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!AWSept94/Goodies/Ray3D/!Help+/Help_On/!Ray3d
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@page:contents@!Ray3d @Sprite:arcworld@ Bring you a complete raytracing package written by Robert Taylor. @goto:list: Contents @ @end@ @page:list@List of contents @Sprite:Wyvern@ _______________________________________________________ @goto:2: Introduction @ @goto:ih: Interactive Help @ @goto:3: Using !Ray3d @ @goto:tutorial: Tutorial @ @goto:21: The Menus @ @goto:22: The Toolbox @ @goto:120: Keyboard shortcuts @ @goto:4: Copyright @ @goto:5: Bugs, etc. @ @goto:6: Credits @ @end@ @page:2@Introduction Menu @Sprite:Wyvern@ _______________________________________________________ @goto:7: Introduction @ @goto:8: Features @ @goto:9: Installation @ @goto:10: Loading and Running @ @goto:11: What is Raytracing? @ @goto:12: The !Ray3d world @ @goto:13: Using the editor @ @goto:14: Tri-view @ @end@ @Page:3@Using !Ray3d @Sprite:Wyvern@ _______________________________________________________ @goto:15: Moving around @ @goto:87: Select Operations @ @goto:16: The grid @ @goto:grouping: Grouping @ @goto:23: Creating a scene @ @goto:18: Hiding objects @ @goto:30: Creating Objects @ @goto:19: Macros @ @goto:31: Creating Lights @ @goto:20: Printing @ @goto:24: Saving a scene @ @goto:26: Customizing !Ray3d @ @goto:25: Libraries @ @goto:27: Raytracing @ @end@ @Page:4@Copyright @colour:11@ Copyright (C) 1992,93,94 Archimedes World Ray3d is NOT public domain, and as such no part of the Ray3d app- lication may be copied, reproduced or translated without the prior written permission of the @goto:6:Author@. While every effort has been made to ensure the accuracy of the manual, Ray3d is being continually developed and mistakes may have been made. This software is supplied �as is�; no warranty, express or implied, of the merchantability of this software or its fitness for any particular purpose is given. In no circumstances shall the author be liable for any damage, loss of profits, or any indirect or consequential loss arising out of the use of this software or inability to use this software. @end@ @Page:5@Bugs, Features and Cautions @colour:11@ Bugs, Features and Cautions Unforeseen errors are sometimes reported as �Internal error� and a message. If you get one of these, let me know what happened with as much information as possible, namely: Machine type, OS version and memory available Version of !Ray3d What was being done at the time Error message or other symptoms Is the problem repeatable? Is the problem confined to just one scene? @colour:11@ Known Bugs Sometimes when loading, if too many applications are running at the same time the wimp reports an error �Too many windows�. This only occurs on RISC OS 2. @end@ @Page:6@Credits @colour:11@ Credits !Ray3d was fully designed and coded for Archimedes World by: Robert Taylor 5 Mayfield Grove Skegness Lincolnshire PE25 3RY Special thanks to Robert Garfoot, for continually testing, finding bugs, and generally moaning to such an extent that I ended up including extra features or fixing some difficult but minor bugs just to shut him up. I hope you like using and are satisfied with Ray3d. If so, tell your friends. If not, or if you have any suggestions for improvements you can contact me at the above address. @end@ @Page:7@Introduction @colour:11@ Introduction This document describes !Ray3d, an alternative to other commercial raytracing packages, but which still has lots of features. !Ray3d allows the user to create a scene in 3 dimensions by using a graphical editing system, which can then transformed into the textual data needed to raytrace a scene by the supplied applications. All of the options are described, although it is assumed that the reader is familiar with RISC OS. @end@ @Page:8@Features @colour:11@ Features Here is a list of some of the major features of Ray3d. Easy generation of scenes using a 3d tri-view system Up to a user definable number of surfaces allowed. Up to a user definable number of objects in any one scene Default start-up file makes it easy to customize Ray3 User definable grid, with grid snap option Program colours may be altered and saved Wireframe preview of scene generated. Macro facilities for repetitive object creation. Can create fractal surfaces. Zoom from 100% to 800% Many object types Rubber banding when creating objects Select / delete / rename / rotate / scale any object 3 pre-defined textures - wood / marble / checker 3 texture effects - blotch / gloss / bump map Can select which raytracer you are using. Runs on base machines, no extras needed Each object can be uniquely named Auto naming of objects possible Different light types Lights can be coloured User definable background colour Mouse pointer changes to indicate status @end@ @Page:9@Installation @colour:11@ Installation The !Ray3d package consists of the following directories: * @goto:info_help: !Help @ * @goto:info_library: Library @ * @goto:info_mtv: !MTV-Spr @ * @goto:info_rayfiles: RayFiles @ * @goto:info_ray3d: !Ray3d @ * @goto:info_rayshade: !RayShade @ @colour:11@ Hard Disc It is a simple matter to install !Ray3d onto a hard disc. Simply copy the required directory onto the hard disc in the normal RISC OS way. It is advisable to have !System in the root directory of the hard disc, as !Ray3d needs to �see� it before it can run. @colour:11@ Floppy Disc To set !Ray3d up on a floppy based system I recommend that you split these directories over two discs. The first disc, which you should use to design your scenes and save them to will need the following directories: * !Help * !Ray3d * !System (your system directory) * Library * RayFiles Note that !Help is included on this disc, as you will probably need to refer to it while creating a scene. The second disc should be used when you wish to raytrace a scene, and convert it to a sprite. It should contain: * !RayShade * !MTV-Spr * !Scrap (your scrap directory) @end@ @Page:10@Loading and Running @colour:11@ Loading and Running The latest versions of the shared C library (CLib), the Floating Point Emulator (FPE) and the ColourTrans module (Colours) must be available in the system�s modules directory. The desktop must have already seen the !System directory, or the error �System resources cannot be found.� will occur. To run the application, double click on the !Ray3d icon in the normal way. Sometimes you might get an error �Too many windows�, this is because !Ray3d uses a lot of windows, and RISC OS only allows so many windows to exist. If this happens, save your work and quit the other applications that are running. !Ray3d will now load OK. @end@ @Page:11@What is raytracing? @colour:11@ What is raytracing? Raytracing is the technique used for generating realistic pictures from a 3d scene. Each ray of light is traced from where it �hits� the scene, back to the light source it came from. This process then ensures that the scene generated is close to real life because it follows the same physical laws. Ray3d does not actually do the raytracing, it simply defines the scene and passes this information to the selected PD raytracer, which then raytraces the scene. @end@ @Page:12@The Ray3d world @colour:11@ The Ray3d world Scenes generated in the Ray3d world consist of a number of objects called primitives. These can be of a number of pre-defined shapes such as cone, sphere, box etc. In order for an object to be seen, it must have a surface associated with it. Surfaces specify the colour of the object, whether it is mirror-like, transparent and other such factors. Objects may also have a texture applied to them, which may be of a number of types. There is wood, marble, bumps, checker, gloss and blotch. The user also sets the position of the observer within the scene and the direction that they are looking in. It is possible for the observer to be placed within a transparent object, such as a goldfish bowl, or from any distance. Finally, in order to be able to draw the scene, there must be light, and Ray3d allows two different forms of lighting, and up to ten individual light sources. @end@ @Page:13@Using the editor @colour:11@ Using the editor The 3d editor has been designed to be as easy to use as possible, although some people may find the tri-view system difficult to work with. When !Ray3d has been loaded, clicking on the icon on the icon bar brings up four windows. Three of these windows show views onto the Ray3d world, whilst the fourth is the tools window. All of the most used operations can be found on the tools window. @end@ @Page:14@Tri view @colour:11@ Tri-view Tri-view is the name given to the form of 3d representation that !Ray3d uses in order to make 3d editing possible. !Ray3d opens three windows, each of which looks at the world from a different direction. By using all three of these windows it is possible to represent the 3 dimensional world. If you imagine a cube, then the plan view is what you see if looking from above straight downwards. The front and side views represent what you would see if looking from the front and side respectively. When you are designing your scene, I suggest you First click in the Front or Side view windows to set the height of the object. Then click in the plan window to decide where the object will be placed. Eg: To place a box in the middle of the world, on the floor. @sprite:views@ Front View Plan view @end@ @page:15@Moving around @colour:11@ Moving around the !Ray3d world To view a different part of the scene simply use the scroll bars on the view windows. To locate a point in three dimensions it is necessary to click the mouse in two of the three view windows. This is because in 3d a point has three coordinates (x,y,z) and clicking in one window only sets two of the coordinates. Clicking in the second window will set the third coordinate. @colour:11@ Selecting objects @sprite:point@ When this icon is selected, clicking in the view windows will set the position of the cursor which is shown as a blue cross. If you experiment moving the cursor around you will get the hang of the tri-view system. @colour:11@ Zooming @sprite:zoomin@ @sprite:zoomout@ These two icons located in the toolbox zoom in or out of the scene. Clicking on one will cause the scene to be redrawn at a different zoom factor. After zooming the window, the scene is always positioned so that the cursor appears in the centre of the window. So to zoom in on a specific point, position the cursor on the point of interest and click on the zoom in icon. It is also possible to set the zoom by selecting the desired zoom factor from the zoom sub-menu on the main program menu. Note: The minimum zoom is 100% and the maximum zoom is 800% @end@ @page:16@The Grid @colour:11@ The Grid The grid options are located on the �Grid� sub-menu which is accessible from the main program menu. !Ray3d can superimpose a rectangular grid on the scene. This is often useful for lining up objects and for checking their size. The grid is shown as horizontal and vertical lines which intersect at �grid points�. You can use the grid either just as a general guide for creating objects or you can lock points to it, so that they always align with points in the grid. When you are creating objects with snap to grid on, you will see them attach to the nearest grid point to the mouse position. @colour:08@ Show Grid Selecting this option toggles whether the grid should be displayed. @colour:08@ Snap To grid This switches snap to grid on or off. The grid does not need to be visible for this option to function. @colour:08@ Grid Options This sub-menu leads to a window which allows you to set the colour and spacing on the grid. To change the grid colour, simply select a new colour from this window. To change the grid size, alter the number in the writable icon. Clicking on OK sets the new colour and grid size. @end@ @page:grouping@Grouping @colour:11@ Grouping It is often desirable to group several objects together so that they may be moved, scaled, rotated, etc. as if they were one object. The grouping operation applies to objects which have been selected on the @goto:86:Objects list@. Another benefit of grouping objects together is that it reduces the number of objects in the main object list, and thus locating an object is easier. @colour:08@ Grouping objects together @sprite:group@ To group the selected objects together, first enter a new unique name in the writable icon at the bottom of the Toolbox. Now click on the group icon, or select group from the select sub- menu which can be found on the main program menu. @colour:08@ Removing objects from a group @sprite:ungroup@ To remove the selected objects from a group simply click on the ungroup icon in the toolbox, or select ungroup from the select sub-menu in the main program menu. Any groups which become empty after this operation are deleted. @end@ @page:18@Hiding @colour:11@ Hiding. Sometimes, when creating a large scene it becomes impossible to see exactly where points are being positioned due to other objects getting in the way. !Ray3d allows you to �hide� objects so that they are not