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- ObEd V1.0 - The Ultimate Object Editor for Demos and Simulators
-
- CREDITS
-
- Design Per Christian Odegard
- Programming Per Christian Odegard
- Graphics Per Christian Odegard
- Documentation Per Christian Odegard
-
- Per Christian Odegard works for Quark Grafix.
-
- Contacts:
-
- Snail mail:
-
- Per Christian Odegard
- Djupdalsfaret 7
- N-2200 KONGSVINGER
- NORWAY
-
- Internet:
-
- perod@ifi.uio.no
-
- IRC:
-
- Viol8r, CoolHand or Quark
-
-
- ---------------
- --- GENERAL ---
- ---------------
-
- ABOUT OBED
-
- ObEd is a general purpose 3D model designer, programmed for the
- author's own use, but released as Public Domain software as a result
- of public request. The editor does only support 16 colour, simple,
- and relatively small objects, and is NOT intended to be used as an
- editor for use with ray tracing programs. The current limits are:
-
- Colours: 16
- Points: 999
- Surfaces: 999
- Objects: 999
- Coord. values: -9999 to +9999
-
- These limits will probably change, as the author is planning an
- A1200 version of ObEd. However, he doesn't own one yet, so all
- offers are welcome :-)
-
- HISTORY
-
- The work on ObEd started when the author needed a tool for creating
- models for a flight simulator he was working on. Writing dc.w lines
- in the source code got a bit boring after the sqillionth line, so he
- decided that something had to be done. The actual coding started one
- hot summer afternoon in the year of 1992, and he has added new stuff
- when he had time for such pleasures, which wasn't very often, as he
- had to do his military duties this year. However, on his leaves, he
- sat up all night getting red-eyed programming new bits on ObEd. By
- Chistmas 1992 the program version 1.0 was finished. Still, the docs
- had to be written, and here it is - in January 1993 - ObEd V1.0.
- The author really hopes you enjoy this piece of Amiga software.
-
- LIBRARIES
-
- ObEd will only work on Amigas with Kickstart 2.04 ROMs. You'll also
- need these libraries:
-
- dos.library V37.44
- exec.library V37.132
- gadtools.library V37
- graphics.library V37.35
- intuition.library V37.318
- reqtools.library V37
-
- REQUESTERS
-
- From time to time, you will be asked to verify your actions (a
- chance to chicken out), in other words, a requester will pop up on
- the screen, asking you a 'yes or no' question. Pressing Y, V or
- ENTER will activate the 'Yep' gadget, while N or B will activate the
- 'Nope' gadget. You may also use the mouse to select your reply.
-
- WARNINGS
-
- Sometimes, ObEd opens a window displaying a warning or a piece of
- information. Just press SPACE (or click on the gadget) to continue
- after you've read the message.
-
- KNOWN BUGS
-
- Sometimes, the machine crashes after a window is closed. After some
- rewriting, this has not happened again, but it still might. The bug
- was never found, the code was just written another way. So save your
- models frequently. Just in case ;) The screen also flickers somewhat
- on slower machines. This is because the blitter is unable to
- transfer 4 bitplanes in one frame.
-
- STRUCTURE
- ---------
-
- Points: Coorinates in 3-space consists of X, Y and Z
- values. The coordinates may be in the range -9999 to
- 9999. The maximum number of points is currently set
- to 999.
-
- Surfaces: Each surface consists of four points. In order to
- make a triangle, make the last two point numbers
- the same. For a line, make the last three point
- numbers the same etc. The colour of a surface is
- defined by four digits. The fourth digit is the
- surface's main colour, the third is its shade
- colour. The first and second digits work in the
- same way, only for the back side of the surface.
- Examples follow:
- 0003 - Surface colour is 3
- 040b - Front colour is $b and back col. is 4
- 0062 - Surface is shaded using cols 6 and 2
- Note: A surface value of 0 makes it invisible
- (hidden). Each surface has a 'wireframe flag', which
- indicates whether the surface should be drawn in
- wireframe or filled mode. You may not have more than
- 999 surfaces.
