ObEd V1.02 - The Ultimate Object Editor for Demos and Simulators

CREDITS

Design		Per Christian Odegard
Programming	Per Christian Odegard
Graphics	Per Christian Odegard
Documentation	Per Christian Odegard
ReqToolsLibrary	Nico Franois

Per Christian Odegard works for Quark Grafix.

Contacts:

Snail mail:

Per Christian Odegard
Djupdalsfaret 7
N-2200 KONGSVINGER
NORWAY

Internet:

perod@ifi.uio.no

IRC:

Viol8r, CoolHand or Quark


---------------
--- GENERAL ---
---------------

ABOUT OBED

	ObEd is a general purpose  3D  model  designer,  programmed  for the
	author's own use, but released as Public Domain software as a result
	of public request.  The editor does only support 16 colour,  simple,
	and relatively  small objects,  and is NOT intended to be used as an
	editor for use with  ray tracing programs.   The current limits are:

	Colours:	16
	Points:		999
	Surfaces:	999
	Objects:	999
	Coord. values:	-9999 to +9999

	These  limits  will probably change,   as the author is  planning an
	A1200  version of ObEd.  However,  he doesn't  own one yet,   so all
	offers are welcome :-)

HISTORY

	The work on ObEd  started when the author needed a tool for creating
	models for a flight simulator he was working on.  Writing dc.w lines
	in the source code got a bit boring after the sqillionth line, so he
	decided that something had to be done. The actual coding started one
	hot summer afternoon in the year of 1992, and he has added new stuff
	when he had time for such pleasures, which wasn't very often,  as he
	had to do his military duties this year. However, on his leaves,  he
	sat up all night getting red-eyed programming new bits on ObEd.   By
	Chistmas 1992 the program version 1.0 was finished. Still,  the docs
	had to be written, and here it is  -  in January 1993  -  ObEd V1.0.
	The author  really hopes  you enjoy  this piece of  Amiga  software.

DISCLAIMER

	The author is not responsible for any damage this  piece of software
	may cause the user (or any other being or corporation).  Use at  own
	risk, in other words.

LIBRARIES

	ObEd will only work on Amigas with Kickstart 2.04 ROMs.  You'll also
	need these libraries:

	diskfont.library	V37
	dos.library		V37.44
	exec.library		V37.132
	gadtools.library	V37
	graphics.library	V37.35
	intuition.library	V37.318
	reqtools.library	V37

REQUESTERS

	From time to  time,  you will be  asked to  verify  your actions  (a
	chance  to chicken out), in other words,  a requester will pop up on
	the  screen,  asking you a  'yes or no'  question.  Pressing Y, V or
	ENTER will activate the 'Yep' gadget, while N or B will activate the
	'Nope'  gadget.  You may also use the mouse to  select  your  reply.

WARNINGS

	Sometimes,  ObEd opens a window  displaying a  warning or a piece of
	information. Just press SPACE  (or click on the gadget)  to continue
	after you've read the message.

RELEASES

V1.01 - Late January 1993:
		- CloseWindow() bug fixed.  This caused crashes on  'lesser'
		  machines ;-)
		- Now uses topaz 8  everywhere,  not the  default font as in
		  V1.00
		- Minor bug fixed in Undo routine
		- Buffers now contain '---', not 000 as in V1.0
V1.02 - Early February 1993:
		- Unused now searches midpoint list too
		- Unused searches FROM current point. This enables the user
		  to find all unused points before deleting any
		- More warnings and info messages added
		- Both PAL and NTSC versions available
		- Easier colour selection (see Using the mouse...)
		- SHIFT-K will swap front and back colour of a surface
KNOWN BUGS

	The screen flickers  somewhat on  slower machines.  This is because
	the blitter is  unable to transfer 4 bitplanes in one frame.

STRUCTURE
---------
	
	Points:		Coorinates  in   3-space  consists of  X,  Y  and  Z
			values.	The coordinates may be in the range -9999 to
			9999. The  maximum number of points is currently set
			to 999.

