the Start or End position to the current
- values and return to the the Camera Move requester.
-
- Press Esc to retuen to the Camera Move requester without saving the cur
- rent values.
-
- Preview: View a wireframe preview of the camera move animation. When
- the preview is complete, the Move Camera requester returns. To
- interrupt the preview hit the space bar.
-
- New: Create a new animation in memory using the current settings. Any
- listing animation is deleted (no warning is issued). This action cannot
- be undone.
-
- Before: Insert an animation generated from the current settings before
- the cur rent frame
-
- After: Insert an animation generated from the current settings after the
- cur rent frame.
-
- Exit: Exit the requester while maintaining the settings you have entered
-
- Load: Load an existing camera move file.
-
- Save: Save current settings as a camera move file.
-
- Cancel: Restores any settings that have been changed and exits this
- requester.
-
- AnimBrush >>
-
- An AnimBrursh is a special type of brush that has more than one cel
- associ ated with it.
-
- Load
- Displays the Load AnimBrush requester. This requester is identical in
- func tion to the Load Picture requester described under Load in the
- Picture menu, except that you are loading an AnimBrush.
-
- When you load an AnimBrush that has a palette different from that of the
- current picture, the picture's palette remains in place. Nonetheless,
- the brush palette information is loaded along with the brush; you can
- change to the brush's palette at any time by choosing Palette>Use Brush
- Palette from the Colour menu.
-
- Press F1 to cycle the Load AnimBrush Options panel on/ off. Check the
- Load With Palette check gadget to load the brush's palette with the
- AnimBrush file.
-
- Save
- Displays the Save AnimBrush requester. This requester is identical in
- func tion to the Save Brush requester described in the Save option of
- the Brush menu.
-
- Press F1 to cycle the Save AnimBrush Options panel on/off.
-
- Pick Up
- Selecting Pick up is similar to selecting the Brush Selector
- (rectangular mode) from the Toolbox. However, when you pick up an
- AnimBrush, you pick up all the "cels" that make up the animated sequence
- in the AnimBrush.
-
- Cels are to an animated brush what frames are to an animation.
-
- When you paint with an AnimBrush, the brush cycles through its frames
- automatically :as you paint. The brush will continuously cycle on the
- current animation frame unless you hold down the Alt key when you press
- the mouse button down, in which case the brush will paint each of its
- cels sepa rarely into each of the animation sequence frames.
-
- Choosing Pick up displays the Pick up AnimBrush requester. To pick up
- the whole animation, click OK; drag the cross-hair to select the entire
- "animat ed" area. When you release the mouse button, Deluxe Paint
- attaches an ani mated brush to your cursor. You can use an AnimBrush
- with any painting tool, just as you would use a custom brush.
-
- If you want to make an AnimBrush from only a few frames of your
- animation, you only need to pick up those frames. Move to the first
- frame in your intended AnimBrush, and choose AnimBrush>Pick up, Type in
- the number of cels that will compose your AnimBrush in the Pick up
- AnimBrush requester, Click OK.
-
- For example, let's say you have an animation of 5 frames and that you
- want to make an animated brush out of what appears on frames 6 through
- 10. You would move to frame 6, type 5 in the Pick up AnimBrush
- requester and click OK. Frames 6 through 10 make up cels 1 through 5 of
- your new AnimBrush.
-
- Note, however that you cannot pick up an AnimBrush of only one frame.
-
- Holding down the Alt key while picking up a brush with the Brush
- Selector is the same as choosing AnimBrush>Pick up. The Pick up
- AnimBrush requester appears. Type in the number of cels that will
- impose your AnimBrush and click OK.
-
- Settings
- After you have picked up an animated brush, Settings displays the
- AnimBrush Settings requester. Use this requester to control the
- AnimBrush.
-
- Number of cels: Shows you how many cels of animation are in your
- AnimBrush.
-
- Direction: These three icons give you the choice of flipping forward,
- flip ping backward, or ping ponging through the cels of your AnimBrush
- as you paint.
-
- Duration: Lets you set the number of frames it takes the AnimBrush to
- move completely through its cels. You can also think of this as the
- rate at which the AnimBrush transforms. For example, if your brush has
- 10 cels and you set duration to 20, your brush will stamp each of its
- cels twice before flipping to the next cel.
-
- Current: Lets you type in the value for the brush cel you want to start
- with. This is very useful if you want to continue painting from a
- particular cel of your brush.
-
- When the requester is not displayed, you can step backward and forward
- though the cels of your AnimBrush by pressing 7 or 8 on the keyboard
- (not the keypad) shift-7 steps to the first cel, and shift 8 steps you
- to the last cel.
-
- Use
- Makes the last AnimBrush you "picked up" the current brush. This lets
- you pickup an AnimBrush, then pick up a regular brush, and then return
- to your AnimBrush. You can also restore your AnimBrush by
- right-clicking the Brush Selector. This toggles between a standard
- custom brush and an AnimBrush.
-
- Free
- Releases the memory used by the current AnimBrush.
-
- You cannot retrieve the brush once you free it! Any time you think you
- are low on memory but before you throw away brushes or frames, press
- Ctrl-a. This displays information about available memory in the menu
- bar.
-
- Frames
-
- Presents a submenu of options for manipulating the frames in your anima
- tion.
-
- Set #
- Displays the Set Frame Count requester. Deluxe Paint will try to
- allocate as many frames as are requested. If there is not enough memory
- to allocate the requested number of frames, Deluxe Paint will allocate
- as many as memory will allow.
-
- You can ,use this requester to add or delete frames to your animation.
- For example, you could add several frames to the middle of your
- animation stepping to the frame you want to add frames after, and
- changing the num ber of frames to the current count plus the number of
- frames you want to add.
-
- Similarly, you could delete several frames from any point in your
- animation by stepping to the first frame you want to delete and changing
- the number of frames to the current count minus the number of frames you
- want to delete. For example, if you have 100 frames and you want to
- delete frames 41 to 50, step to frame 41 and set the number off frames
- to 90.
-
- Add frames
- Displays a requester that lets you add any number of frames after the
- cur rent frame. Deluxe Paint copies the contents of the current frame
- to the added frames, and makes the last new frame the current one.
-
- Keyboard Equivalent: Ctrl-click on the + icon in the Animation Control
- Panel. Alt-= will automatically add a single frame to the animation.
-
- Copy Frames
-
- Keyboard Equivalent: Ctrl-f
-
- Displays a requester that lets you copy the current frame to a range of
- frames or to all the frames in your animation sequence. Use the Insert
- Before Frame edit box to place the copied range of frames in your anima
- tion before a certain frame. This is the only requester option that
- will actu ally add/insert newer frames in your animation.
-
- Delete Frames
- Displays a requester that lets you delete the current frame, a range of
- frames or all frames in your animation sequence. If you delete the
- current frame, Deluxe Paint makes the following frame the current frame
- unless you are already at the last frame.
-
- Keyboard Equivalent: Ctrl-click on the - icon in the Animation Control
- Panel. Right-Amiga - (A-minus key) automatically deletes the current
- frame of your animations
-
- Set Frame Rate
-
- Keyboard Equivalent: Right Amiga - R
-
- This requester controls the frame rate(s) of your animation on a global
- or frame by frame basis.
-
- Play Rate: Click either a Global (fps) rate or Vary By Frame setting.
- If Global (fps) is selected, type the desired frame rate (frames per
- second) in the text gadget at the right. The maximum frames per second
- is deteremined by how large your animation is, your Amiga CPU, and the
- screen mode and resolution the animation is displayed in. If Vary By
- Frame is selected, use the options at the bottom of the requester to set
- the frame rate for a single frame, a range of frames, or all frames.
-
- Specify Frame Rate In: Use the slider or text gadgets to set the Vary By
- Frame rate in Frames per Second or Jiffies (a jiffie is a unit of
- measurement equal to one divided by the frame rate of the current mode).
- Note that dou ble-buffered modes are'nt as fast as regular modes. When
- using the Frames Per Second slider, you can select a legal frame rate
- (based on even divisibles of the frame rate of the current mode; see the
- Display Information window in the Screen Format requester).
-
- The jiffies text gadget lets you set a pause based on Jiffies (1/frame
- rate of the current mode). To set a frame pause in seconds, type a
- number that is the multiple of the frame rate for the current mode. For
- example, in NTSC Lo-Res the maximum frame rate is 60 fps, so to pause a
- frame for 3 sec onds, you would enter 180 jiffies (3x60).
-
- After you have chosen a variable frame rate, you can apply the rate to
- the following frame choices:
-
- Current Frame: The default, this will make the current frame use the fps
- or jiffies value entered above.
-
- Range: This radio button applies the frame rate to the range of frames
- speci fied in the text gadgets (first frame to last frame) to the right
- of the button.
-
- All Frames: Apply the frame rate in fps or jiffies to all frames in the
- anima tion.
-
- Set Frame Palette
- Displays the Set Frame Palette requester where you can set up multiple
- palettes for an animation. To create multiple palette animations you
- must first create unique palettes, then apply the palettes to the frames
- you wish to change. Once you've made a unique palette, you can modify
- its colours, load in a new palette, or load an image and use its
- palette.
-
- Palette Number: Enter the number of the palette you wish to apply to a
- sin gle frame or a range of frames.
-
- Current Frame: Apply the selected palette to the current frame of the
- ani mation.
-
- Range: Apply the selected palette to the specified range (set in the
- text boxes to the right of the box).
-
- All Frames: Apply the selected palette to all the frames of the
- animation.
-
- Make Palette: Creates a new palette from the palette currently used in
- the selected frame(s). On exit, Deluxe Paint creates a unique palette,
- which you can modify without affecting the palettes used in any other
- frames.
-
- Frame Palette Info
- Displays the Frame Palette Info window which shows a list of frames
- associ ated with the current palette.
-
- Palette #: The number of the current palette - the one applied to the
- cur rent frame.
-
- Frames Using Current Palette: A list of frames that use the current
- palette.
-
- Free: Click this button to purge the selected palette from memory. The
- frames using this palette are given the palette from the frame previous
- to the first occurrence of the 'freed' palette. Use the close gadget in
- the top left cor ner of the window to exit this requester.
-
- Control
- Control displays a submenu of options for moving around in your anima
- tion frames and for playing the animation.
-
- Panel
-
- Keyboard Equivalent: Alt-a
-
- Displays the Deluxe Paint Animation Control Panel. It contains a Frame
- Counter scroll bar and 15 control buttons for working through and
- playing your animations. Click an option on the Panel to select it.
- When the panel is displayed, a check mark appears next to the option in
- the menu.
-
- The options represented by the control buttons can also be selected from
- the Anim and Effect menus, which is where these features are described
- in detail. It is conveinient to have them all in the Control Panel, so
- you don't have to access a menu, or use the keyboard while you're
- working on your animation.
-
- Frame Counter
- The number of the current frame and the total number of frames in your
- animation appear in the left corner of the Title Bar. You can move to a
- spe cific frame by dragging the Frame Counter scroll bar, clicking on
- either side of the scroll box, or by clicking the Next Frame or
- Previious Frame icons in the Control Panel. Any movement you make is
- reflected in the numbers on the Title Bar.
-
- Set Range
- Displays the Set Play Range Requester. Use this requester to instruct
- Deluxe Paint to play any range of frames or all frames in your
- animation.
-
- The From number in your range must be smaller than the to number for the
- range to play correctly.
-
- The range setting is used by the Play Once and Ping Pong options in the
- Control submenu, but the Play option is not affected.
-
- This option is especially useful if you are editing a small section of a
- large animation. You can edit the frames and play only the frames you
- are editing to see your changes.
-
- Previous
-
- Keyboard Equivalent: 1
-
- Steps the current frame to the previous frame in the animation sequence.
- If the current frame is the first frame, the position is set to the last
- frame.
-
- Next
-
- Keyboard Equivalent: 2
-
- Steps the current frame to the next frame in the animation sequence. If
- the current frame is the last frame, the position is set to the first
- frame.
-
- Go to
-
- Keyboard Equivalent: 3
-
- Displays the Go to Frame requester. This requester lets you position
- the cur rent frame to any of the available animation frames. You can
- also display this requester by Ctrl-clicking the Go to icon on the
- Animation Control Panel.
-
- Repeat Last Go To
-
- Keyboard Equivalent: Shift-3
-
- Clicking on this icon brings you to the frame number set in the Go To
- requester. You can display this requester either by choosing Control>Go
- to from the Anim menu, or by Ctrl-clicking on this icon.
-
- Play
-
- Keyboard Equivalent: 4
-
- Plays the animation at the speed set in the Set Rate requester. The
- anima tion sequence will continue cycling until you press the space bar.
- (You can reverse the direction of playback by pressing r on the keyboard
- while the animation is playing).
-
- Play Once
-
- Keyboard Equivalent: 5
-
- Plays the animation sequence once through from Frame 1 to the last frame.
-
- Ping-Pong
-
- Keyboard Equivalent: 6
-
- Plays the animation sequence continuously as in Play above, but plays
- the sequence forward then backward then forward then backward and so on.
- Click or press the space bar to stop the animation.
-
- Method >>
-
- The Method menu contains two submenu options which can be used to
- specify the "memory model" of the animation sequence frames. The memory
- model refers only to the animation in RAM, not to the disk file. When
- you load an animation it is loaded into your current memory model.
-
- Compressed
- The Compressed Method while a little more complex than the Expanded
- Method, offers the advantage of permitting many more animation frames in
- memory at one time. The compressed memory model only needs enough
- memory to store the differences between frames. While this model allows
- for more frames, it has a couple of disadvantages: it is slower than the
- expanded method while animpainting, loading and saving are slower and
- memory tends to fragment, making it easy to run out of memory.
-
- Expanded
- The Expanded Method represents the simplest of the two memory models
- where all of the memory for each animation frame is allocated. If you
- are in low resolution mode, 320x200 and you have 10 animation frames,
- then you would need enough memory to hold 10 complete 320 x 200 images.
- Two advantages of this method are that the frame flipping for
- animpainting is very smooth, and you will not run out of memory to add
- an element to your animation within the allocated frames.
-
- If you set this option and then request animation frames, Deluxe Paint
- auto matically inserts the maximum number of available frames in the Set
- Frame Count requester so that you don't have to guess how many frames
- you can create.
-
- Colour Menu
-
- Ranges
-
- Keyboard Equivalent: Ctrl-r
-
- Displays the Range requester which you can use to define customised
- colour ranges for the colour cycling, gradient fill, and Shade features
- of DeluxePaint.
-
- Range
-
- The Range requester lets you specify the colours in a range (maximum of
- 256 colours) and how the colours are mixed. You can define eight ranges
- for each picture or animation.
-
- To define a range:
-
- The RANGE slider indicates the number of the current range. By default
- this is range 1. You can see the range of colours displayed on the
- range bar. Click to the right of the slider or drag the slider to the
- right to access an empty range bar.
-
- All range based features depend on the Range number set in this
- requester. Once you've created ranges to work with, you can step for
- ward and backward through them without entering the requester by
- pressirng Alt-] and Alt-[.
-
- To select a colour for the range, move the arrow cursor to the row of
- colours in the requester and click on a colour.
-
- When you click a colour, it appears in the sample square. The arrow
- cursor becomes the colour bead cursor. If you don't want to use the
- colour you chose, click another with the colour bead cursor. When the
- colour you want is in the sample square:
-
- Move the bead cursor to the range bar. Position the cursor where you
- want the selected colour to fall in the range, and click. The colour
- appears in the range.
-
- The position of colours in the range control the cycle direction for
- each range, and also sets the direction of the range when it is used as
- a gra dient. The start colour is the colour furthest left on the range
- bar. Any colour cycling begins with this colour.
-
- Each colour you place on the bar appears in the range sample. The
- gradient between colours, that is the transition of shades from one
- colour to the next, is calculated automatically. You can place original
- colours far apart to create subtle blending of colours, or close
- together to create more abrupt transitions between original shades.
-
- In modes other than HAM or 24 bit backing store mode, Deluxe Paint can
- use only colours currently in the palette to make these transitions. If
- the transitional shades are not in the palette, colours may appear as
- discrete or unevenly mixed bands in the range. You can overcome this
- limitation by adding the transitional shades to the palette.
-
- COPYING TIP
- It is possible to copy a range to the next range set in the requester.
- To do this: Move to a defined range you want to copy; drag the Range
- slider to the range number you want to copy to; click Undo. (It's
- important to click Undo with no intervening clicks after you display the
- range number you want to copy to.
-
- Rate
- The Rate slider lets you control the speed of colour cycling for each
- range. Drag the slider to the right for faster cycling. While dragging
- the slider you can monitor the colour cycling on the page, even if
- Colour Cycling is turned off. The number to the rate of the slider
- indicates the current speed setting. This number is intended to help
- you set different ranges to the same speed. The number does not
- indicate the relative speed of the cycling since the increments from 0
- to 63 are not equal.
-
- Fade
- This slider sets the gradient translucency mount for the currently
- selected bead in the range bead line. The values range from 0 (fully
- opaque) to 255 (fully translucent). Deluxe Paint will allow you to
- place fade values on any individual colour bead in your range up to 256
- colours.
-
- To create a gradient with translucency values, select a colour and place
- it on the range bar. While the colour is still selected (if you want to
- select a colour that is already on the range bar click to select it and
- then put it back down on the bar in its original position), drag the
- FADE slider to set the translu cency value for the selected colour. As
- you do this you will notice that a small square bead appears below the
- selected colour and changes from black to white as you increase the fade
- slider. Black is an indication of pure colour or opaqueness and white
- is an indication of colourless 100% translucency.
-
- When you manipulate fade values for any colour in the range bar, Deluxe
- Paint interpolates to create a spread of fade values between the select
- ed colour and the nearest colour that has a fade value assigned to it.
- You can set fade values for beads in the range bar even if no colours
- are assigned to the bead location - a box will appear below the bead to
- show the selected fade setting.
-
- Show
- Click SHOW to see the results of your colour selections and placements.
- The band beneath the bar shows the gradual transition from colour to
- colour as it would appear if you had access to all 4096 colours in the
- colour universe (as you do in HAM mode). The band above the Range
- requester shows the gradient as it will appear using the available
- colours in the palette of your current mode.
-
- Select
- To select a range of colours, click the first colour in the range, and
- click SELECT. The dropper icon appears attached to the cursor. Click
- the second colour, and all the colours up to and including the second
- colour are select ed.
-
- Clear
- To eliminate a colour from the bar click it, move the bead cursor off
- the bar, and click again. The arrow cursor returns.
-
- To eliminate all colours from the range, click the CLEAR action button
-
- Rev
-
- Keyboard Equivalent: Alt-r
-
- You can reverse the direction of the colour range, and therefore the
- direction of cycling and gradient by clicking the REVERSE action button.
-
- Select another colour and position it on the bar. Repeat this step
- until all the colours you want are on the bar. To reposition a colour
- on the bar click it, move the bead cursor to another position, and click
- again.
-
- Dither
- There are three dither options. When Smooth is selected, Deluxe Paint
- tries to blend the colours of the range as smoothly as possible.
- Pattern splits the colours more, but uses a slight dither at each colour
- border. Random allows you to set the dither from no dither to smooth,
- using the dither slider
-
- Dither Slider
- The slider beneath the Random button reduces the contrast between adja
- cent colours (without changing the colours themselves). Drag the Dither
- slider to the right to increase the amount of dither. Setting the
- slider all the way to the left gives almost no random mixing between
- shades. Moving the slider to the right increases the amount of mixing
- at the colour boundaries.
-
- If you are not in HAM or 24 bit backing store mode, and you have placed
- colours on the gradient bar with empty notches between the colours, you
- may not see the dither effect you expect. When you leave notches
- between colours on the bar Deluxe Paint calculates the spread of colours
- that would fill the notches and then looks in the palette for the
- closest matching colours to fill in the range. In many cases, the
- closest colour will be one of the colours already on the bar. A dither
- between two identical colours will look like no dither at all.
-
- In modes other than HAM or 24 bit backing store, it is advisable to
- always place all the colours you want in your gradient on the bar with
- no empty notches between them. This way you will get exactly the
- colours you expect, and the dither will appear as you would expect it to
-
- If you are working in HAM mode, you won't see the dither effect in the
- gradient sample painted in this requester. To see the gradient with
- dither effects, go to the Fill Type requester.
-
- OK
- Click Ok to accept the changes and exit.
-
- Undo
- You can reverse the last change you made in the palette or Range
- requester by clicking UNDO.
-
- Revert
- This returns the Range requester to the condition it was in before you
- dis played the requester.
-
- Grid
- Click this check box to display a grid around the colours of the
- palette. Register colours have a white grid highlight and non-register
- colours have a blue grid highlight. The grid is off by default.
-
- Cycle
- Keyboard Equivalent: Tab
-
- Toggles colour cycling on/off. Colour cycling uses the colour ranges
- you define in the Range requester. (See Range above). If a colour is
- not included in any range, it does not cycle. See "Animation with
- Colour Cycling" in Tutorial One of Chapter Four: Painting Tutorials
-
- Palette >>
-
- Mixer On/Off
- Keyboard Equivalent: p
-
- Displays/removes the Colour Mixer. You can also display this Mixer by
- right-clicking the Colour Indicator (between the Palette and the
- Toolbox).
-
- There is a subtle but important difference between removing the Colour
- Mixer by choosing the menu option and by clicking OK. When you choose
- the menu option or press p, the Colour Mixer is hidden behind the
- current screen and the data in the Mixing Area remains intact when you
- redisplay the requester. Clicking OK in the requester accepts all
- changes in the Colour Mixer and clears the Mixing Area.
-
- The Colour Mixer is the master colour control panel. From here you can
- mix and modify colours, create spreads, and copy or exchange colours.
-
- The Colour Mixer and the Arrange Palette requester described below let
- you work with a 256 colour Colour Set, regardless of the number of
- colours you are actually using in your current screen format. If you
- are in a mode other than HAM, you can paint only with the colours that
- are in the Palette. The Palette colours are arranged in the first slots
- of row 0. You can identify them by the white highlight on the top and
- left edge of each colour when the Grid is turned on. The other Colour
- Set colours have a light blue highlight on the top and left edge when
- the Grid is turned on. Occassionally you will see us refer to your
- Palette colours as your "base register" colours.
-
- In Extra Halfbrite mode (64 colour mode) you cannot modify the colours
- in rows 2-3. These are the Halfbrite colours and always take the
- Halfbrite value of the corresponding Palette colours in rows 0-1. If
- you attempt to copy to, exchange with, delete, or spread the Halfbrite
- colours, nothing will happen.
-
- In HAM, HAM8 or 24-bit RGB mode, you can paint with any colour in the
- available colour universe (4096 colours in HAM, 262,144 in HAM8 etc.).
- The Colour Set is merely a holding spot for extra colours beyond your
- "base register" colours.
-
- COMPATABILITY NOTE
- We have found that several other painting and viewing programs incor
- rectly assume that the palette will contain no more than the maximum
- number of colours in the pictures display mode. These programs will not
- correctly load a picture saved with the Colour Set. At this time, for
- maximum compatability any pictures you are distributing should br saved
- with no colours in the Colour Set beyond the Palette colours You can
- delete the colours in your Colour Set with the Delete button in just a
- few steps. We hope that in the near future these other pro grams will
- correctly ignore the extra colours in the Colour Set if they are not
- able to use them.
-
- Modifying Colours
- DeluxePaint V lets you modify colours with either the RGB or the HSV
- colour mixing systems. Let's say you want to modify an individual
- colour to use in the foreground. Here's how to do it.
-
- Click the colour you want to modify either in the requester's row of
- colours or wherever the colour appears on the page. The selected colour
- is displayed in the sample-colour box.
-
- You can use the up and down arrows at the right end of the palette to
- expose the next row of 16 colours. You can also Shift click on the
- arrows to scroll directly to the first or last row of colours.
-
- Move the box(es) inside the slider(s) to modify the selected colour, by
- varying the proportions of Red, Green, and Blue (RGB). To move a box,
- click on either side of it (inside the slider) or drag the box left or
- right.
-
- The HSV method of colour mixing yields identical results. HSV breaks
- each colour down into its Hue, Saturation, and Value.
-
- Hue refers to the colours position on the colour spectrum. As you move
- the box along the Hue slider (starting from the left), your current
- colour changes to a shade of the following colours - Red, Orange,
- Yellow, Green, Blue, Purple, and Red.
-
- Saturation refers to the strength of the particular hue and the extent
- to which the strength is "diluted" by some proportion of white. If your
- current colour has a saturation setting of zero, your colour is
- necessarily white.
-
- Value refers to the amount of light a colour reflects off a surface (and
- therefore, the absence or presence of black). A colour with a high
- Value setting has little or no black, whereas colours with low Value
- settings contain more black. No matter what settings you've entered for
- Hue and Saturation, a Value setting of zero produces pure black.
-
- In the requester, the RGB system uses a 256 point scale (0-255) for
- colour values in AGA or 24-bit mode, while HSV method uses two different
- types of measurement. Hue is referred to in degrees of the Coloyr Wheel
- (0-360 degrees) and saturation and Value are measured in percentages
- (0-100%).
-
- (See Tutorial One in Chapter Four: Painting Tutorials for an explanation
- of colour mixing in RGB or HSV).
-
- Copy
- Use the COPY button to copy a colour from your picture or the palette.
-
- Select the colour you want to copy.
-
- Click COPY. The dropper icon cursor appears attached to the cursor.
-
- Click the slot in the requester into which you want to copy the new
- colour.
-
- Spread
- Spread helps you quickly create a spread of shades between two colours.
-
- Select the first colour from the palette
-
- Click SPREAD. The dropper icon cursor appears attached to the cursor.
-
- Click the second colour.
-
- Deluxe Paint creates a uniform spread of colours, taking into account
- the beginning and ending shades and the number of colours in between in
- your palette.
-
- EX
- Use the EX button to exchange the positions of two colours in the
- palette.
-
- Select the first colour from the row of colours.
-
- Click EX. The dropper icon cursor appears attached to the cursor.
-
- Click the second colour.
-
- If you use EX to rearrange the colours in your palette, the resulting
- screen image will likely be in the wrong colours. You can correct this
- by choosing Remap from the Colour menu.
-
- You should remap immediately after you change the colour arrange ment in
- the palette. If you modify the palette a second time without first
- re-mapping, you will not be able to remap to the original palette.
-
- SELECT
- SELECT lets you select a range of colours from the palette.
-
- Select the first colour from the palette.
-
- Click SELECT. The dropper icon cursor appears attached to the cursor.
-
- Click the second colour.
-
- The colours from the first colour up to and including the second colour
- are selected.
-
- You can also use keyboard shortcuts to select a contiguous or discon
- tiguous range of colours:
-
- To seolect a contiguous range of colours, click the first colour, and
- then hold the Alt key while clicking the second colour.
-
- To select a discontiguous range of colours, Shift-click on any colour
- The colour you Shift clicked on is added to the previously selected
- colours, which are still selected
-
- DELETE
- Use DELETE to remove one or more colours from the colour set.
-
- Click a colour you want to delete.
-
- Click DELETE. The dropper icon cursor appears attached to the cursor.
-
- If you want to delete only one colour, click on that colour in the
- colour set. The colour will be deleted and the slot it occupied in the
- colour set will be empty.
-
- If you want to delete more than one colour, a range for example, click
- the first colour in the range; click SELECT; move the dropper icon
- cursor to the last colour in the range; and click the colour. Click
- DELETE, and Deluxe Paint deletes all colours between the selected colour
- in the sample colour box and the colour you clicked on.
-
- Use the eye dropper icon in the lower right corner of the panel to
- select a new foreground or background colour for your palette.