-
- Objects: Several surfaces make up objects. You set the start-
- surface and the number of surfaces for every object.
- In order to sort the objects, a so-called
- 'midpoint' exists for each object. This point may be
- any point in the point list and may be manipulated
- in order to make the object look right. Take a look
- at the demo objects to see how this works. The upper
- limit for the number of objects is 999.
-
-
- Models: Models contain one or many objects.
-
- NOTE: In the following text, <type> will be used to indicate Point,
- Surface or Object, depending on which panel that is highlighted.
-
-
- THE DEFAULT COLOURS
-
- The colours 0 to 15 are used in the model, and may be changed any
- way you want them to. However, the colours 16 to 31 are special
- colours used in the panels and windows. If you wish to alter the
- look of these, used the table below. The colour table looks a bit
- confusing, because sprite colours and colours used for special
- effects must be stored at certain locations in the table. However,
- here it comes in all it so-called glory:
-
- Table entry Describtion Default colour
-
- 16 Panel data text Black
- 17 Menu colour 1 White
- 18 Main panel colour Grey
- 19 Panel selected Red
- 20 Bright edge White
- 21 Shadow edge Black
- 22 Headlines Black
- 23 Panel not selected Black
- 24 Number (#) text Blue
- 25 SPRITE COLOUR!!! Variable
- 26 Panel data text 2 White
- 27 Menu colour 2 Yellow
- 28 Menu colour 3 Red
- 29 SPRITE COLOUR!!! Variable
- 30 Menu colour 4 Green
- 31 Menu colour 5 Orange
-
- NOTE: The entries marked 'SPRITE COLOUR!!!' may not be changed. Of course
- course, you could always try, but the program will change them back
- at some time (when cycling sprite colours).
-
-
- THE SOURCE AND WHAT IT MEANS
-
- Consider the following example file of a cube with a line on top of
- it. Comments will not appear in the saved file.
-
- *** THE COMMON DATA SHARED BY ALL MODELS OF THE SAME TYPE ***
-
- DefOb: dc.w 009 ;number of points - 1
- dc.w 001 ;number of objects - 1
- dc.l PTX ;address of points
- dc.l XOAddr ;pointers to objs' 1st surf
- dc.l XOS ;pointer to list of
- ;objects' # of surfaces
- dc.l XOMid ;pointer to list of
- ;objects' midpoints
- *** THE MODEL STRUCTURE ***
-
- XO: dc.l DefOb ;pointer to common data
- dc.w 0 ;the following dc.s lines
- dc.l 0 ;work as data storage in
- dc.l 0 ;the author's filght sim
- dc.l 0 ;system, and may be removed
- dc.l 0 ;or used to whatever you
- dc.l 0 ;find useful
- dc.l 0
- dc.w 0*16 ;X-, Y- and Z-rotation
- dc.w 0*16 ;of the model
- dc.w 0*16
-
- PTX: dc.w 0100, 0100, 0100 ;the X, Y and Z values of
- dc.w -0100, 0100, 0100 ;the point
- dc.w -0100,-0100, 0100
- dc.w 0100,-0100, 0100
- dc.w 0100, 0100,-0100
- dc.w -0100, 0100,-0100
- dc.w -0100,-0100,-0100
- dc.w 0100,-0100,-0100
- dc.w 0000, 0100, 0000
- dc.w 0000, 0500, 0000
-
- XO000: Surf 000,003,002,001,$0006,0 ;the 1st, 2nd, 3rd and 4th
- Surf 004,005,006,007,$0002,0 ;point, the colour value,
- Surf 001,002,006,005,$0062,0 ;and the wireframe flag
- Surf 000,004,007,003,$002E,0
- Surf 000,001,005,004,$000F,0
- Surf 003,007,006,002,$000D,0
- XO006: Surf 008,009,009,009,$0009,1 ;the line
-
- XOMid: dc.w 000*6,009*6 ;the midpoints of the objs
- XOAddr: dc.l XO000,XO006 ;the addresses of the first
- ;surfaces of the object
- XOS: dc.w 005,000 ;the number of surfaces of
- ;objects
-
-
- HOW THE BINARY FILE IS STORED
-
- This info may be useful if you want to write a program that converts
- ObEd files into files that other 3D programs can understand.