	Surfaces:	Each  surface consists of four  points.  In order to
			make a triangle,  make the  last  two point  numbers
			the same.  For a  line, make the  last  three  point
			numbers the  same etc.  The  colour of a  surface is
			defined  by  four digits.  The fourth  digit is  the
			surface's  main  colour,  the  third  is  its  shade
			colour.  The  first and  second digits  work in  the
			same  way,  only for  the back  side of the surface.
			Examples follow:
				0003 - Surface colour is 3
				040b - Front colour is $b and back col. is 4
				0062 - Surface is  shaded using cols 6 and 2
			Note:   A  surface  value  of  0  makes it invisible
			(hidden). Each surface has a 'wireframe flag', which
			indicates  whether  the  surface should be drawn  in
			wireframe or filled mode. You may not have more than
			999 surfaces.

	Objects:	Several surfaces make up objects. You set the start-
			surface and the number of surfaces for every object.
			In   order   to  sort  the   objects,    a so-called
			'midpoint' exists for each object. This point may be
			any point  in the point list  and may be manipulated
			in order to make the object look right.  Take a look
			at the demo objects to see how this works. The upper
			limit for the  number of objects is 999.


	Models:		Models contain one or many objects.

NOTE:	In  the  following text,  <type>  will be used  to  indicate  Point,
	Surface or Object, depending  on  which panel  that is  highlighted.


THE DEFAULT COLOURS

	The  colours 0 to 15 are  used in the model,  and may be changed any
	way  you want them to.  However,  the colours 16 to  31 are  special
	colours used in the  panels  and windows.  If you  wish to alter the
	look of these,  used the table below.   The colour table looks a bit
	confusing,  because  sprite  colours  and colours  used for  special
	effects must be stored at certain  locations in the table.  However,
	here it comes in all it so-called glory:

	Table entry	Describtion		Default colour

	16		Panel data text		Black
	17		Menu colour 1		White
	18		Main panel colour	Grey
	19		Panel selected		Red
	20		Bright edge		White
	21		Shadow edge		Black
	22		Headlines		Black
	23		Panel not selected	Black
	24		Number (#) text		Blue
	25		SPRITE COLOUR!!!	Variable
	26		Panel data text 2	White
	27		Menu colour 2		Yellow
	28		Menu colour 3		Red
	29		SPRITE COLOUR!!!	Variable
	30		Menu colour 4		Green
	31		Menu colour 5		Orange

NOTE:	The entries marked  'SPRITE COLOUR!!!' may not be changed. Of course
	course, you could always try,  but the program will change them back
	at some time (when cycling sprite colours).


THE SOURCE AND WHAT IT MEANS

	Consider the following example file of a  cube with a line on top of
	it. Comments will not appear in the saved file.

	*** THE COMMON DATA SHARED BY ALL MODELS OF THE SAME TYPE ***

	DefOb:	dc.w	009			;number of  points - 1
		dc.w	001			;number of objects - 1
		dc.l	PTX			;address of points
		dc.l	XOAddr			;pointers to objs' 1st surf
		dc.l	XOS			;pointer to list of
						;objects' # of surfaces
		dc.l	XOMid			;pointer to list of
						;objects' midpoints
	*** THE MODEL STRUCTURE ***

	XO:	dc.l	DefOb			;pointer to common data
		dc.w	0			;the following dc.s lines
		dc.l	0			;work as data storage in
		dc.l	0			;the author's filght sim
		dc.l	0			;system, and may be removed
		dc.l	0			;or used to whatever you
		dc.l	0			;find useful
		dc.l	0
		dc.w	0*16			;X-, Y- and Z-rotation
		dc.w	0*16			;of the model
		dc.w	0*16

	PTX:	dc.w	 0100, 0100, 0100	;the X, Y and Z values of
		dc.w	-0100, 0100, 0100	;the point
		dc.w	-0100,-0100, 0100
		dc.w	 0100,-0100, 0100
		dc.w	 0100, 0100,-0100
		dc.w	-0100, 0100,-0100
		dc.w	-0100,-0100,-0100
		dc.w	 0100,-0100,-0100
		dc.w	 0000, 0100, 0000
		dc.w	 0000, 0500, 0000

	XO000:	Surf	000,003,002,001,$0006,0	;the 1st, 2nd, 3rd and 4th
		Surf	004,005,006,007,$0002,0	;point, the colour value,
		Surf	001,002,006,005,$0062,0	;and the wireframe flag
		Surf	000,004,007,003,$002E,0
		Surf	000,001,005,004,$000F,0
		Surf	003,007,006,002,$000D,0
	XO006:	Surf	008,009,009,009,$0009,1	;the line