-
- Click the Dropper icon. The pointer changes to an eye dropper cursor
- (You can also display the eye dropper cursor by pressing the comma key
- ",").
-
- Position the point of the eye dropper on the colour you want to become
- the new foreground or background colour.
-
- Click to make the colour you clicked on the new foreground colour.
- Right click to make it the new background colour.
-
- To copy your new colour into the palette, use COPY.
-
- REVERT
- You can clear the changes you made in the Colour Mixer by clicking
- REVERT. With the exception of the mixing area, this returns the
- requester to the condition it was in before you displayed the Mixer.
-
- UNDO
- You can reverse the last change you made in the Colour Mixer by clicking
- UNDO.
-
- SCALE
- You can convert your old IFF RGB4 values (0 to 15 - almost any of your
- IFF pictures created with previous programs) to RGB8 values (0 to 255).
-
- GRID
- Click the GRID check gadget to turn the highlight on the top left edges
- of the colours in the palette on and off.
-
- Colour Mixing Area
- Use the mixing area to interactively mix colours to create new ones,
- and, if you wish, add colours to your palette. You can use colours in
- the picture, colours from the palette, and colours you mix to create new
- shades. Using your current built in or custom brush you can select
- colours from the palette (one at a time), paint with them in the mixing
- area, and mix them with other colours.
-
- Creating a New Colour
- You can create a new colour in the Mixing Area in three basic ways:
-
- 1. Mix a selected colour in the mixing area with one or more other
- select ed colours. The resulting colour can be a new colour. Use the
- Pick icon to select the colour and add it to the selected colour cell.
-
- 2.bb Edit a colour by adjusting its values with the RGB/HSV sliders.
-
- 3. Drop colours in the mixer 'wells' at either end of the mixer.
- Deluxe Paint creates a spread between the two colours at either end of
- the mixer. You can then add any of the spread colours to your palette
- or colour set one at a time.
-
- Here's a step by step example of how to select a colour from the cur
- rent picture, edit it, mix it with another colour, and add it to the
- palette.
-
- Selecting a Colour
-
- With a picture on your screen and the Colour Mixer exposed, click the
- dropper action button.
-
- Move the dropper cursor to the picture and click on a colour.
-
- The colour you clicked on automatically becomes the current fore ground
- colour. It appears in the sample colour box, so you can paint with it
- immediately. The colour slot of the new colour appears high lighted or
- indented in the colour set.
-
- To select multiple colours from the palette, use the SELECT button or
- Shift-click to select each colour.
-
- To select a range of colours from the palette, click to select the first
- colour in the range, and then Alt-click on the last colour you wish to
- select in the range.
-
- Only one colour can be edited at once. To edit the selected colour:
-
- Drag one or more of the RGB/HSV sliders to change the colour val ues,
- which changes the colour itself.
-
- Mixing a Colour
-
- Click a medium sized built-in brush and paint in the mixing area.
-
- Choose another colour and paint over the first colour in the mixing
- area. As you combine the two colours, new shades are created. You can
- repeat this step as often as you like.
-
- When you have created a colour you want to use, click the slot in the
- colour set where you want to place the new colour.
-
- Click the eye dropper button: click the colour in the mixing area to
- make that shade the new colour.
-
- Clearing the Mixing Area
-
- You can clear the Mixing Area to any colour by copying the colour to it.
- Here's how:
-
- Select the colour you want to clear the Mixing Area to.
-
- Click COPY. The dropper icon appears attached to the cursor.
-
- Click the in the Mixing Area. It is cleared to the colour you selected.
-
- Arrange
- Keyboard Equivalent:P
-
- Shows the Arrange requester. It displays all 256 colours of a Colour
- Set (8 rows [128 colours] at a time). Clicking on the up and down
- arrows scrolls through the colour set one row at a time (16 colours in a
- row). Shift-click ing on an arrow scrolls 4 rows at a time. Arrange is
- helpful if you want to copy exchange or spread colours over more than
- one row at a time. The Arrange requester will replace the Colour Mixer
- if it is open.
-
- Use the Arrange requester to create and organise colours in your palette
- or delete colours. It lets you delete colours easily so that new
- colours can be added to the current 256-colour set.
-
- The action buttons in the Arrange requester work exactly as they do in
- the Colour Mixer. See above.
-
- Use Brush Palette
- When you load a brush from disk, Deluxe Paint continues to use the
- current picture palette, even though it may be different from the one
- the brush was created with. Use Brush Palette switches to the brush
- palette, and includes any information about colour cycling that was
- saved with the brush. If the newly loaded brush uses more colours than
- the current picture, Use Brush Palette switches to the brush palette and
- reduces the number of colours to that of the picture palette. It does
- so by recomputing the palette to match the original as closely as
- possible with fewer colours. After choosing Use Brush Palette, you can
- still revert to the original picture palette by choosing Restore Palette
- (see below).
-
- Compare Use Brush Palette with Remap in the Colour menu: this com mand
- lets you keep the current picture palette, but maps the brush to the
- picture palette to match the original brush as closely as possible.
-
- Restore Palette
- Returns you to the palette you were using before the current palette.
- Thus, if you load a picture with a different palette, Restore Palette
- reverts to the palette in effect before the load. See also Use Brush
- Palette, above, and Default Palette, below.
-
- Default Palette
- The default palette is the palette Deluxe Paint uses when you first
- start the program. The Default Palette command replaces the current
- palette with the default palette and resets any ranges you may have
- created to its (their) default state.
-
- Load
- Load a palette that you have previously saved, without loading an image.
- The Load Palette requester works just like the Load Picture requester
- (see Load under the Picture menu). When you load a palette, the palette
- colours overwrite your current palette directly. Compare this to
- loading a Colour Set, explained below.
-
- Save
- Save a palette without saving the image. The Save Palette requester
- works just like the Save Picture requester (see Save under the Picture
- menu). Only the Base Register colours (those colours that appear below
- the Toolbox) are saved, NOT the entire colour set.
-
- Colour Set
-
- Load
- Displays the Load Colour Set requester. This requester works just like
- the Load Picture requester (see Load under the Picture menu).
-
- Once you've selected the Colour Set file you want to load and clicked
- Load in the first requester, a second Load Colour Set requester appears.
-
- This requester lets you choose which colours from the Colour Set are to
- be loadcd into your current colour set. To select colours, click on
- them. Click on a colour a second time to deselect it. The All button
- selects all colours in the Colour Set. The None button deselects all
- colours. The Base button selects only the colours in the palette (base
- registers).
-
- Once you have selected the colours you want to load, you can either Add
- them to your Colour Set or Overwrite the current Colour Set. If you
- choose Add, the colours are added beginning in the first empty slot of
- your current Colour Set. Colours will be added only until the Colour
- Set is full.
-
- If you choose Overwrite, the colours you have selected are entered into
- your current Colour Set beginning at colour 0 and the new colours
- overwrite the previously existing colours.
-
- If you change your mind and decide not to load any colours, click Cancel
- in the requester.
-
- Save
- Saves a 256 colour set as a separate file. The Save Colour Set
- requester works just like the Save Picture requester (see Save under the
- Picture menu).
-
- Bg>Fg
- Changes all pixels that use the current background colour to use the
- current foreground colour. This provides an easy method of changing
- colours glob ally all pixels in the current background colour in the
- picture are changed to the current foreground colour. The change occurs
- on-screen only and does not affect the order of color in the colour
- palette. This is a quick and easy way to swap the colors of your image
- without modifying the palette.
-
- Undo does not reverse this change.
-
- Bg<->Fg
- Swaps all pixels in the current background colour with the current fore
- ground colour. This is similar to the Bg->Fg option above, except that
- the change occurs in both directions. The change occurs on screen only
- and does not affect the order of colours in the colour palette.
-
- Undo does not reverse this change.
-
- Remap
- When you create a picture, Deluxe Paint "remembers" each colour on the
- screen by remembering its location in the palette. If a picture on the
- screen was created with a palette other than the current palette (for
- example, if you have modified the palette since loading the picture),
- Remap finds the loca tions in the current palette of the colours it used
- in the original palette and tells the picture to look there for its
- colours. Bg->Fg and Bg<->Fg, above, are special cases of Remap. See
- also Remap under the Brush option of the Colour menu, below.
-
- Undo does not reverse this change.
-
- Recompute
- This option is only available in HAM mode or higher. Choosing this
- option recomputes the picture data by doing a remap with the current
- palette. If you have loaded a HAM image from a different program,
- Recompute may reduce the fringing effects you see when moving a brush
- across the screen.
-
- In 24-bit mode, Recompute produces the best screen palette from the
- 24-bit data currently in memory. See Appendix E: The 24-Bit Backing
- Store for more information.
-
- Brush >>
-
- Use the options in the submenu to modify the current brush colours.
-
- Bg->Fg
- Changes all pixels in the brush that are in the current background
- colour into the current foreground colour. This provides an easy method
- of making a global colour change - all instances of the background
- colour in the brush are changed to the current foreground colour.
- Because you can select any colour in the brush as either the foreground
- or the background colour at any time, you can make intricate colour
- changes easily. This operation affects the brush colours only and does
- not affect the picture or the order of colours in the palette.
-
- Bg<->Fg
- Swaps the current background colour in the brush with the current fore
- ground colour. This is similar to the Bg->Fg option, except that the
- change occurs in both directions. The change affects the brush colours
- only and does not affect the picture or the order of colours in the
- palette.
-
- Remap
- Use Remap when you load a brush that uses a palette different from the
- current palette. Remap looks at the colours used in the brush and tries
- to find the closest fit within the current palette. This option is
- different from Use Brush Palette in that it does not change the picture
- palette. Instead it changes the palette locations the brush looks at
- for its colours. You can per form this operation on AnimBrushes and all
- frames of the animated brush will be remapped.
-
- Change Transparency
- Lets you change the transparency colour of the currently selected brush
- to the current background colour.
-
- Effect Menu
-
- The Effect menu contains several special features. Its options let you
- create stencils, "freeze" the background, and define planes for drawing
- in perspec tive.
-
- Stencil >>
-
- Creating a stencil allows you to paint around an image without painting
- on it, as though it were protected by a frisket. Create a stencil of an
- image in either of two ways (painting and locking), or by using both
- ways together. You can "paint" an area to mask. See Paint, below, or
- "lock" the colours that comprise that image.
-
- A stencil will also apply to the brush when it is captured. Whatever
- colours in the brush were locked when the stencil was made become
- transparent in the brush.
-
- When you have a stencil active, an "S" appears in the Title Bar.
-
- Show
- Show dims the colours in your picture and displays the stencilled areas
- of your picture (if any) in a contrasting lighter colour. The "S" in
- the Title Bar changes to "s". You can't paint on your picture while
- Show is active. Click to return to your picture.
-
- Make
- Keyboard Equivalent: ~ (tilde, below Esc)
- This displays the Make Stencil requester. You can reposition the
- requester anywhere on the screen by dragging the Title bar.
-
- To make a stencil:
-
- Click the colours you want to use to create the stencil. You can select
- colours by clicking them in the requester's palette, by clicking colours
- in your picture, or by clicking colours in the main palette.
-
- When you have clicked all the colours you want to protect, click MAKE.
-
- The colours you select define a mask that protects an area from being
- paint ed over. The shape of the stencil is what is created and saved,
- not the colour information, which means you can change the colours of a
- "stencilled" shape, and still retain the stencil.
-
- If you have several animation frames, Deluxe Paint automatically remakes
- the stencil as you move from one frame to the next, either manually or
- while using the Move requester.
-
- CLEAR: Clears the current colour selections in the requester.
-
- INVERT: Inverts the current colour selections. This is useful if you
- want to mask more colours than you want to leave unmasked.
-
- When you are using HAM or 24 bit backing store mode, your Make Stencil
- requester also contains a Show button, a Fine Tune button and a
- Tolerance edit field. These options are explained in detail, with
- examples, in Turorial Five of Chapter 4: Painting Tutorials.
-
- Show toggles the show stencil function on and off. This works like the
- Stencil>Show option in the Effect menu.
-
- Fine Tune lets you add or subtract individual colours from the stencil.
-
- The Tolerance edit field lets you click on a singlc colour in your
- picture and simultaneously lock (or unlock) all "similiar" colours in
- the image. The Tolerance number determines how different a colour can
- be and still be considered "similar" to the one you clicked on. A low
- Tolerance number requires that the colours be very similar, while a high
- Tolerance number locks colours that may be very different from the
- colour you clicked. The range of Tolerance values from 0 to 48. At 0
- tolerance, only colours that are identical to the colour you click on
- will be affected. At 48 tolerance, all colours will be affected.
-
- Remake
- When you have a stencil active and you apply colours to your picture,
- the colours you apply are not protected, even though they may be locked
- in the Make Stencil requester. You can lock newly applied colours by
- bringing up the Make Stencil requester and clicking Make, or by
- selecting Remake from the Stencil submenu.
-
- If you have several animation frames and you make a stencil, Deluxe
- Paint automatically remakes the stencil as you move from one screen to
- the next.
-
- Paint
- Keyboard Equivalent: Ctrl-s
-
- Uses your current built-in or custom brush to paint the area you want
- sten cilled. The image under the stencil will be displayed in a "half
- tone" mode. When you've finished painting the stencil, choose Paint
- again to exit this mode and activate the stencil. Stencils you create
- using Stencil Paint are "area based". Also, if you choose Make or
- Remake to create a "colour based" stencil, your painted stencil is
- discarded.
-
- Reverse
- Has the sanme effect as clicking Invert in the Make Stencil requester
- (see Make, above).
-
- On/Off
- Keyboard Equivalent: (below Esc).
-
- Toggles the stencil on and off. This maintains the stencil but turns it
- off temporarily so you can paint on the protected colours.
-
- Free
- Creating a stencil uses memory even though you may have it turned off
- (see On/0ff above). Free deletes the stencil and unallocates the memory
- it was using.
-
- Load
- Stencils can be loaded as separate items. They are full screen only and
- can be loaded only to the position they occupied when they were created.
- In other words, you cannot create a page larger than screen size and
- load the stencil into the middle of the page. The Load requester works
- like all other Load requesters in the program (see Load in the Picture
- menu).
-
- When you load (or save) a stencil, you are loading (or saving) only a
- layer of data that indicates which pixels in your picture you can or can
- not paint in. You are not loading settings for the Make Stencil
- requester. In other words, stencils you load are area based, like the
- sten cils you create in the Stencil>Paint mode. Area based stencils do
- not apply across animation frames and are replaced by colour based
- stencils you subsequently create using the Make Stencil requester.
-
- Save
- You can save stencils just as you can any other file, such as pictures
- or brushes. The Save requester for stencils works like all other Save
- requesters in the program (see Save in the Picture menu). See the note
- above regarding the nature of the data you are saving when you save a
- stencil
-
- LightTable >>
-
- On/Off
- Keyboard Equivalent: 1
-
- Turns the LightTable on or off. The LightTable lets you see the
- animation frames that immediately precede and/or immediately follow the
- current frame (or the spare page), which gives you greater control while
- creating your animation. This effect simulates the "onion skin"
- techniques used by traditional animation artists. By using a
- combination of LightTable options, you can see a maximum of four frames
- simultaneously.
-
- The lighttabled frames appear behind the current image (in the BG area)
- and can be dimmed to a darker colour in all screen format modes except
- HAM.
-
- Merge
- Merges all of the currently viewed images into the current frame, and
- turns off the LightTable so you can see the result as it actually
- appears.
-
- WARNING
- You cannot UNDO this Merge command.
-
- Dim
- Keyboard Equivalent: Alt-1
-
- When Dim is On, all frames displayed on the LightTable, except the
- current frame, appear dimmed. You can easily see at a glance, which
- frame you are working on. Dim is on by default. This option applies to
- all screen format modes except HAM.
-
- If you dim a frame that contains very dark colours, those colours may be
- difficult to see.
-
- Layer 1-4
- Keyboard Equivalent: Ctrl-1 to Ctrl-4
-
- Shows/hides the frames defined for each Layer in the LightTable Settings
- requester (see below). If a layer is checked, it is shown: if it is not
- checked, it is hidden.
-
- Settings
- Displays the LightTable Settings requester.
-
- Layer: You can use these checkboxes to show/hide the four Layers just
- like selecting the Layers directly from the Effect>LightTable menu.
-
- Frame: Define the frame associated with the Layer 0 = spare page, 1 =
- next frame, -1 = previous frame, -2 = 2 frames back, etc.
-
- Dim: Click this box to activate the current dim slider values.
-
- < >: Click the left and right arrows (< >) to globally increase or
- decrease the dim values for all four layers. Each mouse click moves the
- values up or down by 5 units. Alt Click adjusts the values by 1O, and
- Ctrl Click adjusts the values by 1.
-
- Sliders: The sliders set the dim values for each Layer. The dim value
- (-255 to 255) is the amount of black to add to the colours in the
- selected layer. The larger the number, the darker the colours: the
- smaller the number, the lighter the colours. Zero leaves the colours
- unaltered. Adding a negative amount of black will make the colours
- lighter (ie, add White).
-
- Anim Lock: Click this checkbox to lock out any page that is not within
- the current animation play range. This will lock out the first frame of
- an anima tion if a layer is set to show the next frame (1) and the
- current frame is the last frame in the animation, or lock out the last
- frame of a animation if a layer is set to show the previous frame (-1)
- and the current frame is the first frame of the animation.
-
- Background >>
-
- Fix
- Fixes the background by "locking" the current picture. This allows you
- to draw on it without losing any of the background. You can erase any
- paint you apply after fixing the background by clicking CLR or by
- painting with the right mouse button.
-
- Fixing the background uses additional memory. When the background is
- fixed, no colours may be picked up from that background.
-
- Free
- This "unlocks" the background, and merges it with anything that was
- paint ed over it, so that clicking CLR will clear the entire picture.
- It also frees up the memory that was allocated to fixing the background.
-
- LockFG
- The Make Stencil requester lets you create stencils based on colours in
- the palette. By locking a colour, you make it impossible to paint on
- that colour wherever it may be on the page. By using a combination of
- Fix Background (see above) and Lock FG, however, you can define a
- stencil by area rather than colour. When you select Lock FG, you define
- as a stencil those areas on the page that you have painted since fixing
- the background, regardless of the colour of those areas.
-
- Anti-alias >>
-
- Anti-aliasing is a smoothing process which eliminates or reduces the
- jagged edges apparent in lines that aren't precisely vertical or
- horizontal. The effec tiveness of anti aliasing is dependent on the
- range of colours in the palette. For example, to draw a smooth, oblique
- black line on a white background, you'll need to have two intermediate
- shades of grey in the palette. Anti aliasing works with straight and
- curved lines, and with filled and unfilled shapes. It is especially
- good at smoothing the jagged lines in a brush that result from rotating
- or shrinking it in Perspective mode.
-
- None, High, Low
- Keyboard Equivalent: Alt-/
-
- Set the level of anti aliasing used on your brush when you paint. None
- is the default setting and applies no anti aliasing. Low lets you
- eliminate some of the jagged outline in your images and brushes. The
- cost of removing jagged lines is painting speed, but it is still faster
- than smoothing out an image by hand. To use anti aliasing, select
- either Low or High before you lay down the brush image. Anti-aliasing
- is most effective when you have reduced the size of your original brush
- (for example, by moving it back along the Z axis). Anti aliasing in the
- High setting can be very slow if your brush or fill area is large.
-
- Process >>
-
- The effectiveness of the Process options is dependent on the colours
- availablc in the palette. Deluxe Paint combines your foreground colour
- with the colour in your image and then looks for the colour in your
- palette that most closely matches the colour it needs. For best
- results, your palette should contain a range of colours between the
- colours in the palette and the colour you are using to tint. The
- Process option obviously give the best results in higher colour modes
- because all Amiga colours are available for painting.
-
- You can combine Translucency with any of the Process options to increase
- your control over the effect of these options. For example, Hue would
- nor mally directly substitute the hue of your brush for the hues in your
- picture If you turn on Translucency with a setting of 50% instead of
- substituting the hue directly, the resulting hue will be a 50/50
- combination of the brush hue and the picture hue.
-
- On/Off
- Keyboard Equivalent: Alt-p
-
- When you choose Process On a P appears in the middle of the Title Bar
-
- Tint (default setting)
- The colour you are painting with tints the colour(s) underneath it in
- the direction of the colour you are applying. Use this option if you
- want to cre ate a shading or tinting effect over a number of colours on
- the screen, or to colourise a black and white or greyscale image.
-
- Hue
- Use this option with any painting tool to adjust the hue of a coloured
- area of your image. This option is useful for converting a
- multi-coloured image into a monochromatic image. Note that this option
- will have no effect on greyscale images because a colour with no
- Saturation is grey regardless of its hue.
-
- Value
- Use this option to paint the Value of the current brush into the colours
- in the image. This is an effective way to create shading effects. If
- you choose a light colour to paint with in Value mode, darker colours
- you paint on will become lighter. If you choose a dark colour to paint
- with, lighter colours will become darker.
-
- Translucency >>
-
- On/Off
- Keyboard Equivalent: Alt-t
-
- When you choose Translucency a T appears in the middle of the Title Bar.
- Painting with Translucency on has the effect of laying a transparency or
- coloured filter over a portion of your picture. The transparency is
- tinted toward the current foreground colour. The degree of tinting is
- determined by the level (percentage) set in the Translucency requester
- (below).
-
- Settings
- Keyboard Equivalent:Ctrl-t
-
- Displays the Translucency requester. The default setting is 50%.
-
- To change the setting click on either side of the slider, or drag the
- slider to a particular position. Click OK to confirm your new setting.
-
- Here's an example of how Translucency works. Let's say you have a red
- object in your painting with the RGB values R: 15 (100%) G:0 B:0, and
- that blue (R:0 G:0 B:15 (100%) is your foreground colour. If you set
- the translucency level to 50% and painted over the red object, the
- resulting colour would be equal to 50% of the objects colour, red, and
- 50% of the foreground colour, blue. The RGB value of the resulting
- colour is R:7 (50%) G:0 B:7. If this colour (purple) is not in the
- current palette, the clos est colour to this value will be used instead.
- Like the Process functions, Translucency gives the best results in HAM
- mode.
-
- The percentage value for translucency refers to the amount of the
- original object that will show through the newly applied foreground
- colour. For instance, in the above example if the translucency level
- was set to 75%, the resulting colour would be 75% of the listing colour
- in the painting, red, and 25% of the foreground colour, blue. The RGB
- value of the resulting colour would be R:11 G:0 B:3.
-
- Translucency works with all the painting tools (except text, single
- pixel Airbrush, or the 3- and 5-pixel built-in brushes), and in
- combination with the Process options. By combining Translucency with
- Tint for example, you can control the degree of tinting.
-
- Perspective >>
-
- The Perspective submenu contains options for manipulating a brush in
- three dimensions.
-
- Do
- Keyboard Equivalent: Enter (on keypad)
-
- Puts you into Perspective mode. Your brush is represented by a four
- cell matrix, which you can manipulate with keypad commands (listed later
- in this section). The amount of rotation for axes x, y and z is given
- in degrees on the right side of the Title bar. The centre of
- perspective (see Centre, below) is indicated by a cross hair. You can
- paint an image of the rotated brush at any time by clicking.
-
- To exit Perspective mode, click a tool in the toolbox or press Enter on
- the keypad.
-
- FillScreen
- Keyboard Equivalent: - (minus) keypad
-
- Fills the screen with the current brush, in its current state of
- rotation in 3D. The entire brush size (not just the opaque part) is the
- default size for the Perspective Fill pattern.
-
- Reset
- Keyboard Equivalent: 0 on keypad
-
- Resets the brush to its original state before rotation, and returns all
- of the settings in the Perspective Settings requester to their defaults
- (see Settings below).
-
- Note: The keyboard equivalent does not reset the perspective centre This
- is useful if you need to reset your brush to its original orientation
- without changing your perspective plane.
-
- Centre
- Keyboard Equivalent: . (period) keypad
-
- Allows you to set the Perspective centre or horizon in your perspective
- "landscape".
-
- When you select Centre, your cursor changes into a large cross hair The
- smaller stationary cross hair on the screen indicates the existing
- centre. Move the large cross hair to the new centre you want and click
- either mouse button.
-
- Once your have set the Perspective centre, the position of the unrotated
- brush relative to that centre determines the position of the perspective
- planes when you rotate the brush. the greater the distance above or
- below Perspective centre, the less pronounced the perspective effect.
-
- Settings
- Displays the Perspective requester. When you are in Perspective mode
- you can also display this requester by right clicking the Grid tool.
-
- The following options are available:
-
- Grid
- You can use these edit boxes to set the dimensions for a grid in three
- dimen sional space. When you first open the requester, the numbers in
- these boxes correspond to the dimensions of your brush: the Z dimension
- automatically takes the same value as the Y dimension. It is important
- to remember that the entire brush size (not just the opaque part) is the
- default size for Perspective Grid and Perspective Fill.
-
- From Brush
- Clicking From Brush sets the X and Y grid values to correspond to the
- width and height of the brush. This is the quickest way to restore the
- per spective grid settings to the same dimensions as your brush without
- affect ing any other settings.
-
- Angle Step
- Specifies the rotation increment used in conjunction with the Shift key
- and the appropriate keyboard rotation key (see Perspective Rotations,
- below). This value defaults to 90 degrees.
-
- Screen
- The default setting, uses the screen coordinate system when rotating the
- brush on the x, y, and z axes. (If you are familiar with coordinate
- systems, you will know this coordinate system as the Euler method, which
- measures all three angles of rotation from absolute zero).
-
- Brush
- Rotates the brush relative to the current brush coordinate system.
-
- Display
- The Angle and Pos buttons let you choose whether the angles of rotation
- or the position of the brush in three dimensional space are displayed in
- the Title Bar.
-
- If Coords from the Prefs menu is turned on, the Title Bar shows two
- dimensional coordinares; be sure to turn Coords off if you wan't to see
- three dimensional coordinates.
-
- Perspective Rotations
- All perspective rotations are controlled through the keypad on your key
- board.
-
- Pressing Keypad 0 resets all three axes to zero and fixes the Z axis
- below), but retains the apparent distance settings. Pressing Keypad 0
- in con junction with the Shift key resets all perspective values to the
- default state
-
- Other Perspective Keyboard Commands
-
- Ctrl temporarily fixes the Y axis so that you can move the brush forward
- or backward in 3D space by moving the mouse forward or backward.
-
- The ; and ' keys move the brush plane forward or back along its fixed
- axis (see below) without changing its orientation, moving it in a
- direction per pendicular to the brush plane. This is the same effect
- described in the above discussion on brush position prior to rotation.
- Thus, with the Z axis fixed brush position relative to the Perspective
- centre at the moment of rotation determines the brush's distance above
- or below eye level. You can achieve the same effect after the brush is
- rotated by using the ; and ' keys to move it for ward or back along its
- Z axis.
-
- Up Arrow
- Pressing these keys with the shift key held down results in larger
- increments of movement. In addition you can modify the apparent
- distance from the observer by pressing the < and > keys (ie. the
- Shifted "," and "." keys) Thus when the apparent distance is great, the
- perspective foreshortening is at a minimum, becoming greater as apparent
- distance decreases.
-
- Fixing Axes: Whenever you start in Perspective mode, the Z axis (the one
- perpendicular to the screen) is "fixed," that is, the mouse does not
- move the brush through that axis. You can selectively fix any axis, as
- follows:
-
- To fix the X axis, press Shift-9
- To fix the Y axis, press Shift-6
- To fix the Z axis, press Shift-3
-
- As noted above, you can move along the axis that is currently fixed by
- using the Shifted or un Shifted ; and ' keys (use the Shifted keys for
- larger incre ments). You can also temporarily fix the Y axis by holding
- down the Ctrl key.