- Consider the same example model as above. The binary file will
- contain the following datas: (all values in hexadecimal)
-
- HEX VALUES COMMENTS
- ---------- --------
-
- 4f 62 45 64 ;'ObEd'. ID text
- 0009 ;number of points - 1
- 0001 ;number of objects - 1
- 0006 ;number of surfaces - 1
- 0064 0064 0064 ;x,y,z values of the points
- ff9c 0064 0064
- ff9c ff9c 0064
- 0064 ff9c 0064
- 0064 0064 ff9c
- ff9c 0064 ff9c
- ff9c ff9c ff9c
- 0064 ff9c ff9c
- 0000 0064 0000
- 0000 01f4 0000
- 0000 0012 000c 0006 0006 0000 ;surface points, colours and wf-mode
- 0018 001e 0024 002a 0002 0000
- 0006 000c 0024 001e 0062 0000
- 0000 0018 002a 0012 002e 0000
- 0000 0006 001e 0018 000f 0000
- 0012 002a 0024 000c 000d 0000
- 0030 0036 0036 0036 0009 0001 ;the line
- 0000 0036 ;midpoints (*6)
- 0000 0000 0000 0048 ;1st surface start (relative offset)
- 0005 0000 ;objects' number of surfaces
-
-
- -------------------------
- --- THE CONTROL PANEL ---
- -------------------------
-
- The 'current' point, surface and object is the topmost entry of
- respective panels. The selected panel has a highlighted title.
-
- THE POINTS PANEL
-
- This panel contains (left to right) the point number (#), the
- x-coordinate (X), the y-coordinate (Y), and the z-coordinate (Z).
-
- THE SURFACES PANEL
-
- This panel contains (left to right) the surface number (#), the
- first point of the surface (POINTS), the second, the third, the
- fourth, the colour code (COL), and finally the wireframe flag (WF).
-
- THE OBJECTS PANEL
-
- This panel contains (left to right) the first surface of the object
- (SU), the number of surfaces it contains in addition to the first
- (i.e. number of surfaces - 1) (#) and the midpoint of the object
- (MID).
-
- THE ROTation DATA
-
- The number of degrees the model is rotated about the X-, Y- and Z-
- axis (respectively) is displayed here.
-
- THE NUMber DATA
-
- The number of points, surfaces and objects (respectively) is
- displayed here.
-
- THE BUFfer DATA
-
- The buffered point, surface and object (respectively) is displayed
- here.
-
- THE DATa DATA
-
- The top row contains the WAS-flags' status (1=on). W=WireFrame Mode
- On, A=AllMode On, S=SpriteOff Mode On. The second and third row show
- which two points that are found to be equal. They contain '---' if
- none are found.
-
- THE OTHER DATA
-
- Below these datas you will find the model's current position in
- 3-space. At the very bottom, a colour reference list is displayed in
- all its colourfulness.
-
-
- ---------------------
- --- THE MAIN VIEW ---
- ---------------------
-
- MOVING AND ROTATING THE OBJECT
-
- You may move the object in 3-space using the keys described in the
- key overview file.
- Moving and rotating is useful for seeing how it looks from different
- ranges and angles. Speaking of angles, the entire object may be
- rotated using the numerical keypad. Note that Shifts speeds up these
- operations.
-
- EDITING THE OBJECT: Using edit windows
- --------------------------------------
-
- EDITING THE POINTS
-
- In order to edit the points, use the cursor keys to scroll the point
- list until the point you want to modify tops the point panel. You
- may now press 'ESC' (of the point panel is highlighted) or 'F1'. A
- window will open, displaying the current values of the point.