	XOMid:	dc.w	000*6,009*6		;the midpoints of the objs
	XOAddr:	dc.l	XO000,XO006		;the addresses of the first
						;surfaces of the object
	XOS:	dc.w	005,000			;the number of surfaces of
						;objects
	Surf is a macro defined like this:
	Surf:	macro
		dc.w	\1*6,\2*6,\3*6,\4*6,\5,\6
		endm


HOW THE BINARY FILE IS STORED

	This info may be useful if you want to write a program that converts
	ObEd  files  into  files  that  other  3D  programs  can understand.
	Consider  the  same example  model as above.  The binary  file  will
	contain the following datas: (all values in hexadecimal)

	HEX VALUES			COMMENTS
	----------			--------

	4f 62 45 64			;'ObEd'. ID text
	0009				;number of points   - 1
	0001				;number of objects  - 1
	0006				;number of surfaces - 1
	0064 0064 0064			;x,y,z values of the points
	ff9c 0064 0064
	ff9c ff9c 0064
	0064 ff9c 0064
	0064 0064 ff9c
	ff9c 0064 ff9c
	ff9c ff9c ff9c
	0064 ff9c ff9c
	0000 0064 0000
	0000 01f4 0000
	0000 0012 000c 0006 0006 0000	;surface points, colours and wf-mode
	0018 001e 0024 002a 0002 0000
	0006 000c 0024 001e 0062 0000
	0000 0018 002a 0012 002e 0000
	0000 0006 001e 0018 000f 0000
	0012 002a 0024 000c 000d 0000
	0030 0036 0036 0036 0009 0001	;the line
	0000 0036			;midpoints (*6)
	0000 0000 0000 0048		;1st surface start (relative offset)
	0005 0000			;objects' number of surfaces


-------------------------
--- THE CONTROL PANEL ---
-------------------------

	The 'current'  point,  surface and  object is  the topmost  entry of
	respective  panels.  The  selected  panel  has a highlighted  title.

THE POINTS PANEL

	This panel  contains (left  to  right)  the  point number  (#),  the
	x-coordinate (X),  the y-coordinate (Y),  and the  z-coordinate (Z).

THE SURFACES PANEL

	This  panel  contains  (left to right)  the  surface number (#), the
	first  point of the  surface  (POINTS),  the second,  the third, the
	fourth,	the colour code (COL), and finally  the wireframe flag (WF).

THE OBJECTS PANEL

	This panel contains (left to right)  the first surface of the object
	(SU),  the number  of surfaces it  contains in addition to the first
	(i.e.  number of  surfaces - 1) (#)  and the  midpoint of the object
	(MID).

THE ROTation DATA

	The number of  degrees the model is  rotated about the X-, Y- and Z-
	axis (respectively) is displayed here.

THE NUMber DATA 

	The  number  of  points,  surfaces  and  objects  (respectively)  is
	displayed here.

THE BUFfer DATA

	The buffered point,  surface and object (respectively) is  displayed
	here.

THE DATa DATA

	The top row contains the  WAS-flags' status (1=on). W=WireFrame Mode
	On, A=AllMode On, S=SpriteOff Mode On. The second and third row show
	which two points that are  found to be equal.  They contain '---' if
	none are found.

THE OTHER DATA

	Below  these datas  you will  find the  model's  current position in
	3-space. At the very bottom, a colour reference list is displayed in
	all its colourfulness.


---------------------
--- THE MAIN VIEW ---
---------------------

MOVING AND ROTATING THE OBJECT

	You may move the object in  3-space using  the keys described in the
	key overview file.
	Moving and rotating is useful for seeing how it looks from different
	ranges and angles.  Speaking of  angles,  the  entire object may  be
	rotated using the numerical keypad. Note that Shifts speeds up these
	operations.

