dELUXE pAINT v5.0 pART tHREE Display the Move requester. Set the Z Angle to 360. Click Draw. Play the animation back and you'll see that your planet orbits around the central circle! Using the brush handle effectively becomes a little more complicated when you rotate over more than one axis, but you might want to spend a little time trying different settings to see the effects you can create. Scrolling Backgrounds This section shows you how to create a scrolling background from a single picture. We'll use the new Camera Move requester to do this. Horizontal Panning First, we'll pan horizontally across a background. All you need to create this effect is a picture with left and right edges that meet to form a seamless image. Load the picture named WorldMap.lores from the Picture drawer (from the Examples disk). Type Ctrl-j (or select Spare>Copy to Spare from the Picture menu) to copy to the blank spare page. (We will use the spare page as the main animation page). Now we'll use the Camera Move requester to make the background picture scroll seamlessly from left to right. Because the image was designed to wrap seamlessly from edge to edge, the edge of the picture won't be noticeable - it will appear that we are continually scrolling to the right. Open the Camera Move requester (Anim>Camera Move...) by typing Shift-n. Change the Count to 32 - this means that we will be creating a scrolling animation over 32 frames. Make sure Wrap and Cyclic check mark gadgets are checked. When Wrap is checked, the left edge of the screen appears when you scroll past the right edge of the screen. Press Start. This means that we will be setting the position of the first frame of animation. Click Adjust, and the Adjust bounding box appears on the screen. Click and drag on the "field guide" bounding box so that the right edge of the box is flush with the left edge of the screen. You can use the Shift key to constrain your mouse movement so that you only move in the X plane. Press Shift, then left click and drag to move the bounding box. Press Enter or Return to exit the "Adjust" mode (just like in perspec tive). Press End, and then Adjust Place your screen cursor directly on top of the crosshair that is already on the screen, and press . (period key) on the keypad. This centres your field guide under your cursor (use it as a short cut). Press Enter or Return to exit the Adjust mode. Your X Dist box should read 319 or 320, and all other values should be 0. Click Preview to check the preview to make sure the box moves from the left edge of the screen. If the Preview looks OK, press New to create new animation frames. When Deluxe Paint has finished, press 4 to loop play the animation. You now have a scrolling Earth animation. Press s while in the animation to view the new frame rate speedome ter, which shows the current frames per second value. Save the animation you've just created - you'll need it for another effects tutorial later in this chapter where we'll show you how to create a revolving globe animbrush from this animation. This example showed you how to create a scrolling background that moves left to right, but you can create one that moves in any direction by follow ing the same basic steps You can also use a picture that is larger than an animation frame to create your scrolling background. To do this you create or paint your large picture on the spare page without changing the dimen sions of the main page. Then repeat the steps above, substituting a larger X move distance to move the width of the spare page. Vertical Panning In the following example, we'll pan upward on a screen background using the Camera Move requester. Load the EarthCore.HAM image from the Picture drawer of the Examples disk. Press Yes if the program asks if you want to switch screen modes to the image. (The image is in 32Ox200 HAM6 mode with a screen size of 320x1080). Press j to switch to the spare page. Choose Page Size... from the Picture menu, and click Screen to change the animation page size to 32Ox200 pixels. Select Camera Move from the Picture menu (Shift-n) to bring up the Camera Move requester. Click Zero to clear the distance paramerer boxes to 0. Change the Count setting to 40. Click Start, and then Adjust. Click and drag on the bounding box so that the bottom edge of the box is flush with the bottom edge of reduced image on the screen. If the box isn't visible, press period (.) on the keypad. Press Return or Enter to exit Adjust mode. Click End, and then Adjust. Click and drag on the bounding box so that the top edge of the box is flush with the top edge of the reduced image on your screen. Press Return or Enter to exit Adjust mode. Do a Preview to see if the box moves from the bottom edge of the image to the top of the image. Press New to create a new 40 frame animation. Press 6 to ping pong play the animation you've just created. Use the Set Frame Rate requester to slow down the animation if it's too fast (or press the left cursor key repeatedly while the animation is playing back). For added effect, add a pause at the beginning and end of the anima tion using the Set Frame Rate requester Filled Plane Effects The following effects use the Fill option in the Move requester to create filled planes that move. In the first example, the plane moves toward you so that it seems as though you are traveling, in the second example, the filled plane rolls as though you are doing a roll in an aeroplane. Set the number of frames to 20. Create a simple filled circle brush to use for your filled planes. (If you are on a 1 megabyte Amiga, don't add any gradient or other detail, because these filled plane moves require a lot of memory even with a simple brush). TIP For the Moving Ground example, it helps if your brush height is a multiple of the number of frames you have. This will produce smoother results. (Use Coordinates in the Prefs menu when you draw the brush and pick it up to confirm that it has the dimensions you want). Moving Ground Enter Perspective. Press the Enter key on the keypad. Position the brush near the bottom right corner of the screen and press Shift Keypad 7 to rotate the brush -90 degrees on the X axis. Stamp down the brush. Click Undo. Right-click the Grid tool and note the number listed for the Y Grid value in the Perspective requester. Click OK. Display the Move requester. Set the Y Distance to the same number as the Y Grid value only make the number negative. Click the Brush but ton beside the Distance boxes so that you move along the brush's coor dinates. Make sure the Count is set to 20. Click Fill. Deluxe Paint will take a while to paint your 20 frames. When it is finished, the animation will show a plane of circles moving toward you. Rolling Horizon Clear all frames. Choose Perspective>Reset from the Effect menu. Press