- Pressing 'X' will allow you to change the values of the x-coordinate
- (Similar keypresses for the other coordinates). Press 'ENTER' if
- you're satisfied, or 'TAB' to cycle to the next coordinate. Press
- 'A' for accept if you're pleased with the new values, or 'R' for
- regret if you're not. ESCape also works as an 'ooops' key on all the
- edit windows.
-
- EDITING THE SURFACES
-
- Editing the surfaces works in the same way as with the points. Fill
- in the point values and colour code as explained above. You can also
- select whether the surface should be drawn in wireframe mode or not
- here. Note the hotkeys on this screen too. Press 'F2' at any time,
- or 'ESC' when the 'Surfaces' panel is hightlighted to enter this
- window.
-
- EDITING THE OBJECTS
-
- This works as with the two above, and hotkeys are available on this
- screen as well. Press 'F3' or 'ESC' when the 'Objects' panel is
- highlighted.
-
-
- EDITING THE MODEL: Using special keys
- --------------------------------------
-
- EDITING THE POINTS
-
- The coordinate values may be changed using the keys surrounding the
- numerical keypad. Normal step value is 1, but using SHIFTed keys, a
- step value of 10 will be used.
-
- EDITING THE SURFACES
-
- Using the keys '4', '5', '6' and '7', you may insert the current
- point at position 1, 2, 3 and 4 respectively. Pressing '8' will
- change the surfaces's wireframe flag.
-
- EDITING THE OBJECTS
-
- You may change the number of surfaces in the current object by
- using the keys '>' (for more) and '<' (for less). Pressing '9' on
- the main keypad will use the current surface as the object's first
- surface. Using the current point as the object's 'midpoint' can be
- done by pressing '0' on the main keypad.
-
- FILE OPERATIONS
- ---------------
-
- DELETING ALL (NEW)
-
- Pressing 'O' will delete everything currently stored in the computer
- memory, and leave you with a blank model. Make sure you save your
- model before pressing this key. However, you can always get your old
- model back by pressing the UNDO key. This key is described elsewhere
- in this documentation.
-
- LOADING A MODEL
-
- Loading a model will delete all your previous work, so make sure
- you've saved it. A new model will be loaded, and it will appear at
- the same positions and using the same rotations as the previous
- ones. Press 'Amiga-L' to do this.
-
- LOADING A PALETTE
-
- You may load a previously saved palette (range of colours) by
- pressing 'Amiga-]'.
-
- SAVING A MODEL AS BINARY
-
- When you are plased with your work, save it by pressing 'Amiga-B'.
- This should be done frequently, and you should make backups of your
- work.
-
- SAVING A MODEL AS ASSEMBLY SOURCE
-
- This is the single most useful feature of the editor. The file
- created may be added to a demo or flight simulator for instant use.
- You'd just have to change the label names slightly. The source is in
- MC68000 assembly format, so don't try it in your C source ;) Press
- 'Amiga-T' to achieve this little miracle.
-
- SAVING A PALETTE
-
- If you've created a palette that pleases your eyes (or otherwise, as
- the case might be), simply press 'Amiga-[' to save it.
-
- IMPORTING A MODEL
-
- You may wish to import a previously done work into your current
- model. This routine makes your dreams come true. Very useful, and
- very easy to use. The imported data is added at the end of the lists.
- To execute, press 'Amiga-I'.
-
- GETTING VERSION NUMBER
-
- Clicking in the data panel area will display a little info about
- ObEd.
-
-
- QUITTING THE PROGRAM
-
- When you are pleased with your model (AND IT IS SAVED), you may quit
- ObEd by pressing the 'Amiga-ESC' key combination.
-
-
- ADDITIONAL EDIT OPERATIONS
- --------------------------
-
- NEW <TYPE>
-
- Pressing 'N' will add a single <type> at the end of the <type> list.
- This will only contain zeros, and whould be edited before used in
- other <type>s.
-
- INSERTING
-
- You may insert a new point anywhere in the point list by pressing
- 'J'. Inserting surfaces in the surface list is a bit more
- complictated. The only place you may insert new surfaces, is before
- the first surface of any object. For example, if your model contains
- two objects (00 05 17 and 07 03 32) you may insert surfaces at
- positions 00 or 07.