EDITING THE OBJECT: Using edit windows
--------------------------------------

EDITING THE POINTS

	In order to edit the points, use the cursor keys to scroll the point
	list until the point  you want to modify tops  the point panel.  You
	may now press  'ESC'  (of the point panel is highlighted) or 'F1'. A
	window  will  open,  displaying  the  current  values of  the point.
	Pressing 'X' will allow you to change the values of the x-coordinate
	(Similar keypresses for the other  coordinates).  Press  'ENTER'  if
	you're satisfied, or  'TAB' to cycle to  the next  coordinate. Press
	'A' for accept if  you're pleased  with the new  values,  or 'R' for
	regret if you're not. ESCape also works as an 'ooops' key on all the
	edit windows.

EDITING THE SURFACES

	Editing the surfaces works in the same way as with the points.  Fill
	in the point values and colour code as explained above. You can also
	select whether the surface should be  drawn in wireframe mode or not
	here.  Note the hotkeys on this screen too.  Press 'F2' at any time,
	or 'ESC'  when the  'Surfaces' panel is  hightlighted to  enter this
	window.

EDITING THE OBJECTS

	This works as with the two above,  and hotkeys are available on this
	screen as well.  Press 'F3'  or  'ESC'  when the  'Objects' panel is
	highlighted.


EDITING THE MODEL: Using special keys
--------------------------------------

EDITING THE POINTS

	The coordinate values may be changed using the  keys surrounding the
	numerical keypad. Normal step value is 1,  but using SHIFTed keys, a
	step value of 10 will be used.

EDITING THE SURFACES

	Using the keys  '4',  '5', '6' and  '7',  you may insert the current
	point at position  1,  2,  3 and 4  respectively.  Pressing '8' will
	change the surfaces's wireframe flag.

EDITING THE OBJECTS

	You  may change  the number  of  surfaces  in the current  object by
	using the  keys '>'  (for more)  and '<' (for less). Pressing '9' on
	the main  keypad will use  the current surface as the object's first
	surface. Using the current point as the  object's 'midpoint' can  be
	done by	pressing '0' on the main keypad.

FILE OPERATIONS
---------------

DELETING ALL (NEW)

	Pressing 'O' will delete everything currently stored in the computer
	memory,  and leave you with a blank model.  Make  sure you save your
	model before pressing this key. However, you can always get your old
	model back by pressing the UNDO key. This key is described elsewhere
	in this documentation.

LOADING A MODEL

	Loading a  model will  delete all your  previous work,  so make sure
	you've saved it. A new model will be loaded,  and it will  appear at
	the  same  positions  and using  the same  rotations as the previous
	ones. Press 'Amiga-L' to do this.

LOADING A PALETTE

	You  may  load a  previously  saved palette  (range of  colours)  by
	pressing 'Amiga-]'.

SAVING A MODEL AS BINARY

	When you are plased with your work,  save it by pressing  'Amiga-B'.
	This should be done frequently,  and you should make backups of your
	work.

SAVING A MODEL AS ASSEMBLY SOURCE

	This  is  the  single most useful  feature of  the editor.  The file
	created may be  added to a demo or flight simulator for instant use.
	You'd just have to change the label names slightly. The source is in
	MC68000 assembly format, so don't try it in  your C source ;)  Press
	'Amiga-T' to achieve this little miracle.

SAVING A PALETTE

	If you've created a palette that pleases your eyes (or otherwise, as
	the case might be), simply press 'Amiga-['  to save it.  If you save
	it as 'StdPalette', this file will be loaded at the beginning of the
	program, thus making it the default palette.

IMPORTING A MODEL

	You may wish to  import a  previously  done work  into your  current
	model.  This routine  makes your dreams come true.  Very useful, and
	very easy to use. The imported data is added at the end of the lists.
	To execute, press 'Amiga-I'.

GETTING VERSION NUMBER

	Clicking  in the  data panel  area will display a little  info about
	ObEd.


QUITTING THE PROGRAM

	When you are pleased with your model (AND IT IS SAVED), you may quit
	ObEd by pressing the 'Amiga-ESC' key combination.


ADDITIONAL EDIT OPERATIONS
--------------------------

NEW <TYPE>

	Pressing 'N' will add a single <type> at the end of the <type> list.
	This will only  contain zeros,  and whould be edited before used  in
	other <type>s.

