How to convert from DXF
-----------------------

the dxf must be called data.dxf
run dxfs23df and it outputs datav_.3d (vertex data) datap_3d (polygon data)
rename these to a list of datav001.3d & datap001.3d, datav002.3d,
datap002.3d, etc.

makeani compiles this sequence of data.
addgoura adds gouraud values (unreal always requires this)

the result is aniv00.3d which is the animation file
copy datap001.3d to data00.3d which is the master polygon info file.

rename the aniv00.3d and data.3d file to the number that you want
to access it as in the editor.  e.g. aniv23.3d, data23.3d - then
access this mesh by changing the 2nd and 3rd characters in the
data.txt file to 23.

I just set all this stuff up in a batch file so that is very quick to
use.

There are currently 43 3d objects.  You can overwrite any of these.


How to use this texture mapping program
---------------------------------------

The 256x256 textures are stored in pcx files Texture1.pcx to texture9.pcx.
The palette is taken from texture9.pcx

edit the data.txt file and modify the 2nd and 3rd characters of the
file to select the number of the mesh you wish to texture map.

Mesh files are dataXX.3d and anivXX.3d

edit the data.txt and change the 2nd and 3rd characters to specify
the number of the 3d file you which to use. (dataXX.3d)

Run ed.bat

use arrow keys and A and Z to move the mesh on the screen. Use the
mouse and click on the rotate buttons and the x,y,z buttons to modify
the rotation.  Rotation method is same as used in 3d studio format.
THat is a vector x,y,x with a rotation about that vector.  This
method takes a bit of getting used to, but it works fine.

right click on a triangle on the mesh and keep clicking until the
triangle you wish is flashing.  Then use the texture buttons to
select the appropriate texture you wish to use.  Notice that the
flashing polygon has 3 different colored verticies.  By right
clicking anywhere but on the mesh will change the cursor color, these
colors match the 3 corners of the flashing polygon.  Left click on
the texture to select the vertex coordinates of vertex which has the
same color as the cursor.  Right click to select the next vertex and
left click to position it.  Right click once again and select a
position once again to finish the texturing of that vertex.

Select a new polygon and repeat. 

Click on the type button to change the type of polygons, textured,
flat, gouraud or translucent.  Translucent will be used as two sided
within unreal and not translucent.

Click the Save button to update the dataXX.3d file.

If animations exist, you can cycle through them with the animation buttons.

You can press 'W' to turn off the background texture.

Left click on the palette to select the color of the flashing polygon
(if in flat shaded mode)
Right click on the palette to adjust the gouraud value of a
textured polygon vertex.

left click in the bottom right corner of the screen to shift the
background texture up and down.

These are all of the major features


James Schmalz
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