shown in the view windows. They will however be present if the scene is raytraced. To hide objects, simply select them on the @goto:86:Object list@ and then choose the hide option off the select sub-menu on the main program menu. @colour:11@ Showing hidden objects To re-display hidden objects in the view windows, select the desired objects off the object list and then choose the show option from the select sub-menu on the main program menu. @end@ @page:19@Macros @colour:11@ @sprite:file_0fa@ Macros When constructing complex objects using !Ray3d there are often times when a couple of actions such as copy and move need to be performed repeatedly. Because this task is time consuming and boring, !Ray3d allows you to automate it by using Macros. Macros need to be recorded, which is where the actions that need to be repeated are specified, and then they are executed a given number of times. @goto:54: Click here for an example @ @colour:08@ Recording Macros. The record option can be found on the macro sub-menu which is located on the main program menu. Moving across the �Record� option brings up a save window where you give your macro a name and save it to disc. This starts the recording process. While a macro is being recorded, the following @goto:87:select operations@ are stored: Rotate Scale Select Copy move @colour:08@ Finishing a macro To finish recording a macro choose the �stop� option from the macro sub-menu. @colour:08@ Performing a macro. To perform a macro simply drop the macro file onto the !Ray3d icon or onto a !Ray3d window. A window will open in which you can set the number of times to perform the macro. Clicking on OK will execute it. @end@ @page:20@Printing @Colour:11@ Printing @sprite:print@ The Print option can be found on the �Project� sub-menu, on the main program menu, or the icon in the toolbox may be used. Moving over the �print� option opens a window which shows you the current printer driver, and which view will be printed.. Choose which view you wish to print by clicking on the radio icons, and then click on OK to start printing. NOTE: To print, you must have loaded a RISC OS printer driver. @end@ @page:21@The Menus @Sprite:Wyvern@ _______________________________________________________ There are four different menus associated with !Ray3d, depending on which window the mouse is over when the MENU button is clicked. @goto:39: The icon bar menu @ @goto:40: The main program menu @ @goto:41: The lights menu @ @goto:42: The surfaces menu @ @end@ @Page:22@The Toolbox @Colour:11@ The Toolbox Apart from the viewing windows, this is most probably the most important window in !Ray3d. It allows the creation of objects, as well as providing many shortcuts to features found on the menus. At the bottom of the window is a writable icon which is used for entering names when creating a new object or grouping objects. On the left hand side of the window is the @goto:86:object list@, which is used to select and deselect objects. @sprite:parent@ @sprite:group@ @sprite:ungroup@ @sprite:rename@ @sprite:copy@ @sprite:select@ @sprite:unselect@ @sprite:delete@ These icons allow operations to be performed on the selected objects. These are known as @goto:87:Select operations@. @sprite:sphere@ @sprite:box@ @sprite:pyramid@ @sprite:poly@ @sprite:cylinder@ @sprite:rbox@ @sprite:rect@ @sprite:disc@ @sprite:cone@ @sprite:triangle@ @sprite:plane@ @sprite:light@ These icons are for @goto:30:Creating Objects@. @sprite:eye@ @sprite:target@ @sprite:zoomin@ @sprite:zoomout@ These objects are used for @goto:32:Setting the view@ and @goto:15:moving around@. @sprite:rotate@ @sprite:move@ @sprite:point@ @sprite:paint@ @sprite:surface@ @sprite:print@ @sprite:3d@ This group of icons provide more @goto:87:Select operations@ as well as Several shortcuts for: @goto:65: Preview scene @ @goto:20: Print @ @goto:80: The surface editor @ @goto:79: Linking @ @end@ @Page:23@Creating a scene @Sprite:Wyvern@ _______________________________________________________ @goto:38: Clearing a scene @ @goto:34: Surfaces @ @goto:30: Creating Objects @ @goto:35: Textures @ @goto:31: Creating Lights @ @goto:79: Linking @ @goto:32: Setting the view @ @goto:29: Background @ To create a scene, you must first define the objects that will be raytraced. Each of these objects must then be given a surface which determines the colour, reflectivity, etc. of the objects, and optionally a texture to apply such as marble. The observer must be placed at a point in the scene, as well as another target point which is what the observer will look at. Finally, light must be present to raytrace a scene, so up to ten light sources may be defined. @end@ @page:24@Saving a scene @colour:11@ Saving To save your scene, you do it in the normal RISC OS manner, using the save option which is located in the Project sub-menu on the main program menu. Moving the mouse over the save option opens a sub-menu which allows you to save your scene in different ways. @colour:08@ @sprite:file_0fc@ 3d File This is the normal manner of saving. All surfaces, objects, textures etc. are saved and can be re-loaded and edited at a later date. @colour:08@ @sprite:file_0fb@ Selected This option saves the selected objects only into a @goto:25:library@ file. @end@ @page:25@Libraries @colour:11@ Library Files Using the �save selected� option, located on the �Project� sub-menu in the main program menu, it is possible to build up a library of objects which can be included in other scenes at a later date. @colour:08@ Creating a Library file To create a Library file simply select the objects you wish to save and then save in the normal RISC OS manner using the �save selected� dialog box. @colour:08@ Loading a Library file. To merge a library file with the existing scene, just drag the library file onto the !Ray3d icon on the icon bar, or onto a view window. The objects in the file will then be added to the scene, and a new group created with the objects inside it. The group name will be the same as the library file. @end@ @page:26@Customizing !Ray3d @Colour:11@ Customizing !Ray3d There are two ways of customizing !Ray3d to suit your particular needs and styles. Firstly, certain settings in !Ray3d may be saved so that they become the default, by choosing the @goto:44:Save Config@ option from the icon bar menu. Secondly, !Ray3d loads default 3d file when it is first run. This file may contain anything that makes up a scene, including objects, lights, surfaces, etc. @colour:08@ Saving the default file To save the default file, create all the objects, lights etc. which you require to be loaded when !Ray3d is first run. Now choose the �save default� option from the �project� sub-menu on the main program menu. Whenever !Ray3d is run, it will start up with the scene you just saved already loaded. @colour:08@ Loading in the default file The default file is loaded when !Ray3d is first run, but it is possible to re-load it later. To do this select the �load default� option from the �project� sub-menu on the main program menu. @colour:11@ Advanced users It is possible to alter the amount of objects and surfaces that may be defined, and therefore the amount of memory that !Ray3d uses. To do this, hold down SHIFT and double click on the !Ray3d application to open up the !Ray3d directory. Now load the �!Run� file into a text editor and you will see two lines like those below: @colour:04@ Set max_objects 950 @colour:04@ Set max_surfaces 100 Alter the numbers in these lines to set the number of objects and surfaces that may be used. You will also notice a table giving approximate memory usage for given settings. @end@ @page:27@Raytracing @colour:11@ Raytracing The process which turns your three dimensional scene, into a photo-realistic picture is called raytracing. When calculating how the scene will appear, the same rules are used that physical light follows. In this manner highly realistic pictures are generated. !Ray3d allows the user to create a scene in 3 dimensions by using a graphical editing system, which can be raytraced using any of the raytracing applications included with !Ray3d. For more information on a specific raytracing application, read the relevant Help files (using this application). @end@ @page:29@The Background @colour:11@ The Background. The basis of raytracing is that every ray of light that the observer can see is traced back through the scene, hitting, passing through or reflecting off each object. If the ray of light does not hit any objects then it is given the background colour. eg: A scene consisting of only a sphere will have many rays that do not hit the sphere, and so are coloured black (the default background colour). !Ray3d allows you to alter the background colour to any other colour that you wish. To do this choose the �Background� option from the �World� sub-menu on the main program menu. This will open a window with three slider bars which can be dragged to set the required colour. @colour:11@ Advanced users When using this option you may notice that the background colour is constant throughout the scene, which is not always desirable. To make the sky fade from light to dark blue in the distance, the background colour should be left as black, and a @goto:107:plane@ created where the sky / ceiling should be. @end@ @page:30@Creating Objects @colour:11@ Creating Objects !Ray3d allows you to create many different types of objects, which can then have surfaces and textures applied to them to create a realistic scene. @goto:100: Spheres @ @goto:106: Rectangles @ @goto:101: Cones @ @goto:107: Planes @ @goto:102: Cylinders @ @goto:108: Triangles @ @goto:103: Boxes @ @goto:109: Discs @ @goto:104: Rounded boxes @ @goto:110: Polygons @ @goto:105: Pyramid @ To create a shape, you must first enter the name you wish to give your shape into the icon at the foot of the toolbox. If you do not do this, !Ray3d will choose an appropriate name for you. Clicking on the @goto:15:select@ icon at any time while creating a shape will cancel the operation. @end@ @page:31@Creating lights @Colour:11@ Creating Lights. @sprite:light@ To create a light source, you must first decide what type of light will be cast upon the scene. There are currently two @goto:76:types of light@ available, point and extended. Next, position the cursor at the point where the light source is to be, and click on the �light� icon. Clicking anywhere in the view windows will allow you to set the size of the light. The larger the light is, the more light is cast upon the scene.When the light is of the required size, click the ADJUST button to create it. Beware: Lights that are too large will make everything in the scene appear white and over-exposed. To change the colour of a light, use the @goto:77:Modify@ option from the �Lights� sub-menu on the main program menu. @end@ @page:32@Setting the view @colour:11@ Setting the view In order for a scene to be raytraced, you must have first positioned the observer, and the point at which the observer is looking at. The toolbox provides two icons which allow you to set these points: @colour:08@ The observer @sprite:eye@ When this icon is selected, clicking anywhere in the view windows will set the position of the observer which is indicated by a small red circle. @colour:08@ The observer @sprite:target@ When this icon is selected, clicking anywhere in the view windows will set the position of the point that the observer is looking at, which is indicated by a small red cross. @end@ @page:34@Surfaces @colour:11@ Surfaces @sprite:surface@ Every object in the !Ray3d world needs to have a surface associated with it in order for it to have a colour and other characteristics, such as transparency. !Ray3d comes with quite a few pre-defined surfaces which may be edited if required. New surfaces may also be defined is necessary to make new colours, or materials. To do this use the @goto:80:Surface editor@ which may be brought up by clicking on the �surfaces� icon in the toolbox, or selecting the �Surfaces� option from the world sub- menu on the main program menu. To link a surface to an object you should have already defined both the surface and the object, and then use the @goto:79:link@ window. @end@ @page:35@Textures @colour:11@ Textures On the bottom right hand side of the @goto:79:link window@, are icons which allow you to set the textures that will be applied to specified objects. The textures available are as follows: @colour:08@ None When this icon is selected, no texture will be applied to the object, which will appear the colour specified by the main surface associated with it. @colour:08@ Wood Selecting this icon will cause a wood like texture to be applied to the object. The colour of the texture is set by the colour of the main surface associated with the object. @colour:08@ Marble Selecting this icon will cause a marble like texture to be applied to the object. The colour of the marble is set by the colour of the main surface associated with the object. @colour:08@ Checkered This texture will cause the object to become checkered, with the two surfaces associated with the object controlling the appearance