INSERTING

	You may insert a new point  anywhere in  the  point list by pressing
	'J'.   Inserting  surfaces  in  the  surface  list  is  a  bit  more
	complictated.  The only place you may insert new surfaces, is before
	the first surface of any object. For example, if your model contains
	two  objects  (00 05 17 and 07 03 32)  you  may  insert  surfaces at
	positions 00 or 07.

COPYING

	You  may copy  the contents of one  <type>  into  another,  by first
	BUFFERING  the source <type>,  then selecting the destination <type>
	and finally pressing 'C' to do the copying.

EXCHANGING

	Exchanging  the contents  of two <type>s,  works  like this:  BUFFER
	the first <type>,  select the other <type> and press 'E' to exchange
	these two <type>s.

DELETING

	Deleting <types> doesn't require  much brainwork.  Simply select the
	<type>  you want  to delete and press 'D'.  If the <type> is used in
	another type (e.g. a point is used in a surface),  you won't be able
	to  delete it.  If you press  'Amiga-1'  you will  delete the  first
	point, surface,  and object.  This is particulary  useful when a new
	object is CREATEd and you want to delete the  dummy object, surface,
	and point (all containing 0 as default).

MOVING

	Pressing the 'M' key,  a window will open,  asking you to  input the
	X, Y, and Z movement.  If <type> is a surface,  it will move all the
	points in the surface, and if it is an object,  it will move all the
	points contained by its surfaces. Note that if any of the points are
	used  by  other  surfaces  or  objects,  these will  change as well,
	causing often unwanted results.

ROTATING

	If you press 'R', you will be asked for rotation angle about the X-,
	Y-, and Z-axis, respectively. This angle must be in the range  0-359
	degrees. Please note that different objects and surfaces may use the
	same points,  and will thus change as well.  Only objects and models
	may be rotated. If you wish to rotate a model, set the AllMode flag.

CLONING

	Selecting  a  <type> and  pressing 'Y', will clone this <type>, i.e.
	creating  a new <type>  looking exactly like the  current  one,  and
	placing it at the end of the <type> list.

BUFFERING

	Before you can use the COPY or EXCHANGE  functions,  you have to use
	this function. What it does, is to select the first <type> that will
	take part in the operation. For exapmle, if you were to exchange the
	points  #2 and #9,  you should  select point #2,  buffer it,  select
	point #9 and execute EXCHANGE.  As for COPY,  the BUFFERed <type> is
	the  source  in the  operation.  Press 'SPACE' in order to  buffer a
	<type>.

UNDOING CHANGES

	With all the functions and operations available to the user of ObEd,
	you're bound to do a mistake sooner or later. Or maybe you just want
	to try out an idea to see how it  looks,  but want to be able to get
	the old model back.  Help is literally at hand.  Pressing the 'HELP'
	key will undo the very last changes on your model.


VIEWING THE MODEL
-----------------

	Six preset views are available to the user. These are:

	View		Key

	Top		'T'
	Underside	'U'
	Front		'F'
	Behind		'B'
	Left		'L'
	Right		'R'


SPECIAL OPERATIONS
------------------

SUBSTITUTING (GLUING)

	If you dicovered that two of  your points share  the same coordinate
	values,  you may want to  remove one of them.  This is done by first
	searching for equal points  (as described above),  and then pressing
	the 'G' key. Note that gluing when two equal points do not exist, is
	no good.

FLIPPING A SURFACE

	Being able to flip a surface can be  useful many a time.  Exchanging
	the  front  and back  colours of a  surface  can be  done with  this
	function, but the main reason for incorporating it is this: Say that
	you create a new surface,  only to find that you inserted the points
	in anti-clockwise order,  thus making it hidden at the wrong angles.
	One  solution could be to edit the colour codes  (exchange the first
	and last bytes),  but a far cleaner approach  would be to  execute a
	flip.  What this does,  is  simply to put  the  points  in an  anti-
	clockwise  order  (relative to the input order).  Press 'K' for this
	handy function.

CHANGING THE ORDER OF THE POINTS IN THE SURFACE

	Not  satisfied with  the order  at which  the points  appear in  the
	surface?  Consider  your problems  solved!  Just press  'V' and  hey
	presto! It has changed! Do you need this function? Probably not. But
	life as a programmer sure isn't easy.  Just imagine having to put  a
	function on every key  on a large,  never-ending keyboard. Functions
	like this simply have to turn up once in a while.