-
- Pressure >>
-
- On/Off
- Deluxe Paint supports pressure sensitive tablets. (TriMedia, Inc.
- software dri ver required). When painting on canvas with a traditional
- brush, your strokes vary in colour intensity and width depending how
- hard you press the brush down. Pressure sensitivity allows duplication
- of this effect, as well as other effects not possible with traditional
- media.
-
- Settings
- Keyboard Equivalent: Ctrl-p
-
- Displays the Pressure requester and turns on pressure on exit.
-
- Translucency: When this option is on, your brush paints from the back
- ground colour to the foreground colour, so the order of light to dark
- changes depending on the background colour. For example, if your back
- ground colour is white and you're painting with a red foreground colour
- your brush strokes change from light pink to red with increasing
- pressure. You can change the amount of translucency with the
- Translucency Settings requester. The higher the Translucency setting,
- the wider the variety of shades available for pressure.
-
- Cycle: This option causes pressure to be translated into colour cycling
- using the current colour cycle range. The colour cycle range must have
- a cycle speed associated with it for this option to work.
-
- Size: When this box is checked, the setting of the slider is used to
- modify the brush size (in pixels) depending on how hard you press on the
- tablet.
-
- Reverse Size: Invert the Size modification so that pressing harder will
- reduce the brush size by the selected amount.
-
- Pressing OK from the requester automatically turns Pressure on.
-
- Media >>
-
- Open
- Use a standard open requester to open a Media Library file. Media
- Library files shipped with Deluxe Paint (in the Media drawer) include
- chalk, felt tip marker, oil pastel, crayon, and water-colour.
-
- Media types and textures work together - in order to use a Media type, a
- texture must also be turned on. When both Media and Textures are turned
- on, you can duplicate natural drawing effects such as water-colour on
- paper, oil on heavy canvas, etc.
-
- The use of media and textures and their effects will vary depending on
- which colour you are using and what kind of effects you are using
- Experiment with media types, translucency options, and colour modes to
- get different effects.
-
- Close
- Close the currently open Media Library file.
-
- Texture >>
-
- On/Off
- Keyboard Equivalent:Right Amiga-t
-
- This turns the current background texture on or off. If there is no
- texture the Load Texture requester is displayed.
-
- Load
- Use standard ASL requester to load any IFF image as a background
- texture. For optimum effect, images should be tile-able and 16 colours
- or greater but different effects can be achieved with even simple black
- and white or colour images. Only bitmap data for the selected file is
- read; any palette data associated with the file is ignored.
-
- Invert
- Keyboard Equivalent; Right-Amiga - I
-
- Inverts the data of the Current background texture.
-
- Free
- Clear the current background texture from memory.
-
- Macro Menu
-
- The Macro menu is a new menu that lets you record, load, save, assign,
- and execute Arexx macros. Macros enable you to save actions and then
- repeat them - you can even assign macros to function keys for easy
- access.
-
- Record Macro
- Keyboard Equivalent: Right - Amiga - M
-
- When this check item is selected, Deluxe Paint begins recording menu
- choices and mouse actions. When selected again to stop recording, the
- Assign Macro requester appears. Select one of the ten slots and press
- OK to assign the macro you've just recorded to a function key. Macros
- are kept in RAM:T until you save them.
-
- Record Details
-
- When this option is checked, all mouse drawing movements are recorded in
- the macro. When unchecked, only necessary mouse drawing movements are
- recorded. For instance, when unchecked, only the two endpoints of a
- straight line would be recorded. If checked all the mouse movement in
- between the two clicks to set the endpoints would be recorded, leading
- to a more complex macro file.
-
- Execute Macro
-
- Opens an "Execute Macro" window in your default open ARexx macro
- directory. Choose an ARexx macro file, and press OK to execute the
- macro file immediately.
-
- Load
- Open a requester to simultaneously open a macro file and assign it to a
- function key
-
- Click on the question mark next to a macro slot to bring up an open file
- requester. Select a macro file and press OK to load the macro in the
- macro slot.
-
- Save As
- Opens a standard ASL "Save File" requester to save the macro currently
- in memory to an ARexx file
-
- Prefs Menu
-
- The Prefs menu contains a list of options that you can toggle on or off
- to suit your work habits. When you choose an option, a check mark
- (tick) appears to the left of the option to indicate that its turned on.
- Choosing the option again turns the option off and removes the tick.
-
- You can toggle multiple options by clicking on the option while the
- Prefs menu is exposed.
-
- The AutoGrid is turned on by default for all Deluxe Paint users. For
- artists using HAM screen format, FastAdjust is also turned on by
- default.
-
- New additions to the menu allow you to save and restore your default
- pref erences to and from disk.
-
- Coords
- Keyboard Equivalent: Shift-\
-
- This option turns on the coordinate display in the upper right hand
- portion of the Title Bar. Simply moving the mouse displays the current
- position of the cursor with the origin (0, 0) set to the lower left
- corner of the screen Holding down either mouse button temporarily resets
- the origin to the cur rent cursor position and displays the displacement
- value from that tempo rary origin as you move around the screen. The
- readout is scaled in pixels. See also OriginUL, below.
-
- FastFB
- Fast feedback. Turn on Fast FB when working with large or complicated
- brushes while using the line or unfilled shape tools. Fast FB lets you
- draw your lines and shapes using the smallest (one-pixel) brush for
- feedback and then completes the design using the currently selected
- brush. This increase response speed while you are drawing, but does not
- affect the final image
-
- MultiCycle
- Works in conjunction with the Cycle paint mode from the Mode menu With
- MultiCycle turned on, painting with a multicoloured brush in Cycle mode
- cycles each colour in in the brush, provided the colour is in a cycle
- range. When Multicycle is turned off (the default) using Cycle with a
- multicoloured brush treats the brush as though it were a single colour
- (the current foreground colour).
-
- Be Square
- Because the Amiga's pixels are not perfectly square, circles and squares
- drawn with the shape tools are not perfectly round or square. If you
- wish to draw "true" circles or squares, select Be Square. This will
- square all the built in brushes, the appropriate shape tools, and
- symmetry. Be Square does not square gridding or perspective, and should
- be turned off when you are using those features.
-
- Workbench
- Toggles the Amiga Workbench on and off. Default setting is off.
-
- ExclBrush
- If you pick up a brush with ExelBrush (and the Grid) selected, you will
- exclude a one-pixel border on the right and bottom edges of your brush
- (see Figure 30). This is useful if your brush has a coloured border
- around it and you want to use the brush to create a pattern fill or
- perspective fill (using the Fill Type requester). When Deluxe Paint
- creates your pattern, the border will be uniform throughout instead of
- being twice as wide where one copy of the brush is placed next to
- another.
-
- ExelBrush has no effect on brush pickup when the Grid is off.
-
- AutoTransp
- Modifies the way brush pickup works. With AutoTransp turned on, Deluxe
- Paint determines the transparent colour by looking at the corners of the
- capture rectangle or the points of the polygon to see if they are the
- same colour. If the four corners are the same colour, that colour
- becomes the transparent colour, otherwise the current background colour
- remains the transparent colour.
-
- AutoGrid
- With AutoGrid turned on the perspective grid is resized automatically to
- match any custom brush you choose to load or pick up. lt's as if you
- had clicked the From action button in the Perspective requester. When
- AutoGrid is off, the perspective grid is not automatically resized.
-
- This option affects only the grid in Perspective, not the standard grid.
-
- OriginUL
- When Coords from the Prefs menu is on, Deluxe Paint displays the current
- position of the cursor on the right side of the Title Bar. By default
- the pro gram calculates the origin, or zero point of coordinates (0, 0)
- of the cursor position from the lower left corner of the screen. If you
- would rather have the origin calculated from the upper left, choose
- OriginUL. To return to the default origin, choose OriginUL again.
-
- FastAdjust
- This option is available only in HAM mode, where it is turned on by
- default. FastAdjust tells Deluxe Paint NOT to attempt to correct the
- fringing effects that appear along the right side of your brush while
- the brush is moving. This improves the speed of brush movement and is
- especially help ful if you are using large custom brushes. If you find
- the fringing to be annoying or difficult to work with, turn FastAdjust
- off and the fringing will be reduced.
-
- MouseTrack
- This check option is available only on Amigas with a 68020 CPU or
- greater. When mouse track is on, Deluxe Paint buffers your mouse move
- ments during freehand drawings so that your lines look smoother.
-
- Toolbox >>
-
- This submenu allows you to open requesters for the various toolbox items
- directly from the menu rather than right clicking on the toolbox icons.
- See the Tools section for an explanation of the requesters.
-
- Fill
- Keyboard Equivalent: F
-
- Displays the Fill Type requester
-
- Spacing
- Keyboard Equivalent: V
-
- Displays the Spacing requester
-
- Fonts
- Keyboard Equivalent: T
-
- Displays the Choose Font requester
-
- Airbrush
- Keyboard Equivalent: Alt-A
-
- Displays the Airbrush Settings requester.
-
- Grid
-
- Displays the Gridding requester
-
- Symmetry
-
- Displays the Symmetry requester.
-
- Icons
- Opens the Icon Preferences requester for setting icon options for files
- creat ed with Deluxe Paint. Icons are saved using the current workbench
- palette settings. Your results will vary depending on your workbench
- settings.
-
- Save Type
- None: Files are saved without any icon information.
-
- Standard: Files are saved with standard Deluxe Paint icon.
-
- Preview: A miniature version of the picture is created and used as the
- file icon.
-
- Save Options
-
- Size from Brush: Uses the custom brush dimensions to save the Icon
- Preview.
-
- Embed Preview: This option saves the preview to the file. If a Save
- Type of Preview is selected, a preview is saved as an icon as well.
-
- Preview Smoothing
-
- Set the anti-aliasing options for the preview icon to None (no smoothing
- at all), Low (some smoothing) or High (maximum smoothing). only takes
- effect in non-HAM modes.
-
- Preview Size
-
- Set the icon preview size in pixels. Icon sizes are limited from 20x20
- to 320x200 pixels.
-
- Font Dir
-
- Displays a requester you can use to select a different font directory
- than the default Amiga Font directory.
-
- Default
-
- Resets Deluxe Paint's preference settings to the factory defaults.
-
- Last Saved
-
- Restore the preference settings from the last time they were saved as
- tooltypes.
-
- Save
-
- Save current preference settings as tooltypes to the Deluxe Paint
- program's icon. In addition, the program saves the current Directories
- for Picture, Brush, Anim, Palette, Animbrush, Stencil, Texture, and
- Media as your default directories, and saves the currently assigned
- macro files.
-
- User Menu
-
- Keyboard Equivalent: A-1 to A-0 execute user macros 1 to 10.
-
- This menu allows you to execute one of the ten macro files. Deluxe
- Paint can store at one time.
-
- User Feedback in the Title Bar
-
- Painting Mode
- Displays the current printing mode (Matte, Colour, Replc, Smear, Blend,
- Cycle, Smooth) beside the program title [Deluxe Paint] on the Title Bar.
- See Mode menu, above, for information on painting modes.
-
- Colour Fill Box
- Displays the currently selected fill pattern, or perspective fill or
- gradient fill in a small box in the middle of the Title Bar. This box
- previews the pattern or gradient you'll get when you fill a shape. The
- Colour Fill Box is absent if your Fill Type is set to Solid. See
- discussion under Fill tool, below, for more information on the Fill Type
- requester.
-
- A
- Appears in the middle of the Title Bar when Antialias>High is selected
- from the Effect menu
-
- a
- Appears in the middle of the Title Bar when Antialias>Low is selected
- from the Effect menu.
-
- B
- Appears in the middle of the Title Bar when the background is fixed.
-
- P
- Appears in the middle of the Title Bar when you have selected one of the
- Process options (Tint, Hue, Value) from the Effect menu. Process>None
- does not display the P.
-
- S
- Appears in the middle of the Title Bar to show a Stencil is active
-
- s
- Appears in the middle of the Title Bar when a stencil is active, and
- Stencil>Show or Stencil>Paint is selected.
-
- T
- Appears in the middle of the Title Bar when Translucency from the Effect
- menu is turned on.
-
- Axis Rotation
- When you are in Perspective mode, the rotation of the selected shape
- about each axis (x, y, and z respectively) appears in the right corner
- of the Title Bar. The axis rotation information is superseded by the
- cursor coordinates if you turn on Coordinates in the Prefs menu.
-
- Coordinates
- When Coords is active, the coordinates of the cursor position are
- displayed in the right corner of the Title Bar.
-
- Memory Availability
- Press the Ctrl key and the letter a at the same time to display
- available Fast memory/Chip memory in the left corner of the Title Bar.
- See Appendix A for information on Deluxe Paints memory usage.
-
- Startup Tooltypes
- The tooltypes options listed in the following section allow you to
- specify program defaults. You can specify startup tooltypes using the
- options in the following sections with the Information requester,
- accessible through the Deluxe Paint V icon and Workbench menus at the
- Workbench screen. Most of these tooltypes can be saved directly out of
- Deluxe Paint V from either the Prefs menu or the Screen Format
- requester.
-
- Preference Tooltypes
- These tolltypes correspond to your menu choices in the Pref menu
- Tooltypes are in brackets () if unchecked or off.
-
- AutoGrid
- FastAdjust
- Be Square
- Coords
- Fast FB
- MultiCycle
- Workbench
- ExclBrush
- AutoTransp
- OriginUL
- MouseTrack
-
- Icon Tooltypes
- These tooltypes correspond to the icon preferences.
-
- IconSizeFromBrush (Default=off)
- IconSaveType= < None/Standard/Preview> (Default = Standard)
- IconSmoothType= < None/Low/High> (Default = None)
- IconSize= <Width, Height> Min = 20,20 Max = 320x200
- IconEmbedPreview (Default = off)
-
- Macro Tooltypes
- Macro 1...10 = <path:arexx filename> (Example: Macro 1 =
- progdir:rexx/ani mate.dprx)
-
- Display Tooltypes
- These tooltypes are saved only from the screen format requester.
-
- DefaultPattern = <Pattern Matching> (Example:
- DefaultPattern = NTSC#?HAM)
- DisplayModeld (Default = off)
-
- Assign Tooltypes
- AnimDir = <Path:Drawer Name> (Default = DPaintV:Anim)
- AnimBrushDir = <Path:Drawer Name> (Default = DPaintV:AnimBrush)
- BrushDir = <Path:Drawer Name> (Default = DPaintV:Brush)
- MoveDir = <Path:Drawer Name> (Default = DPaintV:Move)
- PaletteDir = <Path:Drawer Name> (Default = DPaintV:Colours)
- PictureDir = <Path:Drawer Name> (Default = DPaintV:Picture)
- StencilDir = <Path:Drawer Name> (Default = DPaintV:Stencil)
- TextureDir = <Path:Drawer Name> (Default = DPaintV:Textures)
- MediaDir = <Path:Drawer Name> (Default = DPaintV:Media)
-
- Advanced Tooltypes
- Advanced Tooltypes are not saved by the program.
-
- NoKeyPad (Default = off)
-
- NOTE
- If this tooltype is on for an A600 machine, pressing CAPS LOCK activates
- an alternate keymap that enables Perspective keyboard commands.
-
- AutoInfoPanels (Default = off)
- ToolLimit = <Min X>, <Min Y>, <Max X>, <Max Y>
-
- <Min X> is the position of the left edge of the Anim Control Panel. It
- accepts values between -1 and 49.
-
- <Min Y> is the position of the top of the Anim Control Panel.
-
- <Max X> is the position of the right edge of the Toolbox. It accepts
- values of 320 and higher.
-
- <Max Y> is the position of the bottom of the Anim Control Panel. It
- accepts values of 200 and higher.
-
- Language = francais (Uses the foreign language catalog)
- Deluxe Paint V ships with both Francais (French) and Deutsch (German)
- strings.
-
-
- APPENDIXES
- ==========
-
- Appendix A: Memory Management
- -----------------------------
-
- The amount of memory available varies from machine to machine depend ing
- on the machine model, amount of RAM installed, version of the operat ing
- system, the screen mode and colour depth you're working in, floppy dri
- ves connected, ARexx, and tablet support. You can measure available
- memo ry by selecting About from the Picture menu (or by pressing Ctrl-a)
- any time you need a memory check. Deluxe Paint will warn you when you
- have insufficient memory to accomplish a task, or when you run the risk
- of los- ing data.
-
- Memory shortage is manifested in various ways. For example, if you are
- at the limits of available memory and you select a large brush, Deluxe
- Paint conserves memory by displaying just the outline of the brush.
- When you paint with the brush the image will appear on the screen in the
- normal fash ion, even though in may not be visible as you move the brush
- around the screen. When this happens and your brush is not larger than
- the screen and the Brush Frame Only option is not checked, consider it a
- sign that avail able memory is low. In that case, you should take some
- action to reallocate memory (for example, by deleting the spare page or
- by removing any sten cils, see below), or at least to save your current
- image or animation to disk.
-
- Here are some of the ways Deluxe Paint V consumes memory:
-
- Increasing the amount of change in an animation after you've allocated
- frames for animation (see below for further discussion).
-
- Creating and holding a large brush. When you see just the outline of
- the brush (and your brush is not larger than the screen and the Brush
- Frame Only option is not checked) this is a sign that you are near the
- edge of yoyr memory limits.
-
- Creating and holding a large AnimBrush.
-
- When your spare page is active, it uses up as much memory as the first
- page even if you cleared the image from it. You can regain the memory
- used by the spare page (40K or more) by selecting Delete This Page,
- while viewing the spare page, from the Picture menu.
-
- You use memory by leaving the WorkBench open while you work Deluxe
- Paint. The WorkBench can be opened and closed through the Prefs menu.
- The Workbench can only be closed if there are no other custom screens
- open.
-
- Creating a stencil uses up one bit plane. The exact amount of memory
- used depends on the screen format and page size you've selected. Fixing
- the background has a much larger overhead, similar to that required by a
- spare page.
-
- AnimBoard printing requires slightly more memory than the currently
- displayed page for printing.
-
- Multiple Palettes can use as little as .25K per Palette (in black and
- white modes) to a little over 1K per Palette in 256 colour modes.
-
- The Standard airbrush uses a little more memory than 1 bitplane for the
- screen mode you are currently using.
-
- Other things that require memory are loading the disk directory loading
- the system fonts, and creating a fill pattern from a brush.
-
- Animation and Memory Management
-
- You've probably discovered that animation requires a lot of memory. And
- the two animation methods, Expanded and Compressed, have different
- memory requirements.
-
- The Expanded method of animation requires that there be enough memory to
- duplicate the entire screen for every frame. So if you are in 320x200
- 32 colours, which takes 40K per screen, you'll need 800K to get 20
- frames.
-
- Memory requirements for animation in the Compressed mode is based on the
- difference between each animation frame. The more a frame is different
- from the one before it, the more memory will be needed to store it in
- mem ory and on the disk. The frame that requires the minimum amount of
- memory is simply a copy of the frame before it. The maximum amount of
- memory is required when every pixel in a frame is a different colour
- than in the frame before it.
-
- It's possible to set the number of frames to a large number and then, in
- the course of painting on the different frame:, run out of memory. What
- is hap pening is that you are increasing the amount that the frames
- differ from each other. When this happens you'll see a message that
- explains that you don't have enough memory to save the change you're
- making.
-
- What If You Run Out of Memory
-
- Eventually everyone gets in a situation when they run out of memory.
- The first thing you should do when you get messages saying "Not enough
- mem ory" is to save your work. The following is a list of things you
- can do to get a little more memory to finish your work.
-
- Close the WorkBench from the Prefs Menu.
-
- Delete your Spare page.
-
- Delete your custom brush by choosing Brush>Free from the Brush menu.
-
- If you have an AnimBrush, choose AnimBrush>Free option from the Anim
- menu to free it.
-
- If you have a stencil, choose Stencil>Free from the Effect menu to free
- it.
-
- If you have an animation, delete some frames.
-
- If you have an open Media library close it.
-
- If you have a texture in memory free it.
-
- Reduce your page size if it is larger than the screen.
-
- Work with the minimum number of colours that you can to achieve the
- effect that you want. Choose the screen format you are working with and
- reduce the number of colours.
-
- If you receive the System Message "Not enough memory for requested page
- size" when you try to change the Deluxe Paint V screen format from one
- to another you may be experiencing memory fragmentation. To solve this
- problem, either reset screen format from the Screen Format option in the
- Picture menu, or quit the program and restart Deluxe Paint V fresh in
- the mode you wanted.
-
-
- Appendix B: Keyboard Command Summary
- ------------------------------------
-
- Brush Commands
-
- F1 Matte
- F2 Colour
- F3 Replc
- F4 Smear
- F5 Shade
- F6 Blend
- F7 Cycle
- F8 Smooth
- - Brush smaller
- _ Custom brush smaller by 2 steps
- = Brush larger
- + Custom brush larger by 2 steps
- Alt-n Copies custom brush to spare brush
- Alt-b Swaps current and spare custom brush
- Alt-m Morph from spare to current custom brush
- Z Stretch/shrink (size)
- h Halve
- H Double
- X Double horizontal
- Y Double vertical
- x Flip horizontal
- y Flip vertical
- z 90 Degree rotate
- o Edge>Outline
- O Edge>Trim
- Alt-x Rotate brush handle through 4 corners and centre
- Alt-z Place brush handle
-
- Right Amiga-b Load brush
- Right Amiga-c Copy brush from Clipboard
- Right Amiga-v Paste brush from Clipboard
- Alt-f Toggle brush frame only on/off
-
- Toolbox Commands
-
- A Cycle Airbrush Type
- Alt-A Airbrush Settings requester
- b Brush Selector
- B Restore last custom brush/AnimBrush
- c Unfilled Circle
- C Filled Circle
- i-c Filled and Outlined Circle
- d Continuous Freehand
- D Filled Freehand
- i-d Filled and Outlined Freehand Shape
- e Unfilled Ellipse
- E Filled Ellipse
- i-e Filled and Outlined Ellipse
- f Fill
- F Fill requester
- g Grid on/ off
- G Grid on/off using current brush handle position as a grid point
- K CLR (clear screen)
- m Magnify on/off
- p Palette Mixer requester
- P Arrange Palette requester
- q Curve
- r Unfilled Rectangle
- R Filled Rectangle
- i-r Filled and Outlined Rectangle
- s Dotted freehand
- t Text
- T Choose Font requester
- u Undo
- v Straight Line
- V Line Spacing requester
- w Polygon
- W Filled Polygon
- > Increase magnification
- < Decrease magnification
- , Dropper colour cursor
- . One pixel brush
- [,] Change foreground colour
- {,} Change background colour
- / Toggle Symmetry on/off
-
- Special Keys
-
- ? Display About/memory info box
- Delete Cursor arrow on/off
- F9 Menu Bar on/off
- F10 Toolbox and Menu Bar on/off
- Shift F10 Hide all panels (Toolbox, menu, etc,)
- Alt-F10 Show panels
- Cursor keys Scroll Page (except in text mode)
- Ctrl-Cursor Keys Adjust Screen positioning (Adjusts the position of
- Mixer, Arrange Palette, and Range panels when the
- cursor is over the panel)
- n Centres area under the cursor
- Shift Constrain cursor
- Ctrl Leave traces with line or shape tools
- Ctrl-a Displays available Memory in the menu bar
- Tab Colour Cycle on/off
- S Show page
- CtrL-S Toggle Paint Stencil mode
- ~ (Tilde) Make Stencil
- ' (Grave) Stencil on/off
- a Again key - repeats last menu command
- | (Shift \) Coords on/off
- Spacebar Cancel operation in progress
- Esc Stop operation in progress
- j Spare page
- Ctrl-j Copy to Spare
- Alt-/ Step through Antialias settings
- Help Selects Freehand tool and single pixel brush
- Ctrl-P Pressure settings requester
-
- Right Amiga-t Texture on/off (if no texture loaded, activates Load
- Texture requester)
- Right Amiga-i Invert texture
- Right Amiga-m Start/Stop macro record
- Right Amiga-1-0 User macro keys
- Right Amiga-p Print
- Right Amiga-q Quit
- Right Amiga- - (minus) Delete current page
- Right Amiga-l Load Picture requester
- Right Amiga-s Save Picture requester
- Right Amiga-d Delete Picture requester
-
- Colour Controls
-
- Ctrl-r Range requester
- Alt-r Reverse direction of range
- Alt-] and Alt-[ Step forward/backward through available ranges
- Alt-t Translucency On/Off
- Ctrl-t Translucency Setting requester
- Alt-p Process On/Off (Tint is default)
- p Colour Mixer requester
- P Arrange Palette requester
-
- Perspective Commands
-
- Enter Enter/Exit perspective mode
- Keypad 7 and 8 Rotate about the X axis
- Shift Keypad 7 and 8 Rotate X axis by Angle Step
- Keypad 9 Reset X axis to 0 degrees
- Keypad 4 and 5 Rotate about the Y axis
- Shift Keypad 4 and 5 Rotate Y axis by Angle Step
- Keypad 6 Reset Y axis to 0 degrees
- Keypad 1 and 2 Rotate about the Z axis
- Shift Keypad 1 and 2 Rotate Z axis by Angle Step
- Keypad 3 Reset Z axis to 0 degrees
- Keypad 0 Reset all axes to 0 degrees
- Shift Keypad 0 Reset all axes, positions, and settings
- Shift Keypad 9 Fix X axis
- Shift Keypad 6 Fix Y axis
- Shift Keypad 3 Fix Z axis
- Keypad "-" (Minus) Fill the screen with the current brush at the
- current perspective
- Keypad "." (Period) Reset Centre
- ; and , keys: Moves the brush along its fixed axis in a direc
- tion perpendicular to its plane
- Shift ; and , keys Same as ; and , keys but with greater incre
- ment
- < and > Modify observer distance from screen
- Ctrl Temporarily fixes the Y axis so you can move
- your brush on the x and z coordinates
- \ Toggle Angle/Position display
-
- Move and Camera Move Adjust Commands
-
- Enter Enter/Exit Adjust mode
- Keypad 7 and 8 (Move only) Rotate about the X axis
- Shift Keypad 7 and 8 (Move only) Rotate X axis by Angle Step
- Keypad 9 (Move only) Reset X axis to 0 degrees.
- Keypad 4 and 5 (Move only) Rotate about the Y axis
- Shift Keypad 4 and 5 (Move only) Rotate Y axis by Angle Step
- Kevpad 6 (Move only) Reset Y axis to 0 degrees.