of each square. The size of each square may be set as described below. @colour:08@ Blotch This texture will give a blotchy effect where the two surfaces appear to fade between each other randomly. The % controls how much the main Surface dominates the secondary surface. For example, a value of 100% means a 50/50 mix, anything less means that there is more of the main surface. @colour:08@ Bump Map This applies a random bump map to the object selected. The value it takes controls how large the bumps should be. @colour:08@ Gloss This texture makes a mirrored object glossy. A value of 0% gives perfect mirror like reflections, while 100% gives fuzzy reflections. @colour:11@ Setting the size of the Texture Another icon, marked �Scale� allows you to set the size of the texture. For example, a value of 100% gives a reasonable checker size, but if a larger checker is required, a value of 200% would make the squares twice as big. @end@ @page:37@Fractalise @colour:11@ Fractals Sometimes, it is desirable to create objects which are not uniform, like when we are trying to imitate nature. (mountains, rocks, etc.) !Ray3d allows you to take a triangle, and randomly break it up into a number of smaller triangles each of which �sticks out� from the original. (this option only works on Triangles.) To fractalise a triangle, select it in the normal manner, and then move over the �Fractal� option from the �Select� sub-menu on the main program menu. On the window that appears, you may set the number of triangles that !Ray3d will split each selected triangle into, and the roughness of the resulting shape. The roughness value may range from 0 to 9. @colour:11@ NOTE: this really has to be tried to appreciate it. @end@ @page:38@Clearing the scene @colour:11@ Clearing the Scene There are two methods to start editing a new scene. The first is to use the @goto:60:Clear@ option from the �Project� sub-menu on the main program menu. This will allow you to clear all or part of the scene (such as the lights). @colour:11@ Default scene The second method is to re-load the default file into !Ray3d which can be @goto:26:Customized@ so that each scene starts with certain objects and surfaces. This can be done by selecting the option from the �Project� sub-menu which can be found on the main program menu. For example: you may wish to have a ground and sky already defined when you load !Ray3d. @end@ @page:39@The Icon bar menu @colour:11@ The Icon bar menu If the mouse is over the icon on the icon bar when MENU is clicked on, a menu with these options is displayed @goto:43: Info �@ @goto:44: Save Config @ @goto:45: Fast @ @goto:46: Colours @ @goto:47: Quit @ @end@ @page:40@The main program menu @colour:11@ The main program menu If the mouse is over a view window, or the toolbox when MENU is clicked on, a menu with these options is displayed @goto:48: Project �@ @goto:50: Select �@ @goto:51: Lights �@ @goto:52: World �@ @goto:19: Macro �@ @goto:16: Grid �@ @goto:15: Zoom �@ @goto:56: Tools... @ @end@ @Page:41@The Lights menu @colour:11@ The lights menu Clicking MENU over the @goto:77:Modify lights@ window brings up the lights menu. It contains a list of all the currently defined light sources. Clicking on one selects it so that it can be modified. @end@ @Page:42@The Surfaces menu @colour:11@ The surfaces menu Clicking MENU over the @goto:80:Surfaces...@ window brings up the surfaces menu. It contains a list of all the currently defined surfaces. Clicking on one selects it so that it can be modified. @end@ @page:43@Info @colour:11@ Info This option leads to a sub-menu displaying information about !Ray3d, the version you have, and what your registrations number is. @Colour:11@ A note about Piracy. Copying this software for any reason except for personal backup purposes is illegal. Each version of !Ray3d has a registration number encoded into the program which identifies who the copy belongs to. In this manner it is possible to trace where pirated copies of this program have originated and who it was done by. Anyone found copying this software for illegal purposes will be prosecuted. @end@ @page:44@Save Config @colour:11@ Save Config Choosing this option will cause the current settings of !Ray3d to be saved so that they will be the same next time it is run. All the settings saved are: - The Colour scheme - Current zoom factor - Grid options: Grid visible \ invisible Grid snap on \ off The Grid spacing - Window positions: The toolbox Front, side and plan views @end@ @page:45@Fast @colour:11@ Fast This option is on when a tick is shown next to the menu item. A feature of Acorns memory controller chip makes it possible to access the ROM using a faster technique. However, Acorn say that this is dangerous and can cause the machine to crash. However more people are using this technique to speed up their machines. No one I have ever spoken to has had problems. I myself often turn this option on, and save any work more often. However, if you use turn this option on, it is at your own risk as I appreciate the risks involved. @colour:08@ ** if you are unsure, leave this option turned off ** @end@ @page:46@Colours... @Colour:11@ Colours... Choosing this option will open a window where you may alter the colours used by !Ray3d. Clicking on a colour with SELECT will step through the available colours forwards, while clicking with ADJUST will step backwards. Each of the colour options may be changed in this way. The available colours are those displayed in the !Palette utility. To set the selected colours, click on OK. To save the altered colours for when you run !Ray3d again, choose the @goto:44:Save Config@ option off the icon bar menu. @end@ @page:47@Quit @colour:11@ Quit Selecting this menu option quits !Ray3d. If you have an unsaved scene, !Ray3d will prompt you to either save or discard it. @end@ @page:48@Project @colour:11@ The main program menu @goto:57: About �@ @goto:24: Save �@ @goto:20: Print �@ @goto:60: Clear �@ @goto:26: Default �@ @end@ @page:50@Select @colour:11@ The main program menu @goto:67: Select All @ @goto:67: Clear @ @goto:18: Hide @ @goto:18: Show @ @goto:grouping: Group �@ @goto:72: Delete @ @goto:73: Rotate �@ @goto:74: Scale �@ @goto:37: Fractal �@ @end@ @page:51@Lights @colour:11@ The main program menu @goto:76: Type �@ @goto:77: Modify @ @end@ @page:52@World @colour:11@ The main program menu @goto:29: Background... @ @goto:79: Link... @ @goto:80: Surface... @ @end@ @page:54@Macro Example @colour:11@ Macro Example - A spiral staircase To create a spiral staircase, the following operations are needed. 1) Create the first step 2) Select the step 3) Copy 4) Move the new step up so that it sits ontop of the old step 5) Rotate it by 20 degrees 6) Repeat steps 3 to 5 for as many steps as you want. To do this by hand would be hard work so.... use a macro. @colour:08@ Create the first step Create a box, 2 x 4 grid squares. This is to be the first step on the staircase. Now move the cursor so that it is where the centre of the staircase is to be, and at the same height as the step. Plan view @sprite:m_box@ make sure the step ONLY is selected. @colour:08@ Record the macro Now record the macro (details on last page), and perform the operations that need to be repeated. Namely: - @goto:112:Copy@ the step - @goto:113:Move@ the step up (on the side or front view) so that it sits ontop of the old step - @goto:73:Rotate@ the step 20 degrees clockwise @colour:08@ Finish the macro Choose the �stop� option from the macro sub-menu to finish recording the macro. @colour:08@ Execute the macro 20 times. Drag the macro file onto the !Ray3d icon, and enter �20� into the window that opens up. Click on OK and...... @end@ @page:56@Tools... @colour:11@ Tools... Selecting this option brings up the @goto:22:Toolbox@. @end@ @page:57@About @colour:11@ About Moving across this option on the main program menu brings up a window with information about the current scene. Information available: - Version of !Ray3d the file was last saved on - The number of objects in the scene - The number of surfaces defined - The number of lights in the scene @end@ @page:60@Clear @colour:11@ Clear Moving over this option on the main program menu opens a sub-menu with the following options for clearing a scene. Lights - will clear all the defined lights Surfaces - will clear all the defined surfaces Objects - will clear all the defined objects All - will clear all the lights, surfaces and objects in the scene @end@ @page:65@Preview scene @colour:11@ Preview scene @sprite:3d@ Choosing this option by clicking on the icon in the toolbox will present you with a wireframe perspective view of what the scene will look like when it is raytraced. This option saves a great deal of time because it is no longer necessary to raytrace a scene, only to find you haven�t selected a very good view. @end@ @page:67@Select all @colour:11@ Select All @sprite:select@ Clicking on the select all icon on the toolbox, or choosing the �Select all� option from the �select� sub-menu on the main program menu will cause all the objects in the !Ray3d scene to become selected. @colour:11@ Clear selection @sprite:unselect@ Clicking on the clear selection icon in the toolbox, or choosing the �Clear� option from the select sub-menu will deselect any objects which are currently selected. @end@ @page:72@Delete objects @colour:11@ Deleting Objects @sprite:delete@ To delete the selected objects, click on the delete icon or choose the �delete� option from the �select� sub-menu on the main program menu. As it is very easy to click on the icon in the toolbox by accident, the mouse pointer will change shape. Clicking on the left mouse button or pressing �Y� on the keyboard will perform the delete operation, while anything else will abort the operation. @end@ @page:73@Rotate @colour:11@ Rotate @sprite:rotate@ There are two methods of rotating the selected objects. The first is to use the rotate icon on the toolbox, while the second in to use the menu option �Rotate� on the �select� sub-menu which can be found on the main program menu. @colour:08@ The rotate icon To use the rotate icon, select the objects that you wish to rotate, and then place the cursor (the blue cross) at the point you wish to rotate around. Now follow these steps. 1 - Click on the rotate icon 2 - Click on one of the points in the objects you wish to rotate Press the ADJUST button to set this point 3 - Click where you want the point in (2) to end up. Press ADJUST to set it. While you are setting the points in (2) and (3), you will see a line being drawn from the centre of rotation to the point. @colour:08@ Using the menu to rotate Using the menu is more tricky, but allows you to accurately set the amount of rotation. Before using the menu, you must select the objects you wish to rotate and place the cursor at the point you want to rotate around. Moving over the �Rotate� option will open a window where three angles may be entered for rotation in any of the view windows. These angles can be entered by typing them into the icons, or altered by clicking on the arrows. @end@ @page:74@Scale @colour:11@ Scaling objects. To scale the selected objects by a given amount, type the amount into the �Move� sub-menu which can be found in the �Select� sub- menu in the main program menu. NOTE: objects will be scaled from the cursor, as in the diagram below. @sprite:enlarge@ @end@ @page:76@Light types @colour:11@ Light types Moving across the �Type� option on the �Lights� sub-menu which is located on the main program menu will present you with a choice of light types. The type which is ticked indicates what type of light will be defined when you @goto:31:Create a light@. @colour:08@ Point light sources Point light sources are the default light type used by !Ray3d. They cast very sharp shadows, which can give the scene a distinctly computer drawn look. The advantage of them is that they are the quickest form of lights to raytrace. @colour:08@ Extended light sources. Extended light sources cast a �soft� shadow on the world. This means that shadows fade from dark to light, giving a more realistic effect. NOTE: Using extended light sources will dramatically increase the time taken to raytrace the scene. @end@ @page:77@Modify Lights @colour:11@ Modify Lights This window is brought up by choosing the �Modify� option off the �Lights� sub-menu in the main program menu. The name of the light being edited is shown at the top of the window, and the @goto:76:Light type@ at the foot of the window. Clicking MENU while the mouse pointer is over this window will bring up the @goto:41:Lights menu@, from which a different light source can be chosen for editing. @colour:08@ Coloured lights. Each light source may be coloured if this is desired, by altering the red, green and blue slider bars to give the required colour. @colour:08@ Deleting a light source To delete a light source, select it from the Lights menu, and then click on the icon marked �delete�. @end@ @page:79@Linking @colour:11@ Linking objects, surfaces and textures. Up to now, we have created the objects which are to be included in the scene, and we