MIRRORING

	Any  <type>  can  be  'mirrored',  i.e.  changing  the  sign of  the
	specified coordinate(s) used by the <type>. Mirroring 'About X' will
	 change  the  sign  of  the  x-coordinates,  while  the  Y-  and  Z-
	coordinated stay intact.  Example: You are  creating a  model  of  a
	fighter aircraft,  and have  created  the left wing.  It would  be a
	boring task to create the right wing from scratch, so what you do is
	simply to CLONE the wing, and then MIRROR it 'About X'.
	Note that  'About Z'  is not a  mathematically  correct  expression.
	'About the XY-plane' would be far better, but I find  'About Z' more
	intuitive,  in that you  see which  coordinate  that will be changed
	without any harmful brainwork.  Press 'F6', 'F7' and 'F8' for X-, Y-
	and Z-mirroring respectively.

SCALING

	Say you want to create St. Paul's Cathedral. That would fill quite a
	few screens, wouldn't it?  A 3D insect would also be nice to be able
	to create. But the Cathedral wouldn't be very surveyable at all, and
	the  insect  would be very  hard to  edit because  of its less  than
	impressing size.  Problems. What problems? You just have to make the
	Cathedral small  and the insect large and scale them up or down when
	you  are  pleased  with  their looks.  Some frequently  used scaling
	percentages are available on various F-keys (see key overview),  and
	you can input any  (within certain limits)  percentage  yourself  by
	pressing 'Amiga-P'.

CREATING MODELS

	Pressing the '~' key at the main keyboard will give you an option to
	create any of four 'predefined' models.  You will be asked for a few
	parameters,  and ObEd will  create the models for you, complete with
	points, surfaces and objects. The objects available are:

	BOX	You will be prompted for X-, Y- and Z-length from the centre
		of the box. Simple, clean fun. Adds:
			Box	Rectangle
		Points	  8		4
		Surfaces  6		1
		Objects   1		1

	PYRAMID	Enter X- and Y-length from the centre of the  bottom surface
		as well as the height of the pyramid. Adds:
			Pyramid	 Triangle
		Points	  5		3
		Surfaces  5		1
		Objects	  1		1

	PYRRAD	A  PyrRad  object a  pyramid   where all  the  surfaces  are
		identical  as far  as size  is concerned.  You siply have to
		enter  the radius of  the object,  i.e. the  length from its
		centre to its corners. Adds:
			PyrRad
		Points	  4
		Surfaces  4
		Objects   1

	CYLINDER
		This is one handy object.  Entering the height,  radius  and
		step value,  a cylinder  will be created.  The step value is
		the number of 'pie parts'  the circle at the  top and bottom
		will be divided into.  4 parts will result in a box,  and 10
		will  result  in  something  that  may  be  mistaken  for  a
		cylinder. Adds:
			Cylinder      Disc
		Points    2+2*STEPS	1+STEPS
		Surfaces  3*STEPS	STEPS
		Objects	  1		1

NOTE:	STEPS is the step value as described above.


MISC OPERATIONS
---------------

FINDING POINT

	It is often useful to find the first surface to include  the current
	point. Pressing '/' will put this surface  at the top of the surface
	display (making it 'current').  Repeatedly  pressing  this key, will
	find all occurences of the point in the surface list.

CHECKING FOR UNUSED POINTS

	It isn't too hard to  imagine why  unused points are unwanted in the
	point list. By pressing the '\' key,  the first of these will become
	current. The search starts at the current point.

FINDING EQUAL POINTS

	As the reader may understand,  having stored two points with exactly
	the same coordinates,  is highly undesirable.  Pressing the '=' key,
	the two equal points (if any)  will be stored  in a special  buffer,
	and their  point numbers will be  displayed at  the screen.  You may
	then use  the  GLUE  command  to  delete one of  the points  without
	destroying the object.

CHANGING THE PALETTE

	The author is the first to admit that  the default  colours make the
	expression  'tasteless'  fit quite  perfectly.  Therefore,  a little
	utility to  change the palette is included.  This works the same way
	as any other palette modifier the user may have  experienced,  so no
	detailed explantion should be needed.  Your new palette may be saved
	for later use. The 'P' key opens the palette window.