Enter on the keypad twice (this takes you out and then back into Perspective). Position your brush near the bottom of the screen. Rotate the brush to -90 degrees on the X axis. Stamp down the brush. Click Undo. Display the Move requester. Click Zero. Set the X Distance to -640 and the Y angle to 360. Make sure both Brush buttons are selected. Click Fill. Again Deluxe Paint takes a while to paint your 20 frames. When it is fin ished the animation will show the filled plane of circles rotating around the perspective centre. Spinning Effects Here are two terrific spinning effects. In the process of creating these effects you'll need to use a range of Drluxe Paint features. At this point we assume you are familiar with all of the features, and our instructions are at times general. These exercises are a good way to test your knowledge of the pro gram; if you get stuck you should look up how to perform the task we describe. Amazing Bouncing Ball A bouncing ball sounds complicated, doesn't it? With traditional media, it would indeed be tedious, but with Deluxe Paint you can master the effect in no time at all. To produce the spinning effect we want for the bouncig ball, you would ordinarily need to do several things: Create a range of colours to cycle. Create a checkerboard pattern and wrap the pattern onto a circle to make it appear spherical. Create a ball shaped brush and rotate it so the ball spins on an angle. These steps are not necessary for this exercise, however, because we have cre ated a ball for you to use. Load the brush named Ball.Brush from the Media disk. Choose Palette>Use Brush Palette from the Colour Menu. Set the number of frames to 10 and clear all frames. Press h to make the ball half its original size. Go to Frame 1. Display the Move requester, and click Zero. Click Start, and then Adjust. Place the ball so that the bottom edge is near the bottom of the screen. Press Enter or Return to exit Adjust mode. Click End, and then Adjust. Place the ball close to the top of the screen. Press Enter or Return to exit Adjust mode. Set Slow In to 10. Set the Count to 10. Select Go From. Click Preview. The brush should move upward until it almost reaches the top of the screen. If it goes too far or not far enough, adjust the end position and try Preview again. Click Draw. Noew that you've given the ball some bounce, you pick it up as a brush and send it bouncing off into the distance by using the Move requester. Pick up the animated ball as an AnimBrush (make sure you enclose the entire area over which the ball moves). Choose AnimBrush>Settings from the Anim menu. Click the Ping Pong icon. Click Ok. Clear all frames. Set the number of frames to 40 and Go to Frame 1 of the animation. Move the brush handle to the lower right corner of the brush. Go to cel 7 of the AnimBrush. Place the cursor in the lower left corner of frame 1 (so the brush is off the screen) and stamp down the brush. Display the Move requester, and click Zero. Set the X Distance to 600 and the Z Distance to 500. Set the Count to 40. Set Slow In to 0. Click Draw. Turn on Colour Cycling and play the animation. You'll see a remarkably realistic animation of a spinning bouncing ball. If you are adventurous try creating a plane for the ball to bounce on. You'll need to adjust the planes position to match the bottom of the ball where it bounces. Then you create the plane on the Spare page and merge it behind the animation. When you choose the Spare>Merge in back option, Deluxe Paint asks if you want to merge behind all of your frames. This fea ture makes it easy to build up animations from several elements. Creating the Spinning Ball Here are the steps for creating the spinning ball. first you need to create a range of colours to cycle. These will ultimately produce a spinning effect. Display the Colour Mixer dialogue and create a spread of eight identi cal reds and eight identical whites. Choose Ranges from the Colour menu to display the Range requester. Select an empty range or clear the first range and define these colours as a range by setting the eight whites and eight reds next to each other along the Range bar. Set the Rate for colour cycling to the maximum. Select Random Dither and move the slider all the way to the left to turn dither completely off. (Make sure that your reds and whites aren't in any other ranges.) Now you create a checkerboard pattern and wrap the pattern onto a circle to make it appear spherical. Display the Fill Type requester. Select the first gradient fill option for a plain horizontal fill. Select the red and white range you created. Select the Filled Rectangle tool. Turn on Coordinates. Select black as your background colour and clear the screen. Paint a rectangle that is 44 pixels wide and 22 pixels high. You should now have a rectangle thar is white on one side and red on the other. Pick up your rectangle as a brush and create a red and white checker board pattern. Then pick up exactly a 5 square by 5 square section of the checkerboard as a brush. Tip Using the grid tool can help. Set the spacing to 22x and 22y to easily place the brush. Clear the screen. Display the Fill Type requester. Select Brush Wrap fill. Turn on BeSquare in the Prefs menu (so your circle will be truly a circle cle). Paint a filled Circle that is approximately 3 inches across. There it is. Press the Tab key to see the ball cycle. You'll find more informa tion about colour cycling and colour ranges in Tutorial Two of Chapter Four: Paint Tutorials. The Spinning Globe This example shows you how to create a spinning globe from the WorldMap picture on your Examples disk. To accomplish this effect, you create a scrolling background, pick up a section of the background as an AnimBrush, and use it to animfill a circle using the Wrap fill type. If you are working on a 2MB Amiga, we recommend that you start this example from a fresh start of the program. This fresh start will ensure that you have no memory fragmentation and you have enough memory to work with. This example is very memory intensive and may not work on some 2MB configerations. Load the scrolling earth animation you created and saved a few tutori als ago. (If you didn't save it, or haven't done that tutorial yet, please do so now and then continue the steps below). Press the 4 key to confirm that you have a scrolling map without any glitches. If it's moving too fast for you, slow it down using the left arrow key. Now you need to pick up half the scrolling image as an AnimBrush. Go to frame 1. Choose Free from the Brush menu to free up any brushes you may have in memory. Choose AnimBrush>Pick Up from the Anim menu. Select the left half of the image. Enter 32 in the requester to pick up the left half of your animation as an AnimBrush. Now you have an animbrush of a scrolling