have created some surfaces, which define the colours and materials such as glass, metal, etc. What we haven�t done however, is to tell !Ray3d which objects should be made up from which surfaces, and everything in the scene starts off with a default colour of white. To associate surfaces and textures with the objects in the scene, select the �Link� option from the �World� sub-menu which can be found on the main program menu. @colour:11@ The link window On the left hand side of the link window are two lists, of which the top one displays the objects in the scene, and the bottom one displays the surfaces available. On the left hand side of the window are icons which allow you to specify which @goto:35:texture@ will be applied to an object. Clicking on an object in the top list will choose it for linking with a surface and texture. Whole groups can be selected by clicking on the �*� next to them. On the top of the right hand side, there are three icons: Object: Shows the currently selected object Surface 1: Shows the main surface associated with the selected object. Surface 2: Shows the secondary surface associated with the selected object. To set the surfaces click on the desired surface names. The first name clicked on will become the main surface, and the second surface will become the secondary surface. Clicking again on a surface de- selects it. The secondary surface associated with an object will specify what the other squares will be made from if a �Checkered� texture is applied. @end@ @page:80@The Surface editor @colour:11@ The surface editor. @sprite:surface@ The editor is brought up by clicking on the �surfaces� icon in the toolbox, or by choosing the �Surfaces� option from the �World� sub-menu on the main program menu. Along the top of the editor window is a writable icon which contains the name of the surface being edited / defined. This may be altered. @colour:08@ Editing a different surface Click MENU with the mouse pointer over the editor, and a menu will appear with containing all the defined surfaces. Choosing one from this menu will allow it to be edited. The two arrow icons between �Define� and �Delete� will also step through the currently defined surfaces. @colour:08@ Creating a new surface To create a new surface, choose the surface it will be most like from the menu, and alter the surface name and any other characte- ristics required. Now click on the �Define� icon @colour:08@ Deleting a surface Choose the surface to be deleted from the menu, and click on the �delete� icon. @colour:08@ Altering a surface�s characteristics. First choose the surface for editing, or create a new one, and then to alter the colour of the object use the red, green and blue sliders The other characteristics which may be altered by clicking on the appropriate up / down arrows are: @goto:114:Reflectivity @ @goto:115:Transparency @ @goto:116:Translucency @ @goto:117:Speed of light @ @goto:118:Specularity @ @end@ @page:86@The Object List @colour:11@ The object list On the left hand side of the toolbox is the object list, on which every object in the scene appears. It consists of objects, grouped objects and hidden objects. @colour:08@ Selecting / deselecting objects To select an object, simply click on it�s name in the object list. Selected objects will appear shaded on the object list, and in the �selected object� colour in the view windows. To deselect an object, simply click again on it�s name in the list. @colour:08@ Grouped objects At the top of the list is are the @goto:grouping:groups of objects@, which are shown in red, with a star at the on the right hand side. Clicking on the star selects all the objects within that group. If the group name is clicked on, the list changes to show all the objects contained within that group. @sprite:parent@ Clicking on the parent icon situated below the list returns you to the main object list. @colour:08@ Hidden objects There may be objects in the scene which have been @goto:18:hidden@. These are shown on the object list in blue, and may still be selected as well as operations being performed on them @end@ @page:87@Transformations @colour:11@ Transformations / Select operations There are a number of operations that can be applied to objects which have been selected in the !Ray3d scene. The proper name for these operations is transformations. @goto:86:Selecting objects @ @goto:67:Select all @ @goto:67:Clear selection @ The transformations which are available are: @goto:grouping:Group / ungroup @ @goto:73:Rotate @ @goto:111:Rename @ @goto:113:Move @ @goto:72:Delete @ @goto:74:Scale @ @goto:112:Copy @ @goto:37:Fractalise @ @end@ @page:100@Spheres @colour:11@ Creating Spheres @sprite:sphere@ Firstly, position the cursor (the blue cross) where the centre of the sphere should be located, and click on the sphere icon in the toolbox. Clicking in the view windows now will allow you to select the radius for your sphere, and when this is satisfactory, click on the ADJUST mouse button. @end@ @page:101@Cones @colour:11@ Cones @sprite:cone@ Position the cursor at the centre of one end of the cone, and then click on the �cone� icon. Now using the view windows, click where the centre of the far end of the cone should be. Use the ADJUST button to set this point. Clicking in the view windows will now indicate how wide the first end of the cone should be, and when this is correct click on ADJUST. Do the same thing to set the size of the other end of the cone, clicking on ADJUST when this is done. @end@ @page:102@Cylinders @colour:11@ Cylinders @sprite:cylinder@ Position the cursor at the centre of one end of the cylinder, and then click on the �cylinder� icon. Now using the view windows, click where the centre of the far end of the cylinder should be. Use the ADJUST button to set this point. Clicking in the view windows will now indicate how wide the cylinder should be, and when this is correct click on ADJUST. @end@ @page:103@Boxes @colour:11@ Boxes @sprite:box@ Position the cursor at the centre of where the box should be located, and then click on the �Box� icon. Clicking in the view windows will now set the size of the box, and when this is correct click on the ADJUST button. NOTE: To make boxes which are tilted, or stand on one end, etc. You should create a box, and then rotate it. @end@ @page:104@Rounded boxes @colour:11@ Rounded boxes @sprite:rbox@ !Ray3d allows you to define boxes which have slightly rounded edges, so that it is possible to do such things as cushions. To create a rounded box, perform the same operation as for @goto:103:Boxes@, but click on the �Rounded box� icon instead. NOTE: Rounded boxes appear on the view windows as normal boxes, the only difference appears when the scene is raytraced. @end@ @page:105@Pyramids @colour:11@ Pyramids @sprite:pyramid@ To create a pyramid, first position the cursor where a corner of the base is to be located, and then click on the �Pyramid� icon. Now, clicking in the view windows will allow you to set the opposite corner of the pyramid base. Click on ADJUST when this is correctly positioned. Clicking in the view windows again will set the point of the pyramid. Click on ADJUST when this is done. @end@ @page:106@Rectangles @colour:11@ Rectangles @sprite:rect@ Position the cursor at one corner of the rectangle, and then click on the �Rectangle� icon. Clicking anywhere in the view windows will position the opposite corner of the rectangle, and when this is done click on ADJUST. As rectangles are 2 dimensional objects, they may only be defined in one of the view windows at a time. @end@ @page:107@Planes @colour:11@ Planes @sprite:plane@ Planes are a special sort of rectangle which is infinitely large. That is, that it will go on forever. This is useful for creating such things as walls, floors and ceilings. To create a plane, do it in the same manner as for @goto:106:Rectangles@, only click on the �Plane� icon instead. Planes can be easily distinguished on the view windows as they are drawn with a dotted line. @end@ @page:108@Triangles @colour:11@ Triangles @sprite:triangle@ To create a triangle, position the cursor at one point on the triangle, and then click on the �Triangle� icon. Clicking in the view windows will position the second point in the triangle, and pressing the ADJUST button will set this point. Clicking again in the view window will position the third point in the triangle. Click on ADJUST when this is correct. @end@ @page:109@Discs @colour:11@ Discs @sprite:disc@ Discs are 2 dimensional objects, and as such can only be defined in one view window at a time. Firstly, position the cursor where the centre of the disc is to be, and click on the �Disc� icon. Clicking in a view window will now select the radius of the disc, and clicking on ADJUST will create the object. @end@ @page:110@Polygons @colour:11@ Polygons @sprite:poly@ A polygon is a 2 dimensional shape that may have any number of sides. To create a polygon follow these steps: 1: Position the cursor at one point of the shape. 2: Click on the �polygon� icon 3: Click in the view windows to position the next point 4: Click on the ADJUST button to set this point when it is correctly positioned. 5: Repeat steps (3) and (4) until all the points on the polygon have been defined. 6: Click ADJUST twice to create the object. @end@ @page:111@Rename @colour:11@ Rename @sprite:rename@ It is possible in !Ray3d to rename any selected objects after you have already created them. This also applies when you select multiple objects, because each will be renamed to the new name specified, with an additional number at the end. To rename objects once they have been created, type in the new name into the writable icon at the foot of the toolbox, and then click on the rename icon. @colour:08@ Example of a multiple rename. You wish to rename the objects �key�, �box�, and �button� to the new name of �Keyboard�. - Enter the name �Keyboard� into the writable icon on the toolbox. - Select the objects �key�, �box� and �button�. - Click on the rename icon. The objects will have been renamed to: �Keyboard #1�, �Keyboard #2� and �Keyboard #3� @end@ @page:112@Copy objects @colour:11@ Copying Objects @sprite:copy@ To copy the selected objects, click on the copy icon in the toolbox. When objects are copied, they are automatically selected, and everything else deselected. This is so that you may transform the copied objects as a group. This is useful if you have just copied all the objects making up a chair for instance, and wish to rotate the new chair around a table. NOTE: copied objects are placed in exactly the same place as the originals, so they won�t be noticeable in the view windows. @end@ @page:113@Moving Objects @colour:11@ Moving Objects @sprite:move@ To move the currently selected objects, first move the cursor onto the point you wish to move from. Now click on the move icon, and click in the view windows to indicate where you wish to move the point to. While you are doing this you will see a line being drawn from the first point to this new point. When you have chosen where to move the point to, click on ADJUST to move the objects. NOTE: clicking on the select icon at any time, will cancel the move operation. @end@ @page:114@Reflectivity @colour:11@ Reflectivity This option determines how reflective a surface is. 100% = a perfect mirror which reflects everything. 50% = some reflections can be seen in the object eg: a snooker ball 0% = a matt surface, which reflects nothing. NOTE: It is possible to create coloured mirrors, by altering the colour of the surface. To create a perfect mirror, each red, green and blue component of the surface should be set to an equal amount such as 2% @end@ @page:115@Transparency @colour:11@ Transparency This option determines how Transparent a surface is. 100% = Light will pass completely through the object 50% = The object appears coloured, and other objects can be seen dimly through it. 0% = Nothing can be seen through the object NOTE: It is possible to make coloured transparent objects by altering the colour of the surface. @end@ @page:116@Translucency @colour:11@ Translucency Translucency is similar to transparency but has a slightly different effect. It describes how �murky� or �cloudy� an object appears 100% = Very cloudy 50% = The object appears slightly cloudy. Eg: If the object was also a transparent sphere, it would resemble a crystal ball. 0% = No effect at all NOTE: It is possible to make coloured transparent objects by altering the colour of the surface. @end@ @page:117@Speed of Light @colour:11@ Speed of light. When light passes through a transparent object, it can be �bent�, which is due to the speed of light altering slightly. For example: If you stick your finger into some water, it appears to bend where your finger enters the water. @sprite:refract@ !Ray3d allows you to alter the amount by which the light bends, so that you may create surfaces such as water, glass, crystal, etc. 100% = the light does not bend at all. 58% = the light bends as much as it does for GLASS. 50% = the light bends as much as it does for WATER. 