    ******* TReditor3D Version 1.00 Revision B ************
      08-Nov-2000, Tegucigalpa, Honduras, Central America.



This is a TReditor3d v.1 with some important fixes from Revision A. Please
read this document BEFORE start using this new update.


Bugs fixed.
==============

* The Portal View bug position fixed:
  In the previous version the position for the portals view for
  LEFT/RIGHT type was wrong when you compile the level. This was fixed.

* Ctrl+Click bug:
  In the previous version when you do CTRL+click outside of the rooms
  make some rooms properties invalid. This is fixed now.

* The Texture Folder:
  Now the 4 textures in the texture folder are updated if you cange manualy
  the texture or if you get the texture from a sector using <Spacebar>.
  Note that the textures lower that 64x64 are streched to 64x64 size, and in
  the render window they look some different, but they will look correct when
  the level is compiled.

* The Floor Slant at the Ceiling:
  Previously the top face in a floor slant at the ceiling heigh are not generated
  in the render window, (in the game they are correct). This was fixed.

* Delete room:
  Previously you can't delete the room if there are only one room. Now
  you can.

Some changes in Revision B.
---------------------------

* The ITM file format was changed to include the below data:
  - Items.
  - Sprites.
  - Static mesh.
  - Spot lights.
  - Trigger commands.
  - Alternate Room.

  Previous ITM file WILL NOT WORK, so it is included FEXITEM Version 3.00
  for build this new ITM.
  If you need to migrate the old ITM to the new one, then use the
  fexitem 2.00 for rebuild the level, then build the new ITM from the already
  phd/tub/tr2/tr3 using the new Fexitem.


* Click & Ctrl+Click:
   -Now when you Click over a sector only the <Room Side> data or the <Room Below>
    data will be applied. the <Room Above> data is ignored.
   -When you do Ctrl+Click over a sector only the <Room Above> data will
    be applied. the <Room Below> data is ignored.
    This change is very useful when you are stacking rooms.

* Default X,Y,Z room position:
  Now when you are adding a room the default room position is X=100,
  Y=32 and Z=100. This way you have 100 tiles to put rooms at back/left and
  a lot tiles to put rooms at front/right.
  Remember that the Tomb Raider world engine ONLY WORK at the positive plane,
  so please don't request me for negatives X,Y,Z cordinates, draw all your
  rooms in the positive cordinates, you have a lot space there.

* The Replicate Control:
  The replicate control Maximum value was removed, this way you can apply
  one click to all tiles in the room. For example, if your room is 10x10 and
  you want to change all textures, then put "100" at the replicate control
  and click over the tile #1 to apply the current texture to the whole 100
  tiles in the room.

* Internal Box/overlap/zones:
  The internal TR Box Layout structure control the camera movement and
  the enemies behavior move; this layout is automatic built for TRE3D.
  I expanded some more the Box total limit, and previously the sectors
  colisionals with rooms above lack this box, this cause weird camera
  movement in some big pools or stacked rooms.
  This was fixed now, but i discover another bug even from previous treditor
  version and is not corrected yet:
  The Fly enemies (Bats, eagles etc) will work fine only in single
  ceiling rooms, this mean that if you use 2 or more rooms stacked to
  build a big high room, the flying enemies will not work in those rooms.

* Another Bug not fixed is the "Last 5 files used" in the menu to open
  quickly the most recent used TRes, seems that this will not work well
  if you open severals TRe in the same session, but the list is always
  correct when you start a treditor3d session.

-------------*-----------*---------------*----------*-----*---------


I am using Opengl for my tools, my computer is a Pentium 150Mhz and
my video card is a S3 Virge GX/DX with not Opengl accelerated drivers,
so i only test my tools in software mode, in my machine they work fine
but there is nothing that i can do for fix the problems in different
Hardware implementation, OS version, etc.
You must search in the internet a FAQ on how to fix commun problems
with opengl for your Video Card.
Severals problem can be fixed turning off some features in your
Video card. Also i guess that using the software Opengl32.dll from
Microsoft or from SGI should make this program room.

It is most likely that i will port the editor to Direct3D very soon,
i already have a great Delphi Direct3D implementation, and i already
learn how to do the Primitives, but i need to discover yet how the
selection is done, also i will do some speed test, if the program
render fast using my current draw primitive rutines then i will switch
to Direct3d.
I can't maintain both Opengl and Direct3D implementation so if you have
incovencience that i use Direct3d speak now before i decide to swicth.

For people that are currently building a custom level, remember that this is
only a half editor, the other half is the TRitem3d, so you must give to
Roy full credits.

If you are a already Treditor3d master, i will appreciate some help with the
manual.

A lot of thanks to JHN for the amazzing work done in the Forum.

See you soon guys...



                  Turbo Pascal.


***********************************
additional notes:
added onto as a revision to the earlier 
-ReadMe.txt-  version A  info file.
November 12, 00' -- vagrant(as proof reader)






