map. The trick is to convert that to a ball shape. Clear all frames to a black background. Choose BeSquare in the Prefs menu. Draw a solid colour filled circle in the middle of frame 1. (Make the circle about 3 inches across, and preferably a blue colour). Choose Frames>Copy frames from the Anim menu and select the All Frames button. This will copy frame 1 to all of the animation frames. Right click on the Fill tool to display the Fill Type requester. Choose Wrap as your fill type, and click OK. Choose AnimBrush>Use from the Anim menu. Press Shift-7 to posi tion your AnimBrush on its first cel. (You will not actually see the brush, but it will be ready in memory). Press F3 to place your animbrush in replace mode. (This is done so that your globe's background is the same as your animbrushes). Select the Fill tool. Hold down the Alt key and click on the centre of your solid coloured circle. Deluxe Paint will automatically "animfill" to wrap the map image into each of your circles. When it's finished, play the anim to see your spinning globe All that's left now is to pick it up as an AnimBrush and move it through three dimensions. We'll leave that part up to you. Or if you like, try creating spinning balls with other images, like faces or interesting patterns. Once you've mastered this feature, you'll find it hard to resist. Multiple animation palettes Deluxe Paint now supports multiple palettes in an animation. This tutorial will show you how to force a different palette in a specific amount of ani mation frames. The last tutorial showed you how to create a spinning globe. Before we show you how to force a multiple palette let's add an animation with a dif ferent palette to the end of the spinning globe anim. First save your spinning globe animation somewhere on your hard drive or to a floppy disk. Press Shift-2 to go to the last frame. Go to your spare page by pressing the letter j on your keyboard. The title bar should say SCRATCH. Load DOGGIE BACKGROUND from the picture pull down menu. Toggle back to your globe animation by pressing j again. Let's use the Camera Move Requester to create a new animation which we will put after the current one. Press N to bring up the Camera Move Requester. Lets adjust the starting frame by pressing Start followed by the Adjust button in the requester. This will bring up the Doggie Background from the Scratch page. Move your cursor all the way up to the far upper left corner of the screen and press the "." key in the perspective keypad. The period key centers the camera view where the cursor is currently posi tioned. Press the Enter key in the perspective keypad to exit the adjust screen. Press End followed by the adjust key again to adjust the end of this camera move. Move your cursor all the way up to the far lower right corner of the screen and press the "." key in the perspective keypad. Press the Enter key in the perspective keypad to exit the adjust screen. You will notice that when you are adjusting these frames the palette does not appear correctly. Do not worry about this. We will fix this a bit later. Make sure that you have WRAP checked in the requester. Set the Frame count to 20. Press AFTER in the requester to tell Deluxe Paint that you want to add this new animation after the spinning globe. Play the animation to see the results. You will notice that spinning globe animation is followed by a diagonal wrap animation of the DoggieBackground Picture. You will also notice that the Doggie Background animation has scrambled colors. Let's solve this by forcing a palette to the second animation. First let's tell Deluxe Paint what frames you want to add this new palette to. Select SET FRAME PALETTE... from the ANIM/FRAME pull down menu. Since the new DoggieBackground animation covers frames 33 through 52, enter these numbers in the range frame count. Select the Range button, then select Make Palette. This tells Deluxe Paint that you want a separate palette for these range of frames. Click OK. If you look at FRAME PALETTE INFO in the ANIM/FRAME pull down menu you will see that there are two separate palettes assigned for two ranges of frames. Now all we need to do is change the palette for the second anim so it looks correct. Press 3 on your keyboard to open the Go To Frame requester, and enter 33. Press j to go to the spare page. Pick up any part of the screen as a brush. Press j to go, back to frame 33. Select USE BRUSH PALETTE from the COLOR/PALETTE pull down menu. Now the two anims have their correct palettes. NOTE: There are three other ways you can force a specific palette. 1. You can save a color set for a particular picture and then reload the color set into frame 33. 2. You can save a color palette for a particular picture and then reload the color palette into frame 33. 3. You can go to frame 33 and adjust the palette manually by editing the colors in the color mixer or the arrange palette requester. TIPS This brief section lists some tips for using Deluxe Paint's animation features. This is not a complete list of tips, so be sure you at least scan the rest of the manual if you are not inclined to read everything. You can use Fixed Background to see the current frame as you modify it for the next frame. This is very useful for freehand animations. Here's how it works: Create some animation frames and draw a figure on frame 1. Choose Background>Fix from the Effect menu. Choose a different colour to paint a modified version of the first figure. Press 2 to step to frame 2. Choose Background Free to stamp the modified figure on frame 2. You can repeat this process to paint the next modification, and so on. If you want your brush to grow (move toward the screen) in your ani mation, but you need to stamp it in the small size for proper position ing, you will get nicer results if you paint the brush large and then use the ' or Ctrl key in Perspective to shrink it before you paint it down for the move. This way the brush moves toward its original large size as it is drawn by the Move requester and the large size will not suffer from "jaggies" Slow Out and Slow In from the Move requester always affect both the Distance and Angle motions. So a falling, tumbling object won't look right - the tumble accelerates along with the fall. Here's a work around: Use Move to make a tumbling object without Slow Out or Slow In. Pick the object up as an AnimBrush. Now use Move to make this AnimBrush fall with Slow Out for acceleration. The tumble stays at a constant rate, but the fall accelerates! Sinmilarly Move can't Slow Out one Distance parameter and not the other. That means it can't make a cannonball fly at a constant x speed but a decelerating Y speed (to form a parabola). You can overcome this by creating the animation in steps as in the Amazing Bouncing Ball effect: Use