40% the light bends as much as it does for DIAMOND. @end@ @page:118@Specularity @colour:11@ Specularity This value controls how large the highlights on an object will appear when a light shines on them. Eg: The spot of light on a sphere. Larger values of specularity result in smaller highlights, but you should find the pre-set value of 25% suitable for most things. @end@ @page:120@Keyboard Shortcuts. @colour:11@ Keyboard Shortcuts. Key | Normal | Shift | Ctrl ���-+���������+��������-+��������� F1 | | | F2 | | | F3 | Save | Save selected | F4 | | | F5 | Rotate again | | F6 | | | F7 | | | F8 | | | F9 | | | F10 | | | F11 | | | F12 | | | @end@ @page:info_help@!Help @colour:11@ !Help This is the application you are using to read this help file, which provides a hyper-text type interface. For more help on this application, press MENU and move across the menu item �Help On�. Now choose the relevant menu item from the list. @end@ @page:info_mtv@!MTV-Spr @colour:11@ !MTV-Spr This application will take an image file produced using the !RayShade application and convert it to a sprite file. For more help on this application, press MENU and move across the menu item �Help On�. Now choose the relevant menu item from the list. @end@ @page:info_ray3d@!Ray3d @colour:11@ !Ray3d This application allows the user to create a scene graphically, which can them be raytraced. You are currently reading the help file for this application. @end@ @page:info_rayshade@!RayShade @colour:11@ !RayShade !RayShade will take a scene file produced on !Ray3d and raytrace it using the public domain raytracer �RayShade�. For more help on this application, press MENU and move across the menu item �Help On�. Now choose the relevant menu item from the list. @end@ @page:info_library@Library @colour:11@ Library This directory contains several library files for objects which you may want to include in your scenes. @end@ @page:info_rayfiles@RayFiles @colour:11@ RayFiles This directory contains several example scene files for raytracing. @end@ @page:tutorial@Tutorial @Colour:11@Tutorial This tutorial takes you through the steps of creating a scene ready for raytracing. The scene can then be loaded into !RayShade which will produce the finished raytraced picture. If you are a complete beginner to raytracing I suggest you read the @goto:2:introduction@. The scene we are going to raytrace is not going to be anything spetacular - just a sphere suspended in mid air. This should however get you used to using !Ray3d and lead you on to experimenting. Full help on all the features of !Rayd3 is available on the on-line !Help application. @colour:11@Loading !Ray3d To load !Ray3d, simply double click on it's icon in the directory viewer, and it will install on the icon bar. More information is available about @goto:9:installing@ !Ray3d on a floppy or hard disc system. @colour:11@The views Clicking on the !Ray3d icon on the icon bar will bring up three view windows and the toolbox. The view windows show a wireframe view onto the scene you are designing from @goto:14:three different positions@. This gives you a plan, side and front view of your scene. The @goto:22:toolbox@ consists of a list of objects that are present inthe scene to the left of the window, and various tool icons on the right. The currently selected tool is shown with a shaded background. Itshould be the select icon at the moment. @sprite:point@ @colour:11@Creating a sphere Clicking anywhere within the view windows will position the cursor which is used to determine where the centre of the sphere will be. By clicking in the windows, move the cursor to any position you wish, and then click on the sphere icon in the toolbox. @sprite:sphere@ The sphere tool should now be shaded to indicate that it is the tool currently being used, and clicking in the view windows will alter the size of the sphere. When the size of the sphere is satisfactory, click the left mouse button while the mouse pointer is over a !Ray3d window. The sphere will then become part of the current scene, and it's name appear in the list on the left hand side of the toolbox. If at any time you wish to abandon creating a sphere, click on the select icon. @sprite:point@ @colour:11@Setting up a target and observer To set up the target (what the observer will look at), click on the target icon in the toolbox . Now click anywhere @sprite:target@ in the view windows and a red cross will appear to indicate the position of the target. By clicking in the centre of the sphere in two windows, position the target at the centre of the sphere. To set the position of the observer (where to look from), click on the observer icon in the toolbox. Now clicking @sprite:eye@ anywhere in the view windows will set the observer's position (a red circle). When both the target and observer are set correctly, choose the select tool from the toolbox so that clicking will move the cursor. @colour:11@Colouring the spheres In the bottom right corner of the toolbox, there should be an iconthat resembles a paint pot. Click on this and a new @sprite:paint@ window shouldappear. (alternatively choose 'World � Link' from the menu.) Within this window is two lists - one shows all the surfaces defined, while the other shows all the objects within a scene. Also, on the right of the window can be seen the current object, it's associated surfaces and tecture information. Choose the sphere you have created (by clicking on it's name in the list) and then chhose a surface to apply to it (by clicking on a surface in the list). The chosen surface should become highlighted. If you wish to change the surface of an object again - click on the current surface to deselect it, and then click on the desired new surface. When you have finished close the window. @colour:11@Saving the scene To save the current scene to disc, select the save option in the normal way from the 'Project' sub-menu of the main menu. This scene file can now be loaded into the !RayShade application for raytracing - see the appropriate file for information on how to do this. @end@ @page:ih@Interactive help @colour:11@ Interactive help If you have both !Help+ and !Ray3d loaded at the same time, then the interactive help function will be present. This means that you can receive help on a specific area. To do this, make sure the caret is in the window that you wish to know more about and then press F1. Simple as that!! If the toolbox has the caret, then help will be made available which relates to the tool currently selected. @end@
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|. @goto| 000001f0 3a 32 3a 20 20 49 6e 74 72 6f 64 75 63 74 69 6f |:2: Introductio| 00000200 6e 20 20 20 20 20 20 20 20 20 20 20 40 0a 20 20 |n @. | 00000210 20 20 20 20 20 20 20 20 40 67 6f 74 6f 3a 69 68 | @goto:ih| 00000220 3a 20 20 49 6e 74 65 72 61 63 74 69 76 65 20 48 |: Interactive H| 00000230 65 6c 70 20 20 20 20 20 20 20 40 0a 20 20 20 20 |elp @. | 00000240 20 20 20 20 20 20 40 67 6f 74 6f 3a 33 3a 20 20 | @goto:3: | 00000250 55 73 69 6e 67 20 21 52 61 79 33 64 20 20 20 20 |Using !Ray3d | 00000260 20 20 20 20 20 20 20 40 0a 20 20 20 20 20 20 20 | @. | 00000270 20 20 20 40 67 6f 74 6f 3a 74 75 74 6f 72 69 61 | @goto:tutoria| 00000280 6c 3a 20 20 54 75 74 6f 72 69 61 6c 20 20 20 20 |l: Tutorial | 00000290 20 20 20 20 20 20 20 20 20 20 20 40 0a 20 20 20 | @. | 000002a0 20 20 20 20 20 20 20 40 67 6f 74 6f 3a 32 31 3a | @goto:21:| 000002b0 20 20 54 68 65 20 4d 65 6e 75 73 20 20 20 20 20 | The Menus | 000002c0 20 20 20 20 20 20 20 20 20 40 20 0a 20 20 20 20 | @ . | 000002d0 20 20 20 20 20 20 40 67 6f 74 6f 3a 32 32 3a 20 | @goto:22: | 000002e0 20 54 68 65 20 54 6f 6f 6c 62 6f 78 20 20 20 20 | The Toolbox | 000002f0 20 20 20 20 20 20 20 20 40 20 0a 20 20 20 20 20 | @ . | 00000300 20 20 20 20 20 40 67 6f 74 6f 3a 31 32 30 3a 20 | @goto:120: | 00000310 20 4b 65 79 62 6f 61 72 64 20 73 68 6f 72 74 63 | Keyboard shortc| 00000320 75 74 73 20 20 20 20 20 40 0a 20 20 20 20 20 20 |uts @. | 00000330 20 20 20 20 40 67 6f 74 6f 3a 34 3a 20 20 43 6f | @goto:4: Co| 00000340 70 79 72 69 67 68 74 20 20 20 20 20 20 20 20 20 |pyright | 00000350 20 20 20 20 20 40 0a 20 20 20 20 20 20 20 20 20 | @. | 00000360 20 40 67 6f 74 6f 3a 35 3a 20 20 42 75 67 73 2c | @goto:5: Bugs,| 00000370 20 65 74 63 2e 20 20 20 20 20 20 20 20 20 20 20 | etc. | 00000380 20 20 40 0a 20 20 20 20 20 20 20 20 20 20 40 67 | @. @g| 00000390 6f 74 6f 3a 36 3a 20 20 43 72 65 64 69 74 73 20 |oto:6: Credits | 000003a0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 40 | @| 000003b0 0a 0a 40 65 6e 64 40 0a 40 70 61 67 65 3a 32 40 |..@end@.@page:2@| 000003c0 49 6e 74 72 6f 64 75 63 74 69 6f 6e 20 4d 65 6e |Introduction Men| 000003d0 75 0a 0a 0a 20 20 20 20 20 20 20 20 20 20 20 20 |u... | 000003e0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 0a | .| 000003f0 0a 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |. | 00000400 20 20 20 20 20 20 20 20 20 20 20 20 0a 20 20 20 | . | 00000410 20 40 53 70 72 69 74 65 3a 57 79 76 65 72 6e 40 | @Sprite:Wyvern@| 00000420 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000430 0a 20 20 20 20 20 20 5f 5f 5f 5f 5f 5f 5f 5f 5f |. _________| 00000440 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f |________________| * 00000460 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 5f 0a 0a |______________..| 00000470 20 20 20 20 20 20 20 20 20 20 20 20 40 67 6f 74 | @got| 00000480 6f 3a 37 3a 20 20 49 6e 74 72 6f 64 75 63 74 69 |o:7: Introducti| 00000490 6f 6e 20 20 20 20 20 20 20 20 20 40 0a 20 20 20 |on @. | 000004a0 20 20 20 20 20 20 20 20 20 40 67 6f 74 6f 3a 38 | @goto:8| 000004b0 3a 20 20 46 65 61 74 75 72 65 73 20 20 20 20 20 |: Features | 000004c0 20 20 20 20 20 20 20 20 40 0a 20 20 20 20 20 20 | @. | 000004d0 20 20 20 20 20 20 40 67 6f 74 6f 3a 39 3a 20 20 | @goto:9: | 000004e0 49 6e 73 74 61 6c 6c 61 74 69 6f 6e 20 20 20 20 |Installation | 000004f0 20 20 20 20 20 40 0a 20 20 20 20 20 20 20 20 20 | @. | 00000500 20 20 20 40 67 6f 74 6f 3a 31 30 3a 20 20 4c 6f | @goto:10: Lo| 00000510 61 64 69 6e 67 20 61 6e 64 20 52 75 6e 6e 69 6e |ading and Runnin| 00000520 67 20 20 40 0a 20 20 20 20 20 20 20 20 20 20 20 |g @. | 00000530 20 40 67 6f 74 6f 3a 31 31 3a 20 20 57 68 61 74 | @goto:11: What| 00000540 20 69 73 20 52 61 79 74 72 61 63 69 6e 67 3f 20 | is Raytracing? | 00000550 20 40 0a 20 20 20 20 20 20 20 20 20 20 20 20 40 | @. @| 00000560 67 6f 74 6f 3a 31 32 3a 20 20 54 68 65 20 21 52 |goto:12: The !R| 00000570 61 79 33 64 20 77 6f 72 6c 64 20 20 20 20 20 40 |ay3d world @| 00000580 0a 20 20 20 20 20 20 20 20 20 20 20 20 40 67 6f |. @go| 00000590 74 6f 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20 20 20 40 |_____.. @| 000006a0 67 6f 74 6f 3a 31 35 3a 20 20 4d 6f 76 69 6e 67 |goto:15: Moving| 000006b0 20 61 72 6f 75 6e 64 20 20 20 20 20 20 20 40 20 | around @ | 000006c0 20 20 40 67 6f 74 6f 3a 38 37 3a 20 20 53 65 6c | @goto:87: Sel| 000006d0 65 63 74 20 4f 70 65 72 61 74 69 6f 6e 73 20 20 |ect Operations | 000006e0 20 40 0a 20 20 20 20 20 20 20 20 40 67 6f 74 6f | @. @goto| 000006f0 3a 31 36 3a 20 20 54 68 65 20 67 72 69 64 20 20 |:16: The grid | 00000700 20 20 20 20 20 20 20 20 20 20 40 20 20 20 40 67 | @ @g| 00000710 6f 74 6f 3a 67 72 6f 75 70 69 6e 67 3a 20 20 47 |oto:grouping: G| 00000720 72 6f 75 70 69 6e 67 20 20 20 20 20 20 20 20 20 |rouping | 00000730 20 20 20 40 0a 20 20 20 20 20 20 20 20 40 67 6f | @. @go| 00000740 74 6f 3a 32 33 3a 20 20 43 72 65 61 74 69 6e 67 |to:23: Creating| 00000750 20 61 20 73 63 65 6e 65 20 20 20 20 40 20 20 20 | a scene @ | 00000760 40 67 6f 74 6f 3a 31 38 3a 20 20 48 69 64 69 6e |@goto:18: Hidin| 00000770 67 20 6f 62 6a 65 63 74 73 20 20 20 20 20 20 40 |g objects @| 00000780 20 20 20 20 20 0a 20 20 20 20 20 20 20 20 40 67 | . @g| 00000790 6f 74 6f 3a 33 30 3a 20 20 43 72 65 61 74 69 6e |oto:30: Creatin| 000007a0 67 20 4f 62 6a 65 63 74 73 20 20 20 20 40 20 20 |g Objects @ | 000007b0 20 40 67 6f 74 6f 3a 31 39 3a 20 20 4d 61 63 72 | @goto:19: Macr| 000007c0 6f 73 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |os | 000007d0 40 0a 20 20 20 20 20 20 20 20 40 67 6f 74 6f 3a |@. @goto:| 000007e0 33 31 3a 20 20 43 72 65 61 74 69 6e 67 20 4c 69 |31: Creating Li| 000007f0 67 68 74 73 20 20 20 20 20 40 20 20 20 40 67 6f |ghts @ @go| 00000800 74 6f 3a 32 30 3a 20 20 50 72 69 6e 74 69 6e 67 |to:20: Printing| 00000810 20 20 20 20 20 20 20 20 20 20 20 20 40 0a 20 20 | @. | 00000820 20 20 20 20 20 20 40 67 6f 74 6f 3a 32 34 3a 20 | @goto:24: | 00000830 20 53 61 76 69 6e 67 20 61 20 73 63 65 6e 65 20 | Saving a scene | 00000840 20 20 20 20 20 40 20 20 20 40 67 6f 74 6f 3a 32 | @ @goto:2| 00000850 36 3a 20 20 43 75 73 74 6f 6d 69 7a 69 6e 67 20 |6: Customizing | 00000860 21 52 61 79 33 64 20 20 40 0a 20 20 20 20 20 20 |!Ray3d @. | 00000870 20 20 40 67 6f 74 6f 3a 32 35 3a 20 20 4c 69 62 | @goto:25: Lib| 00000880 72 61 72 69 65 73 20 20 20 20 20 20 20 20 20 20 |raries | 00000890 20 40 20 20 20 40 67 6f 74 6f 3a 32 37 3a 20 20 | @ @goto:27: | 000008a0 52 61 79 74 72 61 63 69 6e 67 20 20 20 20 20 20 |Raytracing | 000008b0 20 20 20 20 40 20 20 20 20 20 0a 0a 40 65 6e 64 | @ ..@end| 000008c0 40 0a 40 50 61 67 65 3a 34 40 43 6f 70 79 72 69 |@.