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- *******************************************
-
- ROOMER3 Demo Manual
-
- *******************************************
-
- This demo version of ROOMER3 works very like the real thing but is
- not nearly as good. The demo will only print draft resolution
- graphics on your printer and does not support plotters at all. It
- will not export data to other CAD packages. This version does not
- use a math coprocessor even if you have one. Also certain seldom
- used commands have been disabled in this version.
-
- ROOMER3 comes with a 216 page manual and a video, but you don't
- have your copy yet. The following pages give a thumbnail sketch
- of how to use ROOMER3. Everything which needs to be said can't be
- said in this little space, but you will find what follows very
- useful in exploring ROOMER3.
-
- Read the following and watch the ROOMER3 demos, and then I think
- that you will be able to poke around in this version of ROOMER3
- with fair success.
-
- What is ROOMER3
- ---------------
-
- ROOMER3 is a system of computer programs which allow you to:
-
- - Create 2D and 3D models of floor plans with your computer.
-
- - Furnish these plans or rooms within plans using standard
- furniture supplied with ROOMER3 or furniture which you create
- yourself. Over 200 pieces of 3D furniture are included.
-
- - Create perspective views of plans, rooms and associated furniture
- arrangements.
-
- - Produce output pages containing scaled plans, furniture
- arrangements and views. Related areas and dimensions can also
- be included.
-
- - Produce price reports which list and price the furniture used to
- make an arrangement. (not in demo version)
-
- - Export drawings and 3D models to CAD and paint programs, and to
- word processors. (not in Demo version)
-
- ROOMER3 was designed to assist you in quickly producing floor
- plans, and to help you to determine the best way to furnish
- offices, residences, computer rooms and parties. ROOMER3 can also
- be used to design classrooms, libraries, meeting rooms, kitchens,
- theater sets, stores or indeed almost any interior space. Required Hardware
-
- This demo version of ROOMER3 requires that you have a color monitor
- which supports VGA graphics. If the demos work on your machine
- then this demo version of ROOMER3 will as well.
-
- If you plan to print your results then you should select Setup from
- the Main Menu and then press Printer to set up for your printer.
- Setup is also where you can set up for metric units of measure and
- adjust the screen colors to your liking.
-
- If you have a MicroSoft Mouse or equivalent you can use it with
- this demo version of ROOMER3, but a mouse is not required.
-
-
- Speed and Performance
-
- Quite sophisticated results can be obtained on systems running at
- 4.77 mhz, but for larger projects a faster machine or a math
- coprocessor will prove of great benefit.
-
- The speed with which ROOMER3 performs is directly related to the
- size of the floor plan or arrangement on which you are working.
- The performance of the programs is profoundly affected by any speed
- up in the clock rate of your computer; thus anything which
- increases the speed of your machine above 4.77 mhz will greatly
- enhance the utility of ROOMER3 in modeling large or complex rooms.
-
- If you have a math coprocessor, an available Math Coprocessor
- version of ROOMER3 may be of interest to you. This greatly
- improves the operation of the programs on any type of machine, but
- most users will find the performance of the standard version quite
- acceptable. This demo version of ROOMER3 does not use a math
- coprocessor.
-
- Strategy, can to some extent, compensate for a lack of speed. Use
- the simplest furniture possible where speed is an issue.
-
-
- Installation
-
- The demo version of ROOMER3 is installed when the demo disk is
- installed on your system.
-
-
- Running ROOMER3
-
- To start the demo version of ROOMER3 change to the \R3DEMO
- directory on your hard disk and enter DE, or enter DEMO to bring
- up the Demo Menu. From the Demo Menu select "M. More Demos" and
- then "3. Run ROOMER3" and then follow the instructions printed
- on the screen.The Main Menu
-
- When you start ROOMER3 the Main Menu appears on the screen. The
- Main Menu allows you to get around within ROOMER3, and to quit back
- to the Demo Menu. The various programs listed are explained later
- in this document.