-
- COPYING
-
- You may copy the contents of one <type> into another, by first
- BUFFERING the source <type>, then selecting the destination <type>
- and finally pressing 'C' to do the copying.
-
- EXCHANGING
-
- Exchanging the contents of two <type>s, works like this: BUFFER
- the first <type>, select the other <type> and press 'E' to exchange
- these two <type>s.
-
- DELETING
-
- Deleting <types> doesn't require much brainwork. Simply select the
- <type> you want to delete and press 'D'. If the <type> is used in
- another type (e.g. a point is used in a surface), you won't be able
- to delete it. If you press 'Amiga-1' you will delete the first
- point, surface, and object. This is particulary useful when a new
- object is CREATEd and you want to delete the dummy object, surface,
- and point (all containing 0 as default).
-
- MOVING
-
- Pressing the 'M' key, a window will open, asking you to input the
- X, Y, and Z movement. If <type> is a surface, it will move all the
- points in the surface, and if it is an object, it will move all the
- points contained by its surfaces. Note that if any of the points are
- used by other surfaces or objects, these will change as well,
- causing often unwanted results.
-
- ROTATING
-
- If you press 'R', you will be asked for rotation angle about the X-,
- Y-, and Z-axis, respectively. This angle must be in the range 0-359
- degrees. Please note that different objects and surfaces may use the
- same points, and will thus change as well. Only objects and models
- may be rotated. If you wish to rotate a model, set the AllMode flag.
-
- CLONING
-
- Selecting a <type> and pressing 'Y', will clone this <type>, i.e.
- creating a new <type> looking exactly like the current one, and
- placing it at the end of the <type> list.
-
- BUFFERING
-
- Before you can use the COPY or EXCHANGE functions, you have to use
- this function. What it does, is to select the first <type> that will
- take part in the operation. For exapmle, if you were to exchange the
- points #2 and #9, you should select point #2, buffer it, select
- point #9 and execute EXCHANGE. As for COPY, the BUFFERed <type> is
- the source in the operation. Press 'SPACE' in order to buffer a
- <type>.
-
- UNDOING CHANGES
-
- With all the functions and operations available to the user of ObEd,
- you're bound to do a mistake sooner or later. Or maybe you just want
- to try out an idea to see how it looks, but want to be able to get
- the old model back. Help is literally at hand. Pressing the 'HELP'
- key will undo the very last changes on your model.
-
-
- VIEWING THE MODEL
- -----------------
-
- Six preset views are available to the user. These are:
-
- View Key
-
- Top 'T'
- Underside 'U'
- Front 'F'
- Behind 'B'
- Left 'L'
- Right 'R'
-
-
- SPECIAL OPERATIONS
- ------------------
-
- SUBSTITUTING (GLUING)
-
- If you dicovered that two of your points share the same coordinate
- values, you may want to remove one of them. This is done by first
- searching for equal points (as described above), and then pressing
- the 'G' key. Note that gluing when two equal points do not exist, is
- no good.
-
- FLIPPING A SURFACE
-
- Being able to flip a surface can be useful many a time. Exchanging
- the front and back colours of a surface can be done with this
- function, but the main reason for incorporating it is this: Say that
- you create a new surface, only to find that you inserted the points
- in anti-clockwise order, thus making it hidden at the wrong angles.
- One solution could be to edit the colour codes (exchange the first
- and last bytes), but a far cleaner approach would be to execute a
- flip. What this does, is simply to put the points in an anti-
- clockwise order (relative to the input order). Press 'K' for this
- handy function.
-
- CHANGING THE ORDER OF THE POINTS IN THE SURFACE
-
- Not satisfied with the order at which the points appear in the
- surface? Consider your problems solved! Just press 'V' and hey
- presto! It has changed! Do you need this function? Probably not. But
- life as a programmer sure isn't easy. Just imagine having to put a
- function on every key on a large, never-ending keyboard. Functions
- like this simply have to turn up once in a while.