Move to paint a ball falling with Slow In Pick up the falling ball as an AnimBrush. Use Move (or the Straight Line tool with N Total spacing) to paint the falling ball moving across the screen at a constant rate. If you want an object to completely disappear when it flies off to infin ity heres a trick: Set the x rotation to 90 degrees so that the brush turns "edge on" as it approaches infinity. This way no more than a single pixel line will remain of your brush. When you paint your brush down to begin a move, Undo immediately after you stamp the brush. This guarantees that the brush appears cor rectly on the current frame when the move is painted. Painting down your brush before a move is how you tell Deluxe Paint where to start the move from. You don't need to leave the paint in place, since Deluxe Paint paints that frame again as the first frame of the move. You can't stamp the brush behind you, but you can Move it there. If you want an object to start from behind the viewer and drop into the screen with a perfect, unbroken motion, do this: Start from the centre position and use the Move requester set to a Count of 1 to move the brush out to the position you want (for example, -1000 from the front of the screen). Now clear the screen or reload the background for the aninmation. Use the Move requester to move the brush forward enough Z Distance to go from behind you past the centre position and off into the distance. If you have a series of pictures that use the same screen format and palette, you can use Deluxe Paint V to give a slide show. Just load each picture into a frame (see Load in the Picture menu for loading multiple pictures) and set a slow frame rate or flip the frames manually with the 2 and 1 keys. Spacing Tips When you animpaint with the shape tools, use the Spacing requester to control the number of brush stamps used to draw the shape. In effect, this setting determines how many frames you will paint over. Instant Marquees: Set the Spacing requester to N Total and the number of frames you have, and animpaint unfilled shapes using a built in brush. Using the Spacing set to N total for animpainting is especially good with the Circle tool, which otherwise paints a non cyclical pattern. Also try set ting Spacing to Every Nth Dot, especially with the unfilled Polygon tool. CHAPTER 8 - REFERENCE --------------------- Deluxe Paint V's Reference chapter contains all the information you'll need to master the program, arranged in a way that's easy to use. The Tools sec tion covers the Toolbox, explaining how to select, modify and use the tools to draw basic shapes or otherwise manipulate your image by colour, size, shape, or orientation. The Menus section covers all the options available in the pull down menus. The menus are described individually moving left to right across the Menu Bar, and down through each option. Some entries in Reference cross-reference other parts of the manual or other sections of Reference. We recommend that you look at the cited section for more information about any cross-referenced entry. Tools When you start Deluxe Paint V the Toolbox appears on the right side of the screen. It contains built in brushes, tools, the Colour Indicator, and the Palette. Select a tool by clicking its icon in the Toolbox. You can hide the Toolbox to expose more of the painting area by pressing F10 (this hides the Toolbox and the Menu bar). You can then press F9 to display the Menu Bar without the Toolbox. Press F10 to display the Toolbox again. The following tool desctiptions include any keyboard equivalents that are available. And to help you learn these, we have suggested a mnemonic for each one. You'll find these especially useful if you want to hide the Toolbox as explained above. You can also find all keyboard equivalents in Appendix B. Built-In Brushes There are ten built in brushes you can paint with in the Toolbox. To select any built in brush, click on it. Right-clicking a brush invokes the resize brush option. When you move the brush to the screen, your cursor has diagonal arrows pointing outward. To increase or decrease the size of the brush, drag the mouse, and when the cursor is the size you want, release the button. You can also change the size of the current brush dynamically even while you're painting. Press the plus (+) key to increase the size of your brush (no need to press the Shift key). Press the minus (-) key to decrease its size. The icon in the Toolbox reflects any changes you make. The smallest a resized built in brush can be is 1 x 1 pixel. The largest it can be is 100 x 100 pixels. Dotted Freehand Keyboard Equivalent: s - mnemonic - sketch Lets you paint freehand with the current built-in (or custom) brush. Hold down the left mouse button to paint with the foreground colour, or the right mouse button to paint with the background colour. The tool paints in a series of "splats" or "stamps" of the current brush shape. The spacing between each stamp depends on how fast you move the mouse the faster you move the mouse, the greater the spacing between stamps. If you move the mouse slowly there is no space between splats. We recommend you use this mode for drawing with custom brushes, or when using the different paint modes. Holding down the Shift key while painting constrains the tool to move either horizontally or vectically depending on the direction you move the cursor immediately after pressing Shift. Continuous Freehand/ Filled Freehand Shape Keyboard Eqnivalenr: d - mnemonic - draw D - Filled draw Click in the upper left corner of the icon to select the Continuous Freehand tool. Click in the lower right corner to select the Filled Freehand Shape tool. The Continuous Freehand tool paints the brush in a continuous line as you drag the mouse. This tool works like the Dotted Freehand tool, except that The slower you draw the smoother the lines. Fast freehand drawing may result in angular looking shapes, especially in higher resolutions. Holding down the Shift key while painting with the Continuous Freehand tool constrains the tool to move either horizontally or vertically depending on the direction you move the cursor immediately after pressing Shift. Use the Filled Freehand Shape tool to draw filled freehand shapes. When you release the mouse button, your shape is filled using the current setting of the Fill Type requester (If you release the mouse button before you reach the starting point for your filled shape, Deluxe Paint completes the shape by drawing a straight line from the current mouse position to the stating point of the shape). Holding down i as you click on the Filled Freehand Shape tool causes the tool to paint shapes that are filled and then outlined with the current brush using the settings of the Spacing requester. (See the Straight Line Tool below