-
- Though ROOMER3 consists of many programs doing many different
- things, all of the programs were written to behave in a similar
- manner. For instance you can always press the F1 key instead of
- pressing Help, and you can always press the Esc key instead of
- pressing eXit or Quit. There are many other points of similarity
- between the programs and these are explained below.
-
-
- The Arrow Keys
-
- The keys on the numeric key-pad are used extensively in ROOMER3
- and are referred to as the Arrow Keys or ->keys. The ->keys can
- be used to select from menus, to move furniture, to change view
- parameters, and to layout pages of output. The setting of the
- NumLock key affects how the numeric key-pad behaves. To use the
- ->keys make sure that NumLock is off. If NumLock is on, ROOMER3
- will beep, or print digits when you try to use the ->keys.
-
- When you are moving a cursor or some object about on the screen
- with the ->keys you can move diagonally by pressing the 7, 9, 1
- and 3 keys on the numeric keypad. Pressing the + key will switch
- you between coarse and fine movement of the cursor or object.
-
-
- Selecting from Menus
-
- You get around in ROOMER3 by using menus. The Main Menu is used
- to select among the available programs, and each program has a Root
- Menu from which all of its functions are available. From Root Menu
- you can execute commands and select other menus. Program menus
- appear at the top of the screen with their name to the right if
- space is available. You can select menu items by pressing the
- first capitalized letter of the desired item.
-
-
- Using a Mouse
-
- If you have a mouse you can use it to select from menus, and also
- in place of the ->keys. If one of the items in the menu is
- highlighted then the mouse is in menu selection mode and moving it
- will change which item is highlighted. Pressing the Left Mouse
- Button will execute the highlighted item, just as though you had
- pressed the first capitalized letter of its name.
-
- Any time you can use the ->keys in the programs you can also use
- the mouse instead. Pressing the Right Mouse Button will erase the
- highlight from the menu and allow the mouse to perform the same
- function as the ->keys. Pressing the Right Mouse Button again will
- return you to menu selection mode.
-
- Pressing the Left Mouse Button is always the same as pressing the
- Enter Key.
-
-
- Returning to the Root Menu
-
- As mentioned above, each of the ROOMER3 programs starts off at a
- Root Menu. From here you select other menus or commands to make
- the program work. Any time a menu is displayed on the screen or
- you are entering a number, you can return to the Root Menu simply
- by pressing the Middle Mouse Button. If you do not have a three
- button mouse, then pressing both the Left and Right Mouse Buttons,
- or pressing Alt-R will have the same effect. If you are in the
- process of entering a number when you press the Middle Mouse
- Button, R3 behaves exactly as though you have pressed the Enter Key
- and then eXit or Ok until you returned to the Root Menu.
-
- You will find this feature most useful when entering room
- dimensions in Make Plan, when Resizing in Furnish, and when drawing
- curves in Layout Page.
-
-
- Entering Default Values (DON'T START YOUR FILE NAMES WITH THE
- LETTERS "DE". "DE" DENOTES DEMO FILES)
- When you are asked to "Enter" something the program expects you to
- type in a name or a number and then press the Enter Key or Left
- Mouse Button. Usually the previous or default value is displayed
- as part of the request. You can enter this value by simply
- pressing the Enter Key or Left Mouse Button. ROOMER3 will then
- know to use the default name or value. For instance you may be
- asked to: Enter a page name: TEST
-
- This prompt tells you to type in the name of a specific plan. TEST
- is the name of the plan most recently worked on. If you press the
- Enter Key the result will be just the same as if you had typed in
- the word TEST. If you start to enter a new value but then change
- your mind, you can press the Esc Key to return to the default value
- and enter it instead.
-
- Generally names should consist of only letters and numbers - no
- punctuation. Names should be no more than eight characters long.