@Page:4@Copyri| 000008d0 67 68 74 0a 0a 40 63 6f 6c 6f 75 72 3a 31 31 40 |ght..@colour:11@| 000008e0 20 20 20 43 6f 70 79 72 69 67 68 74 20 28 43 29 | Copyright (C)| 000008f0 20 31 39 39 32 2c 39 33 2c 39 34 20 20 41 72 63 | 1992,93,94 Arc| 00000900 68 69 6d 65 64 65 73 20 57 6f 72 6c 64 0a 0a 20 |himedes World.. | 00000910 20 20 52 61 79 33 64 20 69 73 20 4e 4f 54 20 70 | Ray3d is NOT p| 00000920 75 62 6c 69 63 20 64 6f 6d 61 69 6e 2c 20 61 6e |ublic domain, an| 00000930 64 20 61 73 20 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While ev| 000009d0 65 72 79 20 65 66 66 6f 72 74 20 68 61 73 20 62 |ery effort has b| 000009e0 65 65 6e 20 6d 61 64 65 0a 20 20 20 74 6f 20 65 |een made. to e| 000009f0 6e 73 75 72 65 20 74 68 65 20 61 63 63 75 72 61 |nsure the accura| 00000a00 63 79 20 6f 66 20 74 68 65 20 6d 61 6e 75 61 6c |cy of the manual| 00000a10 2c 20 52 61 79 33 64 20 69 73 20 62 65 69 6e 67 |, Ray3d is being| 00000a20 20 63 6f 6e 74 69 6e 75 61 6c 6c 79 0a 20 20 20 | continually. | 00000a30 64 65 76 65 6c 6f 70 65 64 20 61 6e 64 20 6d 69 |developed and mi| 00000a40 73 74 61 6b 65 73 20 6d 61 79 20 68 61 76 65 20 |stakes may have | 00000a50 62 65 65 6e 20 6d 61 64 65 2e 0a 20 20 20 20 20 |been made.. | 00000a60 20 0a 20 20 20 54 68 69 73 20 73 6f 66 74 77 61 | . This softwa| 00000a70 72 65 20 69 73 20 73 75 70 70 6c 69 65 64 20 94 |re is supplied .| 00000a80 61 73 20 69 73 95 3b 20 6e 6f 20 77 61 72 72 61 |as is.; no warra| 00000a90 6e 74 79 2c 20 65 78 70 72 65 73 73 20 6f 72 20 |nty, express or | 00000aa0 69 6d 70 6c 69 65 64 2c 0a 20 20 20 6f 66 20 74 |implied,. of t| 00000ab0 68 65 20 6d 65 72 63 68 61 6e 74 61 62 69 6c 69 |he merchantabili| 00000ac0 74 79 20 6f 66 20 74 68 69 73 20 73 6f 66 74 77 |ty of this softw| 00000ad0 61 72 65 20 6f 72 20 69 74 73 20 66 69 74 6e 65 |are or its fitne| 00000ae0 73 73 20 66 6f 72 20 61 6e 79 0a 20 20 20 70 61 |ss for any. pa| 00000af0 72 74 69 63 75 6c 61 72 20 70 75 72 70 6f 73 65 |rticular purpose| 00000b00 20 69 73 20 67 69 76 65 6e 2e 20 49 6e 20 6e 6f | is given. In no| 00000b10 20 63 69 72 63 75 6d 73 74 61 6e 63 65 73 20 73 | circumstances s| 00000b20 68 61 6c 6c 20 74 68 65 20 61 75 74 68 6f 72 20 |hall the author | 00000b30 62 65 0a 20 20 20 6c 69 61 62 6c 65 20 66 6f 72 |be. liable for| 00000b40 20 61 6e 79 20 64 61 6d 61 67 65 2c 20 6c 6f 73 | any damage, los| 00000b50 73 20 6f 66 20 70 72 6f 66 69 74 73 2c 20 6f 72 |s of profits, or| 00000b60 20 61 6e 79 20 69 6e 64 69 72 65 63 74 20 6f 72 | any indirect or| 00000b70 0a 20 20 20 63 6f 6e 73 65 71 75 65 6e 74 69 61 |. consequentia| 00000b80 6c 20 6c 6f 73 73 20 61 72 69 73 69 6e 67 20 6f |l loss arising o| 00000b90 75 74 20 6f 66 20 74 68 65 20 75 73 65 20 6f 66 |ut of the use of| 00000ba0 20 74 68 69 73 20 73 6f 66 74 77 61 72 65 20 6f | this software o| 00000bb0 72 0a 20 20 20 69 6e 61 62 69 6c 69 74 79 20 74 |r. inability t| 00000bc0 6f 20 75 73 65 20 74 68 69 73 20 73 6f 66 74 77 |o use this softw| 00000bd0 61 72 65 2e 0a 20 20 20 0a 40 65 6e 64 40 0a 40 |are.. .@end@.@| 00000be0 50 61 67 65 3a 35 40 42 75 67 73 2c 20 46 65 61 |Page:5@Bugs, Fea| 00000bf0 74 75 72 65 73 20 61 6e 64 20 43 61 75 74 69 6f |tures and Cautio| 00000c00 6e 73 0a 20 20 20 0a 40 63 6f 6c 6f 75 72 3a 31 |ns. .@colour:1| 00000c10 31 40 20 20 20 42 75 67 73 2c 20 46 65 61 74 75 |1@ Bugs, Featu| 00000c20 72 65 73 20 61 6e 64 20 43 61 75 74 69 6f 6e 73 |res and Cautions| 00000c30 0a 20 20 20 0a 20 20 20 55 6e 66 6f 72 65 73 65 |. . Unforese| 00000c40 65 6e 20 65 72 72 6f 72 73 20 61 72 65 20 73 6f |en errors are so| 00000c50 6d 65 74 69 6d 65 73 20 72 65 70 6f 72 74 65 64 |metimes reported| 00000c60 20 61 73 20 94 49 6e 74 65 72 6e 61 6c 20 65 72 | as .Internal er| 00000c70 72 6f 72 95 20 61 6e 64 0a 20 20 20 61 20 6d 65 |ror. and. a me| 00000c80 73 73 61 67 65 2e 20 49 66 20 79 6f 75 20 67 65 |ssage. If you ge| 00000c90 74 20 6f 6e 65 20 6f 66 20 74 68 65 73 65 2c 20 |t one of these, | 00000ca0 6c 65 74 20 6d 65 20 6b 6e 6f 77 20 77 68 61 74 |let me know what| 00000cb0 20 68 61 70 70 65 6e 65 64 20 77 69 74 68 0a 20 | happened with. | 00000cc0 20 20 61 73 20 6d 75 63 68 20 69 6e 66 6f 72 6d | as much inform| 00000cd0 61 74 69 6f 6e 20 61 73 20 70 6f 73 73 69 62 6c |ation as possibl| 00000ce0 65 2c 20 6e 61 6d 65 6c 79 3a 0a 20 20 20 0a 20 |e, namely:. . | 00000cf0 20 20 20 20 20 4d 61 63 68 69 6e 65 20 74 79 70 | Machine typ| 00000d00 65 2c 20 4f 53 20 76 65 72 73 69 6f 6e 20 61 6e |e, OS version an| 00000d10 64 20 6d 65 6d 6f 72 79 20 61 76 61 69 6c 61 62 |d memory availab| 00000d20 6c 65 0a 20 20 20 20 20 20 56 65 72 73 69 6f 6e |le. Version| 00000d30 20 6f 66 20 21 52 61 79 33 64 0a 20 20 20 20 20 | of !Ray3d. | 00000d40 20 57 68 61 74 20 77 61 73 20 62 65 69 6e 67 20 | What was being | 00000d50 64 6f 6e 65 20 61 74 20 74 68 65 20 74 69 6d 65 |done at the time| 00000d60 0a 20 20 20 20 20 20 45 72 72 6f 72 20 6d 65 73 |. Error mes| 00000d70 73 61 67 65 20 6f 72 20 6f 74 68 65 72 20 73 79 |sage or other sy| 00000d80 6d 70 74 6f 6d 73 0a 20 20 20 20 20 20 49 73 20 |mptoms. Is | 00000d90 74 68 65 20 70 72 6f 62 6c 65 6d 20 72 65 70 65 |the problem repe| 00000da0 61 74 61 62 6c 65 3f 0a 20 20 20 20 20 20 49 73 |atable?. Is| 00000db0 20 74 68 65 20 70 72 6f 62 6c 65 6d 20 63 6f 6e | the problem con| 00000dc0 66 69 6e 65 64 20 74 6f 20 6a 75 73 74 20 6f 6e |fined to just on| 00000dd0 65 20 73 63 65 6e 65 3f 0a 0a 40 63 6f 6c 6f 75 |e scene?..@colou| 00000de0 72 3a 31 31 40 20 20 20 4b 6e 6f 77 6e 20 42 75 |r:11@ Known Bu| 00000df0 67 73 0a 20 20 20 0a 20 20 20 53 6f 6d 65 74 69 |gs. . Someti| 00000e00 6d 65 73 20 77 68 65 6e 20 6c 6f 61 64 69 6e 67 |mes when loading| 00000e10 2c 20 69 66 20 74 6f 6f 20 6d 61 6e 79 20 61 70 |, if too many ap| 00000e20 70 6c 69 63 61 74 69 6f 6e 73 20 61 72 65 20 72 |plications are r| 00000e30 75 6e 6e 69 6e 67 20 61 74 20 74 68 65 0a 20 20 |unning at the. | 00000e40 20 73 61 6d 65 20 74 69 6d 65 20 74 68 65 20 77 | same time the w| 00000e50 69 6d 70 20 72 65 70 6f 72 74 73 20 61 6e 20 65 |imp reports an e| 00000e60 72 72 6f 72 20 94 54 6f 6f 20 6d 61 6e 79 20 77 |rror .Too many w| 00000e70 69 6e 64 6f 77 73 95 2e 20 54 68 69 73 20 6f 6e |indows.. This on| 00000e80 6c 79 0a 20 20 20 6f 63 63 75 72 73 20 6f 6e 20 |ly. occurs on | 00000e90 52 49 53 43 20 4f 53 20 32 2e 0a 20 20 20 0a 40 |RISC OS 2.. .@| 00000ea0 65 6e 64 40 0a 40 50 61 67 65 3a 36 40 43 72 65 |end@.@Page:6@Cre| 00000eb0 64 69 74 73 0a 0a 40 63 6f 6c 6f 75 72 3a 31 31 |dits..@colour:11| 00000ec0 40 20 20 20 43 72 65 64 69 74 73 0a 0a 20 20 20 |@ Credits.. | 00000ed0 21 52 61 79 33 64 20 77 61 73 20 66 75 6c 6c 79 |!Ray3d was fully| 00000ee0 20 64 65 73 69 67 6e 65 64 20 61 6e 64 20 63 6f | designed and co| 00000ef0 64 65 64 20 66 6f 72 20 41 72 63 68 69 6d 65 64 |ded for Archimed| 00000f00 65 73 20 57 6f 72 6c 64 20 62 79 3a 0a 0a 20 20 |es World by:.. | 00000f10 20 20 20 20 20 52 6f 62 65 72 74 20 54 61 79 6c | Robert Tayl| 00000f20 6f 72 0a 20 20 20 20 20 20 20 35 20 4d 61 79 66 |or. 5 Mayf| 00000f30 69 65 6c 64 20 47 72 6f 76 65 0a 20 20 20 20 20 |ield Grove. | 00000f40 20 20 53 6b 65 67 6e 65 73 73 0a 20 20 20 20 20 | Skegness. | 00000f50 20 20 4c 69 6e 63 6f 6c 6e 73 68 69 72 65 0a 20 | Lincolnshire. | 00000f60 20 20 20 20 20 20 50 45 32 35 20 33 52 59 0a 0a | PE25 3RY..| 00000f70 20 20 20 53 70 65 63 69 61 6c 20 74 68 61 6e 6b | Special thank| 00000f80 73 20 74 6f 20 52 6f 62 65 72 74 20 47 61 72 66 |s to Robert Garf| 00000f90 6f 6f 74 2c 20 66 6f 72 20 63 6f 6e 74 69 6e 75 |oot, for continu| 00000fa0 61 6c 6c 79 20 74 65 73 74 69 6e 67 2c 20 66 69 |ally testing, fi| 00000fb0 6e 64 69 6e 67 0a 20 20 20 62 75 67 73 2c 20 61 |nding. bugs, a| 00000fc0 6e 64 20 67 65 6e 65 72 61 6c 6c 79 20 6d 6f 61 |nd generally moa| 00000fd0 6e 69 6e 67 20 74 6f 20 73 75 63 68 20 61 6e 20 |ning to such an | 00000fe0 65 78 74 65 6e 74 20 74 68 61 74 20 49 20 65 6e |extent that I en| 00000ff0 64 65 64 20 75 70 0a 20 20 20 69 6e 63 6c 75 64 |ded up. includ| 00001000 69 6e 67 20 65 78 74 72 61 20 66 65 61 74 75 72 |ing extra featur| 00001010 65 73 20 6f 72 20 66 69 78 69 6e 67 20 73 6f 6d |es or fixing som| 00001020 65 20 64 69 66 66 69 63 75 6c 74 20 62 75 74 20 |e difficult but | 00001030 6d 69 6e 6f 72 20 62 75 67 73 0a 20 20 20 6a 75 |minor bugs. ju| 00001040 73 74 20 74 6f 20 73 68 75 74 20 68 69 6d 20 75 |st to shut him u| 00001050 70 2e 0a 20 20 20 0a 20 20 20 49 20 68 6f 70 65 |p.. . I hope| 00001060 20 79 6f 75 20 6c 69 6b 65 20 75 73 69 6e 67 20 | you like using | 00001070 61 6e 64 20 61 72 65 20 73 61 74 69 73 66 69 65 |and are satisfie| 00001080 64 20 77 69 74 68 20 52 61 79 33 64 2e 20 49 66 |d with Ray3d. If| 00001090 20 73 6f 2c 20 74 65 6c 6c 20 79 6f 75 72 0a 20 | so, tell your. | 000010a0 20 20 66 72 69 65 6e 64 73 2e 20 49 66 20 6e 6f | friends. 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While a mac| 00004100 72 6f 20 69 73 20 62 65 69 6e 67 20 72 65 63 6f |ro is being reco| 00004110 72 64 65 64 2c 20 74 68 65 20 66 6f 6c 6c 6f 77 |rded, the follow| 00004120 69 6e 67 20 40 67 6f 74 6f 3a 38 37 3a 73 65 6c |ing @goto:87:sel| 00004130 65 63 74 20 6f 70 65 72 61 74 69 6f 6e 73 40 0a |ect operations@.| 00004140 20 20 20 61 72 65 20 73 74 6f 72 65 64 3a 0a 20 | are stored:. | 00004150 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00004160 20 20 52 6f 74 61 74 65 0a 20 20 20 20 20 20 20 | Rotate. | 00004170 20 20 20 20 20 20 20 20 20 20 20 20 53 63 61 6c | Scal| 00004180 65 0a 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |e. | 00004190 20 20 20 20 20 53 65 6c 65 63 74 0a 20 20 20 20 | Select. | 000041a0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 43 | C| 000041b0 6f 70 79 0a 20 20 20 20 20 20 20 20 20 20 20 20 |opy. | 000041c0 20 20 20 20 20 20 20 6d 6f 76 65 0a 0a 40 63 6f | move..@co| 000041d0 6c 6f 75 72 3a 30 38 40 20 20 20 46 69 6e 69 73 |lour:08@ Finis| 000041e0 68 69 6e 67 20 61 20 6d 61 63 72 6f 0a 0a 20 20 |hing a macro.. | 000041f0 20 54 6f 20 66 69 6e 69 73 68 20 72 65 63 6f 72 | To finish recor| 00004200 64 69 6e 67 20 61 20 6d 61 63 72 6f 20 63 68 6f |ding a macro cho| 00004210 6f 73 65 20 74 68 65 20 90 73 74 6f 70 91 20 6f |ose the .stop. o| 00004220 70 74 69 6f 6e 20 66 72 6f 6d 20 74 68 65 0a 20 |ption from the. | 00004230 20 20 6d 61 63 72 6f 20 73 75 62 2d 6d 65 6e 75 | macro sub-menu| 00004240 2e 0a 0a 40 63 6f 6c 6f 75 72 3a 30 38 40 20 20 |...@colour:08@ | 00004250 20 50 65 72 66 6f 72 6d 69 6e 67 20 61 20 6d 61 | Performing a ma| 00004260 63 72 6f 2e 0a 0a 20 20 20 54 6f 20 70 65 72 66 |cro... To perf| 00004270 6f 72 6d 20 61 20 6d 61 63 72 6f 20 73 69 6d 70 |orm a macro simp| 00004280 6c 79 20 64 72 6f 70 20 74 68 65 20 6d 61 63 72 |ly drop the macr| 00004290 6f 20 66 69 6c 65 20 6f 6e 74 6f 20 74 68 65 20 |o file onto the | 000042a0 21 52 61 79 33 64 20 69 63 6f 6e 0a 20 20 20 6f |!Ray3d icon. o| 000042b0 72 20 6f 6e 74 6f 20 61 20 21 52 61 79 33 64 20 |r onto a !Ray3d | 000042c0 77 69 6e 64 6f 77 2e 0a 0a 20 20 20 41 20 77 69 |window... A wi| 000042d0 6e 64 6f 77 20 77 69 6c 6c 20 6f 70 65 6e 20 69 |ndow will open i| 000042e0 6e 20 77 68 69 63 68 20 79 6f 75 20 63 61 6e 20 |n which you can | 000042f0 73 65 74 20 74 68 65 20 6e 75 6d 62 65 72 20 6f |set the number o| 00004300 66 20 74 69 6d 65 73 20 74 6f 0a 20 20 20 70 65 |f times to. pe| 00004310 72 66 6f 72 6d 20 74 68 65 20 6d 61 63 72 6f 2e |rform the macro.| 00004320 20 43 6c 69 63 6b 69 6e 67 20 6f 6e 20 4f 4b 20 | Clicking on OK | 00004330 77 69 6c 6c 20 65 78 65 63 75 74 65 20 69 74 2e |will execute it.| 00004340 0a 0a 40 65 6e 64 40 0a 40 70 61 67 65 3a 32 30 |..@end@.@page:20| 00004350 40 50 72 69 6e 74 69 6e 67 0a 0a 40 43 6f 6c 6f |@Printing..@Colo| 00004360 75 72 3a 31 31 40 20 20 20 50 72 69 6e 74 69 6e |ur:11@ Printin| 00004370 67 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |g | 00004380 20 20 20 20 20 20 20 20 20 20 20 40 73 70 72 69 | @spri| 00004390 74 65 3a 70 72 69 6e 74 40 0a 0a 20 20 20 54 68 |te:print@.. 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The| 00005780 72 65 20 61 72 65 20 74 77 6f 20 77 61 79 73 20 |re are two ways | 00005790 6f 66 20 63 75 73 74 6f 6d 69 7a 69 6e 67 20 21 |of customizing !| 000057a0 52 61 79 33 64 20 74 6f 20 73 75 69 74 20 79 6f |Ray3d to suit yo| 000057b0 75 72 20 70 61 72 74 69 63 75 6c 61 72 0a 20 20 |ur particular. | 000057c0 20 6e 65 65 64 73 20 61 6e 64 20 73 74 79 6c 65 | needs and style| 000057d0 73 2e 0a 0a 20 20 20 46 69 72 73 74 6c 79 2c 20 |s... 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T| 0000b710 68 65 20 65 64 69 74 6f 72 20 69 73 20 62 72 6f |he editor is bro| 0000b720 75 67 68 74 20 75 70 20 62 79 20 63 6c 69 63 6b |ught up by click| 0000b730 69 6e 67 20 6f 6e 20 74 68 65 20 90 73 75 72 66 |ing on the .surf| 0000b740 61 63 65 73 91 20 69 63 6f 6e 20 69 6e 20 74 68 |aces. icon in th| 0000b750 65 0a 20 20 20 74 6f 6f 6c 62 6f 78 2c 20 6f 72 |e. toolbox, or| 0000b760 20 62 79 20 63 68 6f 6f 73 69 6e 67 20 74 68 65 | by choosing the| 0000b770 20 90 53 75 72 66 61 63 65 73 91 20 6f 70 74 69 | .Surfaces. opti| 0000b780 6f 6e 20 66 72 6f 6d 20 74 68 65 20 90 57 6f 72 |on from the .Wor| 0000b790 6c 64 91 0a 20 20 20 73 75 62 2d 6d 65 6e 75 20 |ld.. sub-menu | 0000b7a0 6f 6e 20 74 68 65 20 6d 61 69 6e 20 70 72 6f 67 |on the main prog| 0000b7b0 72 61 6d 20 6d 65 6e 75 2e 0a 0a 20 20 20 41 6c |ram menu... 