for an explanation of the options in this requester) If you use a custom brush as your current brush, it is possible to paint shapes that are filled with one colour and outlined with another. The outline is painted by tracing the shape with the current brush. Note that the shape is traced by the brush handle; if the handle is offset from the brush, the outline will be offset from your filled shape. Right-clicking on the Filled Freehand Shape tool displays the Fill Type requester. From here you can set the fill type for all filled shapes. See Fill Tool for an explanation of the options in this requester. Straight Line Tool Keyboard Equivalent; v - mnemonic - vector V - Spacing requester Paints a straight line in any direction. The width of the line is determined by the current built in (or custom) brush. To paint a line: Select the Straight Line tool, and position the cursor where you want the line to begin. Use the left mouse button to paint with the foreground colour, or the right mouse button to paint with the background colour. Drag in any direction to create a line. Holding down the Shift key while painting a straight line constrains the line to be either horizontal or vertical, depending on the direction you move the cursor immediately after pressing Shift. Holding down the Ctrl key as you paint a straight line, causes the line to leave "traces" as you paint. Right clicking the Straight Line tool displays the Spacing requester. The Spacing requester lets you specify the space between the paint "splats" deposited by the brush. Click to choose any of the four options in the requester. N Total Defines the total number of "splats" that will occur along the line. You can define the number of "splats" by clicking the edit box, backspacing or delet ing over the existing value, and typing in the new value. This setting is espe cially useful for ensuring that when animpainting over a series of frames you get exactly the number of brush stamps you need. Every Nth dot Spacing sets the number of pixels between each "splat" of the brush. This lets you space your brush splats accurately. Airbrush Paints using the Airbrush tool along the path defined by any tool affected by the Spacing requester. The number to the right of the button sets the number of airbrush sprays to be applied at each pixel along the path. This creates a fuzzy line or shape. You can use this feature with the painting modes from the Modes menu to create interesting effects. For example using Smear with the Airbrush spacing can create interesting textured effects on a coloured background. This option can only be used with the "splatter" Old Style airbrush, not the Standard airbrush. Continuous This spacing paints an unbroken path with no space between pixels Continuous is the default setting. Curve Tool Keyboard Equivalent; q - mnemonic qurve Use the Curve tool to draw an arc between two points. The width of the line is determined by the current built-in (or custom) brush. The Curve works like the Straight Line tool, except that the line remains attached to your cursor, so you can specify the third point in the arc. Select the Curve tool, and position the cursor where you want the Curve to begin. Drag to where you want the curve to end, and release the mouse but ton. Move the mouse in any direction to form the arc shape you want, and click. Holding down the Shift key while painting with the Curve tool, constrains the tool to move either horizontally or vertically as you paint the initial line, depending on the direction you move the cursor immediately after pressing Shift. This is useful if you want the ends of your curve to line up horizontal ly or vertically. Holding down the Ctrl key as you paint a curve, causes the curve to leave "traces" as you paint. Right clicking the Curve tool displays the Spacing requester (see Straight Line Tool, above, for an explanation of the options in this requester). Fill Tool Keyboard Equivalent; f - mnemonic fill. F - Fill Type requester Use the Fill tool to fill an enclosed area using the current settings in the Fill Type requester. To use the tool: Move the paint can cursor over the enclosed area you want to fill, so that the tip of the spout is within the area. The spout is the one pixel opening at the bottom of the "splash," Click to fill the enclosed area. Holding down i when you click with the Fill cursor fills any irregular shape, including gradients, outward to the background colour. In other words, the fill spreads outward until it reaches areas of the current background colour. Holding down the Alt key when you click with the Fill cursor, animfills the shape. This means that the frames of your animation will flip, and the fill tool will fill outward on each frame from the point where you clicked. This option works with all of the Fill Types except the gradient fills that use the gradient direction line to define the gradient. Right-clicking the Fill tool displays the Fill Type requester. The options in the requester are explained in the following paragraphs. When you return to the painting screen after choosing a fill type, the current gradient (or pat tern, if Pattern or Perspective is selected) and its orientation are shown in the Colour Fill box in the Title Bar (see User Feedback in Title Bar later in this chapter) Fills with the current colour. If you paint or fill your shape using the left button, the shape is filled with the foreground colour. If you paint or fill your shape using the right mouse button, it is filled with the background colour. This is the default mode. Brush Fills with one image of the current custom brush and sizes it to fit the filled area. See Figure 8.8. Wrap Fills with one image of the current custom brush and adjusts it to the hori zontal and vertical shape of the filled area. This gives the illusion of wrap ping the brush around a 3D solid. The effect is most pronounced if you use it to fill a shape that is very different from the shape of the custom brush. See Figure 8.8. Perspective Fills with a pattern of the current brush in the current perspective setting (see Perspective under the Effect menu). Rub Fills using Rubthru mode, where the picture on the spare page is rubbed through to the area to be filled. The current Translucency setting determines how much of the picture is rubbed through (100% translucency equals 0% of the image being rubbed through). This option is ghosted unless a space page is available. Hbrite Fills using the Hbrite painting mode. In effect, this is a special form of tint ing that only works if you are working in a Halfbrite screen mode (see HBrite in the Mode menu, below). When you are not in a Halfbrite screen mode, this option is ghosted in the requester. Drawing with the right mouse button over Halfbrite areas reverts them to their