- HANKS, TESTER2, 2BY4BY6, W are legal names
- 6%12, TOOTOOLONG are not legal names
-
- Pressing the - key (minus key) while a program is asking for a file
- name causes the request to be ended, and a menu to reappear. Directory Menu
-
- You can enter a file name as described above, or you can press the
- + key to enter the Directory Menu. When in Directory Mode you can
- select a file name by letter, or with the mouse. The name you
- select is returned and the program behaves exactly as though you
- had typed the file name out on the keyboard and pressed Enter.
-
-
- Selecting Numeric Input
-
- When ROOMER3 asks for a number you can input this in a variety of
- ways:
-
- 1. Enter a number using the keyboard. Thus you might type in
- 10'2", or 11.2m to represent a height. If you make a typing
- mistake press the Backspace Key to back up and correct it. If
- you press the NumLock key, then you can also use the numeric
- keypad for number entry, but be sure to press NumLock again
- before you attempt to use the Arrow Keys.
-
- 2. Press the up and down Arrow Keys to modify the displayed value.
- Press the + key to speed up or slow down the rate at which the
- number changes as you press the Arrow Keys. Often the data and
- images on the screen will be altered as you press the Arrow
- Keys. Press enter when the desired value is displayed.
-
- 3. Move the mouse up or down to change the displayed value. Press
- the Right Mouse Button, select +, and then press the Left Mouse
- Button (or just press +) to change the rate at which numbers
- change when the mouse is moved. Press the Left Mouse Button
- (or enter) when the desired value is displayed.
-
- 4. Enter the default value and use the ESC Key as described on the
- previous page.
-
- Distances can be entered in a variety of formats. If you are using
- feet & inches then 8.5' = 8 1/2' = 8'6" = 102" = 102 are all
- equivalent ways of entering the same value. Note that inches are
- assumed if you enter just a number.
-
- If you are using metric units of measure M means meters and C means
- centimeters and thus 1M = 100C = 100 are equivalent to one
- another. Centimeters are assumed if you just enter a number. You
- can switch between metric and imperial units of measure by using
- the Setup Menu.
-
-
-
-
-
- Error Handling
-
- Case is generally unimportant in ROOMER3. Entering BOX is exactly
- the same as entering box. Pressing H is the same as pressing h.
- Should you press something which is illegal, the program will
- beep.
-
- Much effort was spent in trying to protect you from obvious
- errors. For instance, ROOMER3 will warn you of potential problems
- with unsaved or duplicate files. Whether you heed these warnings
- or not is up to you.
-
-
- *******************************************
- How to Use ROOMER3
- *******************************************
-
- Here is a very brief summary of how to use ROOMER3.
-
- Measure the Rooms
- Make a sketch and then measure the rooms with which you wish to
- work, recording the measurements on the sketch. Start in a corner
- of the first room and work around the room to the right. Note the
- dimensions of each wall, window, door, and turn. Measure other
- rooms starting at the right of a door or window which communicates
- with a previously measured room.
-
- Make the Plan
- Run the Make Plan program and enter the information recorded above.
- This generates a plan or room within ROOMER3. When you are
- satisfied, save the plan so that the other programs can use it.
-
- Furnish the Rooms
- If you plan to create furniture arrangements it is usually easiest
- to work with a room at a time rather than with an entire floor
- plan. Run the Furnish program and enter the name of the room you
- want to furnish. Next load pieces of furniture, resize these to
- match the measurements of the actual furniture and position them
- in the room. When your arrangement is complete, save it.
-
- Create Views
- If views are desired then run the View program. This can create
- both full and camera views of rooms and plans, and related
- furniture arrangements. Save any views which you want to include
- in the final output.
-
- Layout the Finished Output
- Run the Layout Page program and load drawings and information
- produced by the other programs. Edit the drawings, then add area
- and dimensional information and any other text to the page. Print
- the final result. Save the page for later use.