- Keypad 1 and 2 (Move only) Rotate about the Z axis
- Shift Keypad 1 and 2 (Move only) Rotate Z axis by Angle Step
- Keypad 3 (Move only) Reset Z axis to 0 degrees
- Keypad 0 Reset all axes to 0 degrees
- Shift Keypad 0 Reset all axes, positions, and settings
- Shift Keypad 9 (Move only) Fix X axis
- Shift Keypad 6 (Move only) Fix Y axis
- Shift Keypad 3 (Move only) Fix Z axis
- Keypad "." (Period) Reset Centre
- ; and , keys: Moves the brush along its fixed axis in a direc
- tion perpendicular to its plane
- Shift ; and ' keys Same as ; and ' keys but with greater incre
- ment
- < and > Modify observer distance from screen
- Ctrl Temporarily fixes the Y axis so you can move
- your brush on the x and z coordinates
-
- Animation Keys
-
- 1 Step to Previous Frame
- 2 Step to Next Frame
- 3 Display the Go To Frame requester to jump
- directly to a specific frame
- 4 Play Animation continuously until Spacebar
- or mouse button is pressed
- 5 Play animation once
- 6 Play animation in ping pong mode
- 7 Step to previous AnimBrush cel
- 8 Step to next AnimBrush cel
- Shift-1 Go to first frame
- Shift-2 Go to last frame
- Shift-3 Go to last frame you did a "go to" to
- Shift-4 Play animation continuously in reverse direc
- tion
- Shift-5 Play animation sequence once in reverse direc
- tion
- Shift-7 Go to first AnimBrush cel
- Shift-8 Go to last AnimBrush cel
- Spacebar Stop the currently playing animation sequence
- r Reverses animation sequence while playing
- Left Arrow Slows down animation while playing
- Right Arrow Speeds up animation while playing
- Alt Held down while painting, turns on
- Animpainting mode
- M Move requester
- N Camera requester
- Right Amiga-o Load Anim
- Right Amiga-a Save Anim
- Ctrl-f Copy frames
- Right Amiga-r Set frame rate
-
- Animation Control Panel
-
- Alt-a Anim Control Panel on/off
- l LightTable on/off
- Alt-l LightTable Dim on/ off
- Ctrl-1 Layer 1
- Ctrl-2 Layer 2
- Ctrl-3 Layer 3
- Ctrl-4 Layer 4
- Alt-= Adds one frame
- Right Amiga- Delete current frame
- Ctrl-l LightTable settings requester
-
- Holding down the Ctrl key while clicking on the following control panel
- icons will bring up the associated requesters:
-
- Add Frame (+)
- Delete Frame (-)
- Goto Frame (->.)
- LightTable (light bulb)
-
-
- Appendix C: The Player Utility
- ------------------------------
-
- The Deluxe Player utility on the program disk lets you play the
- animations you have created with Deluxe Paint V. You can boot the
- utility from the Workbench or use CLI arguments to start Deluxe Player.
- This version of Deluxe Player will display any ILBM or op5/op8 Anim from
- hard disk or memory. It supports AGA multiple palettes, colour cycling,
- pictures, AnimBrushes, ARexx and several new options.
-
- From the Workbench, open the Program disk and double click on the Deluxe
- Player icon. This loads the program in the default screen format (lo
- res, 320 x 200, with 32 colours) and displays an Open File requester.
-
- From the Open File requester specify which drive you want to make active
- and then load a picture or anim from the directory of the drive you
- choose.
-
- To play choose a play mode from the Play menu.
-
- The Deluxe Player Menu Bar does not display automatically. To see the
- utili ty's menu, move the pointer to the upper left part of the screen
- and press the right mouse button. Project, Play and Prefs appear in the
- Menu Bar.
-
- Menus
- The Deluxe Player menus are described below.
-
- Project Menu
- The Project menu lets you load and work with files.
-
- Open
- Keyboard Equivalent: Right Amiga-O
-
- The Open command brings up the Open File requester. Specify which drive
- you want to make active and then load a picture or anim from the
- directory of the drive you choose. Multiple file loads are allowed.
-
- Next
- Keyboard Equivalent: Right Amiga-N
-
- The Next command displays the next loaded anim when multiple anims are
- loaded.
-
- Last
- Keyboard Equivalent: Right Amiga-L
-
- The Last command displays the previous loaded anim when multiple anims
- are loaded.
-
- Play
- Keyboard Equivalent: Right Amiga-P
-
- The Play command loop plays the anim forward. See Loop Forward below
-
- Info
- Keyboard Equivalent: Right Amiga-I
-
- Info displays information about the current frame displayed
-
- About
- Keyboard Equivalent: Right Amiga-?
-
- About displays the program version and date
-
- Quit
- Keyboard Equivalent: Right Amiga-Q
-
- To exit Deluxe Player and retun to the Workbench, choose Quit. For a
- quick exit, click the mouse in the upper left corner or press Ctrl-C
-
- Play Menu
-
- The Play menu contains various play commands. Deluxe Player uses the
- same keyboard commands as Deluxe Paint V to play animations
-
- Previous Frame
- Keyboard Equivalent: 1
-
- Moves the display back one frame.
-
- Next Frame
- Keyboard Equivalent: 2
-
- Moves the display ahead one frame
-
- Loop Forward
- Keyboard Equivalent: 4
-
- Plays the anim continuously. This is the normal playback mode. You can
- stop the animation by pressing the space bar. (You can reverse the
- direction of a playback by pressing the r key on the keyboard while the
- animation is playing)
-
- Once Forward
- Keyboard Equivalent: 5
-
- Plays the animation sequence once through from Frame 1 to the last frame.
-
- Ping Pong
- Keyboard Equivalent: 6
-
- Plays the sequence forward then backward
-
- First Frame
- Keyboard Equivalent: !
-
- Sets the animation to frame 1.
-
- Last Frame
- Keyboard Equivalent: @
-
- Sets the animation to the last frame.
-
- Loop Backwards
- Keyboard Equivalent: $
-
- Plays the anim continuously in reverse
-
- Once Backward
- Keyboard Equivalent: %
-
- Plays the animation sequence once through from the last frame to frame
- 1.
-
- Deluxe Player uses the same keyboard commands as Deluxe Paint V to con
- trol to view your animation.
-
- KEY EFFECT
- Tab Turns colour cycling on/off
- Left Arrow Slows down play rate
- Right Arrow Speeds up play rate
- r Reverses play direction
- Esc or Space bar Stops play
-
- Prefs Menu
- The Prefs menu contains options to customise the operation of Deluxe
- Player
-
- Play Anim
-
- From Memory Plays the animation from memory
- From Hard Disk Plays the animation from the
-
- The size of the animation is only limited by the amount of free space on
- the hard disk.
-
- Play Style
- Style of play when playing from memory.
-
- Forward & Backward The standard animation play model
- Forward (Fast!) Allows faster play by loading the file for forward
- play only.
-
- Memory Model
-
- Large The standard memory setting
- Small Sets memory usage to minimum settings. Use
- this setting if your machine has limited memory
-
- Show Speedometer
- Keyboard Equivalent: s
-
- Displays a meter that indicates the frame rate of the animation. Shift
- s changes display to indicate an average frame rate.
-
- Show Loading
- Keyboard Equivalent: Right Amiga-B
-
- Displays frames as they are loaded
-
- Set Rate
- Keyboard Equivalent Right Amiga-R
-
- Opens a requester that lets you set speed in frames per second to play
- the current animation. The default setting uses the setting the
- animation was saved with. Vary by frame plays the animation using its
- variable rate per frame info.
-
- Using Deluxe Player from CLI or the Shell
-
- Deluxe Player can be run from the CLI or Shell, open the CLI or Shell
- from the Woekbench. On the command line type cd dpaintv: and press
- Return.
-
- This will change the current directory to the drawer or disk where the
- Deluxe Player utility is located. At the next prompt, type dplayer (add
- a space) and the complete path and filename of the picture or anim you
- want to load. For example, if you wanted to load the animation called
- "walk.anim" from Deluxe Paint's Anim drawer, you would type the follow
- ing:
-
- dplayer File dpaintv:gallery/walk.anim <enter>
-
- NOTE
- For clarity, commands in these examples are capitalized, but that is not
- nec essary. Deluxe Player commands are not case sensitive.
-
- If you want to show the anim for a certain number of seconds, press the
- space bar and type that number after the filename. For example, to play
- the anim "walk" for five seconds type:
-
- dplayer File dpaintv:gallery/walk.anim Time 5
- <enter>
-
- If you would like to indicate that the number is a loop count instead of
- time in seconds, press the space bar and type the number of loops you
- want to run. Press the space bar again and type loops. For example, to
- play five loops of "Walk" type:
-
- dplayer File dpaintv:anim/walk.anim Loop 5
- <enter>
-
- You're now ready to issue player commands for your animation (or you can
- press Return right now and your animation will play and take you back to
- the CLI when it's finished).
-
- You can also issue commands to Deluxe Player from a script file. Script
- files are ASCII text files from which commands are read. They are
- created with a text editor such as ED or EMACS included with Workbench.
-
-
- To instruct the Deluxe Player utility to read commands from a script
- file (we'll call the filename TEST) type:
-
- dplayer Script File TEST
-
- A sample script where files are stored in a drawer called work would
- look like this:
-
- File DH1:work/File1.anim Playdisk
- File DH1:work/File2.anim Loop 2
- File DH1:work/pictureFile Time 5
-
- Play Commands from CLI or Shell
-
- Here are some sample commands and their meanings.
-
- Command Meaning
- dplayer Load Deluxe Player
- dplayer File (path & filename) Open and/or play file
- dplayer (path & filename) Time 10 Open and/or play file for 10 seconds
- and exit back to CLI or Shell
- dplayer (path & filename) Loop 20 Open and play file for 20 Loops and
- exit back to CLI or Shell
- dplayer Script TEST Read commands from script file
- "test"
-
- The following command switches will preset the corresponding option in
- Deluxe Player. Some of these options are only available via the command
- line.
-
- pd=PlayDisk/S, pf=PlayFast/S, sm=SmallMem/S, ac=AutoCycle/S,s,
- sc=Script/S, lp=Loop/N, sec=Time/N, dl=Delay/N, sl=Show
- v=VariSpeed/S, nr=NoRequest/S, i=Inherit/S
-
- Deluxe Player Commands
-
- Command Meaning
-
- PlayDisk Play from disk only
- PlayFast Load and play forward only
- SmallMem Load time is slower but may use less
- memory
- AutoCycle Cycle anim after loading
- Script Load script, w/lines of Player argu
- ments
- Loop # of times to play anim
- Time # of seconds to play anim
- Delay # of seconds to delay after loading
- ShowLoad Display Anim frames while loading
- VariSpeed Play using variable rate per frame
- info
- NoRequest Suppress initial load requesters
- Inherit Set defaults to Tooltype icon settings
-
- If you hit the space bar or click while a picture or anim is running,
- the pro gram will move to the next command, even if the specified play
- time has not elapsed
-
- File names with blanks must be enclosed in quotation (" ") marks.
-
- A command line starting with a semicolon (:) is ignored
-
- ARexx Support
-
- For general information about ARexx, refer to Appendix F
-
- Notice: ARexx is an advanced programming language than can be used to
- write macro scripts. Scripting is only recommended for expert computer
- users. The ARexx command set and examples listed in this section are
- spe cific only to Deluxe Player operations, and are intended for use by
- those experienced in ARexx scripting. Electronic Arts does not offer
- technical customer support for ARexx scripting issues. For more
- information please consult the ARexx portion of your system's
- documentation (Amiga DOS 2.04 or greater).
-
- The ARexx port is named 'Deluxe Player 1'.
-
- These are the ARexx commands used by Deluxe Player Modifiers in braces
- are required (PROJECT OPEN <filename>). Arguments separated by bars
- ("|") are individual choices. Only one item from the list can be used
- at a time and only one command per line is allowed. State commands,
- like cycle, that are sent by themselves and return a Return Code of 0 or
- 1 to indicate their state.
-
- Commands
-
- CYCLE ON|OFF
- GETFRAME Returns current frame #
- PLAY BACKWARD [ONCE]
- PLAY FIRST | LAST | NEXT | PREVIOUS
- PLAY FORWARD [ONCE] [PINGPONG]
- PROJECT LOAD | PLAY | ABOUT | INFO | QUIT
- PROJECT OPEN <filename>
- SETPREF FRAMERATE [FPS]
- SETPREF MEMORY <LARGE | SMALL>
- SETPREF PLAYANIM <RAM | DISK]
- SETPREF PLAYSTYLE <LOOP | FAST>
- SETPREF SHOWLOAD <OFF | ON>
- SETPREF SPEEDOMETER <ON | OFF>
- LOCKGUI Lock out the menu from the user
- UNLOCKGUI Enable menus
- SCREENTOFRONT
- SCREENTOBACK
-
-
- Appendix D: Amiga display Modes
- -------------------------------
-
- Deluxe Paint V supports all of the built-in Amiga graphic display modes
- low resolution, high resolution, extra-Halfbrite, and hold and modify.
- You don't need to know much about the different display modes to create
- great art with Deluxe Paint V. But some understanding of how the
- display modes work, and in particular how they affect the number of
- colours available in the palette, can help you work more effectively.
-
- This appendix explains how a pixel derives its colour and how the
- display mode and the number of bit planes determine the number of
- colours avail able in the palette. We've tried to avoid overly
- technical explanations, but the material is still very technical. If
- you don't understand everything you read here, don't be discouraged,
- just remember that you don't really need to know this.
-
- What Is a Bit Plane
-
- A bit plane can be thought of as a flat grid of dots - a plane of dots,
- where each dot represents a bit. So when we say "bit" think dot.
-
- If you look ahead to Figure D-1, you'll see that we drew the bit planes
- as flat surfaces. The best way to think of this surface is as a flat
- grid behind your computer screen. (This isn't actually how it works,
- but it may help you visualise how the colours are assigned to pixels).
- The grid is the same dimensions as your screen resolution. For example,
- if your screen is 320 pix els wide and 200 pixels high, each bit plane
- is also 320 x 200 bits.
-
- Bit Planes and Available Colours
-
- Now imagine that each dot is either filled in or it's not. If the dot
- is filled in, it has a value of 1 and is said to be "on". If it is not
- filled in, the dot has a value of 0 and is said to be "off". In the
- simplest case of a display mode with only one bit plane, the picture can
- have only two colours. A pixel is one colour if its corresponding bit
- is on or a different colour if the bit is off
-
- The bit planes themselves don't determine the colour of the pixel, they
- sim ply determine which colour register the pixel looks to for its
- colour. With a single bit plane, the pixel points to either Colour 0 or
- Colour 1. If you add another bit plane behind the first, the number of
- possible colour registers doubles to four. Each additional bit plane
- doubles the number of colours again. The colour register contains the
- numbers for the amount of red, green, and blue in the colour.
-
- Low rsolution and High Resolution Display Modes
-
- Figure D-1 illustrates how the bit planes determine which colour
- register a pixel points to in Low Resolution display with five bit
- planes. Take a look at this figure for a moment. Notice that we've
- numbered the bit planes 0 through 4. Notice also that the number of
- each bit plane corresponds to the power of two by which each bit plane
- value is multiplied. For example, the dot in bit plane 3 has a value of
- 1, and because it is in bit plane 3, the 1 is multiplied by 2 to the
- power of 3 which equals 8 (2 x 2 x 2). The numbers from the five bits
- are then added together to obtain the number of the colour register the
- pixel points to.
-
- Low and High Resolutions work exactly alike, except that High resolution
- does not support as many bit planes, and therefore provides fewer
- colours. Figure D-2 lists the graphics modes and the number of bit
- planes and colours each supports. Notice that Hold And Modify mode is a
- departure from the notion that each additional bit plane doubles the
- number of colours available. Hold and Modify is a special case that
- we'll explain in a moment.
-
- Extra-Halfbrite Display Mode
-
- Extra Halfbrite uses a trick to increase the number of colours available
- on the screen. The Amiga supports only 32 colour registers directly but
- Extra Halfbrite uses a sixth bit plane to indicate an additional 32
- registers that don't really exist. The first 32 registers are standard
- colour registers; the sec ond 32 are Halfbrite equivalents. Pixels that
- use Halfbrite colours point to one of the standard colour registers and
- indicate that the colour should be displayed at half its normal
- intensity. This means that the second 32 pixels are not independent of
- the first 32; you can change the colour values only in the first 32
- registers, and the change is automatically reflected in the Halfbrite
- equivalent. Figure D-3 shows how Extra Halfbrite uses the bit planes
- and colour registers.
-
- Not all Amiga 1000 computers support Extra-Halfbrite. The easiest way
- to find out whether or not your computer supports this display mode is
- to try it. Open an Extra-Halfbrite screen and look at the Palette (make
- sure the pointer is not in the Menu Bar or Toolbox). If the last 32
- colours are the same as the first 32, your computer doesn't support
- Extra-Halfbrite.
-
- Hold and modify Display Mode
-
- Hold and Modify display mode uses only 16 colour registers, but manages
- to display all 4,096 colours on the screen at the same time. To
- accomplish this, HAM display mode uses the first four bit planes to
- address the 16 colour registers, and uses the fifth and sixth bit plane
- to determine whether the register colour or a HAM colour should be used.
-
- A HAM colour is formed by taking the RGB value of the preceding pixel on
- the screen, and substituting a new value for one of the RGB compo nents.
- The new value is the number derived from the first four bit planes.
-
- Here's a quick example;
-
- Assume the colour values of one pixel (a register colour) are R3, G15,
- B11. The following pixel (a HAM colour) would have the colour values
- R13, G15, B11, if bit planes 0 through 3 pointed to register 13 and bit
- planes 4 and 5 indicated that the register value should be used to
- modify the red component of the preceding colour. (Figure D-4 shows how
- the six bit planes are used to select a colour in Hold and Modify mode).
-
-
- Because HAM colours are based on colour values of the preceding pixel,
- and only one colour value can be changed at one time, it may take three
- pixels to reach the colour you really wanted. In Figure D-5 it takes
- three pixels to change black (R0, G0, B0) to white (R15, G15, B15).
- Note that this exam ple assumes there are no intermediate colours in the
- normal colour registers This gradual change from one colour to the next
- is sometimes referred to as "ramping" the colour, and appears on the
- screen to the left of HAM pixels. If you need fine details in your
- picture, you will want to use a colour from the colour registers,
- because those colours do not require ramping.
-
- In Deluxe Paint V if you hold a brush over an area made up of HAM
- pixels, you may see an effect called "fringing". The fringing appears
- as streaks run ning to the right from the edge of the brush. This
- effect is only temporary. When you paint the brush onto the picture,
- Deluxe Paint corrects the fring ing, but you may see the "ramping"
- effect where Deluxe Paint recreates the HAM colour to the right of your
- brush.
-
-
- Appendix E: The 24-Bit Backing Store
-
- This appendix describes the operation of Deluxe Paint's 24-bit Backing
- Store function.
-
- Overview
- When the 24-bit Backing Store choice is selected (from the screen format
- requester), Deluxe Paint will keep track of the RGB data associated with
- each colour in your picture, animation, custom brush or animbrush, inde
- pendent of the screen mode you've selected. This means you can select
- any screen mode and any screen depth/number of colours that best fits
- your needs and your available memory. The program will approximate the
- RGB inforrmation on screen using the colours available to the screen
- mode select ed the more colours available to the screen mode, the more
- accurate the RGB approximation will be.
-
- To determine the number of colours available for a particular screen
- mode, bring up the screen format requester click on the desired screen
- mode and (screen) palette size, then look at the "Max Colours" attribute
- in the "Display Information" area of the screen format requester.
-
- The Amiga Hold and Modify (HAM) screen modes are RGB based modes that
- offer the widest range of available colours on the Amiga display hard
- ware to date. In HAM screen modes, the program will convert from 24-bit
- RGB to 6 or 8 bit HAM with a slight loss of the RGB accuracy.
-
- In non-HAM screen modes, the program will convert each RGB colour to the
- closest primary or secondary colour in the screen palette using an
- ordered dither, or chequered-box pattern.
-
- Palette Handling
-
- When using the RGB Backing Store, it is important to distinguish between
- the screen palette and the user palette. The screen palette is the
- palette the program will use to approximate RGB data on screen. The
- user palette is the palette or "colour set" that you, the user, have
- complete control over. The user palette is basically a repository of
- colours that you will use while painting. All of the commands listed
- under the "Colour Set" or "Palette" submenus in the "Colour" menu
- directly apply to the user palette.
-
- Since user palettes are easy to load and save, Deluxe Paint only keeps
- track of one user palette. This one user palette is in effect for the
- main page. All ani mation frames, and the spare page. When you wish to
- work/paint with a different set of colours, simply load the new set of
- colours into your user palette and begin work. Modifying the user
- palette will not change the underlying RGB image in any way.
-
- It is important to remember that the colours displayed in the toolbox
- area are only a screen approximation of the colours in the user palette.
- To get a more accurate representation of the user palette, bring up one
- of the colour panels: the mixer, the arrange palett panel, or the range
- definition panel. The colours displayed on these colour panels are
- probably the best approxi mation possible, on standard Amiga hardware,
- to the colours you've defined in your colourset.
-
- The Recompute Option
-
- As you paint with colours in the user palette, the colours in the screen
- palette may become inappropriate to accurately represent the range of
- colours in your image. For example, if you select a 320x200 screen mode
- with 32 colour registers, the program will set up a default screen
- palette with a variety of reds, blues, yellows, and grey. If the image
- you're painting contains mostly yellows and oranges, the default palette
- may not contain enough of the colours you're using and too many of the
- colours that you're not using.
-
- When you select "Recompute" from the "Colour" menu, the program will
- analyse your image, compute the best screen palette for your image and
- the current screen mode, then refresh the entire display
- re-approximating your RGB data using the new screen palette. Once
- again, it is important to remember that modifying/recomputing the screen
- palette does not alter the underlying RGB image in any way.
-
- Multiple Screen Palettes
-
- Since recomputing screen palettes can take a considerable amount of
- time, Deluxe Paint will keep track of multiple screen palettes. When
- you create a spare page, the program will keep track of the screen
- colours used for the spare independent of the screen colours used for
- the main page or anima tion frames. If you select the "Recompute"
- option from the "Colour" menu while viewing the spare page, only the
- screen palette for the spare will be recomputed.
-
- When creating an RGB animation, the Set Frame palette option under the
- Anim>Frame submenu allows you to create or attach different screen
- palettes to selected animation frames. By default, Deluxe Paint creates
- one screen palette for an entire animation. Whenever you select the
- "Make Palette" option in the Set Frame Palette requester Deluxe Paint
- will create a new screen palette filled with the current set of screen
- colours and attach it to the current animation frame. If you then
- select Recompute from the Colour menu while viewing the current
- animation frame, the program will compute the best screen palette for
- the current frame then refresh the screen using the new screen palette.
-
-
- Loading Pictures
-
- When you load any picture into Deluxe Paint while using the RGB Backing
- Store, the program will convert the image into RGB data and, if you're
- not loading the picture into an animation, the program will
- automatically com pute the best screen palette for your image.
-
- When loading a picture into your current RGB animation, Deluxe Paint
- will convert the picture to RGB and approximate the RGB data using the
- screen palette associated with the current frame. If you want to better
- approximate the RGB data on a particular animation frame, make sure that
- the anima tion frame has its own screen palette, then select Recompute
- Colour menu.
-
- Colour Fonts
-
- This is a little tricky. ColourFonts are non-HAM, non-RGB fonts using
- up to 32 colours. When you use a ColourFont, with or without the RGB
- Backing Store, the program will ask you if you want to 'use this font's
- palette?. If you select "yes", the program will load the font's colours
- into the first 32 entries of the user palette. When you're not using
- the RGB Backing Store, loading the font's colours into the user palette
- will change the screen palette; when you are using the RGB Backing Store
- loading the font's colours will not change the screen palette. When you
- type using the selected ColourFont and an RGB Backing Store, the program
- will use the first 32 colours in the user's palette to render the colour
- font. If you load a different palette or you say "no" to the 'use this
- font's palette?' requester, the program will ignore the font palette and
- use the palette you have defined instead.
-
- For example;
-
- 1. Select the 320x200 32-colour screen mode with a 24-bit Backing Store
-
- 2. Set your font directory to the Karafonts directory.
-
- 3. Bring up the font requester and select "Chiselscript" 58.
-
- 4. Say "Yes" to use the Chiselscript palette.
-
- 5. Place the text cursor down somewhere and type something.
-
- 6. Select Recompute from the Colour menu so you can see what the text
- colours really look like.
-
- 7. Bring up the font requester and select "'KaraGRANITE" is.
-
- KaraGRANITE requires that you have Caps Lock on.
-
- 8. Say "No" so Deluxe Paint will not load the KaraGRANITE palette into
- your colourset.
-
- 9. Place the text cursor down somewhere and type something; now you are
- typing with the KaraGRANITE, font using the Chiselscript colours If you
- select Recompute from the Colour menu you shouldn't see too much of a
- difference.
-
- 10. Bring up the font requester and select "KaraGRANITE" is again.
-
- 11. This time say "Yes" to use the KaraGRANITE palette.
-
- 12. Type something else and select Recompute from the Colour menu; you
- should see a significant difference.
-
- Memory Management
-
- The 24-RGB Backing Store consumes a lot of memory. For this reason we
- do not recommend using the RGB Backing Store on a machine with less than
- 4 MB of available fast memory.
-
- For each colour on the page, the program will use approximately 5 bytes
- of memory. If your page size 320x200, the program will allocate 320 *
- 200 * 4 bytes = 250K for the colour information on the main page alone.
- The pro gram will allocate an additional 320 * 200 * 4 bytes = 250K for
- its undo area. It is important to remember that your page size may be
- different than your screen size; if your page size is larger than the
- screen, Deluxe Paint will be allocating RGB data for the larger area.
-
- Deluxe Paint will always try to allocate RGB data in fast or extended
- memo ry instead of chip memory whenever possible. This allows Deluxe
- Paint to conserve precious chip memory for the screen and other Amiga
- specific needs and to take full advantage of the performance benefits
- when using the processor to manipulate RGB colour information. Deluxe
- Paint will also try to allocate memory in large contiguous blocks to
- reduce the amount of memory fragmentation whenever possible. If you are
- running low on con tiguous memory Deluxe Paint will try to break the RGB
- data up into strips.
-
- If you're running on a system with lots of available chip memory Deluxe
- Paint will try to allocate a "screen representation" for its undo area.
- This screen representation will increase overall performance for the RGB
- Backing Store by allowing Deluxe Paint to simply copy the data from the
- "screen representation" to the main page whenever it needs to refresh
- the screen or perform an UNDO. If the screen representation could not
- be allo cated, Deluxe Paint will recompute the screen data from the RGB
- data whenever it is needed.
-
- When you create a spare page, Deluxe Paint will allocate and keep track
- of only the RGB data for the spare page. If necessary Deluxe Paint will
- reallo cate the undo area. Since the program only keeps one copy of its
- undo area, the screen representation of the undo area will have to be
- recomputed each time you swap between the main and spare pages.
-
- When you create an animation, Deluxe Paint keeps track of both the RGB
- data and the screen data for each animation frame. This allows Deluxe
- Paint to play the screen representation of your animation without having
- to do any colour computations. When you create a custom brush or
- animbrush, Deluxe Paint only keeps track of the RGB data. The program
- does not keep track of the screen data for the brush or animbrush
- because the actual screen data depends on where the brush or animbrush
- is displayed/painted
-
- Printing
-
- Deluxe Paint makes extensive use of Commodore's printer device.
- Unfortunately this means that Deluxe Paint currently has no way to
- output 24 bit data directly to the printer. Instead, Deluxe Paint will
- print the screen reptesentation of your picture or anim. For best
- results, try printing your RGB image when using a HAM screen mode.
-
- Performance Troubleshooting
-
- If you're having performance problems when using the RGB Backing Store,
- please watch for the following:
-
- Are you running very low on memory? Perhaps there was not enough memory
- to allocate the closest Deluxe Paint colour tables, so dithering to the
- screen might be very slow.
-
- Are you running low chip memory? If so, Deluxe Paint may not have been
- able to allocate a screen representation for the undo area and this
- means that every time you scroll your page or toggle the toolbox or
- title bar or bring up a requester Deluxe Paint will have to recompute
- the screen representation of your image, dithering if necessary.
-
- Is your memory very fragmented? If so, Deluxe Paint may have split your
- image up into many strips. Adding more memory or reducing the
- fragmentation (after a reboot) may help.
-
-
- Appendix F: ARexx Reference
- ---------------------------
-
- What is ARexx?
-
- ARexx is a programming language designed to allow you to flexibly cus
- tomise your working environment. ARexx acts as a central hub through
- which applications may send data and commands to each other. This
- allows software created by different companies to interact, and in turn,
- allows the user to create custom applications by integrating
- off-the-shelf software prod ucts. For example, with ARexx it is
- possible to bring in a file to Deluxe Paint, perform an automated
- operation, and return the modified file to its original application with
- the execution of an ARexx script.