full colour counterparts. Pattern Fills with a pattern made from a brush. To use this option, you must first click the From Brush button to create a pattern of the current brush. This pattern remains the current fill pattern until you click From Brush again to create a new pattern from your new custom brush. Range Fills a enclosed object with a spread of colours (a gradient, see Gradients below) from the selected range. Type in a number from 1-8 to specify the range you want to use. Click to select one of the fill options, which specify the direction and type of the gradient fill. You can only use one fill option at a time. Horizontal paints the gradient horizontally. Vertical paints the gradient vertically with an even distribution. Horizontal Line paints the gradient one line at a time and adjusts the gradi ent on each line so that it follows the contours of the shape being filled. Gradients Deluxe Paint supports two types of gradients: Linear and Radial. A Linear gradient fills an object in one direction (in a line), and can either take the object's shape into account, or ignore it. A Radial gradient fills an object in all directions (radially) from the point where you click, until it reaches the boundaries of the object. Like Linear gradients, a Radial gradient can either take the object's shape into account, or ignore it. Linear Gradients The linear gradients are Line and Shap(ed). When you fill an object with either of these options, a gradient directional line stretches from the centre of the object to the cursor. Use this line to tell Deluxe Paint the direction in which to fill the shape with the gradient. For example, if you move the directional line to the top of your shape and click, Deluxe Paint fills your shape with the selected gradient from top to bottom. The first colour in the gradient (in the far left position in the range) appears at the bottom of the shape. Line fills the object with a uniform linear gradient, ignoring the shape of the object. Shaped fills the object with a linear gradient, taking the shape of the object into account, so gradient lines tend to follow the object's contours. Radial Gradients The radial gradients are Cir(cular), Cont(ours), and (Hi)light. When you select any of them and click on a shape, a gradient directional line stretches from the centre of the object you filled to the cursor. Move the cursor which is attached to the directional line, to the spot where you want the gradient to begin and click. Deluxe Paint will fill your shape radially outward from the point where you clicked. Radial gradients are especially useful for drawing shadows and other consistent three dimensional lighting effects. Circular fills the object with a circular (shaped) gradient radiating outward from the point where you click. Like the Straight linear fill, above, Circular does not take the shape of the object into account. Contours fills the object with the gradient taking the shape of the object into account. This creates a contour effect, reminiscent of topographical maps. Highlight is similar to Contours, but optimised to create a highlight effect. Like Contours, the object is filled with its shape taken into account. See Figure 8.12 for a comparison between the two methods. Dither Deluxe Paint draws patterned gradients by dithering, which reduces the con trast between adjacent colours (without changing the colours themselves). Clicking the cycle button cycles through the following choices: Random When Random is selected, you can adjust the degree of colour mixing in the gradient fill. Drag the Dither slider left or right to decrease or increase the amount of dither. Setting the slider all the way to the left gives almost no mixing between shades. Moving the slider to the right increases the amount of mixing at the colour boundaries. Pattern When Pattern is selected, Deluxe Paint creates a fixed pattern dither. This mode is useful for creating fills in modes with fewer colours. Smooth When Smooth is selected, Deluxe Paint utilizes a Floyd Steinberg dithering technique that smoothes the contrast between the colours in your gradient as best as possible. This mode is most useful in HAM and 24-bit backing store modes, where more colours are available. Airbrush Tool Simulates the action of an airbrush by spraying with the current brush. Two styles of spray distribution are available: Old Style (random) and Standard. Select the Airbrush tool. Position the cross hair on the page and drag to paint. Click twice on the Airbrush tool to select Standard mode rather than Old Style (the default). Holding down the Shift key while painting with the Airbrush tool, con strains the tool to move either horizontally or vertically depending on the direction you move the cursor immediately after pressing Shift. Press the + and - keys to increase or decrease the size of the airbrush when it is active. Airbrush Settings requester Keyboard Equivalent: Alt-A - open requester. A - Cycle Airbrush Type Right clicking the Airbrush icon displays the Airbrush Settings requester This requester lets you select the type of airbrush and radius and flow para meters. Airbrush Type Choose between Old Style or Standard. Old Style is the airbrush used in previous incarnations of Deluxe Paint; pixels of the foreground colour are randomly sprayed within the radius settings of the airbrush. You can per form brush stamp painting with the Old Style airbrush, but not in Standard mode. In Standard mode, the program paints similar shades of the foreground colour to create a seamless, blending effect. Just like a real airbrush, paint builds opacity gradually as you continue to spray an area (the rate your colour becomes opaque is controlled with the Flow slider below). In Standard mode the colours you paint with are affected (tinted) by the colour you paint on. Note that only the four round brushes are available with a Standard airbrush; the square brushes are grayed out. To cycle between Old Style and Standard airbrush types without open ing the Airbrush Settings requester, type A. Radius Use the slider or text gadget to set the airbrush radius from 1-100 pixels The larger the number, the larger the sprayed area. Flow Changes the rate of paint opacity build up in Standard mode on higher settings equate to faster opacity. Use the slider or text gadget to set a value from 100. Size This button lets you resize the nozzle. After clicking the button, move the cursor onto the page and drag the mouse until the nozzle is the size you want, then release the mouse button. Clear Area Clear the test area, which is a window/view onto your page. Clearing this area doesn't affect the underlying image. NOTE Airbrushes are palette dependent. Therefore, if you paint with a Standard airbrush, but see nothing, you need more contrast between