-
- MIRRORING
-
- Any <type> can be 'mirrored', i.e. changing the sign of the
- specified coordinate(s) used by the <type>. Mirroring 'About X' will
- change the sign of the x-coordinates, while the Y- and Z-
- coordinated stay intact. Example: You are creating a model of a
- fighter aircraft, and have created the left wing. It would be a
- boring task to create the right wing from scratch, so what you do is
- simply to CLONE the wing, and then MIRROR it 'About X'.
- Note that 'About Z' is not a mathematically correct expression.
- 'About the XY-plane' would be far better, but I find 'About Z' more
- intuitive, in that you see which coordinate that will be changed
- without any harmful brainwork. Press 'F6', 'F7' and 'F8' for X-, Y-
- and Z-mirroring respectively.
-
- SCALING
-
- Say you want to create St. Paul's Cathedral. That would fill quite a
- few screens, wouldn't it? A 3D insect would also be nice to be able
- to create. But the Cathedral wouldn't be very surveyable at all, and
- the insect would be very hard to edit because of its less than
- impressing size. Problems. What problems? You just have to make the
- Cathedral small and the insect large and scale them up or down when
- you are pleased with their looks. Some frequently used scaling
- percentages are available on various F-keys (see key overview), and
- you can input any (within certain limits) percentage yourself by
- pressing 'Amiga-P'.
-
- CREATING MODELS
-
- Pressing the '~' key at the main keyboard will give you an option to
- create any of four 'predefined' models. You will be asked for a few
- parameters, and ObEd will create the models for you, complete with
- points, surfaces and objects. The objects available are:
-
- BOX You will be prompted for X-, Y- and Z-length from the centre
- of the box. Simple, clean fun. Adds:
- Box Rectangle
- Points 8 4
- Surfaces 6 1
- Objects 1 1
-
- PYRAMID Enter X- and Y-length from the centre of the bottom surface
- as well as the height of the pyramid. Adds:
- Pyramid Triangle
- Points 5 3
- Surfaces 5 1
- Objects 1 1
-
- PYRRAD A PyrRad object a pyramid where all the surfaces are
- identical as far as size is concerned. You siply have to
- enter the radius of the object, i.e. the length from its
- centre to its corners. Adds:
- PyrRad
- Points 4
- Surfaces 4
- Objects 1
-
- CYLINDER
- This is one handy object. Entering the height, radius and
- step value, a cylinder will be created. The step value is
- the number of 'pie parts' the circle at the top and bottom
- will be divided into. 4 parts will result in a box, and 10
- will result in something that may be mistaken for a
- cylinder. Adds:
- Cylinder Disc
- Points 2+2*STEPS 1+STEPS
- Surfaces 3*STEPS STEPS
- Objects 1 1
-
- NOTE: STEPS is the step value as described above.
-
-
- MISC OPERATIONS
- ---------------
-
- FINDING POINT
-
- It is often useful to find the first surface to include the current
- point. Pressing '/' will put this surface at the top of the surface
- display (making it 'current'). Repeatedly pressing this key, will
- find all occurences of the point in the surface list.
-
- CHECKING FOR UNUSED POINTS
-
- It isn't too hard to imagine why unused points are unwanted in the
- point list. By pressing the '\' key, the first of these will become
- current.
-
- FINDING EQUAL POINTS
-
- As the reader may understand, having stored two points with exactly
- the same coordinates, is highly undesirable. Pressing the '=' key,
- the two equal points (if any) will be stored in a special buffer,
- and their point numbers will be displayed at the screen. You may
- then use the GLUE command to delete one of the points without
- destroying the object.
-
- CHANGING THE PALETTE
-
- The author is the first to admit that the default colours make the
- expression 'tasteless' fit quite perfectly. Therefore, a little
- utility to change the palette is included. This works the same way
- as any other palette modifier the user may have experienced, so no
- detailed explantion should be needed. Your new palette may be saved
- for later use. The 'P' key opens the palette window.