-
- ARexx is useful for writing small batch-style programs (called macros or
- scripts) that allow the automation of repetitive tasks. Deluxe Paint
- allows beginning users to create macros by recording the menu choices,
- mouse clicks, and toolbox choices they make, and allows them to save
- those record ed movements and menu choices as macros (simple ARexx
- scripts that can be edited by knowledgeable ARexx programmers). You can
- automate a process like drawing your signature so that you can save it
- out as a macro and use it automatically with all of your images.
-
- Who is ARexx for?
-
- We've tried to make Deluxe Paint's implementation of ARexx useful for
- everyone - Deluxe Paint permits the recording of mouse/screen
- interactions, menu choices, and toolbox choices, so simple Deluxe Paint
- actions can be saved as macros. Nonetheless, keep in mind that custom
- ARexx script cre ation is for the advanced user who has become
- well-acquainted with the Amiga and with the ARexx programming language
- in general. A basic understanding of both the Workbench and AmigaDOS
- will aid in under standing how ARexx works and how it can be put to use.
-
-
- ARexx is used to customise the manner in which Deluxe Paint interacts
- with other applications and the Amiga's working environment. You should
- be thoroughly familiar with that environment before attempting to tailor
- it to suit your needs. Using ARexx programs and scripts do not require
- previous Amiga experience, but a working knowledge of the Amiga's
- operation will permit you to change the scripts to suit your needs.
- There are many books and references for ARexx scripting on the Amiga.
- Please consult with your local user group, dealer, on line service, or
- computer bookstore for more information.
-
- Notice about Deluxe Paint ARexx Script Programming
-
- ARexx is an advanced programming language that can be used to write
- macro scripts. Scripting is only recommended for expert computer users
- The ARexx command set and examples listed in this section are specific
- only to Deluxe Paint operations, and are intended for use by those
- experi enced in ARexx scripting.
-
- NOTE:
- Electronic Arts does not offer technical customer support for ARexx
- scripting issues. For more information please consult the ARexx portion
- of your sys tem documentation (Amiga DOS 2.04 or greater).
-
- Script Writing
-
- You cannot write actual ARexx scripts from within Deluxe Paint. A
- primitive command console called DPrx.rexx is included, and from DPRX
- you can execute a script or a 1 line ARexx command like you would with
- the Amiga DOS Shell.
-
- To write scripts, use your favourite text editor to enter the actual
- script text that you are programming. All scripts must be saved with
- the ".dprx" file name extension in the assigned Macrodir: drawer of
- Deluxe Paint. Scripts can be assigned to the User menu using the
- Load... option from the Macro menu in Deluxe Paint. See the Tooltypes
- section of the Reference section for more information on setting up
- ARexx scripts to automatically load into Deluxe Paint.
-
- DeluxePaint's port nanme is DPaint.#, where the # is the order of Deluxe
- Paint's running. For example, if you have two Deluxe Paints running
- concurrently the first one launched will be called DPaint.1, and the
- second one Dpaint.2, and so forth. Port names are how you address
- information from one application to the other. Think of it as an
- application's mailbox.
-
- The following is a simple ARexx script (as viewed in a text editor)
- which sets the number of frames of the current page to 30:
-
- /* Sample DPaint ARexx Macro Script * /
-
- Address "DPAINT.1"
- LOCKGUI
- SETFRAMES NUMBER 30
- UNLOCKGUI
-
- /* End Script */
-
- How to Use this Section
-
- This ARexx appendix is set up like the Referenee section of the manual
- Toolbox commands are listed first, followed by menu item commands, per
- spective commands, and user feedback commands. For an alphabetical list
- ing of the commands available please check under the ARexx heading in
- the index. For additional information on how a certain tool or feature
- works in the software itself please consult the Reference section or the
- tutorials.
-
- ARexx conventions
-
- This section introduces general guidelines and hints on how ARexx works
- within Deluxe Paint.
-
- Here are some of the common parameters used in this section. We have
- attempted to keep them in line with Amiga DOS and ARexx standards.
-
- /s = switch keyword
- /a = argument always required for command to work.
- /k = keyword required for the command parameter to work
- /n = number
- /t = toggle keyword
-
- X,Y coordinates in Deluxe Paint are always using a system starting 0,0
- at the upper left corner of the screen. If you want the programs visual
- coordinates to match your script coordinates, make sure you have
- OriginUL checked on in the Prefs menu.
-
- Because DPRX is a very basic command console, it converts all text to
- uppercase. Therefore, any saved filename or string issued from the DPRX
- shell will be in uppercase.
-
- ARexx requires a double set of quotes when issuing strings that contain
- spaces. For example: SAVEBRUSH FILE "Ram:My Brush".
-
- Variables and negative numbers must be enclosed in parenthesis.
-
- Strings and load/save paths must be enclosed in quotation marks.
-
- Whether or not the menu bar is on affects drawing commands that are
- dependent on coordinate areas, and also affects how you use the UNDO
- command.
-
- Animation playback commands require that the GUI is unlocked before the
- commands are issued.
-
- Using more than one switch in your command can have varying results. As
- a rule of thumb, you can use these commands as you would use them from
- within the program. If you try to use a combination that the program
- does not perform, the command will usually default to the last parameter
- given. Consult the Reference section if you are unsure how a feature
- works.
-
- File I/O commands. All Load/Save commands can take file patterns or
- directories in place of the FILE parameter. In this case, the
- appropriate requester will come up with the directory and pattern
- pre-loaded (directories must end in "/").
-
- Commands for Scripts or Command Line use.
-
-
- No Operation performed
-
- Format: NOP
- Function: Performs no operation.
-
- Command Help
-
- Format: HELP Command/ A
- Function: Returns the command structure for the keyword "COMMAND"
- Example: Typing "Help Brush" at the command line would result in: BRUSH
- LEFT/N, TOP/N, WIDTH/N, HEIGHT/N, CUT/S, RESTORE/S.
-
-
- Screen to Front or Back
-
- Format: SCREENTOFRONT
- Function: Brings the currently addressed Deluxe Paint Screen to the front.
-
- Format: SCREENTOBACK
- Function: Moves the currently addressed Deluxe Paint Screen to the back
-
-
- Version Checking
-
- Format: VERSION
- Function: Returns the internal version number of the currently addressed
- Deluxe Paint V.
-
-
- ToolBox Items
-
- NOTE: It's generally a good idea to turn off the menu bar toolbar, and
- any other panel while drawing commands are issued, as the panels or bars
- may interfere with the drawing and use of the UNDO command.
-
-
- Built-in Brushes
-
- Format: SETPEN PENNUM/N
- Function: Sets the current brush to one of the toolbox's built in
- brushes. Accepts val ues from 0 (single pixel brush) to 9 (5 dot pixel
- brush).
- Example: The command "SETPEN 3" will set the current pen to the largest
- circular brush in the toolbox.
-
- Format: SETPENSIZE SIZE/N
- Function: Sets the size of the current built in brush. Different screen
- modes will have different maximums. In lower resolutious the maximum is
- approximately 100 pixels across, in higher resolutions it is
- approximately 200 pixels across.
-
-
- Dotted Freehand Drawing
-
- Format: DOTTED
- Function: Sets the current draw tool to dotted freehand
-
-
- Freehand and Filled Freehand Draw Tool
-
- Format: FREEHAND FILL/S,OUTLINE/S
- Function: Sets the current draw tool to Freehand draw. The optional
- switches set the tool to its special modes. Uses the current brush to
- draw the Line
-
- FILL
- Switches Freehand draw to Filled Freehand Draw which uses the current
- Fill Settings as its default fill.
-
- OUTLINE
- Switches Freehand draw to Filled Freehand Draw and uses the current
- brush to outline the drawn shape. This switch is the same as the user
- using the 'i' key in the Deluxe Paint interface to outline their filled
- shape with their cur rent brush. See the Reference section for more
- information.
-
-
- Line Draw Tool
-
- Format: LINE X1/N,Y1/N,X2/N,Y2/N
- Function: Sets the current draw tool to Line draw. Starting X,Y and
- ending X,Y screen positions can be entered optionally to set the start
- and end location of the line being drawn. Deluxe Paint's internal
- coordinate system, which starts 0,0 at the upper left corner of the
- screen, is used.
- Example: The command "Line 100 100 145 130" results in a line being
- drawn with the current brush and pen colour sitting at screen position
- 100, 100 and ending at screen portion 145, 130.
-
-
- Curve Draw Tool
-
- Format: CURVE X1/N,Y1/N,X2/N,Y2/N,X3/N,Y3/N
- Function: Sets the current draw tool to Curve Draw. Starting, Offset,
- and End X,Y screen positions can be specified optionally to draw the
- curve. Deluxe Paint's internal coordinate system, which starts 0,0 at
- the upper left corner of the screen, is used.
- Example: The command "Curve 100 100 150 50 200 100" results in a curve
- that starts at screen position 100, 100 has its apex at screen position
- 150, 50 and ends at screen position 200, 100.
-
-
- Fill Tool
-
- Format: FILL X/N, Y/N, TOBGCOLOR/S, ANIMFILL/S
- Function: Sets the current draw tool to the Fill tool. A starting X,Y
- screen position can be specified optionally to start the flood fill at a
- specific screen position.
-
- TOBGCOLOR
- This switch is the same as the user using the 'i' key in the Deluxe
- Paint inter face to fill a shape outward from the point specified to the
- background colour.
-
- ANIMFILL
- Switches on the AnimFill mode, where the fill tool will fill every frame
- in the current animation outward from the screen position specified or
- where a mouse click has occurred. Doesn't work with fill types that use
- a directional line to define the gradient.
-
- Example: The command "FILL 60 75 TOBGCOLOR" results in the fill tool
- doing a flood fill with the current settings and filling from screen
- position 60,75 outward until the program detects the current background
- colour.
-
-
- Airbrush Tool
-
- Format: AIRBRUSH
- Function: Sets the current tool to the Airbrush tool. Invoking the
- command a second time cycles the airbrush from Old Style splatter mode
- to the new Standard mode.
-
-
- Rectangle Tool
-
- Format: RECT LEFT/N, TOP/N, WIDTH/N, HEIGHT/N, FILL/S, OUTLINE/S
- Function: Sets the current tool to the unfilled Rectangle tool. A
- starting left and top screen position offset, and width and height in
- pixels can be specified optionally. Uses the current brush to draw the
- unfilled Rectangle.
-
- FILL
- Switches the Rectangle tool to a Filled Rectangle tool which uses the
- current Fill Settings as its default fill.
-
- OUTLINE
- Switches the Rectangle tool to a Filled Rectangle and uses the current
- brush to outline the Rectangle. This switch is the same as the user
- using the 'i' key in the Deluxe Paint interface to outline filled shapes
- with the current brush.
- Example: The command "RECT 10 10 100 150 FILL" results in a Filled
- Rectangle that has it top left corner at screen position 10,10, a width
- of 100 and a height of 150.
-
-
- Circle Tool
-
- Format: CIRCLE X/N, Y/N, RAD/N, FILL/S, OUTLINE/S
- Function: Sets the current tool to the Unfilled Rectangle tool. A
- Starting X,Y screen position and radius can be specified optionally.
- Uses the current brush to draw the unfilled Circle.
-
- OUTLINE
- Switches the Circle tool to a Filled Circle and uses the current brush
- to out line the Circle.
-
- RADIUS
- This numeric parameter specifies one half the diameter of your circle in
- pix els.
-
-
- Ellipse Tool
-
- Format: ELLIPSE X1/N, Y1/N, X2/N, Y2/N, FILL/S, OUTLINE/S
- Function: Sets the current tool to the unfilled Ellipse tool, Starting,
- and End X,Y screen positions can be specified optionally to draw the
- Ellipse. Uses the current brush to draw the unfilled Ellipse.
-
- FILL
- Switches the Ellipse tool to a Filled Ellipse tool which uses the
- current Fill Settings as its default fill.
-
- OUTLINE
- Switches the Ellipse tool to a Filled Ellipse and uses the current brush
- to outline the Ellipse. This switch is the same as the user using the
- 'i' key in the Deluxe Paint interface to outline filled shapes with the
- current brush.
-
-
- Polygon Shape Tool
-
- Format: POLY X1/N, Y1/N, X2/N, Y2/N, X3/N, Y3/N, FILL/S, OUTLINE/S
- Function: Sets the current tool in the unfilled Polygon tool. Starting,
- and End X,Y screen positions can be specified optionally to draw the
- Polygon. Uses the current brush to draw the unfilled polygon.
-
- FILL
- Switches the Polygon tool to a Filled Polygon tool which uses the
- current Fill Settings as its default fill.
-
- OUTLINE
- Switches the Polygon tool to a Filled Polygon and uses the current brush
- to outline the Polygon.
-
-
- Brush Pickup Tool
-
- Format: BRUSH LEFT/N, TOP/N, WIDTH/N, HEIGHT/N, CUT/S, RESTORE/S
- Function: Sets the current tool to the Brush tool. It defaults to the
- rectangular brush pickup tool, but multiple invocations of this command
- will set it to the polygonal brush tool pickup and the magic brush tool
- pickup respectively. Optionally you can restore the last custom brush,
- set starting x,y screen position, the width and height, and whether you
- want to cut it off the page.
-
- CUT
- Switches Brush pickup mode from coping the brush data from the screen to
- picking up or cutting out the brush data off the screen. This switch is
- the equivalent of a user picking up a brush with the right mouse button
- in the Deluxe Paint interface.
-
- RESTORE
- Issuing this switch retrieves the most recent custom brush or AnimBrush
- and is the equivalent of a user right clicking on the brush selector
- tool in the Deluxe Paint interface.
-
-
- Text Tool
-
- Format: TEXT X/N, Y/N, STRING/F
- Function: Sets the current tool to the text tool. Optionally the
- command will accept a string and the starting x,y screen position for
- the text cursor. The STRING keyword is a final argument and should be
- followed by a text string. The STRING keyword requires x,y screen
- coordinates to place the text.
- Example: TEXT 100 100 STRING Hello This is a Test
- TEXT 200 100 "Hello This is a Test"
-
-
- Grid Tool
-
- Format: GRID ON/S, OFF/S, TOGGLE/S, ALIGN/S
- Function: Sets the Grid tool mode. The command is implemented as a
- toggle, with optional keyword switches to turn the grid on, off, or
- toggle the current state. The ALIGN keyword will turn on the grid and
- use the handle posi tion of the current brush as a centre point of the
- grid.
- Example: Issuing the command "GRID ON ALIGN" would turn on the grid
- toolbox mode and align the grid cross points to the current brush
- handle.
-
-
- Symmetry Tool
-
- Format: SYMMETRY ON/S, OFF/S, TOGGLE/S
- Function: Sets the Symmetry tool mode. This command is implemented as a
- toggle, with optional keyword switches to turn symmetry on, off, or
- toggle the cur rent state. Symmetry uses the current drawing tool.
-
-
- Magnify
-
- Format: MAGNIFY X/N, Y/N, ON/S, OFF/S, TOGGLE/S, SPEC/S
- Function: Sets the Magnify tool on. Optionally this command can be
- given x,y screen points, and keyword switches to turn Magnify on, off,
- toggle the current state, or go into interactive place mode.
- Magnification doesn't affect the cur rent tool.
-
- SPEC
- This switch puts the user into magnify place mode. This switch is the
- equiv alent of clicking the Magnify tool in the toolbox.
-
-
- Zoom
-
- Format: ZOOM IN/S, OUT/S
- Function: Sets the current zoom or magnification level of the Magnify
- tool. There is no visual representation when the magnify tool is on,
- but it does perform the operation.
-
-
- Undo
-
- Format: UNDO
- Function: Undoes the last previous printing action as long as no other
- mouse click or screen refresh has taken place
-
-
- Clear Screen or Frames
-
- Format: CLEAR ALL/S, CURRENT/S, RANGE/S, START/N, END/N, ASK/S
- Function: Clears the current screen. If there are animation frames, the
- command has options to clear all frames, the current frame, a range of
- frames, or just bring up the requester by asking for it.
- Examples:
- "CLEAR" clears current screen
- "CLEAR ALL" clears all current animation frames to the background colour
- "CLEAR RANGE 1 5" clears frames 1 through 5 to the background colour
- "CLEAR ASK" displays the current, range, all requester if there are anima
- tion frames.
-
-
- ToolBox Related Functions
-
- Fill Type Setting
-
- Format: SETFILL SOLID/S, PERSPECTIVE/S, PATTERN/S, RUBIS, BRUSH/S,
- WRAP/S, HBRITE/S, VERT/S, HORIZ/S, HLINE/S, LINE/S, SHAPE/S, CIR/S,
- CONT/S, HI/S, RANGE/N, DITHER/N, RANDOM/S, PATDITHER/S, SMOOTH/S,
- FROMBRUSH/S
- Function: Sets the fill type requester settings for all filled drawing
- tools. The settings cannot be combined differently than allowed by the
- program.
-
- HBRITE
- Only available in Halfbrite screen modes.
-
- RUB
- Only available when there is a spare page.
-
- PATTERN
- Requires a custom brush and the FROMBRUSH switch be invoked the first
- time pattern fill is used.
-
- BRUSH
- Uses the current custom brush for its fill.
-
- WRAP
- Uses the current custom brush for its fill.
-
- RANGE
- Accepts legal values from 1 to 8.
-
- NOTE: Deluxe Paint will recognise the first numeric value without a
- keyword as the range number.
-
- RANDOM
- Switches dither type to random using Dither value..
-
- DITHER
- Accepts values from 0 to 100. Numbers refer to a percentage value.
-
- PATDITHER
- Does not accept DITHER values, already predefined.
-
- SMOOTH
- Does not accept DITHER values, already predefined.
-
- For more information on the fill requester please consult the Refernce
- sec tion of the this manual.
-
- Examples:
- "SETFILL FROMBRUSH PATTERN" sets the fill requester to use pattern fill
- using the current custom brush.
-
- "SETFILL SHAPE RANGE 3 SMOOTH" sets the fill requester to use the
- HIghlight fill, Range number 3, and the Smooth dither option.
-
- "SETFILL CIR 2 75 RANDOM" sets the fill requester to use the CIRcular
- fill using range number 2, and Random dither set to 75%
-
-
- Spacing Setting
-
- Format: SETSPACE NTOTAL/S, NTHDOT/S, AIRBRUSH/S, CONTINOUS/S, VALUE/N
- Function: Sets the spacing requester settings for the line tool and
- unfilled shape tools The command by itself will invoke the requester.
-
- NTOTAL
- This switch accepts a Value between 0 and 32767 and controls the number
- of stamps a brush will make along a given line - useful for AnimPainting
- The Default Value is 20.
-
- NTHDOT
- This switch accepts a Value between 0 and 32767 and defines the number
- of pixels between your brush stamps. Default Value is 8.
-
- AIRBRUSH
- This switch accepts a Value between 0 and 32767 and uses the Old Style
- airbrush. The value determines how many airbrush sprays are applied to
- the line being drawn. Default Value is 16.
-
- CONTINUOUS
- This switch ignores a Value and is the default setting of the Spacing
- requester.
- Example: "SPACING NTOTAL VALUE 15" sets the spacing requester to an NTO
- TAL of 15
-
- Airbrush Settings
-
- Format: SETAIRBRUSH OLD/S, STANDARD/S, RADIUS/N, FLOW/N, SIZE/S
- Function: Sets the airbrush requester settings for the Old Style and
- Standard airbrush The command by itself will invoke the requester.
-
- OLD
- This switch cannot be used in conjunction with STANDARD, and ignores
- values for FLOW
-
- STANDARD
- This switch cannot be used in conjunction with OLD.
-
- RADIUS
- This keyword followed by a numeric value defines the spray radius of
- both types of airbrushes. The radius of the OLD airbrush is also
- affected by the current pensize.
-
- FLOW
- This keyword followed by a numeric value defines how fast the "paint" is
- sprayed on the screen.
-
- SIZE
- This switch puts the user into interactive sizing mode which sets the
- radius of the airbrush.
-
- Grid Settings
-
- Format: SETGRID X/N, Y/N, ADJUST/S
- Function: Sets the grid settings requester. The command by itself will,
- invoke the requester. Width in x and Height in y can also be specified.
-
-
- ADJUST
- This switch puts the user in interactive grid adjustment mode.
- Example: "SETGRID 20 20" sets the grid height and width to 20 screen
- pixels.
-
-
- Symmetry Settings
-
- Format: SETSYMMETRYPOINT/S, TILE/S, CYCLIC/S, MIRROR/S, WIDTH/N,
- HEIGHT/N
- Function: Sets the symmetry settings requester. The command by itself
- will invoke the requester.
-
- POINT
- This switch sets the symmetry tool to point symmetry mode. This switch
- cannot be used in conjunction with TILE, and ignores any WIDTH and
- HEIGHT numeric values given in the same line.
-
- CYCLIC
- Switch used only in Point Symmetry.
-
- MIRROR
- Switch used only in Point Symmetry
-
- ORDER
- This keyword is required for changing the number of symmetry points.
- The keyword should be followed by a legal value from 2 to 360. Only
- used for POINT Symmetry.
-
- TILE
- This switch sets the symmetry tool to tile symmetry. TILE requires
- width and height values for the size of the tiling grid.
-
- CENTREX
- This keyword is required for placing the screen x position from which
- sym metry radiates from. The keyword should be followed by a legal
- screen width value. Only used for POINT Symmetry.
-
- CENTREY
- This keyword is required for placing the screen y position from which
- sym metry radiates from. The keyword should be followed by a legal
- screen height value. Only used for POINT Symmetry.
-
- PLACE
- This switch puts the user in interactive mode that sets the central x,y
- sym metry point. Only used for POINT Symmetry.
-
- WIDTH
- This keyword is used to set the screen width of the Tile grid. Only
- used for TILE Symmetry. You must also issue Height to use Width.
-
- HEIGHT
- This keyword is used to set the screen height of the Tile grid. Only
- used for TILE Symmetry. You must also issue Width to use Height.
- Examples:
-
- "SETSYMMETRY TILE 50 50" will set the Symmetry tool to Tile mode and a
- tile grid of 50 by 50 pixels
-
- "SETSYMMETRY POINT CYCLIC ORDER 12 CENTERX 160 CEN TERY 100" will set
- the Symmetry tool to Point Cyclic mode. 12 symmetry points, and a
- centre screen point of 160, 100.
-
-
- Font Settings
-
- Format: SETFONT NAME,SIZE/N, PLAIN/S, BOLD/S, ITALIC/S, UNDER LINE/S,
- USEPALETTE/S
- Function: Sets the current font, font size, font style, or ColorFont
- palette for the pro gram. The command by itself will invoke the
- requester.
-
- NAME
- This keyword allows the user to specify a font type from the current
- font directory.
-
- SIZE
- This keyword requires a number to indicate the font size you wish to load.
-
- USEPALETTE
- This switch should be used when indicating that you wish to load a
- ColorFont such as KARA ColorFont and you would like to automatically
- load that font's palette.
- Example: "SETFONT Times 24 Bold Italic" would set the current font to a
- typeface of Times (if available on your system) a size of 24 point, and
- bold and italic styles on
-
-
- Misc. Colour Items
-
- Set Foreground Colour
-
- Format: SETFGCOLOR COLNUM/N
- Function: This command sets the current foreground colour to that of the
- colour number indicated. Legal values for the colour number are 0 to
- 255. This is the equivalent of a user picking a colour from the screen,
- colour set, or tool palette with the left mouse button.
-
-
- Set Background Colour
-
- Format: SETBGCOLOR COLNUM/N
- Function: This command sets the background colour to that of the colour
- number indicated. Legal values for the colour number are 0 to 255.
- This is the equivalent of a user picking a colour from the screen,
- colout set, or tool palette with the right mouse button.
-
-
- Find Closest Colour
-
- Format: CLOSESTCOLOR RED/N/A, GREEN/N/A, BLUE/N/A, REGISTER/S
- Function: This command will search the current colour set and return the
- index num ber of that colour that most closely matches the specified RGB
- values RED, GREEN, and BLUE numeric values are required arguments mand.
- Legal values are from 0 to 255.
-
- REGISTER
- This switch will return the closest register (palette colour) colour
- index number that most closely matches your specified RGB values.
- Please see the Tutorial and Reference sections for further information
- on the difference between palette colours and colour set colours.
-
- Example: "CLOSESTCOLOR 255 0 0 REGISTER" searches for a colour with the
- closest matching RGB value to red that is a register/palette colour.
-
-
- Set RGB Values
-
- Format: SETRGB INDEX/N/A, RED/N/A, GREEN/N/A, BLUE/N/A
- Function: This command allows you to set the RGB values for a specific
- colour (INDEX) INDEX, RED, GREEN, and BLUE numeric values are required
- arguments for this command. Legal values are from 0 to 255.
-
- Example: SETRGB Index 4 0 255 255
-
-
- Get RGB Values
-
- Format: GETRGB INDEX/N/A, RED/S, GREEN/S, BLUE/S
- Function: This command returns the RGB values for a specific colour
- (INDEX), INDEX is a required argument for this command. Legal values
- are from 0 to 255. Using the optional switches returns specific values.
-
- Example: "GETRGB Index 4" might return the following values: RED 0 GREEN
- 255 BLUE 255
-
-
- Get Light Table Layer
-
- Format: GETLAYER NUMBER/N/A, STATUS/S, OFFSET/S, DIM/S
- Function: This command returns the LightTable setting; requester status
- for a specific layer number. A layer number must always be specified.
-
- NUMBER
- A value of 1 to 4 must be specified for this command to work.
-
- STATUS
- This switch returns a value of ON or OFF
-
- OFFSET
- This switch returns the relative frame offset currently set for the
- layer.
-
- DIM
- This switch returns a value between -255 and 255 to indicate the level
- or brightness or darkness attributed to the given layer.
-
- Examples: "GETLAYER 4" (Default return is "ON OFFSET 0 DIM 144")
- "GETLAYER 1 DIM" (Default return is "48")
-
-
- Get Light Table Status
-
- Format: GETLIGHT STATUS/S, LOCKED/S
- Function: This command returns the Status of the LightTable feature (ON
- or OFF). It also returns the status of the "Anim Lock" toggle (LOCKON
- or LOCK OFF) in the LightTable Setting; requester. Please see the
- Reference section for more information on Anim Lock or any other
- LightTable Features
-
-
- Keyboard Items
-
- Scrolling the Screen
-
- Format: SCROLL X/N/A,Y/N/A, SCREEN/S
- Function: This command scrolls the screen a specific x,y distance using
- the Cartesian coordinate system of the program where 0. 0 is in the
- centre of the screen
-
- SCREEN
- This switch scrolls the entire Deluxe Paint window the specified x,y
- distance This is equivalent to holding down the left Amiga key and
- mousing down.
-
-
- Help Key
-
- Format: HELP
- Function: This command is equivalent to the user pressing the Help key
- while in the Deluxe Paint interface.
-
- Reset Colour Palette
-
- Format: RESET
- Function: This command makes the toolbox and menu bar visible in case
- the palette in use made the toolbox and menu bar invisible. This action
- is not undoable.
-
-
- F10 - Toolbar On/Off
-
- Format: PANEL ON/S, OFF/S, TOGGLE/S
- Function: This command turns on and off the toolbar panel from the
- Deluxe Paint Interface. If the menu bar is showing this command will
- also turn on and off the menu bar. This command is the equivalent of
- the user pressing the F10 key in the Deluxe Paint interface.