background and foreground colour. Unfilled/Filled Rectangle Keyboard Equivalent: r unfilled. R - filled; mnemonic - rectangle Use the Rectangle tool to paint a rectangle shape using any brush. The upper left half of the tool paints a rectangle outline using the size of the cur rent brush and the current settings of the Spacing requester. The lower right half of the tool paints a filled rectangle using the current settings of the Fill Type requester. Select the Rectangle tool, and position the cursor on the page where you want the rectangle to begin. Drag the cursor diagonally to form a rectangle. When the rectangle is the size you want, release the mouse button. Holding down the Shift key while painting with the Rectangle tool, con strains the rectangle to be the same number of pixels wide and high. You'll notice that this shape is not necessarily a square. This is because the pixels in the Amiga display are not square. To paint a square, turn on the Be Square option in the Prefs menu. When Be Square is on, Deluxe Paint V adjusts the height and width of your square so that it appears square rather than being square in terms of pixel count. Holding down the Ctrl key as you paint a rectangle, causes the rectangle to leave "traces" as you paint. Holding down i as you click on the Filled Rectangle tool causes the tool to paint shapes that are filled and then outlined with the current brush using the settings of the Spacing requester. (See Freehand Shape Tool for more information). Right clicking on the Unfilled Rectangle tool displays the Spacing requester. Use this requester to set the spacing between "splats" in the sides of your rectangle (See Straight Line Tool, above). Right clicking on the Filled Rectangle tool displays the Fill Type requester. Use this requester to set the type of fill you want in your rectangle. See Fill Tool for an explanation of the options in this requester. Unfilled/Filled Circle KeyboardEquivalent: c - unfilled. C filled; mnemonic - circle Use the Circle tool to paint circles using any brush. The upper left half of the tool paints a circle outline using the current brush and the current-set tings of the Spacing requester. The lower right half of the tool paints a filled circle using the current settings of the Fill Type Requester. Select the Circle tool, and position the cursor on the page where you want the centre of the circle. Drag the cursor in any direction to from the circle. When the circle is the size you want, release the mouse button. The circles that Deluxe Paint V paints may not appear perfectly circular. Circles are painted to be the same number of pixels high as they are wide. The circles do not appear perfectly circular because the pixels of the Amiga display are not square. If you want your circles to appear circular, turn on the Be Square option in the Prefs menu (see Prefs Menu below). Holding down the Ctrl key as you paint a circle, causes the circle to leave "traces" as you paint. Holding down i as you click on the Filled Circle tool causes the tool to paint shapes that are filled and then outlined with the current brush using the settings of the Spacing requester. (See Freehand Shape Tool for more information). Right-clicking on the Unfilled Circle tool displays the Spacing requester. Use this requester to set the spacing between "splats" in the sides of your cir cle (See Straight Line Tool, above). Right clicking on the Filled Circle tool displays the Fill Type requester. Use this requester to set the type of fill you want in your circle. See Fill Tool for an explanation of the options in this requester. Unfilled/Filled Ellipse Keyboard Equivalent: e - unfilled. E - filled; mnemonic - ellipse Use the Ellipse tool to paint an ellipse. The width and shape of the line is determined by the current brush. The upper left half of the tool paints an ellipse outline using the current settings of the Spacing requester. The lower right half of the tool paints a filled ellipse using the current setting of the Fill Type requester. Select the Ellipse tool. Position the cursor where you want the centre of the ellipse to be and click. Move the cursor in any direction to form the shape you want. Drag the mouse in a circular motion to rotate the ellipse. The degree of rotation is shown in the menu bar. When the ellipse is positioned in the orientation you want, release the mouse button. Holding down the Ctrl key as you paint an ellipse causes the ellipse to leave "traces" as you paint. Holding down i as you click on the Filled Ellipse tool causes the tool to paint shapes that are filled and then outlined with the current brush using the settings of the Spacing requester. (See Freehand Shape Tool for more information). Right clicking on the Unfilled Ellipse tool displays the Spacing requester. Use this requester to set the spacing between "splats" in the sides of your ellipse (See Straight Line Tool, above). Right clicking on directory affects your system globally not just in Deluxe Paint. If you have a hard drive and keep your fonts in several drawers or in drawers a couple of levels deep, you may want to add assigns to your existing FONTS: assign so that you can access your font collection quickly in the Font requester. Please consult your Amiga owners manu al or Amiga DOS manual to learn how to properly use the Assign command before you experiment with this. Following is an example of an Assign you cannts a filled polygon using the current settings of the Fill Type requester. Select the Polygon tool, and position the cursor where you want one of the corners of the polygon. Click and then move the mouse in any direction to pull out a side of the polygon. Click to tack down each corner of the polygon. Clicking on the Polygon's point of origin completes it. You can complete a polygon without having to search for the point of ori gin by pressing the space bar. This automatically completes the polygon by connecting your last corner with the origin however if you're using the Unfilled Polygon tool, pressing the space bar will not complete the polygon. You'll need to connect the last corner with the point of origin yourself. Holding down the Ctrl key as you paint a polygon, causes the polygon sides to leave "traces" as you paint. Holding down i as you click on the Filled Polygon tool causes thc tool to paint shapes that are filled and then outlined with the current brush using the settings of the Spacing requester. (See Freehand Shape Tool for more information). Right clicking on the Unfilled Polygon tool displays the Spacing requester. Use this requester to set the spacing between "splats" in the sides of your polygon. (See Straight Line Tool, above). Right clicking on the Filled Polygon tool displays the Fill Type requester. Use this requester to set the type of fill you want