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Cli| 0000b880 63 6b 20 4d 45 4e 55 20 77 69 74 68 20 74 68 65 |ck MENU with the| 0000b890 20 6d 6f 75 73 65 20 70 6f 69 6e 74 65 72 20 6f | mouse pointer o| 0000b8a0 76 65 72 20 74 68 65 20 65 64 69 74 6f 72 2c 20 |ver the editor, | 0000b8b0 61 6e 64 20 61 20 6d 65 6e 75 20 77 69 6c 6c 0a |and a menu will.| 0000b8c0 20 20 20 61 70 70 65 61 72 20 77 69 74 68 20 63 | appear with c| 0000b8d0 6f 6e 74 61 69 6e 69 6e 67 20 61 6c 6c 20 74 68 |ontaining all th| 0000b8e0 65 20 64 65 66 69 6e 65 64 20 73 75 72 66 61 63 |e defined surfac| 0000b8f0 65 73 2e 20 43 68 6f 6f 73 69 6e 67 20 6f 6e 65 |es. Choosing one| 0000b900 20 66 72 6f 6d 0a 20 20 20 74 68 69 73 20 6d 65 | from. this me| 0000b910 6e 75 20 77 69 6c 6c 20 61 6c 6c 6f 77 20 69 74 |nu will allow it| 0000b920 20 74 6f 20 62 65 20 65 64 69 74 65 64 2e 0a 0a | to be edited...| 0000b930 20 20 20 54 68 65 20 74 77 6f 20 61 72 72 6f 77 | The two arrow| 0000b940 20 69 63 6f 6e 73 20 62 65 74 77 65 65 6e 20 90 | icons between .| 0000b950 44 65 66 69 6e 65 91 20 61 6e 64 20 90 44 65 6c |Define. and .Del| 0000b960 65 74 65 91 20 77 69 6c 6c 20 61 6c 73 6f 20 73 |ete. will also s| 0000b970 74 65 70 0a 20 20 20 74 68 72 6f 75 67 68 20 74 |tep. through t| 0000b980 68 65 20 63 75 72 72 65 6e 74 6c 79 20 64 65 66 |he currently def| 0000b990 69 6e 65 64 20 73 75 72 66 61 63 65 73 2e 0a 0a |ined surfaces...| 0000b9a0 40 63 6f 6c 6f 75 72 3a 30 38 40 20 20 20 43 72 |@colour:08@ Cr| 0000b9b0 65 61 74 69 6e 67 20 61 20 6e 65 77 20 73 75 72 |eating a new sur| 0000b9c0 66 61 63 65 0a 0a 20 20 20 54 6f 20 63 72 65 61 |face.. 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Now clic| 0000ba70 6b 20 6f 6e 20 74 68 65 20 90 44 65 66 69 6e 65 |k on the .Define| 0000ba80 91 20 69 63 6f 6e 0a 0a 40 63 6f 6c 6f 75 72 3a |. icon..@colour:| 0000ba90 30 38 40 20 20 20 44 65 6c 65 74 69 6e 67 20 61 |08@ Deleting a| 0000baa0 20 73 75 72 66 61 63 65 0a 0a 20 20 20 43 68 6f | surface.. Cho| 0000bab0 6f 73 65 20 74 68 65 20 73 75 72 66 61 63 65 20 |ose the surface | 0000bac0 74 6f 20 62 65 20 64 65 6c 65 74 65 64 20 66 72 |to be deleted fr| 0000bad0 6f 6d 20 74 68 65 20 6d 65 6e 75 2c 20 61 6e 64 |om the menu, and| 0000bae0 20 63 6c 69 63 6b 20 6f 6e 20 74 68 65 0a 20 20 | click on the. | 0000baf0 20 90 64 65 6c 65 74 65 91 20 69 63 6f 6e 2e 0a | .delete. icon..| 0000bb00 0a 40 63 6f 6c 6f 75 72 3a 30 38 40 20 20 20 41 |.@colour:08@ A| 0000bb10 6c 74 65 72 69 6e 67 20 61 20 73 75 72 66 61 63 |ltering a surfac| 0000bb20 65 91 73 20 63 68 61 72 61 63 74 65 72 69 73 74 |e.s characterist| 0000bb30 69 63 73 2e 0a 0a 20 20 20 46 69 72 73 74 20 63 |ics... 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T| 0000c340 68 65 20 74 72 61 6e 73 66 6f 72 6d 61 74 69 6f |he transformatio| 0000c350 6e 73 20 77 68 69 63 68 20 61 72 65 20 61 76 61 |ns which are ava| 0000c360 69 6c 61 62 6c 65 20 61 72 65 3a 0a 0a 20 20 20 |ilable are:.. | 0000c370 20 20 20 20 20 20 20 40 67 6f 74 6f 3a 67 72 6f | @goto:gro| 0000c380 75 70 69 6e 67 3a 47 72 6f 75 70 20 2f 20 75 6e |uping:Group / un| 0000c390 67 72 6f 75 70 20 20 40 20 20 20 40 67 6f 74 6f |group @ @goto| 0000c3a0 3a 37 33 3a 52 6f 74 61 74 65 20 20 20 20 20 20 |:73:Rotate | 0000c3b0 20 20 20 20 20 40 0a 20 20 20 20 20 20 20 20 20 | @. | 0000c3c0 20 40 67 6f 74 6f 3a 31 31 31 3a 52 65 6e 61 6d | @goto:111:Renam| 0000c3d0 65 20 20 20 20 20 20 20 20 20 20 20 40 20 20 20 |e @ | 0000c3e0 40 67 6f 74 6f 3a 31 31 33 3a 4d 6f 76 65 20 20 |@goto:113:Move | 0000c3f0 20 20 20 20 20 20 20 20 20 20 20 40 0a 20 20 20 | @. | 0000c400 20 20 20 20 20 20 20 40 67 6f 74 6f 3a 37 32 3a | @goto:72:| 0000c410 44 65 6c 65 74 65 20 20 20 20 20 20 20 20 20 20 |Delete | 0000c420 20 40 20 20 20 40 67 6f 74 6f 3a 37 34 3a 53 63 | @ @goto:74:Sc| 0000c430 61 6c 65 20 20 20 20 20 20 20 20 20 20 20 20 40 |ale @| 0000c440 0a 20 20 20 20 20 20 20 20 20 20 40 67 6f 74 6f |. @goto| 0000c450 3a 31 31 32 3a 43 6f 70 79 20 20 20 20 20 20 20 |:112:Copy | 0000c460 20 20 20 20 20 20 40 20 20 20 40 67 6f 74 6f 3a | @ @goto:| 0000c470 33 37 3a 46 72 61 63 74 61 6c 69 73 65 20 20 20 |37:Fractalise | 0000c480 20 20 20 20 40 0a 0a 40 65 6e 64 40 0a 40 70 61 | @..@end@.@pa| 0000c490 67 65 3a 31 30 30 40 53 70 68 65 72 65 73 0a 0a |ge:100@Spheres..| 0000c4a0 40 63 6f 6c 6f 75 72 3a 31 31 40 20 20 20 43 72 |@colour:11@ Cr| 0000c4b0 65 61 74 69 6e 67 20 53 70 68 65 72 65 73 20 20 |eating Spheres | 0000c4c0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 0000c4d0 40 73 70 72 69 74 65 3a 73 70 68 65 72 65 40 0a |@sprite:sphere@.| 0000c4e0 0a 20 20 20 46 69 72 73 74 6c 79 2c 20 70 6f 73 |. 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Po| 0000c8c0 73 69 74 69 6f 6e 20 74 68 65 20 63 75 72 73 6f |sition the curso| 0000c8d0 72 20 61 74 20 74 68 65 20 63 65 6e 74 72 65 20 |r at the centre | 0000c8e0 6f 66 20 6f 6e 65 20 65 6e 64 20 6f 66 20 74 68 |of one end of th| 0000c8f0 65 20 63 79 6c 69 6e 64 65 72 2c 0a 20 20 20 61 |e cylinder,. a| 0000c900 6e 64 20 74 68 65 6e 20 63 6c 69 63 6b 20 6f 6e |nd then click on| 0000c910 20 74 68 65 20 90 63 79 6c 69 6e 64 65 72 91 20 | the .cylinder. | 0000c920 69 63 6f 6e 2e 0a 0a 20 20 20 4e 6f 77 20 75 73 |icon... Now us| 0000c930 69 6e 67 20 74 68 65 20 76 69 65 77 20 77 69 6e |ing the view win| 0000c940 64 6f 77 73 2c 20 63 6c 69 63 6b 20 77 68 65 72 |dows, click wher| 0000c950 65 20 74 68 65 20 63 65 6e 74 72 65 20 6f 66 20 |e the centre of | 0000c960 74 68 65 20 66 61 72 0a 20 20 20 65 6e 64 20 6f |the far. end o| 0000c970 66 20 74 68 65 20 63 79 6c 69 6e 64 65 72 20 73 |f the cylinder s| 0000c980 68 6f 75 6c 64 20 62 65 2e 20 55 73 65 20 74 68 |hould be. Use th| 0000c990 65 20 41 44 4a 55 53 54 20 62 75 74 74 6f 6e 20 |e ADJUST button | 0000c9a0 74 6f 20 73 65 74 20 74 68 69 73 0a 20 20 20 70 |to set this. p| 0000c9b0 6f 69 6e 74 2e 0a 0a 20 20 20 43 6c 69 63 6b 69 |oint... Clicki| 0000c9c0 6e 67 20 69 6e 20 74 68 65 20 76 69 65 77 20 77 |ng in the view w| 0000c9d0 69 6e 64 6f 77 73 20 77 69 6c 6c 20 6e 6f 77 20 |indows will now | 0000c9e0 69 6e 64 69 63 61 74 65 20 68 6f 77 20 77 69 64 |indicate how wid| 0000c9f0 65 20 74 68 65 0a 20 20 20 63 79 6c 69 6e 64 65 |e the. cylinde| 0000ca00 72 20 73 68 6f 75 6c 64 20 62 65 2c 20 61 6e 64 |r should be, and| 0000ca10 20 77 68 65 6e 20 74 68 69 73 20 69 73 20 63 6f | when this is co| 0000ca20 72 72 65 63 74 20 63 6c 69 63 6b 20 6f 6e 20 41 |rrect click on A| 0000ca30 44 4a 55 53 54 2e 0a 0a 40 65 6e 64 40 0a 40 70 |DJUST...@end@.@p| 0000ca40 61 67 65 3a 31 30 33 40 42 6f 78 65 73 0a 0a 40 |age:103@Boxes..@| 0000ca50 63 6f 6c 6f 75 72 3a 31 31 40 20 20 20 42 6f 78 |colour:11@ Box| 0000ca60 65 73 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |es | 0000ca70 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 40 | @| 0000ca80 73 70 72 69 74 65 3a 62 6f 78 40 0a 0a 20 20 20 |sprite:box@.. | 0000ca90 50 6f 73 69 74 69 6f 6e 20 74 68 65 20 63 75 72 |Position the cur| 0000caa0 73 6f 72 20 61 74 20 74 68 65 20 63 65 6e 74 72 |sor at the centr| 0000cab0 65 20 6f 66 20 77 68 65 72 65 20 74 68 65 20 62 |e of where the b| 0000cac0 6f 78 20 73 68 6f 75 6c 64 20 62 65 0a 20 20 20 |ox should be. | 0000cad0 6c 6f 63 61 74 65 64 2c 20 61 6e 64 20 74 68 65 |located, and the| 0000cae0 6e 20 63 6c 69 63 6b 20 6f 6e 20 74 68 65 20 90 |n click on the .| 0000caf0 42 6f 78 91 20 69 63 6f 6e 2e 0a 0a 20 20 20 43 |Box. icon... C| 0000cb00 6c 69 63 6b 69 6e 67 20 69 6e 20 74 68 65 20 76 |licking in the v| 0000cb10 69 65 77 20 77 69 6e 64 6f 77 73 20 77 69 6c 6c |iew windows will| 0000cb20 20 6e 6f 77 20 73 65 74 20 74 68 65 20 73 69 7a | now set the siz| 0000cb30 65 20 6f 66 20 74 68 65 20 62 6f 78 2c 0a 20 20 |e of the box,. | 0000cb40 20 61 6e 64 20 77 68 65 6e 20 74 68 69 73 20 69 | and when this i| 0000cb50 73 20 63 6f 72 72 65 63 74 20 63 6c 69 63 6b 20 |s correct click | 0000cb60 6f 6e 20 74 68 65 20 41 44 4a 55 53 54 20 62 75 |on the ADJUST bu| 0000cb70 74 74 6f 6e 2e 0a 0a 20 20 20 4e 4f 54 45 3a 20 |tton... 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To create a | 0000cce0 72 6f 75 6e 64 65 64 20 62 6f 78 2c 20 70 65 72 |rounded box, per| 0000ccf0 66 6f 72 6d 20 74 68 65 20 73 61 6d 65 20 6f 70 |form the same op| 0000cd00 65 72 61 74 69 6f 6e 20 61 73 20 66 6f 72 20 40 |eration as for @| 0000cd10 67 6f 74 6f 3a 31 30 33 3a 42 6f 78 65 73 40 2c |goto:103:Boxes@,| 0000cd20 0a 20 20 20 62 75 74 20 63 6c 69 63 6b 20 6f 6e |. but click on| 0000cd30 20 74 68 65 20 90 52 6f 75 6e 64 65 64 20 62 6f | the .Rounded bo| 0000cd40 78 91 20 69 63 6f 6e 20 69 6e 73 74 65 61 64 2e |x. icon instead.| 0000cd50 0a 0a 20 20 20 4e 4f 54 45 3a 20 52 6f 75 6e 64 |.. NOTE: Round| 0000cd60 65 64 20 62 6f 78 65 73 20 61 70 70 65 61 72 20 |ed boxes appear | 0000cd70 6f 6e 20 74 68 65 20 76 69 65 77 20 77 69 6e 64 |on the view wind| 0000cd80 6f 77 73 20 61 73 20 6e 6f 72 6d 61 6c 20 62 6f |ows as normal bo| 0000cd90 78 65 73 2c 0a 20 20 20 20 20 20 20 20 20 74 68 |xes,. th| 0000cda0 65 20 6f 6e 6c 79 20 64 69 66 66 65 72 65 6e 63 |e only differenc| 0000cdb0 65 20 61 70 70 65 61 72 73 20 77 68 65 6e 20 74 |e appears when t| 0000cdc0 68 65 20 73 63 65 6e 65 20 69 73 20 72 61 79 74 |he scene is rayt| 0000cdd0 72 61 63 65 64 2e 0a 0a 40 65 6e 64 40 0a 40 70 |raced...@end@.@p| 0000cde0 61 67 65 3a 31 30 35 40 50 79 72 61 6d 69 64 73 |age:105@Pyramids| 0000cdf0 0a 0a 40 63 6f 6c 6f 75 72 3a 31 31 40 20 20 20 |..@colour:11@ | 0000ce00 50 79 72 61 6d 69 64 73 20 20 20 20 20 20 20 20 |Pyramids | 0000ce10 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 0000ce20 20 20 40 73 70 72 69 74 65 3a 70 79 72 61 6d 69 | @sprite:pyrami| 0000ce30 64 40 0a 0a 20 20 20 54 6f 20 63 72 65 61 74 65 |d@.. 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Click on ADJ| 0000cf30 55 53 54 20 77 68 65 6e 20 74 68 69 73 20 69 73 |UST when this is| 0000cf40 20 63 6f 72 72 65 63 74 6c 79 0a 20 20 20 70 6f | correctly. po| 0000cf50 73 69 74 69 6f 6e 65 64 2e 0a 0a 20 20 20 43 6c |sitioned... Cl| 0000cf60 69 63 6b 69 6e 67 20 69 6e 20 74 68 65 20 76 69 |icking in the vi| 0000cf70 65 77 20 77 69 6e 64 6f 77 73 20 61 67 61 69 6e |ew windows again| 0000cf80 20 77 69 6c 6c 20 73 65 74 20 74 68 65 20 70 6f | will set the po| 0000cf90 69 6e 74 20 6f 66 20 74 68 65 0a 20 20 20 70 79 |int of the. py| 0000cfa0 72 61 6d 69 64 2e 20 43 6c 69 63 6b 20 6f 6e 20 |ramid. Click on | 0000cfb0 41 44 4a 55 53 54 20 77 68 65 6e 20 74 68 69 73 |ADJUST when this| 0000cfc0 20 69 73 20 64 6f 6e 65 2e 0a 0a 40 65 6e 64 40 | is done...@end@| 0000cfd0 0a 40 70 61 67 65 3a 31 30 36 40 52 65 63 74 61 |.@page:106@Recta| 0000cfe0 6e 67 6c 65 73 0a 0a 40 63 6f 6c 6f 75 72 3a 31 |ngles..@colour:1| 0000cff0 31 40 20 20 20 52 65 63 74 61 6e 67 6c 65 73 20 |1@ Rectangles | 0000d000 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 0000d010 20 20 20 20 20 20 20 40 73 70 72 69 74 65 3a 72 | @sprite:r| 0000d020 65 63 74 40 0a 0a 20 20 20 50 6f 73 69 74 69 6f |ect@.. 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To create a| 0000e340 20 70 65 72 66 65 63 74 20 6d 69 72 72 6f 72 2c | perfect mirror,| 0000e350 20 65 61 63 68 0a 20 20 20 20 20 20 20 20 20 72 | each. r| 0000e360 65 64 2c 20 67 72 65 65 6e 20 61 6e 64 20 62 6c |ed, green and bl| 0000e370 75 65 20 63 6f 6d 70 6f 6e 65 6e 74 20 6f 66 20 |ue component of | 0000e380 74 68 65 20 73 75 72 66 61 63 65 20 73 68 6f 75 |the surface shou| 0000e390 6c 64 20 62 65 20 73 65 74 0a 20 20 20 20 20 20 |ld be set. | 0000e3a0 20 20 20 74 6f 20 61 6e 20 65 71 75 61 6c 20 61 | to an equal a| 0000e3b0 6d 6f 75 6e 74 20 73 75 63 68 20 61 73 20 32 25 |mount such as 2%| 0000e3c0 20 0a 0a 40 65 6e 64 40 0a 40 70 61 67 65 3a 31 | ..@end@.@page:1| 0000e3d0 31 35 40 54 72 61 6e 73 70 61 72 65 6e 63 79 0a |15@Transparency.| 0000e3e0 0a 40 63 6f 6c 6f 75 72 3a 31 31 40 20 20 20 54 |.@colour:11@ T| 0000e3f0 72 61 6e 73 70 61 72 65 6e 63 79 0a 0a 20 20 20 |ransparency.. | 0000e400 54 68 69 73 20 6f 70 74 69 6f 6e 20 64 65 74 65 |This option dete| 0000e410 72 6d 69 6e 65 73 20 68 6f 77 20 54 72 61 6e 73 |rmines how Trans| 0000e420 70 61 72 65 6e 74 20 61 20 73 75 72 66 61 63 65 |parent a surface| 0000e430 20 69 73 2e 0a 0a 20 20 20 20 20 20 20 31 30 30 | is... 100| 0000e440 25 20 3d 20 4c 69 67 68 74 20 77 69 6c 6c 20 70 |% = Light will p| 0000e450 61 73 73 20 63 6f 6d 70 6c 65 74 65 6c 79 20 74 |ass completely t| 0000e460 68 72 6f 75 67 68 20 74 68 65 20 6f 62 6a 65 63 |hrough the objec| 0000e470 74 0a 20 20 20 20 20 20 20 20 35 30 25 20 3d 20 |t. 50% = | 0000e480 54 68 65 20 6f 62 6a 65 63 74 20 61 70 70 65 61 |The object appea| 0000e490 72 73 20 63 6f 6c 6f 75 72 65 64 2c 20 61 6e 64 |rs coloured, and| 0000e4a0 20 6f 74 68 65 72 20 6f 62 6a 65 63 74 73 20 63 | other objects c| 0000e4b0 61 6e 0a 20 20 20 20 20 20 20 20 20 20 20 20 20 |an. | 0000e4c0 20 62 65 20 73 65 65 6e 20 64 69 6d 6c 79 20 74 | be seen dimly t| 0000e4d0 68 72 6f 75 67 68 20 69 74 2e 0a 20 20 20 20 20 |hrough it.. | 0000e4e0 20 20 20 20 30 25 20 3d 20 4e 6f 74 68 69 6e 67 | 0% = Nothing| 0000e4f0 20 63 61 6e 20 62 65 20 73 65 65 6e 20 74 68 72 | can be seen thr| 0000e500 6f 75 67 68 20 74 68 65 20 6f 62 6a 65 63 74 0a |ough the object.