-
- F9 - Menu On/Off
-
- Format: TITLE ON/S, OFF/S, TOGGLE/S
- Function: This command turns on and off the menu bar from the Deluxe
- Paint inter face. This command is the equivalent of the user pressing
- the F9 key in the Deluxe Paint interface.
-
- Del - Cursor On/Off
-
- Format: CURSOR ON/S, OFF/S, TOGGLE/S
- Function: This command turns on and off the screen cursor from the
- Deluxe Paint interface. This command is the equivalent of the user
- pressing the Del key in the Deluxe Paint interface.
-
- Canvas Interaction
-
- NOTE
- These commands cannot be used to actually make menu or toolbar selec
- tions either by themselves or in conjunction with any other commands.
- To select a specific toolbar item or menu item you must invoke it as a
- separate ARexx command.
-
-
- Mouse Movement
-
- Format: MOVETO X/N/A, Y/N/A
- Function: This command moves the screen cursor to a specified screen x,y
- position. Deluxe Paint's internal coordinate system, which starts 0,0
- at the upper left corner of the screen, is used.
-
-
- Menu Selection
-
- Format: MBUTTONS SELECTDOWN/S, SELECTUP/S, MENUDOWN/S, MENUUP/S
- Function: This command controls the current state of the right and left
- mouse but tons. The command can be used to set the left (select) or
- right (menu) mouse buttons up or down, respectively. This command is
- the equivalent of a user depressing or releasing the mouse button in the
- Deluxe Paint inter face. SelectDown and SelectUp are the equivalent of
- the left mouse button MenuDown and MenuUp are the equivalent of the
- right mouse button.
-
-
- Left Mouse Button
-
- Format: LEFTMOUSE UP/S, DOWN/S, CLICK/S
- Function: This command controls the current state of the left mouse
- button. The command will allow setting the left mouse button up, down,
- or just clicked.
-
-
- Right Mouse Button
-
- Format: RIGHTMOUSE UP/S, DOWN/S, CLICK/S
- Function: This command controls the current state of the left mouse
- button. The command will allow setting the left mouse button up, down,
- or just clicked.
-
- Locks
-
- NOTE: Issuing any animation play commands require that you issue an
- unlockGUI command first. LockGUI and UnlockGUI commands must be issued
- equally in a script such that for every LockGUI command issued an equal
- number of UnlockGUI commands must also be issued.
-
- Format: LOCKGUI
- Function: This command locks out the Deluxe Paint interface from a user
- or other process and is highly recommended when performing complex
- operations and scripts.
-
- Format: UNLOCKGUI
- Function: This command unlocks the Deluxe Paint interface and must be
- used for nor mal user interaction with the program if a LockGUI command
- has been issued previously be a script or user.
-
-
- Picture Menu
-
-
- Load Picture
-
- Format: LOADPIC FILE,COUNT/N, CHGTOFMT/S, KEEPFMT/S, DITHER/S,
- NODITHER/S
- Function: This command loads IFF ILBM files as pictures using the ASL
- (Amiga Standard Libraries) Load requester. Path and File name, screen
- format changing or maintaining, and dithering options can also be
- specified optionally.
-
- FILE
- This keyword specifies that a path and filename are to follow. It is
- recom mended that paths and filenames be enclosed in quotes.
-
- COUNT
- This numeric parameter accepts the number of files you wish to load and
- assemble as an animation, beginning with the first file specified. See
- the Reference section for more information on this feature.
-
- CHGTOFMT
- This switch tells the program that you wish to change the current screen
- format and palette depth to that of the image that is to be loaded.
-
- KEEPFMT
- This switch tells the program that you wish to keep the current screen
- for mat and palette depth. The image to be loaded will be automatically
- con verted to the new screen format and palette depth.
-
- DITHER
- This switch tells the program that you wish to dither the image that is
- to be loaded if it is an option. Generally the program will only offer
- the dither/no dither options when the current screen mode is register
- based and the image being loaded is a HAM or 24 bit image.
-
- NODITHER
- This switch tells the program that you wish no dithering be done to the
- image that is to be loaded if it is an option. Please see above on how
- Deluxe Paint determines the dither/no dither options.
-
-
- Save Picture
-
- Format: SAVEPIC FILE.FORCE/S, START/N, END/N
- Function: This command saves the current frame as pictures using the ASI
- (Amiga Standard Libraries) Save requester. Path and File name and
- whether to over write an existing file can also be specified optionally.
-
-
- FORCE
- This switch allows the automatic overwrite of an existing file that has
- the same name as the one you are currently saving. Normally the program
- issues a warning requester telling you that the file you are about to
- save already exists and allows you to cancel from it.
-
- START
- This numeric parameter specifies the starting frame number of the range
- you wish to save as a series of pictures. Use the End parameters to set
- the ending frame. The option automatically appends a three digit number
- to the end of your filename
-
- Print Image(s)
-
- Format: PRINT
- Function: This command brings up the Print requester.
-
-
- Flip Image(s) Horizontal
-
- Format: FLIPPICX ALL/S, CURRENT/S, RANGE/S, START/N, END/N
- Function: This command flips the current screen on its x axis. If an
- animation is cur rently in memory this command brings up the Flip X
- requester. Optionally you can specify all, current, and range switches,
- START and END keywords require valid frame range values and the keyword
- RANGE be used.
-
- ALL
- If an animation is currently in memory this switch will flip all frames
- on their X axis.
-
- CURRENT
- If an animation is currently in memory this switch will only flip the
- current frame on its X axis.
-
- RANGE
- If an animation is currently in memory this switch in conjunction with
- the START and END keywords will only flip a specified range of frames.
-
- START
- This numeric keyword requires the switch RANGE and also requires a valid
- frame number as a starting point for flipping a range of frames on the X
- axis.
-
- END
- This numeric keyword requires the switch RANGE and also requires a valid
- frame number as an ending point for flipping a range of frames on the X
- axis.
-
-
- Flip Image(s) Vertical
-
- Format: FLIPPICY ALL/S, CURRENT/S, RANGE/S, START/N, END/N
- Function: This command flips the current screen on its y axis. If an
- animation is cur rently in memory this command brings up the Flip Y
- requester. Optionally you can specify all, current, and range switches,
- START and END keywords require valid frame range values and the keyword
- RANGE be used
-
-
- Spare Page
-
- Format: SWAPPICTOSPARE
- Function: This command swaps the current page with the spare page. This
- command is the equivalent of the user selecting Spare>Swap from the
- Picture menu or pressing j in the Deluxe Paint interface.
-
- Format: COPYPICTOSPARE
- Function: This command copies the current page to the spare page. This
- command is the equivalent of the user selecting Spare>Copy to Spare from
- the Picture menu or pressing Ctrl j in the Deluxe Paint interface.
-
- Format: MERGEINFRONT
- Function: This command merges the spare page in front of the current
- page using the current background colour as the transparent or key
- colour
-
- Format: MERGEINBACK
- Function: This command merges the spare page behind the current page
- using the current backgrouund colour as the transparent or key colour
-
- Format: DELETEPAGE
- Function: This command deletes the current page and frees the memory
- allocated for that page. Please note that this command does not delete
- the spare page, but deletes the current page (the one that is visible).
- The user will be prompted to confirm this choice or cancel it.
-
-
- Set Pagesize
-
- Format: SETPAGESIZE SCREEN/S, PAGE/S, OVERSCAN/S, CUSTOM/S, WIDTH/N,
- HEIGHT/N
- Function: This command brings up the Set Page Size requester.
- Optionally this com mand allows for the setting of a screen, page,
- overscan, and custom page size.
-
- SCREEN
- This switch sets the page size to dimensions equal to that of the
- current screen.
-
- PAGE
- This switch sets the page size to dimensions that approximate the propor
- tions of 8.5" X 11" paper.
-
- OVERSCAN
- This switch sets the page size to dimensions that equal the "MAX
- Overscan" values as they are defined by the current screen format.
-
- CUSTOM
- This switch in conjunction with the WIDTH and HEIGHT keywords sets the
- page size to custom dimensions as they are specified with the WIDTH and
- HEIGHT keywords.
-
- WIDTH
- This keyword requires the CUSTOM switch and a valid number to specify
- the width of the page in pixels. The theoretical upper limit of width
- is 32767. You must have enough memory to allocate for a custom page.
-
- HEIGHT
- This keyword requires the CUSTOM switch and a valid number to specify
- the height of the page in pixels. The theoretical upper limit of the
- height is 32767. You must have enough memory to allocate for a custom
- page.
-
-
- Show Page
-
- Format: SHOWFULLPAGE
- Function: This command puts the program into the showpage mode. This
- command should be invoked only when the GUI is unlocked.
-
-
- Screen Format
-
- Format: SETSCREENFORMAT MODEID, SCREENW/N, SCREENH/N, PAGEW/N, PAGEH/N,
- COLORS/N, BACK24BIT/S, NOBACK/S, RETAIN/S, NORETAIN/S
- Function: This command allows for a screen format change to the
- currently addressed Deluxe Paint. There are options for choosing the
- screen height and width, palette depth, 24 bit backing store, etc.
-
- MODEID
- This keyword is always required for modifying the current mode or switch
- ing to another mode. Some of the more common ModeID numbers are list ed
- below. ModeID information can be found in the screen format requester's
- display information window, or by changing that requester's set tings to
- "display names by mode ID" from the Settings menu in the Screen Format
- Requester. Be sure to specify the screen and page dimensions when using
- ModeID.
-
- SCREENW
- This keyword sets the screen width of the current resolution
-
- SCREENH
- This keyword sets the screen height of the current resolution
-
- PAGEW
- This keyword allows the setting of the page width. Use this parameter
- if you desire a different page size than the one currently in use.
-
- PAGEH
- This keyword allows for setting of page height. Use this parameter if
- you desire a different Page size than the one currently in use.
-
- COLOURS
- This keyword allows for the setting of the mode's palette and only
- allows the input of legal values for a given mode. For example,
- Halfbrite modes only allow for a palette of 32 colours, HAM only 16
- colours, AA HAM 64 colours, etc.
-
- BACK24BIT
- This switch turns on the 24-bit RGB data backing store. In backing
- store mode, users will be presented with a screen representation of the
- actual 24- bit data.
-
- NOBACK
- This switch turns off the 24 bit RGB data backing store.
-
- RETAIN
- This switch will retain the current data on the main page and convert it
- if necessary to the mode being changed to. You must have enough memory
- for the conversion for this option to work. Please be sure to save your
- image before attempting this switch.
-
- NORETAIN
- This switch throws away the current data on your main page when chang
- ing to another mode.
-
-
- ModelD Reference 11000 Series are the Lo-Res NTSC modes:
- 11000 - NTSC Lo-Res (320x200)
- 11004 - NTSC Lo-Res Laced (320x400)
- 11080 - NTSC Halfbrite
- 11084 - NTSC Halfbrite Laced
- 11800 - NTSC HAM
- 11804 - NTSC HAM Laced
- 19000 Series are the Hi-Res NTSC modes:
- 19000 - NTSC Hi-Res (640x200)
- 19004 - NTSC Hi-Res Laced (640x400)
- 19020 - NTSC ECS (1280x200)
- 19024 - NTSC ECS Laced (1280x400)
- 19080 - AA Halfbrite
- 19084 - AA Halfbrite Laced
- 190a0 - AA-Halfbrite (ECS, 1280 x 200)
- 190a4 - AA Halfbrite (ECS, 1280 x 400)
- 19800 - AA Ham
- 19804 - AA-Ham Laced
- 19820 - AA-HAM (ECS, 1280x200)
- 19824 - AA HAM (ECS, 1280x400)
- 21000 Series are the Lo-Res PAL modes:
- 21000 - PAL Lo-Res (320x256)
- 21004 - PAL Lo-Res Laced (320x512)
- 21xxx - For other modes, use the same 3 digit suffix numbers as
- the NTSC modes listed above.
- 29000 Series are the Hi-Res PAL modes:
- 29000 - PAL Hi-Res (640x256)
- 29004 - PAL Hi-Res Laced (640X512)
- 29020 - PAL ECS (128Ox256)
- 29024 - PAL ECS Laced (1280x512)
-
- 29xxx - For other modes, use the same 3 digit suffix numbers as the NTSC
- modes listed above.
-
- Example: "SETSCREENFORMAT 11000 320 200 640 400" will change to
- NTSC:LoRes with screen size 320x200 and page size 640x400. Colours are
- set to the maximum allowable by default.
-
- About ? Program Information
-
- Format: ABOUT
- Function: This command displays the "About Deluxe Paint" window. This
- window contains Deluxe Paint copyright, memory, image, animation,
- palette, regis tration, and ARexx port information.
-
-
- Quit
-
- Format: QUIT FORCE/S
- Function: This command exits the currently addressed program.
-
- FORCE
- This switch bypasses the "Save, Don't Save, Cancel" requester and forces
- the program to exit.
-
-
- Brush Menu
-
- Load Brush
-
- Format: LOADBRUSH FILE,DITHER/S, NODITHER/S, PALETTE/S, NOPALETTE/S
- Function: This command loads IFF ILBM files as brushes using the ASL
- (Amiga Standard Libraries). Load requester, Path and File name, keeping
- the screen format, and dithering or no dithering, can also be specified
- optionally.
-
- FILE
- This keyword specifies that a path and filename are to follow. It is
- recom mended that paths and filenames be enclosed in quotes.
-
- DITHER
- This switch tells the program that you wish to dither the brush that is
- to be loaded if it is an option. Generally the program will only offer
- the dither/no dither options when the current screen mode is register
- based and the brush being loaded is a HAM or 24-bit brush.
-
- NODITHER
- This switch tells the program that you wish no dithering be done to the
- brush that is to be loaded if it is an option. Please see above about
- how Deluxe Paint determines the dither/no dither options.
-
- PALETTE
- This switch tells the program to automatically use the brush palette
- when the specified brush file has been loaded.
-
- NOPALETTE
- This switch is the default mode of the program, and turns off the
- Palette switch.
-
- Example: "LOADBRUSH "DPAINTV:BRUSH/BALL.BRUSH" DITHER NOPALETTE"
-
-
- Save Brush
-
- Format: SAVEBRUSH FILE,FORCE/S, MASK/S, NOMASK
- Function: This command saves the current custom brush using the ASL
- (Amiga Standard Libraries), Save requester, Path, filename, whether to
- overwrite an existing file, and whether to save with a translucency mask
- can also be speci fied optionally.
-
- FORCE
- This switch allows the automatic overwrite of an existing file that has
- the same name as the one you are currently saving. Normally, the
- program issues a warning requester telling you that the file you are
- about to save already exists and allows you to cancel.
-
-
- Copy Brush to Clipboard
-
- Format: COPYBRUSH MASK/S, NOMASK/S
- Function: This command copies the current custom brush to the system
- clipboard The Mask, Nomask switches specify whether you want the brush's
- translu cency mask copied as well or not.
-
-
- Paste Brush from Clipboard
-
- Format: PASTEBRUSH
- Function: This command pastes IFF-ILBM data from the system clipboard
- into Deluxe Paint as a custom brush.
-
-
- Restore Last Custom Brush
-
- Format: RESTOREBRUSH
- Function: Restores the last custom brush used and makes it the current
- brush.
-
-
- Copy Brush to Spare
-
- Format: COPYBRUSHTOSPARE
- Function: This command copies the current custom brush to the spare
- brush memory This command is useful for doing morphs from one brush to
- another and for storing a spare brush in memory.
-
-
- Swap Brush with Spare
-
- Format: SWAPBRUSHTOSPARE
- Function: This command swaps the current custom brush with the spare
- custom brush.
-
-
- AnimMorph to Spare
-
- Format: MORPHBRUSH NUMCELS/N
- Function: This command creates an animbrush of "n" cels (frames) that
- morphs from the current custom brush to the spare custom brush.
-
- NUMCELS
- This keyword specifies how many cels you wish your morphing animbrush to
- be
-
-
- Stretch/Shrink Brush
-
- Format: STRETCHBRUSH X/N, Y/N
- Function: This command puts the user in brush stretch/shrink mode. You
- can option ally also specify, x and y offsets.
-
-
- Size Brush in Half
-
- Format: HALFBRUSH
- Function: This command shrinks the current brush to half its current
- height and width
-
-
- Double Brush Size
-
- Format: DOUBLEBRUSH
- Function: This command stretches the current brush to double its current
- height and width.
-
-
- Double Brush Width
-
- Format: DOUBLEBRUSHX
- Function: This command stretches the current brush to double its current
- width (x axis).
-
-
- Double Brush Height
-
- Format: DOUBLEBRUSHY
- Function: This command stretches the current brush to double its current
- height (yd axis).
-
-
- Flip Brush Horizontally (X)
-
- Format: FLIPBRUSHX
- Function: This command flips the current custom brush on its horizontal
- (x) axis
-
-
- Flip Brush Vertically (Y)
-
- Format: FLIPBRUSHY
- Function: This command flips the current custom brush on its vertical
- (y) axis
-
-
- Outline Brush
-
- Format: OUTLINEBRUSH
- Function: This command outlines the current custom brush with a single
- pixel using the current foreground colour as the outline.
-
-
- Trim Brush Outline
-
- Format: TRIMBRUSH
- Function: This command trims or strips away a one pixel outline from the
- current custom brush
-
-
- Rotate Brush 90 Degrees
-
- Format: ROTATEBRUSH90
- Function: This command rotates the current custom brush 90 degrees
- clockwise
-
-
- Rotate Brush Any Angle
-
- Format: ROTATEBRUSHANYANGLE
- Function: This command sets the current custom brush to an interactive
- mode that allows the rotation of the brush to any angle
-
-
- Shear Brush Distortion
-
- Format: SHEARBRUSH
- Function: This command sets the current custom brush to an interactive
- mode that allows a controlled horizontal distortion of the brush. The
- top part of the brush is anchored and the distortion takes place by
- moving the mouse either to the left or the right of the current brush
- position
-
-
- Bend Brush Distortion
-
- Format: BENDBRUSHX
- Function: This command sets the current custom brush to an interactive
- mode that allows the bending of the brush to a horizontal direction (x).
- Moving the mouse either left or right determines the amount of bend.
-
- Format: BENDBRUSHY
- Function: This command sets the current custom brush to an interactive
- mode that allows the bending of the brush in a vertical direction (y).
- Moving the mouse either up or down determines the amount of bend.
-
-
- Rotate Brush Handle
-
- Format: ROTATEHANDLE
- Function: This command changes the brush handle from its current offset
- and rotates clockwise and back to centre. The default brush handle
- position is centre. Multiple invocations of the command rotates the
- handle to lower right, lower left, upper left, upper right, and back to
- centre respectively.
-
-
- Place Brush Handle
-
- Format: PLACEHANDLE OFFSETX/N, OFFSETY/N
- Function: This command changes the handle of the current brush to a user
- specified custom x and y offset. The coordinate system used is Deluxe
- Paint's internal system. 0,0 is the current location of the handle. A
- positive x and y direc tion will offset the brush's handle to the right
- (x) and below (y) the current location. If a negative number is to be
- used, both numbers must be enclosed in quotation marks; this avoids
- ARexx arithmetic conversion errors.
-
- Examples:
- PLACEHANDLE OFFSETX 100 OFFSETY 100
- PLACEHANDLE 0 100
- PLACEHANDLE "-100 -100"
-
-
- Solid Body Brush Mode
-
- Format: SOLIDBODY OFF/S, ON/S, TOGGLE/S
- Function: This command sets the state of transparency for a custom
- brush's body from transparent (default) to solid.
-
-
- Frame Only Brush Mode
-
- Format: FRAMEONLY OFF/S, ON/S, TOGGLE/S
- Function: This command sets the state of the "Frame Only" custom brush
- mode. When on, this mode only displays a wire frame of the brush's
- mask. This mode offers improved speed and placement accuracy especially
- for odd shaped brushes
-
-
- Free Brush From Memory
-
- Format: FREEBRUSH
- Function: This command frees memory of any custom brush in memory
- including the spare brush
-
-
- Mode Menu
-
- Matte Mode
-
- NOTE: For further information on the function of each of the following
- colour modes please consult the Reference section of the manual.
-
- Format: MATTE
- Function: This command puts the program into MATTE mode.
-
- Colour Mode
-
- Format: COLOR
- Function: This command puts the program into COLOUR mode
-
- Replace Mode
-
- Format: REPLACE
- Function: This command puts the program into REPLACE mode.
-
- Smear Mode
-
- Format: SMEAR
- Function: This command puts the program into SMEAR mode
-
- Shade Mode
-
- Format: SHADE
- Function: This command puts the program into SHADE mode. This mode
- requires that an active cycle range be in use.
-
- Blend Mode
-
- Format: BLEND
- Function: This command puts the program into BLEND mode
-
- Cycle Mode
-
- Format: CYCLE
- Function: This command puts the program into CYCLE mode. This mode
- requires that an active cycle range be in use.
-
- Smooth Mode
-
- Format: SMOOTH
- Function: This command puts the program into SMOOTH mode
-
- Mix Mode
-
- Format: MIX
- Function: This command puts the program into MIX mode
-
- HBrite Mode
-
- Format: HBRITE
- Function: This command puts the program into HBRITE mode. This mode
- requires that the program be in a Halfbrite resolution to be active
-
- RubThru
-
- Format: RUBTHRU
- Function: This command puts the program into RUBTHRU mode. This mode
- requires a spare page to be active.
-
-
- Anim Menu
-
- Load Animation
-
- Format: LOADANIM FILE, CHGTOFMT/S, KEEPFMT/S, SHOW/S, NOSHOW/S,
- APPEND/S, NOAPPEND/S
- Function: This command loads IFF ANIM files using the ASL (Amiga
- Standard Libraries) Load requester. Path, filename, and screen format
- changing can also be optionally specified.
-
- FILE
- This keyword specifies that a path and filename are to follow. It is
- recom mended that paths and filenames be enclosed in quotes.
-
- CHGTOFMT
- This switch tells the program that you wish to change the current screen
- format and palette depth to that of the anim that is to be loaded
-
- KEEPFMT
- This switch tells the program that you wish to keep the current screen
- for mat and palette depth. The anim to be loaded will be automatically
- convert ed to the new screen format and palette depth.
-
- SHOW
- This switch is the default program state and displays the animation
- current ly being loaded into the program.
-
- NOSHOW
- This switch turns off the show option so that the animation files are
- hidden as they are loaded into the program.
-
- APPEND
- This switch turns on the Append option so that the animation file being
- loaded in will be appended to the end of the pre existing animation in
- memory (within normal program restraints).
-
- NOAPPEND
- This switch turns off the Append option and is the default state of the
- pro gram. Animation files being loaded overwrite any pre-existing
- picture of animation.
-
- Save Animation
-
- Format: SAVEANIM FIIE,START/N, END/N, OP5/S, OP8WORD/S,
- OP8LONG/S,FORCE/S
- Function: This command saves the current frame as pictures using the ASL
- (Amiga Standard Libraries) Save requester. Path, filename, and Screen
- format chang ing can also be specified optionally.
-
- START
- This numeric parameter specifies that you wish to save a range of
- animation frames as an animation file, and using the Start parameter
- sets the starting frame number. Use the End parameter in the same
- manner to specify the ending frame number in your range.
-
- OP5
- This switch is the default program state and saves your files in the
- IFF- Anim Op 5 format.
-
- OP8WORD
- This switch tells the program that you wish to save your animation file
- in IFF Anim OP-8 word format.
-
- OP8LONG
- This switch tells the program that you wish to save your animation file
- in the IFF Anim OP-8 long format.
-
- FORCE
- This switch allows the automatic overwrite of an existing file that has
- the same name as the one you are currently saving. Normally the program
- issues a warning requester telling you that the file you are about to
- save already exists and allows you to cancel from it.
-
- Move Requester
-
- Format: ANIMMOVE
- Function: This command invokes the Move requester for user input
-
- Load Move Settings
-
- Format: LOADMOVE FILE/F
- Function: This command invokes an ASL Load requester that allows the
- pre-loading of saved settings to the move requester. Specific paths and
- filenames can be used optionally using the FILE argument. Paths and
- filenames should be enclosed in quotation marks.
-
- Example: "LOADMOVE "DPAINTV:MOVE/ANIMBASICS1.MOVE"
-
- Save Move Settings.
-
- Format: SAVEMOVE FILE/A,FORCE/S
- Function: This command invokes an ASL save requester that allows the
- saving of the current move requester settings. Path and filename and
- whether to overwrite an existing filename can be specified using the
- FILE and FORCE parame ters respectively
-
- Move Coordinate Settings
-
- Format: SETMOVECOORDS DX/N/K, DY/N/K, DZ/N/K, AX/N/K, AY/N/K, AZ/N/K,
- DISPBRUSH/S, NODISPBRUSH/S, ANGBRUSH/S, NOANGBRUSH/S, CYCLIC/S,
- NOCYCLIC/S, GOBACK/S
- Function: This command allows for the setting of the Move requester's
- coordinate set tings.
-
- DX
- This numeric keyword followed by a legal integer specifies the distance
- in X that you would like to set
-
- DY
- This numeric keyword followed by a legal integer specifies the distance
- in Y that you would like to set.
-
- DZ
- This numeric keyword followed by a legal integer specifies the distance
- in Z that you would like to set
-
- AX
- This numeric keyword followed by a legal integer specifies the angle in
- X that you would like to set.
-
- AY
- This numeric keyword followed by a legal integer specifies the angle in
- Y that you would like to set.
-
- AZ
- This numeric keyword followed by a legal integer specifies the angle in
- Z that you would like to set.
-
- DISPBRUSH
- This switch sets the distance movement relative to the brush's
- coordinate system instead of the screen's coordinate system.
-
- NODISPBRUSH
- This switch sets the distance movement relative to the screen's
- coordinate system instead of the brush's coordinate system.
-
- ANGBRUSH
- This switch sets the angle movements relative to the brush's coordinate
- sys tem instead of the screen's coordinate system
-
- NOANGBRUSH
- This switch sets the angle movements relative to the screen's coordinate
- sys tem insread of the brush's coordinate system.
-
- CYCLIC
- This switch sets the move requester to create cyclic animations. See
- the Reference section for a further explanation.
-
- NOCYCLIC
- This switch turns off the cyclic animation switch
-
- GOBACK
- This switch restores the brush's starting position for your next move to
- the last place the brush was manually stamped.
-
-
- Move Option Settings
-
- Format: SETMOVEOPTS SLOWIN/N/K, SLOWOUT/N/K, COUNT/N, GOFROM/S,
- COMETO/S, FORWARD/S, INPLACE/S, BACKWARD/S
- Function: This command sets the various options for the Move requester
-
- SLOWIN
- This numeric keyword sets the number of frames over which you want your
- brush move to decelerate
-
- SLOWOUT
- This numeric keyword sets the number of frames over which you want your
- brush move to accelerate
-
- COUNT
- This numeric keyword sets the number of frames over which you want your
- brush moved.
-
- GOFROM
- This switch sets the Move requester such that your move paints from
- where you first placed your brush and moves forward. This is the
- default switch
-
- COMETO
- This switch sets the Move requester such that a move paints to where you
- last placed your brush and begins at an earlier frame.
-
- FORWARD
- This switch sets the Move requester to record forward from where you
- placed your brush starting position. This is the default switch.
-
- INPLACE
- This switch sets the Move requester to record all of the moves on the
- current frame frame.
-
- BACKWARD
- This switch sets the Move requester to record your move in reverse order
- by going to the last frame in the move count and painting your brush in
- reverse.
-
- Fade Move Setting
-
- Format: SETMOVEFADE START/N/K, END/N/K
- Function: This command sets the starting and ending fade values for your
- move. This command accepts values 0 (solid) to 255 (translucent).