-
- RESETTING THE PALETTE
-
- If your choise of colours wasn't a lucky one, simply press 'SHIFT-P'
- for getting the default colours instead.
-
- CHANGING SPRITE COLOUR
-
- Sometimes, seeing the sprites is difficult because they are
- displayed in the same (or similar) colour as the background image.
- This problem is easily avoided by changing the colour of the
- sprites. Use the '.' key on the numerical keyboard for this
- operation.
-
- -----------------
- --- THE FLAGS ---
- -----------------
-
- THE ALLMODE FLAG
-
- When this flag is set, some operations work on the enire model.
- These are: Scale, Move and Rotate. Press 'Amiga-M' to turn this
- flag on and off.
-
- THE SPITESOFF FLAG
-
- Setting this flag turns the sprites off. Press '0' on the numeric
- keypad to turn this flag on and off.
-
- THE WIREFRAME FLAG
-
- Setting this flag puts the editor in wireframe mode, i.e. everything
- will be displayed in wireframe. Press 'DEL' to turn this flag on and
- off.
-
- THE SPITENUMBER OFF FLAG
-
- If you set this flag, the spites will not display the pointnubmer,
- i.e. you will only see the crosshairs. 'BACKSPACE' will set or clear
- this flag.
-
-
- -------------------------------
- --- USING THE MOUSE IN OBED ---
- -------------------------------
-
- Using the mouse, you can select most of the operations that are
- available from the keyboard. For a menu overview, see below. Other
- mouse operations:
-
- * Clicking on the 'quit' icon will exit the program after a request
- * Clicking in the graphics window will select the point closest to
- the cursor
- * Clicking in the <type> panels will select <type>
- * Clicking in the data panel will display an 'About' window
-
- --------------------
- --- THE MENU BAR ---
- --------------------
-
- Remebering all the keys is something of a nightmare. Therefore,
- menus are available at the top of the screen to let you choose some
- of the most frequently used commands easily. The menu strip is
- divided into 5 parts:
-
- Menu Submenu Submenu Comment
-
- FILE
- New New model
- Load Load Object
- Load Palette
- Save Save Object
- Save Source
- Save Palette
- Import Import binary
- About
- Quit
-
- EDIT
- New New <type>
- Edit Edit <type>
- Insert
- Copy
- Exchange
- Delete
- Move
- Rotate Object or Model (AllMode on)
- Clone
- Buffer
- Undo Undo last changes
-
- VIEW
-
- Top
- Underside
- Front
- Behind
- Left
- Right
- Reset
-
- SPECIAL
-
- Glue Two equal points->one point
- Flip Turn surface upside-down
- Mirror About X
- About Y
- About Z
- Scale 0.50
- 0.66
- 0.75
- 0.90
- 1.10
- 1.25
- 1.50
- 2.00
- Input Input scale percentage
- Create Create new object
-
- MISC
-
- Find Point
- Unused
- Find Equal
- WireFrame Flags
- AllMode
- Sprites
- Palette Edit
- Reset
-
-
- --------------------------------
- -- THE UNAVOIDABLE GREETINGS ---
- --------------------------------
-
- This is no fancy hardware-bashing euro demo. In fact, it's just a
- boring system-friendly utility. Still, where would the Amiga be
- today without the greetings that pop up on every single piece of
- software these days? So here's my little, no-scrolling list:
- (Appearing in alphabetical order)
-
- Dag Lem (_Hot_ in Spain, eh? Nudge, nudge)
- Lars Haugseth (A true Amiga wizard)
- Morten Amundsen (Gives the expression Party Animal a new meaning)
- Paal Johansen (Soon getting an A4000, you workaholic?)
- Stian W Arnesen (Deeply in love with the Amiga)
- Stig A Olsen (Intel inside, but still a cool dude)
- Svein A Johansen(Nothing beats his party moonwalkings)
- Tommy Rivrud (Get rid of that 'beard', eh?)
-
- And lots of greetings to everybody at the University of Oslo.
-