RESETTING THE PALETTE

	If your choise of colours wasn't a lucky one, simply press 'SHIFT-P'
	for getting the default colours instead.

CHANGING SPRITE COLOUR

	Sometimes,  seeing  the   sprites  is  difficult  because  they  are
	displayed in the same (or similar) colour  as the  background image.
	This  problem  is easily  avoided by  changing  the  colour  of  the
	sprites.  Use  the  '.'  key  on  the  numerical  keyboard  for this
	operation.

-----------------
--- THE FLAGS ---
-----------------

THE ALLMODE FLAG

	When this flag is set,  some  operations work  on the  enire  model.
	These are:  Scale,  Move and Rotate. Press  'Amiga-M'  to turn  this
	flag on and off.

THE SPITESOFF FLAG

	Setting this flag turns  the sprites off.  Press '0' on the  numeric
	keypad to turn this flag on and off.

THE WIREFRAME FLAG

	Setting this flag puts the editor in wireframe mode, i.e. everything
	will be displayed in wireframe. Press 'DEL' to turn this flag on and 
	off.

THE SPITENUMBER OFF FLAG

	If you set this flag, the spites  will not  display the pointnubmer,
	i.e. you will only see the crosshairs. 'BACKSPACE' will set or clear
	this flag.


-------------------------------
--- USING THE MOUSE IN OBED ---
-------------------------------

	Using  the mouse,  you can select most  of the  operations that  are
	available from the keyboard. For a menu overview,  see below.  Other
	mouse operations:

	* Clicking on the 'quit' icon will exit the program  after a request
	* Clicking in the graphics window will select the  point closest  to
	  the cursor
	* Clicking in the <type> panels will select <type>
	* Clicking in the data panel will display an 'About' window
	* Clicking on a colour will make it the surface's main colour
	* A SHIFTed click  on a colour will  make it the  surface's  'shade'
	  colour

--------------------
--- THE MENU BAR ---
--------------------

	Remebering  all the  keys is  something of a  nightmare.  Therefore,
	menus are available at the top of the screen to let  you choose some
	of the most  frequently used commands  easily.  The  menu  strip  is
	divided into 5 parts:

Menu	Submenu		Submenu			Comment

FILE
	New					New model
	Load		Load Object
			Load Palette
	Save		Save Object
			Save Source
			Save Palette
	Import					Import binary
	About
	Quit

EDIT
	New					New <type>
	Edit					Edit <type>
	Insert
	Copy
	Exchange
	Delete
	Move
	Rotate					Object or Model (AllMode on)
	Clone
	Buffer
	Undo					Undo last changes

VIEW

	Top
	Underside
	Front
	Behind
	Left
	Right
	Reset

SPECIAL

	Glue					Two equal points->one point
	Flip					Turn surface upside-down
	Mirror		About X
			About Y
			About Z
	Scale		0.50
			0.66
			0.75
			0.90
			1.10
			1.25
			1.50
			2.00
			Input			Input scale percentage
	Create					Create new object

MISC

	Find Point
	Unused
	Find Equal
	WireFrame				Flags
	AllMode
	Sprites
	Palette		Edit
			Reset


--------------------------------
-- THE UNAVOIDABLE GREETINGS ---
--------------------------------

	This is no  fancy hardware-bashing euro demo.  In fact, it's  just a
	boring  system-friendly  utility.  Still,  where  would the Amiga be
	today  without the  greetings that  pop up on  every single piece of
	software  these  days?  So  here's  my  little,  no-scrolling  list:
	(Appearing in alphabetical order)

	Dag Lem		(_Hot_ in Spain, eh? Nudge, nudge)
	Lars Haugseth	(The Gandalf of Amiga programming)
	Morten Amundsen	(Gives the expression Party Animal a new meaning)
	Paal Johansen	(Soon getting an A4000, you workaholic?)
	Stian W Arnesen	(Deeply in love with the Amiga)
	Stig A Olsen	(Intel inside, but still a cool dude)
	Svein A Johansen(Nothing beats his party moonwalkings)
	Tommy Rivrud	(Get rid of that 'beard', eh?)

	And lots of  greetings to everybody at the University of Oslo.