- *******************************************
- Short List of Furniture
- *******************************************
-
- The toughest part of using this demo version of ROOMER3 may be the
- in selecting what pieces of furniture to load. ROOMER3 comes with
- a extensive catalog of all of the available pieces and a picture
- of each. There is no such catalog included with this demo version.
-
- Below is a partial list of the pieces of furniture which you can
- load in the Furnish program. You may have to do a little
- experimenting to get just the one you want.
-
- Basic Pieces
- HLINE PIC VPLANE RUG HPLANE SPLANE RAMP HEX
- OCT CIRCLE CLOCK CYL SHADE PEN BOX
-
- Home & Office Pieces
- CHEST CAB FILE DESK DESK2 PC TABLE RTABLE
- PRINTER BOOK4 BOOK6 TV BED FULLBED TVFL
- LAMP FLAMP WLAMP PICTURE MIRROR PHONE PRINT
- LASER PC2 TYPE CALC COMP VDT VDTSTD TABB
- TABA LAM BINA BINB BINC BOOK FILE5 COPIER
- TABP FAX
-
- Seating
- CHAIR FCHAIR ACHAIR EASY COUCH CHR CHRA
- CHRB CHRSW
-
- Modular Furniture and Panels
- PAN75 PAN65 PAN53 PAN42 PAN34 PAN30 PAN5
- PFLO DRAW TOP30 TOP26
-
- Curtains
- CURTL CURTR DRAPE VERTS MINI TIER2 TIES2
- BISHOP RUFFLE BOXVAL STRETCH TIEL2 TIEVAL
- DRAPER DRAPEL JABOTR JABOTL DRAPES VERTL
- VERTR SWAG VAL
-
- People & Animals
- FLATMAN FLATLADY FLATBOY DINO HORSE
-
- Kitchen, Bath & Laundry
- TUB TOIL FAUCET VAN4 VAN5 VAN6 ISLAND
- STOVE W1818 W1830 W3618 W3630 CCAB
- REFRIG2 HOOD WALLOV WCLOCK REFRIGL REFRIGR
- MICRO CTR CTRUL CTRUR RANGOV BA36 BA18D
- BA18 DISHW TOWEL CTRC SOF SOFL SOFC SINK
- DRY WASH
-
- Miscellaneous
- STAIR2 STAIR5 STAIR13 FICUS PLANT *******************************************
- Using the Make Plan Program
- *******************************************
-
- The Make Plan Screen
-
- The Make Plan screen is dominated by a top view of the plan which
- you are creating. A large circle marks the place on the plan where
- building is currently taking place, and a smaller circle shows what
- you are building toward - usually this indicates the ending point
- of a room. At the top of the screen is the menu of the allowed
- commands and a label which tells you which menu is currently
- displayed. Most work is done from the Root Menu. At the left of
- the screen a small 3D picture of the last wall, window or door
- which you have created is displayed. Below this is information on
- how far the current building point is from the ending point. This
- is occasionally useful in estimating the length of part of the
- plan. Below this is an indicator which shows whether you are
- building in a clockwise or a counterclockwise fashion. At the
- lower left of the screen is a Directional Rosette which shows the
- direction in which building is currently proceeding.
-
- Strategy
-
- Press Make Plan in the Main Menu to start the program. The Make
- Plan program is used to create a room or plan for use with the
- other programs in ROOMER3. Rooms and plans consist primarily of
- walls, doors, windows and turns, along with associated baseboard,
- trim and molding dimensions. Start by making a rough sketch of the
- desired plan, and then add the measurements of the walls, windows,
- doors, trim, etc. This sketch will be the basis for creating the
- plan within ROOMER3. Usually you will build rooms in a clockwise
- fashion but by pressing the ^ or F5 keys you can switch to building
- in a counterclockwise fashion.