-
- Record Move
-
- Format: RECORDMOVE PREVIEW/S, TRAILS/S, FILL/S, DRAW/S
- Function: This command executes your move presets in one of four
- manners. Using the appropriate switch you can preview your settings
- (PREVIEWS), per form a trails move (TRAILS), a perspective fill move
- (FILL), or a regular move (DRAW).
-
- Camera Move
-
- Format: CAMERAMOVE
- Function: This command invokes the Camera Move requester for user input
-
- Load Camera Settings
-
- Format: LOADCAM FILE/F
- Function: This command invokes an ASL load requester that allows the
- pre-loading of saved settings to the camera requester. Specific paths
- and filenames can be used optionally using the FILE argument. Paths and
- filenames should be enclosed in quotation marks.
-
- Save Camera Settings
-
- Format: SAVECAM FILE/A, FORCE/S
- Function: This command invokes an ASL save requester that allows the
- saving of the current camera requester settings. Path and filename and
- overwriting an existing filename can be specified using the FILE and
- FORCE parameters respectively.
-
- Camera Coordinate Settings
-
- Format: SETCAMCOORDS DX/N/K, DY/N/K, DZ/N/K, DISPCAM/K, NODIS PCAM/S,
- CYCLIC/S, NOCYCLIC/S
- Function: This command allows for the setting of the Camera requester's
- coordinate settings.
-
- DX
- This numeric keyword followed by a legal integer specifies the distance
- in X that you would like to set.
-
- DY
- This numeric keyword followed by a legal integer specifies the distance
- in Y that you would like to set.
-
- DZ
- This numeric keyword followed by a legal integer specifies the distance
- in Z that you would like to set.
-
- DISPCAM
- This switch sees the distance movements relative to the camera's
- coordinate system instead of the screen's coordinate system.
-
- NODISPCAM
- This switch sets the distance movements relative to the screens
- coordinate system instead of the cameras coordinate system.
-
- CYCLIC
- This switch sets the camera requester to create cyclic animations. See
- the Reference section for a further explanation.
-
- NOCYCLIC
- This switch turns off the cyclic animation switch
-
- Camera Options Settings
-
- Format: SETCAMOPTS SLOWIN/N/K, SLOWOUT/N/K, COUNT/N, GOFROM/S, COMETO/S,
- WRAP/S, NOWRAP/S
- Function: This command sets the various options for the Camera Move
- requester
-
- SLOWIN
- This numeric keyword sets the number of frames over which you want your
- camera move to decelerate.
-
- SLOWOUT
- This numeric keyword sets the number of frames over which you want your
- camera move to accelerate.
-
- COUNT
- This numeric keyword sets the number of frames over which you want your
- camera moved.
-
- GOFROM
- This switch sets the Camera Move requester such that your move paints
- from where you first placed your camera and moves forward. This is the
- default switch.
-
- COMETO
- This switch sets the Camera Move requester such that a move paints to
- where you last placed your camera and begins at an earlier frame.
-
- Record Camera Move
-
- Format: RECORDCAM PREVIEW/S, NEW/S, BEFORE/S, AFTER/S
- Function: This command executes your camera presets in one of four
- manners. Using the appropriate switch you can preview your settings
- (PREVIEWS), create new animation (NEW), insert an animation before the
- current frame of the existing animation (BEFORE), or insert an animation
- after the current frame of the existing animation.
-
- Load AnimBrush
-
- Format: LOADANIMBRUSH FILE,DITHER/S, NODITHER/S, PALETTE/S, NOPALETTE/S
- Function: This command loads IFF AnimBrush files using the ASL (Amiga
- Standard Libraries) Load requester. Path and filename and dithering or
- no dithering can also be specified optionally.
-
- FILE
- This keyword specifies that a path and filename are to follow. It is
- recom mended that paths and filenames be enclosed in quotes.
-
- DITHER
- This switch tells the program that you wish to dither the animbrush that
- is to be loaded if in is an option. Generally the program will only
- offer the dither/no dither options when the current screen mode is
- register based and the animbrush being loaded is a HAM or 24-bit brush.
-
-
- NODITHER
- This switch tells the program that you wish no dithering be done to the
- brush that is to be loaded if it is an option. Please see above how
- Deluxe Paint determines the dither/nodither options.
-
- PALETTE
- This switch tells the program to automatically use the AnimBrush palette
- when the specified AnimBrush file has been loaded.
-
- NOPALETTE
- This switch is the default mode of the program, and turns off the
- Palette switch.
-
- Save AnimBrush
-
- Format: SAVEANIMBRUSH FILE,FORCE/S
- Function: This command saves the current animbrush using the ASL (Amiga
- Standard Libraries) Save requester. Path and filename and whether to
- overwrite an existing file can also be specified optionally.
-
- FORCE
- This switch allows the automatic overwrite of an existing file that has
- the same name as the one you are currently saving. Normally the program
- issues a warning requester telling you that the file you are about to
- save already exists and allows you to cancel the operation.
-
- Pickup Animbrush
-
- Format: PICKANIMBRUSH LEFT/N, TOP/N, WIDTH/N, HEIGHT/N, COUNT/N, CUT/S
- Function: This command displays the AnimBrush Pickup requester and
- optionally will pickup a specified area (left, top, width, height) and
- specified number of frames (count) and create an animated custom brush
- (AnimBrush).
-
- CUT
- Switches AnimBrush pickup mode from copying the brush data from the
- screen to picking up or cutting out the brush data off the screen. This
- switch is the equivalent of a user picking up an AnimBrush with the
- right mouse button in Deluxe Paint.
-
- Example: PICKUPANIMBRUSH left 110 top 90 width 20 height 20 count 10 cut
-
- AnimBrush Settings
-
- Format: SETANIMBRUSH FORWARD/S, REVERSE/S, PING/S, DURATION/N, CURRENT/N
- Function: This command displays the AnimBrush Settings requester which
- allows the user to set the direction and duration of the current
- AnimBrush in memory.
-
- FORWARD
- This switch sets the current AnimBrush to play its cels forward
-
- REVERSE
- This switch sets the current AnimBrush to play its cels in reverse order
-
- PING
- This switch sets the current AnimBrush to play its cels from beginning
- to end to beginning
-
- DURATION
- This numeric parameter allows you to set the number of frames it takes
- the current AnimBrush to move completely through all its cells.
-
- CURRENT
- This numeric parameter lets you set the current AnimBrush cel to be dis
- played
-
- Use AnimBrush in Memory
-
- Format: USEANIMBRUSH
- Function: This command restores the AnimBrush in memory and makes it the
- current brush. This command is similar to RESTOREBRUSH
-
- Free AnimBrush in Memory
-
- Format: FREEANIMBRUSH
- Function: This command removes the current AnimBrush from memory
-
- Set Number of Frames
-
- Format: SETFRAMES NUMBER/N
- Function: This command displays the Set # of Frames requester and sets
- the number of current animation frames to a specified number. If the
- number specified is less than the current number of frames, the program
- will begin deleting frames from the current frame forward until the
- number of frames is equal to the specified number.
-
- Add Animation Frames
-
- Format: ADDFRAMES NUMBER/N
- Function: This command displays the Add Frames requester which adds the
- number of specified animation frames to memory. This command will
- duplicate the current frame or page the number of times specified by the
- NUMBER para meter and insert those frames after the current frame or
- page.
-
- Copy Animation Frames
-
- Format: COPYFRAMES ALL/S, RANGE/S, INSERT/S, START/N, END/N, BEFORE/N
- Function: This command displays the Copy Frames requester and copies the
- current frame to all frames or a specified range of frames. Optionally
- you can also specify to insert a range of frames before a specific
- frame. Both RANGE and INSERT switches require the use of the START and
- END parameters.
-
- Examples:
- COPYFRAMES RANGE 2 8
- COPYFRAMES INSERT START 1 END 4 BEFORE 20
-
- Delete Animation Frames
-
- Format: DELETEFRAMES ALL/S, CURRENT/S, RANGE/S, START/N, END/N
- Function: This command displays the Delete Frames requester and
- optionally deletes the current frame, all frames, or a specified range
- of frames. The RANGE switch requires the use of the START and END
- parameters
-
- Animation Control Panel
-
- Format: ANIMCONTROLS OFF/S, ON/S, TOGGLE/S
- Function: This command is a toggle for showing or hiding the animation
- control panel that displays at the bottom of the screen in Deluxe Paint.
- The com mand by itself will use the toggle switch.
-
- Set Animation Frame Rate
-
- Format: SETFRAMERATE GLOBAL/S, BYFRAME/S, FPS/N, JIFFIES/N, ALL/S,
- CURRENT/S, RANGE/S, START/N, END/N
- Function: This command displays the Set Frame Rate requester and allows
- for the set ting of a global frame rate for an animation (GLOBAL) or a
- variable frame rate for the animation (BYFRAME). Please see the
- Reference section of this manual for more information on how to use this
- feature.
-
- GLOBAL
- This switch indicates that the animation will run at a single frame rate
- that is set by the FPS parameter.
-
- BYFRAME
- This switch indicates that the animation frames specified by the ALL,
- CUR RENT or RANGE switches will use a frame rate specified by the FPS or
- JIFFIES parameters.
-
- FPS
- This numeric parameter will take legal values for setting a global or
- variable frame rate. FPS stands for Frames Per Second. GLOBAL frame
- rates are positive whole integers from 1 to the maximum rate allowed for
- the specific resolution you are working in. This information can be
- obtained from the Screen Format Requesters Display Information window.
- BYFRAME frame rates are multiples of the maximum frame rate. FPS values
- that are fraction ally less than 1 become frame pauses in JIFFIES.
-
- JIFFIES
- This numeric parameter will allow the setting of frame pauses that are
- longer than one second. The values allowed are positive whole integers
- that represent a fraction of the legal maximum frame rate allowed for
- the specific resolution you are working in. For example, in PAL the
- maximum legal speed in Hi Res is 25 FPS, so JIFFIES 50 would equal a 2
- second pause on whatever frame(s) were specified.
-
- NOTE:
- The following parameters will only take affect in BYFRAME mode. They
- will have no effect if used with the GLOBAL switch.
-
- ALL
- This switch indicates that the BYFRAME, and FPS or JIFFIES parameters
- you have specified will be applied to all the frames in the current
- animation.
-
- CURRENT
- This switch indicates that the BYFRAME, and FPS or JIFFIES parameters
- you have specified will only be applied to the current frame in your
- anima tion.
-
- RANGE
- This switch indicates that the BYFRAME, and FPS or JIFFIES parameters
- you have specified will be applied to the START and END frame numbers
- you have specified.
-
-
- Set Frame Palette
-
- Format: SETFRAMEPALETTE NUMBER/N, MAKE/S, ALL/S, CURRENT/S, RANGE/S,
- START/N, END/N
- Function: This command displays the Set Frame Palette requester which
- allows for the creation of multiple palette animations, or for the
- applying of palettes to specified frames. See the Reference section for
- more information on how to use this feature.
-
- NUMBER
- Use this numeric parameter for specifying which palette you would like
- applied to the frame(s) you have specified with the other parameters.
- Do not use this parameter in conjunction with the MAKE switch.
-
- MAKE
- This switch creates a new palette entry in memory which allows you to
- redefine a palette, or load a new palette, and apply it to the frames
- specified by the other parameters. The default is the CURRENT frame.
- Do not use this parameter in conjunction with the NUMBER parameter as
- MAKE automatically increments the palette numbers.
-
-
- Frame Palette Information
-
- Format: SETPALETTEINFO FREE/S, NUMBER/N
- Function: This command displays the Palette Information requester and
- optionally can free specified palette indices from memory. Animation
- frames using freed palettes revert to using the palette index in use
- before the first frame of the freed palette.
-
- FREE
- This switch frees the palette index specified by the NUMBER parameter
-
- NUMBER
- This parameter specifies which palette information will be freed when
- used in conjunction with the FREE parameter.
-
- Examples:
- SETPALETTEINFO FREE 2
- SETPALETTEINFO
-
-
- Set Animation Play Range
-
- Format: SETANIMRANGE ALL/S, RANGE/S, START/N, END/N
- Function: This command displays the Set Animation Play Range requester
- and has parameters to specify ALL frames or a RANGE of frames. ALL
- frames is the program default.
-
- Example:
- SETANIMRANGE RANGE START 30 END 100.
-
-
- Display Previous Frame
-
- Format: PREVFRAME
- Function: This command displays the previous frame and is the equivalent
- of a user pressing 1 in the Deluxe Paint interface
-
-
- Display Next Frame
-
- Format: NEXTFRAME
- Function: This command displays the next frame and is the equivalent of
- a user press ing 2 in the Deluxe Paint interface.
-
-
- Go To Frame
-
- Foramt: GOTOFRAME NUMBER/N, START/S, END/S, AGAIN/S
- Function: This command displays the Go to Frame requester. Optionally a
- frame number can be specified using the NUMBER parameter. This is the
- equiva lent of a user pressing 3 in the Deluxe Paint interface.
-
- START
- This switch tells the program to go to the first frame of your animation
- and is the equivalent of the user pressing Shift 1 in the Deluxe Paint
- interface.
-
- END
- This switch tells the program to go to the last frame in your animation
- and is the equivalent of the user pressing Shift-2 in the Deluxe Paint
- interface.
-
- AGAIN
- This switch tells the program to go to the last frame specified using
- the GOTOFRAME command or the user Interface. This is the equivalent of
- thc user pressing Shift 3 in the Deluxe Paint interface.
-
- Example:
- GOTOFRAME 45
-
-
- Loop Animation Forward
-
- Format: PLAYLOOPFWD
- Function: This command plays the current animation forward and loops it
- continu ously until a mouse click, spacebar key or Esc key press. This
- command is the equivalent to a user pressing 4 in the Deluxe Paint
- interface.
-
- WARNING
- The GUI should be unlocked before issuing this and other animation play
- commands. See, LOCKGUI, UNLOCKGUI.
-
-
- Play Animation Once Forward
-
- Format: PLAYFORWARD
- Function: This command plays the current animation forward once until a
- mouse click, spacebar key or Esc key press. This command is the
- equivalent to a user pressing 5 in the Deluxe Paint interface. Please
- see the GUI warning above.
-
-
- Ping Pong Animation
-
- Format: PLAYPING
- Function: This command plays the current animation in ping pong fashion
- until a mouse click, spacebar key or Esc key press. This command is the
- equivalent to a user pressing 6 in the Deluxe Paint interface. Please
- see the GUI warn ing above.
-
-
- Stop Animation
-
- Format: STOPANIM
- Function: This command stops the current animation as if a mouse click,
- spacebar key or Esc key press has occurred while the animation was
- playing. Please see the GUI warning above.
-
-
- Compressed Memory Model
-
- Format: ANIMCOMPRESSED
- Function: This command sets the memory model which you would like to use
- to cre ate your animations to the Compressed memory model. Please see
- the Reference section for a more complete explanation of this feature.
- If anima tion frames exist, the user will be warned that all frames will
- be deleted. The compressed method is the default memory model that
- Deluxe Paint V uses.
-
-
- Expanded Memory Model
-
- Format: ANIMEXPANDED
- Function: This command sets the memory model which you would like to use
- to cre ate your animations to the Expanded memory model. Please see the
- Reference section for a more complex explanation of this feature. If
- anima tion frames exist, the user will be warned that all frames will be
- deleted.
-
-
- Colour Menu
-
- WARNING:
- The GUI should be unlocked before issuing this and other animation play
- commands. See, LOCKGUI, UNLOCKGUI
-
- Gradient Range Panel
-
- Format: COLORRANGE
- Function: This command displays the Gradient Range Panel.
-
- Colour Cycling
-
- Format: COLORCYCLE OFF/S, ON/S, TOGGLE/S
- Function: This command is a toggle for colour cycling. An active cycle
- range and speed must be current set for there to take any effect. It is
- the equivalent of a user pressing the Tab key in the Deluxe Paint
- interface. Optionally there are switches for turning off on and
- toggling the current state of colour cycling.
-
- Palette Mixer Panel
-
- Format: COLORMIXER OFF/S, ON/S, TOGGLE/S
- Function: This command toggles the display of the Palette Mixer panel in
- the pro gram.
-
- Arrange Palette Panel
-
- Format: ARRANGEPALETTE OFF/S, ON/S, TOGGLE/S
- Function: This command toggles the display of the Arrange Palette panel
- in the pro gram.
-
- Use Brush Palette
-
- Format: USEBRUSHPALETTE
- Function: This command tells Deluxe Paint to use the palette of the
- custom brush that has just been loaded.
-
- Restore Palette
-
- Format: RESTOREPALETTE
- Function: This command restores and sets the palette to the palette in
- use before the current palette
-
- WARNING:
- Using this command or any other command that modifies an image's
- palette, or pixel colour without a good knowledge of colour and palette
- management in Deluxe Paint can lead to disastrous and irreversible
- results. UNDO does not reverse this change. Please save your image or
- animation before attempting this command.
-
- Use Default Palette
-
- Format: DEFAULTPALETTE
- Function: This command sets the current palette to that of Deluxe
- Paint's internal default palette
-
- Load Palette
-
- Format: LOADPALETTE FILE/F
- Function: This command displays the ASL Load Palette file requester and
- when file is chosen sets the palette or register spaces of the current
- mode to that of the file. Optionally a path and filename can be
- specified.
-
- FILE
- This keyword specifies that a path and filename are to follow. It is
- recom mended that paths and filenames be enclosed in quotes
-
- Save Palette
-
- Format: SAVEPALETTE FILE, FORCE/S
- Function: This command displays the ASL Save Palette file requester and
- saves out the current palette (which can be diffetent from colout set)
- to the specified path with the given filename.
-
- FORCE
- This switch allows the automatic overwrite of an existing file that has
- the same name as the one you are currently saving. Normally the program
- issue a warning requester telling you that the file you are about to
- save already exists and allows you to cancel the operation.
-
- Example: SAVEPALETTE FILE "dpaintv:colours/test.pal" FORCE
-
- Load Colour Set
-
- Format: LOADCOLORSET FILE/F
- Function: This command displays the ASL Load Colour Set file requester
- and when file is chosen sets the colour set of the current mode to that
- of the file Optionally, a path and filename can be specified.
-
- Save Colour Set
-
- Format: SAVECOLORSET FILE,FORCE/S
- Function: This command displays the ASL Save Colour Set file requester
- and saves the current colour set (can be different from the palette) to
- the specified path with the given filename.
-
- WARNING
- UNDO does not reverse the following seven background/foreground colour
- changes. Please save your image or animation before attempting these
- com mands.
-
- Change BG to FG
-
- Format: BGTOFG ALL/S, CURRENT/S, RANGE/S, START/N, END/N
- Function: This command changes all pixels that use the current
- background colour to use the current foreground colour. If there are
- multiple frames, you can optionally specify what frame or range of
- frames you wish to apply this function to. This command does not affect
- the palette order.
-
- Swap BG with FG
-
- Format: SWAPBGFG ALL/S, CURRENT/S, RANGE/S, START/N, END/N
- Function: This command swaps all pixels in the current background colour
- with the current foreground colour. This command doesn't affect the
- palette order.
-
- Remap
-
- Format: REMAP ALL/S, CURRENT/S, RANGE/S, START/N, END/N
- Function: This command finds the closest colours in the current palette
- to that of its original palette and "remaps" the current frame(s) to
- those ocw colours
-
- Recompute
-
- Format: RECOMPUTE ALL/S, CURRENT/S, RANGE/S, START/N, END/N
- Function: This command has not effect in any modes other than HAM or
- 24-bit backing. This command recomputes the picture data. In HAM it
- remaps the data with the current palette, thereby possibly reducing the
- amount of HAM fringing seen when moving a custom brush across the
- screen. In 24- bit backing mode, this command will give you the best
- screen palette to represent the 24 bit data. Use this command when
- working in 24 bit mode to approximate the best screen palette. If there
- are multiple frames, you can optionally specify what frame or range of
- frames you wish to apply this function to.
-
- Brush BG to FG
-
- Format: BRUSHBGTOFG
- Function: This command changes all custom brush pixels that use the
- current back ground colour to use the current foreground colour. This
- command does not affect the palette ordet or current frame(s).
-
- Swap Brush BG with FG
-
- Format: SWAPBRUSHBGFG
- Function: This command swaps all custom brush pixels in the current
- background colour with the current foreground colour. This command does
- not affect the palette order or current frame(s).
-
- Remap Custom Brush
-
- Format: REMAPBRUSH
- Function: This command finds the closest colours in the current palette
- to that of its original palette and "remaps" the current custom brush to
- those new colours.
-
- Change Brush Transparency
-
- Format: CHANGEBRUSHTRANS
- Function: This command changes the transparency colour of the currently
- selected brush to the current background colour.
-
-
- Effects Menu
-
- Show Stencil
-
- Format: SHOWSTENCIL
- Function: This command dims the display of the current frame and shows
- the areas that are currently stencilled in a contrasting lighter colour.
- A mouse click or keypress returns back to the image.
-
- Make Stencil
-
- Format: SETSTENCIL
- Function: This command displays the Make Stencil requester for user
- input. Please see the Reference section for more information on using
- the Make Stencil requester.
-
- Remake Stencil
-
- Format: REMAKESTENCIL
- Function: This command locks colours that have been newly applied to the
- screen and are also locked in the Make Stencil Requester.
-
- Paint Stencil
-
- Format: PAINTSTENCIL OFF/S, ON/S, TOGGLE/S
- Function:This toggle command puts you into a special mode that allows
- you to use any brush or drawing tool to create an area based stencil.
- Choosing the command a second time or using the off or toggle parameters
- will set your area based stencil. Creating a colour based stencil or
- using the SETSTEN CIL or REMAKESTENCIL commands discards the Paint
- Stencil.
-
- Reverse/Inverse Stencil
-
- Format: REVERSESTENCIL
- Function: This command inverts the current stencil whether it is area
- based or colour based.
-
- Stencil On/Off
-
- Format: STENCIL OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the state of the current stencil in
- memory Optionally you can turn it off on, or toggle the current state
-
- Free/Discard Stencil
-
- Format: FREESTENCIL
- Function: This command discards the current stencil mask from memory and
- reallo cates that memory for usage.
-
- Load Stencils
-
- Format: LOADSTENCIL FILE/F
- Function: This command displays the ASL Load Stencil requester which
- allows the loading of pre saved stencils. Please see the Reference
- section for more infor mation on what kind of data is actually loaded
- in. Saved stencils are basical ly area based pixel masks. The FILE
- parameter can be used optionally to indicate a path and filename for
- your saved files.
-
- Save Stencils
-
- Format: SAVESTENCIL FILE,FORCE/S
- Function: This command displays the ASL Save Stencil file requester and
- saves out the stencil in memory to the specified path with the given
- filename.
-
- Example: SAVESTENCIL "work:images/stencils/kedars_toe.msk"
-
- LightTable On/Off
-
- Format: LIGHT OFF/S, ON/S, TOGGLE/S, LOCKON/S, LOCKOFF/S
- Function: This toggle command sets the current state of the LightTable.
- Please see the Tutorials and Reference sections for more information on
- the usage of the LightTable feature. Optionally you can turn the
- LightTable off, on, or tog gle the current state.
-
- Merge LightTable
-
- Format: LIGHTMERGE
- Function: This command merges the currently viewed LightTable images
- into the cur rent frame and turns off the LightTable so you can see the
- results of the merge.
-
- Dim LightTable
-
- Format: DIM OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the LightTable
- Dim feature. Dim is on by default and works in all modes. Optionally
- you can turn Dim off, on, or toggle the current state.
-
- LightTable Layer On/Off
-
- Format: LAYER NUMBER/N, OFF/S, ON/S, TOGGLE/S, OFFSET/N/K, DIM/N/K
- Function: This command shows or hides the specifically numbered
- LightTable layers that have been predefined in the LightTable settings
- requester.
-
- Fix Background
-
- Format: FIXBG
- Function: This command fixes the background by "locking" the current
- picture Fixing the background uses additional memory. Please see the
- Reference sec tion for additional information on this feature.
-
- Free Background
-
- Format: FREEBG
- Function: This command "unlocks" the background and merges it with any
- fore ground data that was painted over it while it was "locked". This
- also frees up the extra memory that was allocated to fixing the
- background.
-
- Lock Foreground
-
- Format: LOCKFG
- Function: This command creates an area stencil of the foreground data
- you have painted or added to an image that has had its background fixed.
- Use this command in conjunction with the FIXBACKGROUND command above.
-
- Anti-Alias
-
- Format: ANTIALIAS OFF/S, LOW/S, HIGH/S
- Function: This command controls the programs anti aliasing settings
-
- OFF
- This switch turns off the programs anti-aliasing code.
-
- LOW
- This switch sets the programs anti-aliasing code to the low setting
-
- HIGH
- This switch sets the programs anti-aliasing to the high setting
-
- Processing On/Off
-
- Format: PROCESS OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the state of the colour process
- function built into the program. You can optionally specify the state
- by using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on how to use process. By default
- the PROCESS command turns on Tint, unless another process type has been
- set. See below.
-
- Tint Processing
-
- Format: SETTINT
- Function: This command sets the current colour process function to be
- Tint. Use this command in conjunction with the command PROCESS. See
- above.
-
- Hue Processing
-
- Format: SETHUE
- Function: This command sets the current colour process function to be
- Hue. Use this command in conjunction with the command PROCESS. See
- above.
-
- Value Processing
-
- Format: SETVALUE
- Function: This command sets the current colour process function to be
- Value. Use this command in conjunction with the command PROCESS. See
- above.
-
- Translucency On/Off
-
- Format: TRANSLUCENCY OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the state for the Deluxe Paint
- Translucency fea ture. You can optionally specify the state by using
- the off, on, or toggle parameter switches. See the Reference section
- for additional information on how to use translucency.
-
- Translucency Settings
-
- Format: SETTRANSLUCENCY LEVEL/N
- Function: This command displays the Translucency requester that allows a
- user to set the global translucency value by percent. Optionally you
- can also use the Level numeric keyword for setting as value Legal values
- for the Level parameter are 1 to 100. The programs default value is 50.
-
-
- Examples:
- SETTRANSLUCENCY 75
- SETTRANSLUCENCY level 45
-
- Pressure On/Off
-
- Format: PRESSURE OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state for the pressure
- tablet feature You can optionally specify the state by using the off,
- on, or toggle parameter switches. See the Reference section for
- additional information on how to use pressure.
-
- Pressure Settings
-
- Format: SETPRESSURE
- Function: This command displays the Pressure settings requester for user
- input and customisation of the pressure sensitive tablet support in
- Deluxe Paint.
-
- Open Media
-
- Format: OPENMEDIA FILE/F
- Function: This command displays the ASL Open Media requester which
- allows the loading of pre defined Deluxe Paint V Media libraries.
- Please see the Reference section for more information on media
- libraries. The FILE para meter can be used optionally to indicate a
- path and filename for your media libraries.
-
- Close Media
-
- Format: CLOSEMEDIA
- Function: This command removes the media library and its effects from
- the current project and restores the memory used to store the library
-
- Texture On/Off
-
- Format: TEXTURE OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the Texture
- background fea ture in Deluxe Paint V. You can optionally specify the
- state by using the off on, or toggle parameter switches. See the
- Reference section for additional information on how to use Texture.
-
- Load Texture
-
- Format: LOADTEXTURE FILE/F
- Function: This command displays the ASL Load Texture requester which
- allows the loading of pre defined IFF textures. Please see the
- Reference section for more information on Textures. The FILE parameter
- can be used optionally to indicate a path and filename for your
- textures. Textures can be any IFF data, the better it tiles the more
- useful. Ideal textures should be created in a hi-res 16 colour
- greyscale mode.