| 0000e510 0a 20 20 20 4e 4f 54 45 3a 20 49 74 20 69 73 20 |. NOTE: It is | 0000e520 70 6f 73 73 69 62 6c 65 20 74 6f 20 6d 61 6b 65 |possible to make| 0000e530 20 63 6f 6c 6f 75 72 65 64 20 74 72 61 6e 73 70 | coloured transp| 0000e540 61 72 65 6e 74 20 6f 62 6a 65 63 74 73 20 62 79 |arent objects by| 0000e550 0a 20 20 20 61 6c 74 65 72 69 6e 67 20 74 68 65 |. altering the| 0000e560 20 63 6f 6c 6f 75 72 20 6f 66 20 74 68 65 20 73 | colour of the s| 0000e570 75 72 66 61 63 65 2e 0a 0a 40 65 6e 64 40 0a 40 |urface...@end@.@| 0000e580 70 61 67 65 3a 31 31 36 40 54 72 61 6e 73 6c 75 |page:116@Translu| 0000e590 63 65 6e 63 79 0a 0a 40 63 6f 6c 6f 75 72 3a 31 |cency..@colour:1| 0000e5a0 31 40 20 20 20 54 72 61 6e 73 6c 75 63 65 6e 63 |1@ Translucenc| 0000e5b0 79 0a 0a 20 20 20 54 72 61 6e 73 6c 75 63 65 6e |y.. 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It describ| 0000e610 65 73 20 68 6f 77 20 90 6d 75 72 6b 79 91 20 6f |es how .murky. o| 0000e620 72 20 90 63 6c 6f 75 64 79 91 20 61 6e 20 6f 62 |r .cloudy. an ob| 0000e630 6a 65 63 74 20 61 70 70 65 61 72 73 0a 0a 20 20 |ject appears.. | 0000e640 20 20 20 20 20 31 30 30 25 20 3d 20 56 65 72 79 | 100% = Very| 0000e650 20 63 6c 6f 75 64 79 0a 20 20 20 20 20 20 20 20 | cloudy. | 0000e660 35 30 25 20 3d 20 54 68 65 20 6f 62 6a 65 63 74 |50% = The object| 0000e670 20 61 70 70 65 61 72 73 20 73 6c 69 67 68 74 6c | appears slightl| 0000e680 79 20 63 6c 6f 75 64 79 2e 0a 20 20 20 20 20 20 |y cloudy.. | 0000e690 20 20 20 20 20 20 20 20 45 67 3a 20 49 66 20 74 | Eg: If t| 0000e6a0 68 65 20 6f 62 6a 65 63 74 20 77 61 73 20 61 6c |he object was al| 0000e6b0 73 6f 20 61 20 74 72 61 6e 73 70 61 72 65 6e 74 |so a transparent| 0000e6c0 20 73 70 68 65 72 65 2c 20 69 74 0a 20 20 20 20 | sphere, it. | 0000e6d0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 77 6f | wo| 0000e6e0 75 6c 64 20 72 65 73 65 6d 62 6c 65 20 61 20 63 |uld resemble a c| 0000e6f0 72 79 73 74 61 6c 20 62 61 6c 6c 2e 0a 20 20 20 |rystal ball.. | 0000e700 20 20 20 20 20 20 30 25 20 3d 20 4e 6f 20 65 66 | 0% = No ef| 0000e710 66 65 63 74 20 61 74 20 61 6c 6c 0a 0a 20 20 20 |fect at all.. | 0000e720 4e 4f 54 45 3a 20 49 74 20 69 73 20 70 6f 73 73 |NOTE: It is poss| 0000e730 69 62 6c 65 20 74 6f 20 6d 61 6b 65 20 63 6f 6c |ible to make col| 0000e740 6f 75 72 65 64 20 74 72 61 6e 73 70 61 72 65 6e |oured transparen| 0000e750 74 20 6f 62 6a 65 63 74 73 20 62 79 0a 20 20 20 |t objects by. | 0000e760 61 6c 74 65 72 69 6e 67 20 74 68 65 20 63 6f 6c |altering the col| 0000e770 6f 75 72 20 6f 66 20 74 68 65 20 73 75 72 66 61 |our of the surfa| 0000e780 63 65 2e 0a 0a 40 65 6e 64 40 0a 40 70 61 67 65 |ce...@end@.@page| 0000e790 3a 31 31 37 40 53 70 65 65 64 20 6f 66 20 4c 69 |:117@Speed of Li| 0000e7a0 67 68 74 0a 0a 40 63 6f 6c 6f 75 72 3a 31 31 40 |ght..@colour:11@| 0000e7b0 20 20 20 53 70 65 65 64 20 6f 66 20 6c 69 67 68 | Speed of ligh| 0000e7c0 74 2e 0a 0a 20 20 20 57 68 65 6e 20 6c 69 67 68 |t... 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F3 | S| 0000ece0 61 76 65 20 20 20 20 20 20 20 20 20 20 20 20 7c |ave || 0000ecf0 20 53 61 76 65 20 73 65 6c 65 63 74 65 64 20 20 | Save selected | 0000ed00 20 7c 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | | 0000ed10 0a 20 20 20 20 20 20 20 46 34 20 20 7c 20 20 20 |. F4 | | 0000ed20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 7c | || 0000ed30 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 0000ed40 20 7c 0a 20 20 20 20 20 20 20 46 35 20 20 7c 20 | |. F5 | | 0000ed50 20 52 6f 74 61 74 65 20 61 67 61 69 6e 20 20 20 | Rotate again | 0000ed60 20 7c 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | | 0000ed70 20 20 20 7c 0a 20 20 20 20 20 20 20 46 36 20 20 | |. F6 | 0000ed80 7c 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 || | 0000ed90 20 20 20 7c 20 20 20 20 20 20 20 20 20 20 20 20 | | | 0000eda0 20 20 20 20 20 7c 0a 20 20 20 20 20 20 20 46 37 | |. F7| 0000edb0 20 20 7c 20 20 20 20 20 20 20 20 20 20 20 20 20 | | | 0000edc0 20 20 20 20 20 7c 20 20 20 20 20 20 20 20 20 20 | | | 0000edd0 20 20 20 20 20 20 20 7c 0a 20 20 20 20 20 20 20 | |. | 0000ede0 46 38 20 20 7c 20 20 20 20 20 20 20 20 20 20 20 |F8 | | 0000edf0 20 20 20 20 20 20 20 7c 20 20 20 20 20 20 20 20 | | | 0000ee00 20 20 20 20 20 20 20 20 20 7c 0a 20 20 20 20 20 | |. | 0000ee10 20 20 46 39 20 20 7c 20 20 20 20 20 20 20 20 20 | F9 | | 0000ee20 20 20 20 20 20 20 20 20 20 7c 20 20 20 20 20 20 | | | 0000ee30 20 20 20 20 20 20 20 20 20 20 20 7c 0a 20 20 20 | |. | 0000ee40 20 20 20 46 31 30 20 20 7c 20 20 20 20 20 20 20 | F10 | | 0000ee50 20 20 20 20 20 20 20 20 20 20 20 7c 20 20 20 20 | | | 0000ee60 20 20 20 20 20 20 20 20 20 20 20 20 20 7c 0a 20 | |. | 0000ee70 20 20 20 20 20 46 31 31 20 20 7c 20 20 20 20 20 | F11 | | 0000ee80 20 20 20 20 20 20 20 20 20 20 20 20 20 7c 20 20 | | | 0000ee90 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 7c | || 0000eea0 0a 20 20 20 20 20 20 46 31 32 20 20 7c 20 20 20 |. 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In the bo| 00010150 74 74 6f 6d 20 72 69 67 68 74 20 63 6f 72 6e 65 |ttom right corne| 00010160 72 20 6f 66 20 74 68 65 20 74 6f 6f 6c 62 6f 78 |r of the toolbox| 00010170 2c 20 74 68 65 72 65 20 73 68 6f 75 6c 64 20 62 |, there should b| 00010180 65 0a 20 20 20 61 6e 20 69 63 6f 6e 74 68 61 74 |e. an iconthat| 00010190 20 72 65 73 65 6d 62 6c 65 73 20 61 20 70 61 69 | resembles a pai| 000101a0 6e 74 20 70 6f 74 2e 20 43 6c 69 63 6b 20 6f 6e |nt pot. Click on| 000101b0 20 74 68 69 73 20 61 6e 64 20 61 20 6e 65 77 20 | this and a new | 000101c0 20 20 20 20 40 73 70 72 69 74 65 3a 70 61 69 6e | @sprite:pain| 000101d0 74 40 0a 20 20 20 77 69 6e 64 6f 77 20 73 68 6f |t@. window sho| 000101e0 75 6c 64 61 70 70 65 61 72 2e 20 28 61 6c 74 65 |uldappear. (alte| 000101f0 72 6e 61 74 69 76 65 6c 79 20 63 68 6f 6f 73 65 |rnatively choose| 00010200 20 27 57 6f 72 6c 64 20 89 20 4c 69 6e 6b 27 0a | 'World . Link'.| 00010210 20 20 20 66 72 6f 6d 20 74 68 65 20 6d 65 6e 75 | from the menu| 00010220 2e 29 0a 20 20 20 0a 20 20 20 57 69 74 68 69 6e |.). . Within| 00010230 20 74 68 69 73 20 77 69 6e 64 6f 77 20 69 73 20 | this window is | 00010240 74 77 6f 20 6c 69 73 74 73 20 2d 20 6f 6e 65 20 |two lists - one | 00010250 73 68 6f 77 73 20 61 6c 6c 20 74 68 65 20 73 75 |shows all the su| 00010260 72 66 61 63 65 73 20 64 65 66 69 6e 65 64 2c 0a |rfaces defined,.| 00010270 20 20 20 77 68 69 6c 65 20 74 68 65 20 6f 74 68 | while the oth| 00010280 65 72 20 73 68 6f 77 73 20 61 6c 6c 20 74 68 65 |er shows all the| 00010290 20 6f 62 6a 65 63 74 73 20 77 69 74 68 69 6e 20 | objects within | 000102a0 61 20 73 63 65 6e 65 2e 20 41 6c 73 6f 2c 20 6f |a scene. Also, o| 000102b0 6e 20 74 68 65 0a 20 20 20 72 69 67 68 74 20 6f |n the. right o| 000102c0 66 20 74 68 65 20 77 69 6e 64 6f 77 20 63 61 6e |f the window can| 000102d0 20 62 65 20 73 65 65 6e 20 74 68 65 20 63 75 72 | be seen the cur| 000102e0 72 65 6e 74 20 6f 62 6a 65 63 74 2c 20 69 74 27 |rent object, it'| 000102f0 73 20 61 73 73 6f 63 69 61 74 65 64 0a 20 20 20 |s associated. | 00010300 73 75 72 66 61 63 65 73 20 61 6e 64 20 74 65 63 |surfaces and tec| 00010310 74 75 72 65 20 69 6e 66 6f 72 6d 61 74 69 6f 6e |ture information| 00010320 2e 0a 20 20 20 0a 20 20 20 43 68 6f 6f 73 65 20 |.. . Choose | 00010330 74 68 65 20 73 70 68 65 72 65 20 79 6f 75 20 68 |the sphere you h| 00010340 61 76 65 20 63 72 65 61 74 65 64 20 28 62 79 20 |ave created (by | 00010350 63 6c 69 63 6b 69 6e 67 20 6f 6e 20 69 74 27 73 |clicking on it's| 00010360 20 6e 61 6d 65 20 69 6e 20 74 68 65 0a 20 20 20 | name in the. | 00010370 6c 69 73 74 29 20 61 6e 64 20 74 68 65 6e 20 63 |list) and then c| 00010380 68 68 6f 73 65 20 61 20 73 75 72 66 61 63 65 20 |hhose a surface | 00010390 74 6f 20 61 70 70 6c 79 20 74 6f 20 69 74 20 28 |to apply to it (| 000103a0 62 79 20 63 6c 69 63 6b 69 6e 67 20 6f 6e 20 61 |by clicking on a| 000103b0 0a 20 20 20 73 75 72 66 61 63 65 20 69 6e 20 74 |. surface in t| 000103c0 68 65 20 6c 69 73 74 29 2e 20 54 68 65 20 63 68 |he list). The ch| 000103d0 6f 73 65 6e 20 73 75 72 66 61 63 65 20 73 68 6f |osen surface sho| 000103e0 75 6c 64 20 62 65 63 6f 6d 65 20 68 69 67 68 6c |uld become highl| 000103f0 69 67 68 74 65 64 2e 0a 20 20 20 0a 20 20 20 49 |ighted.. . I| 00010400 66 20 79 6f 75 20 77 69 73 68 20 74 6f 20 63 68 |f you wish to ch| 00010410 61 6e 67 65 20 74 68 65 20 73 75 72 66 61 63 65 |ange the surface| 00010420 20 6f 66 20 61 6e 20 6f 62 6a 65 63 74 20 61 67 | of an object ag| 00010430 61 69 6e 20 2d 20 63 6c 69 63 6b 20 6f 6e 20 74 |ain - click on t| 00010440 68 65 0a 20 20 20 63 75 72 72 65 6e 74 20 73 75 |he. current su| 00010450 72 66 61 63 65 20 74 6f 20 64 65 73 65 6c 65 63 |rface to deselec| 00010460 74 20 69 74 2c 20 61 6e 64 20 74 68 65 6e 20 63 |t it, and then c| 00010470 6c 69 63 6b 20 6f 6e 20 74 68 65 20 64 65 73 69 |lick on the desi| 00010480 72 65 64 20 6e 65 77 0a 20 20 20 73 75 72 66 61 |red new. surfa| 00010490 63 65 2e 0a 20 20 20 0a 20 20 20 57 68 65 6e 20 |ce.. . When | 000104a0 79 6f 75 20 68 61 76 65 20 66 69 6e 69 73 68 65 |you have finishe| 000104b0 64 20 63 6c 6f 73 65 20 74 68 65 20 77 69 6e 64 |d close the wind| 000104c0 6f 77 2e 0a 20 20 20 0a 20 20 20 40 63 6f 6c 6f |ow.. . @colo| 000104d0 75 72 3a 31 31 40 53 61 76 69 6e 67 20 74 68 65 |ur:11@Saving the| 000104e0 20 73 63 65 6e 65 0a 20 20 20 0a 20 20 20 54 6f | scene. . To| 000104f0 20 73 61 76 65 20 74 68 65 20 63 75 72 72 65 6e | save the curren| 00010500 74 20 73 63 65 6e 65 20 74 6f 20 64 69 73 63 2c |t scene to disc,| 00010510 20 73 65 6c 65 63 74 20 74 68 65 20 73 61 76 65 | select the save| 00010520 20 6f 70 74 69 6f 6e 20 69 6e 20 74 68 65 0a 20 | option in the. | 00010530 20 20 6e 6f 72 6d 61 6c 20 77 61 79 20 66 72 6f | normal way fro| 00010540 6d 20 74 68 65 20 27 50 72 6f 6a 65 63 74 27 20 |m the 'Project' | 00010550 73 75 62 2d 6d 65 6e 75 20 6f 66 20 74 68 65 20 |sub-menu of the | 00010560 6d 61 69 6e 20 6d 65 6e 75 2e 0a 20 20 20 0a 20 |main menu.. . | 00010570 20 20 54 68 69 73 20 73 63 65 6e 65 20 66 69 6c | This scene fil| 00010580 65 20 63 61 6e 20 6e 6f 77 20 62 65 20 6c 6f 61 |e can now be loa| 00010590 64 65 64 20 69 6e 74 6f 20 74 68 65 20 21 52 61 |ded into the !Ra| 000105a0 79 53 68 61 64 65 20 61 70 70 6c 69 63 61 74 69 |yShade applicati| 000105b0 6f 6e 20 66 6f 72 0a 20 20 20 72 61 79 74 72 61 |on for. raytra| 000105c0 63 69 6e 67 20 2d 20 73 65 65 20 74 68 65 20 61 |cing - see the a| 000105d0 70 70 72 6f 70 72 69 61 74 65 20 66 69 6c 65 20 |ppropriate file | 000105e0 66 6f 72 20 69 6e 66 6f 72 6d 61 74 69 6f 6e 20 |for information | 000105f0 6f 6e 20 68 6f 77 20 74 6f 20 64 6f 0a 20 20 20 |on how to do. | 00010600 74 68 69 73 2e 0a 0a 40 65 6e 64 40 0a 40 70 61 |this...@end@.@pa| 00010610 67 65 3a 69 68 40 49 6e 74 65 72 61 63 74 69 76 |ge:ih@Interactiv| 00010620 65 20 68 65 6c 70 0a 0a 40 63 6f 6c 6f 75 72 3a |e help..@colour:| 00010630 31 31 40 20 20 20 49 6e 74 65 72 61 63 74 69 76 |11@ Interactiv| 00010640 65 20 68 65 6c 70 0a 0a 20 20 20 49 66 20 79 6f |e help.. If yo| 00010650 75 20 68 61 76 65 20 62 6f 74 68 20 21 48 65 6c |u have both !Hel| 00010660 70 2b 20 61 6e 64 20 21 52 61 79 33 64 20 6c 6f |p+ and !Ray3d lo| 00010670 61 64 65 64 20 61 74 20 74 68 65 20 73 61 6d 65 |aded at the same| 00010680 20 74 69 6d 65 2c 20 74 68 65 6e 0a 20 20 20 74 | time, then. t| 00010690 68 65 20 69 6e 74 65 72 61 63 74 69 76 65 20 68 |he interactive h| 000106a0 65 6c 70 20 66 75 6e 63 74 69 6f 6e 20 77 69 6c |elp function wil| 000106b0 6c 20 62 65 20 70 72 65 73 65 6e 74 2e 20 54 68 |l be present. Th| 000106c0 69 73 20 6d 65 61 6e 73 20 74 68 61 74 20 79 6f |is means that yo| 000106d0 75 0a 20 20 20 63 61 6e 20 72 65 63 65 69 76 65 |u. can receive| 000106e0 20 68 65 6c 70 20 6f 6e 20 61 20 73 70 65 63 69 | help on a speci| 000106f0 66 69 63 20 61 72 65 61 2e 0a 0a 20 20 20 54 6f |fic area... To| 00010700 20 64 6f 20 74 68 69 73 2c 20 6d 61 6b 65 20 73 | do this, make s| 00010710 75 72 65 20 74 68 65 20 63 61 72 65 74 20 69 73 |ure the caret is| 00010720 20 69 6e 20 74 68 65 20 77 69 6e 64 6f 77 20 74 | in the window t| 00010730 68 61 74 20 79 6f 75 20 77 69 73 68 20 74 6f 0a |hat you wish to.| 00010740 20 20 20 6b 6e 6f 77 20 6d 6f 72 65 20 61 62 6f | know more abo| 00010750 75 74 20 61 6e 64 20 74 68 65 6e 20 70 72 65 73 |ut and then pres| 00010760 73 20 46 31 2e 20 53 69 6d 70 6c 65 20 61 73 20 |s F1. Simple as | 00010770 74 68 61 74 21 21 0a 0a 20 20 20 49 66 20 74 68 |that!!.. If th| 00010780 65 20 74 6f 6f 6c 62 6f 78 20 68 61 73 20 74 68 |e toolbox has th| 00010790 65 20 63 61 72 65 74 2c 20 74 68 65 6e 20 68 65 |e caret, then he| 000107a0 6c 70 20 77 69 6c 6c 20 62 65 20 6d 61 64 65 20 |lp will be made | 000107b0 61 76 61 69 6c 61 62 6c 65 20 77 68 69 63 68 0a |available which.| 000107c0 20 20 20 72 65 6c 61 74 65 73 20 74 6f 20 74 68 | relates to th| 000107d0 65 20 74 6f 6f 6c 20 63 75 72 72 65 6e 74 6c 79 |e tool currently| 000107e0 20 73 65 6c 65 63 74 65 64 2e 0a 0a 40 65 6e 64 | selected...@end| 000107f0 40 0a |@.| 000107f2