-
- Most of your time in the Make Plan program will be spent within the
- Wall, wIndow and Door commands. These create the parts of the
- plan. Each of these commands has its own menu which facilitates
- the entry of data. From any of these menus you can also enter the
- Set Menu which allows attributes of the plan such as wall
- thickness, wall height and baseboard height to be changed. As each
- part of the plan is completed press Ok or : or the Middle Mouse
- Button to return to the Root Menu and continue with the next part
- of the plan. The Wall * and Wall # commands are useful in
- completing rooms precisely. Use Turn to change the direction in
- which building is taking place, and Chgloc to change the building
- location and ending points. Use Edit or Undo to fix any errors and
- Print to print your plan on the printer. Zoom allows you to zoom
- in on a particular part of the plan and Measure allows you to
- measure distances. Outside will automatically build the outside
- walls of a room or plan. When complete, Save your plan and Quit
- back to the Main Menu. *******************************************
- Using the Furnish Program
- *******************************************
-
- The Furnish Screen
-
- The Furnish screen is dominated by a floor plan which shows the
- Current Piece of furniture in one color or blinking, and the other
- pieces in another color or white. At the top of the screen is the
- list of allowed commands. Furnish has too many commands in its
- Root Menu to display them all at one time. Additional commands can
- be displayed by pressing Other. These other commands are available
- from the Root Menu by pressing command letters.
-
- At the bottom left of the screen the icon, name and orientation of
- the Current Piece is displayed. Above the icon is information on
- whether you are shifting the Current Piece or rotating it, and the
- unit of movement. Above this is Size or Distance information on
- the Current Piece and the % Full.
-
- Size information is displayed when a piece is first Loaded and
- during Resizing, and consists of the width, height and depth of the
- Current Piece. In addition a floor height and a top height are
- shown. Floor height is the distance from the bottom of the Current
- Piece to the floor. Top height is the distance from the top of
- this piece to the floor.
-
- Distance information is normally displayed while a piece is being
- moved. This consists of the Right-Left and Up-Down distance that
- the Current Piece has been moved since the Distance information was
- last Zeroed. Distance information is useful for doing measured
- moves within the room. The floor height is also listed here.
-
- The % Full indicates how full the plan is. The View program can
- only generate 3D renderings of plans which are less than 100% full.
-
-
- Strategy
-
- Press Furnish in the Main Menu to start the program. The Furnish
- program is used to furnish rooms and plans. Over 200 pieces of
- stock furniture come with ROOMER3. You can create your own
- furniture by combining existing pieces or by converting drawings
- to furniture.
-
- When Furnish starts it asks for the name of the plan to be
- furnished and then draws it on the screen. You can load a 3D model
- of a plan by prefacing the plan name with an *. This normally is
- not needed, but is useful for placing curtains, wall cabinets and
- other pieces which must be arranged vertically against the walls
- of a room. With a plan on the screen, Load existing arrangements,
- or single pieces of furniture to create a new room arrangement. The most recently Loaded, Chosen or Duplicated piece is called the
- Current Piece. This can be made to Blink if you wish. Use Resize
- to change the size of the Current Piece, or the Arrow Keys or mouse
- to move or rotate it. Use Move to move the Current Piece until it
- bumps into something. The Current Piece can be Jumped on top of
- or Turned to the same orientation as the previous current piece.
- Precise positioning can be obtained by using a Zoom to enlarge part
- of the floor plan, and by zEroing and making use of the Distance
- information. Mouse users may find the Unidir command useful. Use
- View to view the arrangement from the side. When complete, Save
- the arrangement and Quit the Furnish program. An arrangement can
- be Killed in its entirety, or a single piece can be killed from
- within Choose. Arrangements can be Printed from within Furnish.
-
- For best performance never run two pieces together, or put a piece
- through a wall. The View Program will work best if all pieces are
- at least 1/10" apart.
-
-
- *******************************************
- Using the View Program
- *******************************************
-
- The View Screen
-
- The View program displays a view which has been created with the
- program, or the plan and furniture arrangement for which views are
- being generated, and associated view generation information. In
- the latter case, lines radiate from the current Eye location,
- marked by a circle, to indicate that portion of the plan about the
- View Point, marked by a square, which will be included in the view.
