Visual Elements Menu
Use this function to define Lines, which are used
as wires etc. in a 3DO.
To add a new 3DO line, use the [Add Line] button.
Next step is to choose a color for the line in the color dialog.
Note: Unlike with Polygons, the color of the Line is the actual color in GPL !
After the color is defined, the Cursor changes to
a "Pointing Hand" symbol.
Use the Mouse to pick the two vertices which make up the Line.
The newly created line will be shown in the table.
It is also shown immediately in the display window.
This procedure can now be repeated to add more Lines.
By clicking on a line in the table, it becomes selected and the [Edit Selected] button becomes enabled, allowing modifications of the selected line(s).
Note: More than one Line can be selected
and edited at once, but only the color of the selected Line(s) can be modified
When a single Line is selected, the vertices can be re-defined also.
All Selected Lines are shown as dotted lines.
Selected Lines become unselected only when the Line Dialog is closed.
Use this function to define Polygons.
To add a new 3DO Polygon, use the [Flat Shading] button under 'Add Polygon'.
Depending on the settings in Options, the next step is to choose a color for the line in the color dialog.
Note: The color of the Polygon is NOT the actual
color in GPL, it is only there for visualzation !
The final (untextured) color of the polygon is defined by the background color of it's texture !
The Cursor changes to a "Pointing Hand" symbol.
Use the Mouse to pick the vertices which make up the Polygon. To close the Polygon, select the FIRST vertex again !
Note: The polygons have to be drawn clockwise
facing the the user, otherwise the backside appears in GPL, which is usually
With a rectangle (4 vertices), it is best to rotate the scene so the required vertices face the user, then start picking the vertices from lower left, upper left, upper right, then lower right. Then the lower left vertex has to be picked again to close the polygon.
The newly created polygon will be shown in the table.
It is also shown immediately in the display window.
This procedure can now be repeated to add more Polygons.
By clicking on a polygon in the table, it becomes selected and the [Edit Selected] button becomes enabled, allowing modifications of the selected Polygon(s).
Note: More than one Polygon can be selected
and edited at once, but only the color and the texture index of the selected
Polygon(s) can be modified then.
When a single Polygon is selected, the vertices can be re-defined also.
All Selected Polygons are shown with a random color
frame around them.
Selected Polygons become unselected only when the Polygon Dialog is closed.
Use this function to map textures onto polygons.
This sets the polygon to texturize.
Choose the texture to map onto the selected polygon.
If no texture is loaded yet, select "-> Load New Texture" to add a new texture to the project via the Load & Remove textures dialog.
When done, reselect that new texture from the this list.
Type: Choose MIP or SRB for the type of Texture file. MIP is default, which is easy, as SRB is not supported for now ;-)
Mapping: Map either the entire texture, parts of it (points need to be picked) or repeated (tiled).
These values define how many times the texture is repeated left/right and up/down (Only possible when Mapping > Repeat Texture is set).
Rotate: Rotates the texture edge-by-edge (NOT in degrees).
Mirror Horizontal: Mirrors the texture around the horizontal axis.
Mirror Vertical: Mirrors the texture around the vertical axis.
Face Opposite: Makes the texture visible from the other side. This is useful when the direction of the polygon is the wrong way.
With certain textures, the result of this function is sometimes hard to tell. However, it can easily be controlled when Show Polygon Backfaces is un-checked in Options.
This example shows an entire textured polygon where the rotate function has been used. Note how the original texture is lying on the side (256 wide/128 high), but the texture on the polygon is rotated to appear upright.
Use this function to load textures into the project. Polygons are textured using Bitmap files.
To add a new Texture, use the [Load Texture] button.
The new Texture is then shown in the table. Meaning of the columns:
To replace the selected texture with a new Texture, use the [Replace Texture] button.
To make a selected texture transparent, use the [Transparency] button.
Use the [Pick Transparent Color] button to define the masking color in the original image. The masked image is then displayed accordingly. Also, the color is shown on the lower left, together with it's RGB values.
The mask file can then be saved and used for masking a MIP with MipMan etc.
Note: It is strongly recommended to save with the default value and give a filename- ending
like 'originalbitmap'_mask.bmp. This way one can tell which is the original and which is the appropriate mask bitmap
To change the background color of the selected texture, use the [Background Color] button.
The background color of the texture is the color that is seen within GPL when the particular graphic option is un-checked and the polygon(s) appear un-textured. The default value is grey.
The use of this function is quite similar to the Transparency function.
Use the [Pick Background Color] button to define the background color in the original image.
The background color is then displayed accordingly.
Use the [Toggle Texture/Color] button to switch the right view between texture and color.
Use the check box [Toggle Texture] to automate that. The slider below then defines the switching rate.
Use this function to check the background colors of the textures.