-
- Invert Texture
-
- Format: INVERTTEXTURE
- Function: This command inverts the data currently in memory as a texture.
-
- Free/Discard Texture
-
- Format: FREETEXTURE
- Function: This command discards the current texture in memory and frees
- the memo ry that was being used by the texture data
-
- Prefs Menu
-
- Coordinates
-
- Format: COORDS OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the coords
- preference in Deluxe Paint V. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on coords.
-
- Fast Feedback
-
- Format: FASTFB OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the Fast FB
- preference in Deluxe Paint V. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on Fast FB.
-
- MultiCycle
-
- Format: MULTICYCLE OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the MultiCycle
- preference in Deluxe Paint V. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on MultiCycle.
-
- Be Square
-
- Format: BESQUARE OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the Be Square
- preference in Deluxe Paint. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on Be Square.
-
- Workbench
-
- Format: WORKBENCH OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the Workbench
- preference in Deluxe Paint. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See your User's Guide
- for additional information on the Workbench.
-
- Exclude Brush Edge
-
- Format: EXCLBRUSH OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the ExelBrush
- preference in Deluxe Paint. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on ExelBrush.
-
- Automatic Transparency
-
- Format: AUTORANSP OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the AutoTransp
- preference in Deluxe Paint. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on Auto Transp
-
- Automatic Grid
-
- Format: AUTOGRID OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the AutoGrid
- preference in Deluxe Paint. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on AutoGrid.
-
- Origin Upper Left
-
- Format: ORIGINUL OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the OriginUL
- preference in Deluxe Paint V. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on OriginUL.
-
- Fast HAM Adjust
-
- Format: FASTADJUST OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the FastAdjust
- preference in Deluxe Paint V. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on FastAdjust.
-
- Mouse Tracking
-
- Format: MOUSETRACK OFF/S, ON/S, TOGGLE/S
- Function: This toggle command sets the current state of the MouseTrack
- preference in Deluxe Paint V. You can optionally specify the state by
- using the off, on, or toggle parameter switches. See the Reference
- section for additional informa tion on MouseTrack.
-
- Format: SETICONS
- Function: This command brings up the Icon Settings requester.
-
- Reset to Default Settings
-
- Format: RESETSETTINGS
- Function: This command resets the program preferences to the original
- factory defaults
-
- Restore Last Saved Settings
-
- Format: RESTORESETTINGS
- Function: This command restores the settings from your program icons
- saved tooltypes.
-
- Save Settings
-
- Format: SAVESETTINGS
- Function: This command saves the current preferences settings and save
- directories to the program's icon as tooltypes. Please see the
- Reference section for more information on setting the program's
- preferences.
-
-
- Perspective Commands
-
- Enter Perspective Mode
-
- Format: ENTERPERSP
- Function: This command sets the program into Perspective Mode. Please
- see the Manual's Tutorials and Reference sections for additional
- information on how to use perspective. See also ExitPersp below.
-
- Perspective Fill
-
- Format: PERSPFILLSCREEN
- Function: This command fills the screen with the current brush in its
- perspective rota tion.
-
- Perspective Reset
-
- Format: RESETPERSP
- Function: This command resets the brush to its original state before
- rotation.
-
- Perspective Centre
-
- Format: CENTERPERSP X/N, Y/N
- Function: This command puts you into the centre perspective mode. In
- this mode you can set the perspective centre and horizon. Optionally
- you can specify a screen x and screen y position using the numeric
- parameters given. Deluxe Paint's internal coordinate system, which
- starts 0,0 at the upper left corner of the screen, is used
-
- Example: CENTERPERSP 120 100
-
- Perspective Settings
-
- Format: SETPERSPOPTS X/N/K, Y/N/K, Z/N/K, FROMBRUSH/S, ANGLESTEP/N/K,
- BRUSH/S, SCREEN/S, ANGLE/S, POS/S
- Function: This command displays the Perspective settings requester.
- Additional para meters set specific settings. By default the
- perspective grid is set to the dimensions of your current brush.
-
- X
- This numeric parameter requires its keyword and specifics the x size.
- For the 3D perspective grid.
-
- Y
- This numeric parameter requires its keyword and specifies the y size for
- the 3D perspective grid
-
- Z
- This numeric parametee requires its keyword and specifies the z size for
- the 3D perspective grid. The Z axis is automatically the same as the Y
- axis.
-
- FROMBRUSH
- This switch automatically sets the X and Y grid values to correspond to
- the width and height of the brush.
-
- ANGLESTEP
- This numeric parameter requires its keyword and specifies the rotation
- increment used in conjunction with the shift key and the appropriate key
- pad rotation key
-
- BRUSH
- This switch parameter sets perspective mode so that brush rotation is
- done relative to the current brush coordinate system.
-
- SCREEN
- This switch parameter sets perspective mode so that brush rotation is
- done relative to the current screen coordinate system. This is the
- default coordi nate system in use by perspective.
-
- ANGLE
- This switch tells the program that angles of rotation should be
- displayed in the title bar when in perspective. This is the default
- switch.
-
- POS
- This switch tells the program that brush position in three dimensional
- space should be displayed in the title bar when in perspective.
-
- NOTE:
- If coords are on, only two dimensional coordinates will be displayed in
- the title bar. To make proper use of the POS or ANGLE parameters,
- coords should be off before going into perspective mode
-
-
- Perspective Rotations
-
- Format: SETPERSP DX/N/K, DY/N/K, DZ/N/K, AX/N/K, AY/N/K, AZ/N/K,
- BRUSH/S, NOBRUSH/S
- Function: This command sets the rotation and screen distance for your
- brush while in perspective mode.
-
- DX
- This numeric parameter requires its keyword and specifies the distance
- in x that you wish to move the brush.
-
- DY
- This numeric parameter requires its keyword and specifies the distance
- in y that you wish to move the brush.
-
- DZ
- This numeric parameter requires its keyword and specifies the distance
- in z that you wish to move the brush.
-
- AX
- This numeric keyword requires its keyword and specifies the angle in x
- that you wish to rotate the current brush.
-
- AY
- This numeric keyword requires its keyword and specifies the angle in y
- that you wish to rotate the current brush.
-
- AZ
- This numeric keyword requires its keyword and specifies the angle in z
- that you wish to rotate the current brush.
-
- BRUSH
- This switch specifies that you wish to move or rotate your brush using
- the brush's coordinate system.
-
- NOBRUSH
- This switch specifies that you wish to move or rotate your brush using
- the screen's coordinate system.
-
-
- Exit Perspective Mode
-
- Format: EXITPERSP
- Function: This command exits Perspective mode
-
-
- Fix Perspective Axes
-
- Format: FIXPERSP X/S, Y/S, Z/S
- Function: This command fixes the specified axes so that your mouse
- cannot move your brush through that axis. The Z axis is fixed as a
- program default. The X, Y, Z switch parameters are the equivalent to a
- user pressing Shift Keypad 9, Shift Keypad 6, or Shift-Keypad 3 while in
- perspective mode, respectively.
-
-
- Set Perspective Depth
-
- Format: SETPERSPDEPTH DEPTH/N
- Function: This command modifies the apparent distance from the observer.
- At larger perspective depths, the perspective foreshortening is at a
- minimum, and becoming greater as the apparent distance decreases.
- Please note that although, this command will take any positive or
- negative integer, we have found that you will want to limit your range
- of input from about (remember, negative numbers must have quotes) to
- around 1000, numbers below or above this range will yield unpredictable
- results!
-
- Examples:
- SETPERSPDEPTH "-100"
- SETPERSPDEPTH DEPTH 700
-
-
- ARexx Requester Functions
-
- Format: REQUESTNUMBER TITLE,PROMPT/K, NUMBER/N/K
- Function: This command displays a requester that prompts the user for
- numeric input and returns that value to ARexx. The default requester
- has "User Request" for its Title, "Enter a Number:" as its Prompt and 0
- as its Number. Optionally you can specify a different title, prompt or
- default number PROMPT and NUMBER are required keywords.
-
- Example:
- REQUESTNUMBER TITLE "My Request" 'PROMPT "Enter #:"'
- NUMBER 5
-
-
- String Requester
-
- Format: REQUESTSTRING TITLE,PROMPT/K, STRING/K, LEN/K
- Function: This command displays a requester that prompts the user for a
- string entry and returns that string to ARexx. The default requester
- has "User Request" for its Title, "Enter Text:" as its Prompt and
- nothing as a String. Optionally you can specify a different title,
- prompt or default string, or PROMPT STRING, and LEN are required
- keywords
-
- Example: REQUESTSTRING TITLE ' "My Request" ' PROMPT "Your Name Please:"
-
-
- OK/Cancel Requester
-
- Format: REQUESTOK PROMPT/A/K, TITLE/K, CANCEL/S
- Function: This command displays a requester that prompts the user for an
- OK. This command always requires the PROMPT parameter and a string
- indicating what it is you are asking the user to press OK or CANCEL.
- Optionally you can specify a new title or a cancel button by using the
- TITLE keyword parameter and CANCEL switch.
-
- Example: REQUESTOK PROMPT ' "Exiting DPaint...." ' CANCEL
-
- NOTE:
- Closing the requester or pressing OK returns a value of 0. Choosing CAN
- CEL returns a value of 2
-
- Format: REQUESTYESNO PROMPT/A/K, TITLE,/K, CANCEL/S
- Function: This command displays a requester that prompts the user for a
- YES or NO answer. This command always requires the PROMPT parameter and
- a string indicating what it is you are asking the user to answer YES or
- NO to. Optionally you can specify a new title or a cancel button by
- using the TITLE keyword parameter and CANCEL switch.
-
- NOTE:
- Pressing YES returns a value of 0. Pressing NO returns a value of 1.
- Closing the requester or choosing CANCEL returns a value of 2.
-
-
- Get Value Commands
-
- Animbrush
-
- Format: GETANIMBRUSH DIRECTION/S, DURATION/S, CURRENT/S
- Function: This command returns the values of the current AnimBrush
- settings. Use the optional switches to return specific values.
-
- DIRECTION
- This switch returns the values FORWARD, BACKWARD, or PING.
-
- DURATION
- This switch returns the duration in number of frames it takes to move
- com pletely through its cells.
-
- CURRENT
- This switch returns the current cel the AnimBrush is on.
-
-
- Animbrush Values
-
- Format: GETAIRBRUSH TYPE/S, RADIUS/S, FLOW/S
- Function: This command returns values of the current airbrush settings.
- Using the optional switches returns just the specific values.
-
- TYPE
- This switch returns either OLD or STANDARD
-
- Examples:
- GETAIRBRUSH might return the following string STANDARD RADIUS 10 FLOW 80
-
-
- GETAIRBRUSH RADIUS might return the following value: 16
-
-
- Animation Range Values
-
- Format: GETANIMRANGE RANGE/S, START/S, END/S
- Function: This command returns values of the current animation playback
- range set tings. Using the optional switches returns just the specific
- values.
-
- RANGE
- This switch returns either ALL or RANGE
-
- START
- This switch returns 0 if RANGE = ALL. If RANGE = RANGE it returns the
- start frame.
-
- END
- This switch Returns 0 if RANGE = ALL. If RANGE = RANGE it returns the
- end frame.
-
-
- Background Colour Value
-
- Format: GETBGCOLOR COLOR/S
- Function: This command returns the palette index number for the current
- back ground colour. The colour switch is optional.
-
-
- Camera Move Coordinates
-
- Format: GETCAMCOORDS DX/S, DY/S, DZ/S, DISPLACEMENT/S, CYCLIC/S
- Function: This command returns the values of the current Camera Move
- requester coordinate settings. Using the optional switches returns
- specific values.
-
- DISPLACEMENT
- This switch returns the current setting of the distance Brush check item
- Checked = DISPBRUSH, Unchecked = NODISPBRUSH
-
-
- Camera Move Options
-
- Format: GETCAMOPTS SLOWIN/S, SLOWOUT/S, COUNT/S, FROMTO/S, WRAP/S
- Function: This command returns the values of the current Camera Move
- option set tings. Using the optional switches returns specific values
-
- WRAP
- This switch returns either WRAP or NOWRAP
-
-
- Coordinate Values
-
- Format: GETCOORD X/S, Y/S
- Function: This command returns the current cursor screen coordinates.
- The optional switches return specific values.
-
-
- Get Current Frame
-
- Format: GETCURFRAME FRAME/S
- Function: This command returns the number of the current frame being
- displayed. The FRAME switch is optional.
-
-
- Foreground Colour Value
-
- Format: GETFGCOLOR COLOR/S
- Function: This command returns the palette index number for the current
- foreground colour. The colour switch is optional.
-
-
- Fill Requester Values
-
- Format: GETFILL TYPE/S, RANGE/S, DITHER/S, DITHERTYPE/S
- Function: This command returns the values of the current Fill requester
- settings Optional switches return specific values
-
- TYPE
- This switch returns one of the following values SOLID, BRUSH, WRAP
- PERPSECTIVE, RUB, HBRITE, or PATTERN.
-
- DITHERTYPE
- This switch returns one of the following values RANDOM, PATDITHER, or
- SMOOTH.
-
-
- Font Values
-
- Format: GETFONT NAME/S, SIZE/S, STYLE/S
- Function: This command returns the values of the current Font requester
- settings. Optional switches return specific values.
-
-
- Get Frame Palette
-
- Format: GETFRAMEPALETTE NUMBER/S
- Function: This command returns the numeric index for the palette in use
- on the cur rent frame. Please see the Reference section for more
- information on the Frame Palette requester. Using the NUMBER switch
- returns just a numeric value.
-
-
- Get Frame Rate Values
-
- Format: GETFRAMERATE TYPE/S, FPS/S, JIFFIES/S
- Function: This command returns the values for the current Frame
- Requester settings Please see the Reference section for more information
- on the Set Frame Rate requester.
-
- TYPE
- This switch returns one of the following values: GLOBAL or BYFRAME
-
-
- Get Number of Frames
-
- Format: GETFRAMES NUMBER/S
- Function: This command returns the number of Frames in the current
- animation. Using the NUMBER switch returns just a numeric value
-
-
- Get Grid Values
-
- Format: GETGRID X/S, Y/S
- Function: This command returns the current Grid requester X, Y values.
- Optional switches return specific values.
-
-
- Get Move Coordinates.
-
- Format: GETMOVECOORDS DX/S, DY/S, DZ/S, AX/S, AY/S, AZ/S,
- DISPLACEMENT/S, ANGLE/S, CYCLIC/S
- Function: This command returns the values of the current Camera Move
- requester coordinate settings. Using the optional switches returns
- specific values.
-
- DISPLACEMENT
- This switch returns the current setting of the distance Brush check
- item. Checked = DISPBRUSH, Unchecked = NODISPBRUSH
-
- ANGLE
- This switch returns the current setting of the Angle Brush check item.
- Checked = ANGBRUSH, Unchecked = NOANGBRUSH
-
-
- Get Move Option Values
-
- Format: GETMOVEOPTS SLOWIN/S, SLOWOUT/S, COUNT/S, FROMTO/S, DIRECTION/S
- Function: This command returns the values of the current Move option
- settings. Using the optional switches returns specific values.
-
- FROMTO
- This switch returns one of the following values GOFROM, or COMETO
-
- DIRECTION
- This switch returns one of the following values FORWARD, INPLACE, or
- BACKWARD
-
-
- Get Move Fade Values
-
- Format: GETMOVEFADE START/S, END/S
- Function: This command returns the values of the current Start and End
- Fade settings in the Move requester. Using either switch will return a
- value from 0 to 255
-
-
- Page Size Values
-
- Format: GETPAGESIZE WIDTH/S, HEIGHT/S
- Function: This command returns the width and height values of the
- current page. Using the optional switches returns specific values.
-
-
- Get Current Pen
-
- Format: GETPEN PEN/S
- Function: This command returns a number indicating the current built in
- toolbox brush in use. The PEN switch is optional. The smallest built
- in brush (sin gle pixel) returns a value of 0.
-
-
- Get Current Pen Size
-
- Format: GETPENSIZE SIZE/S
- Function: This command returns a number indicating the size of the
- current brush in use. The size switch is optional.
-
-
- Get Screen Format Values
-
- Format: GETSCREENFORMAT MODEID/S, SCREENW/S, SCREENH/S, PAGEW/S,
- PAGEH/S, COLORS/S, BACK/S, RETAIN/S
- Function: This command returns values for the current screen format in
- use. Please see the Reference section for more information on the
- Screen Format requester. Using the optional switches returns specific
- values.
-
-
- Get Spacing Values
-
- Format: GETSPACE TYPE/S, VALUE/S
- Function: This command returns the current state and values for the
- Spacing Requester. Using the optional switches returns specific values.
-
-
- TYPE
- This switch returns one of the following values: CONTINOUS, NTOTAL
- NTHDOT or AIRBRUSH
-
-
- Get Symmetry Values
-
- Format: GETSYMMETRYTYPE/S, MIRROR/S, ORDER/S, CENTERX/S, CENTERY/S,
- WIDTH/S, HEIGHT/S
- Function: This command returns the current state and values of the
- Symmetry requester
-
- TYPE
- This switch returns either POINT or TILE
-
- MIRROR
- This switch returns either MIRROR or CYCLIC.
-
-
- Get Translucency Values
-
- Format: GETTRANSLUCENCY LEVEL/S
- Function: This command returns the current percentage value for the
- global translu cency requester. The value returned can be 0 (completely
- opaque) to 100 (completely translucent). Please note that this value is
- different from the fade values in the Move requester.
-
-
-
- Artist Bios
- -----------
-
- Lee Ozer
-
- When Lee entered Stanford University she was an aspiring young artist.
- Oil painting had been her first love at Manhattan's famed School of
- Music and Art, and college might have been a pleasant diversion before
- entering the New York "Art Scene". At the prodding of some friends, she
- took a comput er science course "for the fun of it".
-
- Like many of the creative talents who have worked at Electronic Arts,
- Lee's entry into big time programming began innocently enough with the
- Amiga It's a familiar story: The Amiga was released, it was neat, it was
- fun, it had colour, and suddenly - note the slightly crazed look of
- excitement typical in these cases "I've got to program this thing!" Lee
- was hooked.
-
- The art world became a sweet memory. Because Stanford had no undergrad
- uate major in computer science, Lee desired a major for herself in AI,
- and took all the systems and computer science courses the universiry had
- to offer. She then took time away from school to get some graphics
- experience, and wound up working at EA on some of Dan Silva's old code.
- Following six months of intensive hacking on the EGA/VGA support for the
- Prism graphics primitives, she returned to Stanford for her degree, and
- stayed on for an MS. in Computer Systems.
-
- Through all of her training and diverse experience, computer graphics
- has remained an enduring passion. Her belief that high quality artwork
- can be created with a computer led her back to Electronic Arts, and has
- resulted in Deluxe Paint IV and V. And she won't stop there.
-
- When she's away from the keyboard, Lee's a discriminating sci fi fan, a
- con noisseur of trashy TV and a dedicated aerobics/workout freak. She
- and her husband Ali share their home in Palo Alto, California with two
- big cats named Dido and Zack
-
-
- Dallas J Hodgson
-
- Dallas got hooked on programming in 1978, at the dawn of the personal
- computing revolution. He worked his way through college and high school
- consulting and developing, searching for ways to integrate his interests
- in art and music with the creative use of technology. When the Amiga
- computer was released in 1985, Dallas rushed to embrace the exciting new
- platform and soon released the popular shareware Amiga utility NewZAP
- used by thousands of Amigans world wide.
-
- Dallas moved from the Monterey Bay area of California to Silicon valley
- to get closer to where it all began. He worked on embedded operating
- systems, paint software, data analysis tools, disk utilities, and game
- software before landing his "dream job" of working with Electronic Arts
- on Deluxe Paint V and AGA. His goal is to empower the creativity of
- individuals through the magic of computers.
-
-
- Chuck Swan
-
- Chuck's first love was film special effects, but learning how to program
- seemed like "the right thing to do". When the Amiga and Deluxe Paint
- appeared, well, so much for film effects. His desire to add graphics
- tablet Support to Deluxe Paint led to Chuck coordinating the effort to
- reach a stan dard for tablet drivers which everyone could agree on and
- working with the Deluxe Paint team. When he heard they were looking for
- a programmer to add ARexx support to Deluxe Paint, he begged for a
- chance to work on his favourite program.
-
- When Chuck is not working on Deluxe Paint, he runs his company Trimedia
- Inc. He lives in Gurnee, IL, right next to a Six Flags theme park, with
- his wife Tina and daughter Lindy. In his spare time (if any) Chuck
- enjoys model railroading & marine aquariums.
-
-
- Dan Silva
-
- By the time legendary Dan joined Electronic Arts in 1983, he'd already
- worked with computers and computer graphics for 20 years. In productive
- stints at Informatics, Xerox, and Lucasfilm, he had designed a video
- editor and new generation bitmap editor, as well as an Interactive
- language for dis playing equations as graphic images.
-
- At EA he started work on Prism, a paint program that was to be an in
- house tool for software development. Prism eventually became Deluxe
- Paint (1985), and was an instant success. Dan started improving Deluxe
- Paint almost immediately and the result was Deluxe Paint II (1986), the
- best pro gram available for the Amiga at that time. As fine as the
- program was, he still wasn't satisfied he wanted paintings that could
- move. Dan's lifelong fascination with animation became the driving
- force of the best-selling Deluxe Paint III. Dan has moved on to other
- projects, but his code lives on.
-
-
- Credits
- -------
-
- Programming: Lee Ozer, Dallas J. Hodgson
- ARexx Extensions: Chuck Swan
- Original design and Code: Daniel Silva
- Producers: Jack Falk, Hal Jordy III
- Associate Producer: Orlando V Guzman
- Assistant Producer: Stephen Barry
- Technical Director: David Walker
- Production Assistance: Doug Shannon, Walter Ianneo
- Software Testing: Geoff Rantala, Kedar Roy
- Documentation: David Lee, R.J. Berg, with contributions from Orlando
- Guzman, Hal Jordy, Andrea Smith, and Lee Ozer
- Documentation Layout: Tom Peters
- Product Marketing: Ann Williams, Sue Goerss
- Public Relations: Dany Brooks
- Art: Gene Hamm, Cris Palomino, Ken Costello, Don Woo, Arthur Koch,
- Connie Braat, Avril Harrison, Mike Nowak, Greg Johnson, Michael Kosaka,
- Michael Lubuguin, Orlando Guzman, Gene Brawn, Doug Shannon, Walter
- Ianneo, Geoff Rantala, Tim Kolb
- QA: Jonathan Harris, Walter Ianneo
-
- EA UK Production
-
- Associate Producer: Richard Ashdown
- Assistant Producer: Danny Isaac
- String Translation: Carol Agget
- Testing: Jamie Bradshaw
-
- Special Thanks: Friends and family of the production team, Lisa Higgins,
- Jana Wilson, MaryAnn Duringer, Paul Armatta, Kenneth Dyke, Colin
- McLaughlan, Randy Dillon, Luc Barthelet, Keith MCCurdy, EA Customer
- Support, Commodore-Amiga Technical Support, Jim Cooper,
- The SPUD Beta Test Team: Kara Blohm, Gene Brawn, Jim Carey, Dennis
- Desantis, Gene Hamm, Tim Kolb, Phil Nibbelink, Gerry Paquette,
- Algonquin College, Carolyn Sheppner, Eric Schwartz.
-
- Deluxe Paint V is dedicated to Jay Miner "The Father of the Amiga" Rest
- in peace
-
-
- Technical Support
- -----------------
-
- If you have questions about the program, our Technical Support
- Department can help. If your question isn't urgent, please write to us
- at:
-
- Electronic Arts Technical Support
- PO. Box 7578, San Mateo, CA 94403-7578
-
- Please be sure to include the following information in your letter:
-
- Product name
- Model, memory and configuration of your Amiga
- Any additional system information (like type and make of monitor
- video card, printer etc)
- System software version number
- Description of the problem you're having
-
- If you need to talk to someone immediately call us at (415) 572-ARTS
- Monday though Friday between 8:30 am and 4:30 pm, Pacific Time. Please
- have the above information ready when you call. This will help us
- answer your question in the shortest possible time.
-
- If you live outside of the United States, you can contact one of our
- other offices
-
- In the United Kingdom, contact:
-
- Electronic Arts Ltd , PO Box 835, Slough SL3 8XU, UK
- Phone (01753) 546465.
-
- In Australia and New Zealand, contact:
-
- Electronic Arts Pty Ltd., PO. Box 432, Southport Qld 4215, Australia
-
- Within Australia call:
-
- Phone: (075) 711 811
-
- Within New Zealand call:
-
- Phone: +61 75 711 811 between 9 am 5 pm Eastern Standard Time
-
-
- Limited Warranty
- ----------------
-
- Electronic Arts("EA") warrants to the original purchaser of the computer
- software product for a period of ninety (90) days from the date of
- original purchase (the "Warranty Period"), that under normal use, the
- magnetic media and the user docu mentation are free from defects in
- materials and workmanship.
-
- Warranty Claims
- To make a warranty claim under this limited warranty please return the
- product to the point of purchase, accompanied by proof of purchase, your
- name, your return address, and a statement of the defect, OR send the
- disk(s) to us at the above address within 90 days of purchase include a
- copy of the dated purchase receipt, your name, your return address, and
- a statement of the defect. EA or its aurhorised dealer will, at our
- option, repair or replace the product and return it to you (postage
- prepaid) or issue you with a credit equal to the purchase price.
-
- To replace defective media after the 90-day warranty period has expired,
- send the original disk(s) to the above address. Enclose a statement of
- the defect, your name, your return address, and a check or money order
- for £2.50 per disk or £7.50 per set
-
- The foregoing states the purchaser's sole and exclusive remedy for any
- breach of war ranty with respect to the software product
-
- Limitations
-
- THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER
- REPRESENTATIONS OR CLAlMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE
- ELECTRONIC ARTS. ANY IMPLIED WAR RANTIES APPLICABLE TO THIS SOFTWARE
- PRODUCT INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
- PARTICU LAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED
- ABOVE. IN NO EVENT WILL ELECTRONIC ARTS BE LIABLE FOR ANY SPEClAL,
- INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE, OR
- MALFUNCTION OF THIS ELECTRONIC ARTS SOFTWARE PRODUCT
-
- Some states do not allow limitations as to how long an implied warranty
- lasts and/or exclusions or limitations of incidental or consequential
- damages so the above limita tions and/or exclusions of liability may not
- apply to you. This warranty gives you specific rights, and you may also
- have other rights which vary from state to state.
-
- NOTICE
-
- ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THE PRODUCT
- DESCRIBED IN THlS MANUAL AT ANY TIME AND WITOUT NOTICE.
-
- THIS MANUAL AND THE SOFTWARE DESCRIBED IN THIS MANUAL ARE COPYRIGHTED
- ALL RIGHTS ARE RESERVED NO PART OF THIS MANUAL OR THE DESCRIBED SOFTWARE
- MAY BE COPIED. REPRO DUCED, TRANSLATED, OR REDUCED TO ANY ELECTRONIC
- MEDIUM OR MACHINE-READABLE FORM WITHOUT THE PRIOR WRITTEN CONSENT OF
- ELECTRONIC ARTS, P O BOX 7578. SAN MATEO. CALI FORNIA 94403 7578.
- ATTN: CUSTOMER SUPPORT
-
- SOFTWARE and DOCUMENTATION 1994 ELECTRONIC ARTS ALL RIGHTS RESERVED
-
- Deluxe Paint V 1985- 1994 Electronic Arts. All Rights Reserved
-
- Deluxe Paint is a registered trademark of Electronic Arts
-
- Animboards is a trademark of Electronic Arts
-
-
-
- ------------------------------------END----------------------------------
-
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-