- To the left of the screen a height diagram indicates the heights
- of the Eye and View Point above the floor. The bottom of this
- diagram is the floor and the top is the highest point in the plan
- or arrangement - usually the ceiling of the plan. At the top of
- the screen is a menu of the available commands.
-
-
- Strategy
-
- Press View in the Main Menu to start the program. The View program
- is used to create views of the plans and furnishings created with
- the Make Plan and Furnish programs.
-
- When the View program starts it asks for the name of the plan which
- is to be viewed. Usually you will enter a plan name at this point,
- but you can also enter the name of a view (ie. TEST.VEW) to
- reestablish old settings in the program.
-
- Next the program asks for the arrangement name. Enter NONE or -
- to view the empty plan, or enter the name of the desired furniture
- arrangement. A top view of the plan and its furnishings is nowdrawn on the screen. Change the parameters of the view to be
- produced, and then generate the view with the View command. View
- also sets the type of view to be produced. Save views for later
- printing or inclusion in pages of output, or Print views
- immediately. Previously saved views can be Loaded again for
- review. Help is available and explains the various commands. When
- you are through you can Kill the plan and arrangement and load
- others, or Quit back to the Main Menu.
-
-
-
- *******************************************
- Using the Layout Page Program
- *******************************************
-
- The Layout Page Screen
-
- The Layout Page screen is dominated by a representation of the page
- which shows the Current Part in one color, and the other parts of
- the page in another. At the bottom left of the screen the name of
- the Current Part is displayed. Above this Distance information
- indicates how far this part has moved since the Distance
- information was last zerOed. Above this is one of the words Move,
- Scale or Rotate. This indicates what will happen to the Current
- Part when the Arrow Keys or mouse are used. At the top left the
- size of the Current Part is displayed in inches or centimeters and
- if the part is text its letter height is also displayed. At the
- top of the screen is the menu of available commands.
-
-
- Strategy
-
- Press Layout in the Main Menu to start the program. The Layout
- Page program is used to layout and print finished pages of output.
- When the Layout Page program starts it asks for the name of the
- page you wish to work with. You can enter the name of an existing
- page, or start a NEW one. For new pages you must specify the
- format, vertical or horizontal, and the size. The page is then
- drawn on the screen.
-
- Pages consist of parts, where a part can be a floor plan,
- arrangement or view created by the other ROOMER3 programs, or text
- or a drawing created by the Layout Page program.
-
- Load parts saved with the other ROOMER3 programs onto the page.
- Use the Arrow Keys or mouse to position and set the size of each
- part, only the border of the Current Part is displayed as you move
- and scale it. Press Full to see the entire part. Add Text and
- Rotate text or parts as needed. Zoom in on part of the page to do
- detail work such as Drawing or Editing lines or text in the Current
- Part. Use zerO and the Distance information to precisely position
- parts. Add Area information to floor plans and set their scalewith Xscale. Use Choose to change the Current Part, to remove
- unwanted parts and to set the pen for plotting. When the page is
- complete Save it, Print it and Quit back to the Main Menu. Help
- is available.
-
-
- *******************************************
- Twirl and Report Programs
- *******************************************
-
- The Twirl program is used to check the 3D pieces of furniture which
- you build for correctness. To try out twirl do this:
-
- Run the Furnish program and specify the HANKS room.
- Load a DINO
- Press As1 and enter DINO to save the DINO piece by itself
- Quit out of Furnish and the press Twirl from the Main Menu
- Press Enter to twirl the DINO.
- Press + Pause and the -> keys to control the animation.
- Press Quit when you are done.
-
- The Report program prepares reports and price lists of the
- furnishings you use in your design projects. The Report program
- is not included with this demo version of ROOMER3.
-