in your polygon. See Fill Tool for an explanation of the options in this requester. Brush Selector Keyboard Equivalent: b - new brush, cycle through pickup modes; B - previous brush; mnemonic - brush Use the Brush Selector to create a custom brush from any image on the page, or to recall your most recent custom brush. To select a rectangular brush: Select the Brush Selector and move the cursor to the page, where it becomes a large cross-hair. Drag diagonally to enclose the area you want to use as a brush. Release the mouse button to select it. To select a polygonal brush: Double click the Brush Selector to select it. The Brush Selector icon now looks like the Polygon tool. In this mode you can select an area to use as a brush in both polygonal and freehand modes. Polygon You can now surround the area you want to pick up as a brush as though you were drawing with the Polygon tool. As with the Polygon tool, pressing the space bar completes the brush selection automatically. Freehand If you hold down the left mouse button, you can draw in freehand mode to select the area you want to pick up as a brush. As in Polygon mode, pressing the space bar completes the brush selection automati cally. You can also combine straight line clicking and freehand drawing to pick up a brush area. To select a magic pickup brush: Triple click the Brush Selector to select it. The Brush Selector icon now looks like a magic wand. Clicking the left mouse button picks up the entire area contiguous with the selected pixel (ie. the contiguous shape connected to the pixel without being broken by the background colour). For instance, if you click in the middle of a filled circle, the entire circle is picked up as a brush. NOTE If the selected colour is the same as the background colour, the program will pick up a 1 pixel transparent brush. The Magic Pickup tool provides a quick way to pick up irregular shapes in one simple action. Holding down the Ctrl key while selecting with the magic pickup selects only the contiguous area the same colour as the selected pixel. If the pixel is the same colour as the brush's transparency colour, the Magic Pickup tool will pick up a completely transparent brush, the bounds of which match the shape of the contiguous background-coloured pixels. Left vs. Right Button Using the left mouse button to pick up a brush simply copies the selected area as a brush. Using the right button to select the brush cuts the selected area from the page to make the brush, and replaces the area with the current background colour. When you pick up a brush, any colours that match the current background colour are transparent. If you have AutoTransp turned on in the Prefs menu, this additional rule applies: if all corners of the brush are of the same colour, that colour becomes transparent, regardless of whether it is the back ground colour. (See AutoTransp in the Prefs menu). You can retrieve your most recent custom brush or AnimBrush by right clicking the Brush Selector or pressing Shift-b. Holding down the shift key while selecting a brush with the rectangular Brush Selector will constrain the brush to be a square. This means that it will be the same number of pixels high as it is wide. Because the pixels of the Amiga display are not square, your brush may not appear square. If you want the brush to appear square, turn on Be Square in the Prefs menu before you select the brush. Text Keyboard Equivalent: t - mnemonic - text. T - Choose Font requester Use the Text tool to add text to your picture. Select the Text tool, and move the cursor to the page. Click to place the text cursor. Type on the keyboard to enter text in the current foreground colour. The text will automatically wrap around the right edge of the page and restart below the original cursor position. If your page size is larger than the screen, the page scrolls as you type off the edge of the screen. The text tool does not automatically word-wrap like a word processor. You can use the Backspace key to erase text, and the Return key to begin a new line. To exit text mode, press Esc or click a painting tool. You cannot backspace over typed characters if the screen scrolls. Right clicking the Text Tool displays the Choose Font requester. Use this requester to choose fonts, sizes, and styles for your text. Deluxe Paint V uses the standard Amiga ASL font requester. For information about how this requester operates, consult your system's user manual. The scrolling font list displays the fonts that are available in the FONTS: directory. To choose a font, click on its name. Choose a size for the font by clicking on the up and down arrows next to the size edit box. The scrolling list of sizes is restricted to the currently avail able sizes for the font that you have chosen. To choose a font size that is not available from the menu, type the point size in the size edit field. Choose a style for the font by clicking on the Bold, Italic, and Underline check boxes. You can use these styles in any combination. Clicking an active (checked) button turns it off. The display box under the font gadgets shows a sample of the selected font at its current point size. Some fonts are CAPS only fonts, so if you are typing and all you see is an outline, turn on the Caps Lock key and try again. FONT TIPS To Load and Assign Fonts from other Disks or Directories: Make sure that you know the correct disk name or storage device name and/or the full path name of the fonts location. For example, say you have some video fonts stored on a disk called EXTRAFONTS in a drawer called FORVIDEO, then in the Drawer field of the Font Dir requester in the Prefs menu you would type EXTRAFONTS : FORVIDEO and press the Return key or simply choose it from the file list. Similarly if the fonts were stored on a hard drive partition called dh0 in a subdrawer called FONTS1 under a drawer called PAINT then you would select or type dh0 : PAINT/ FONTS T to access them. Note that changing the font directory affects your system globally not just in Deluxe Paint. If you have a hard drive and keep your fonts in several drawers or in drawers a couple of levels deep, you may want to add assigns to your existing FONTS: assign so that you can access your font collection quickly in the Font requester. Please consult your Amiga owners manu al or Amiga DOS manual to learn how to properly use the Assign command before you experiment with this. Following is an example of an Assign you can use to access the two Colourfonts included on the Media disk. The assign to access the fonts would be: ASSIGN FONTS: dh0:DpaintV/Karafonts Add After this Assign has been executed, the Karafonts subdirectory auto matically is added to your existing FONTS: Assign. When you reopen the Choose Font requester the new fonts are listed. (If they aren't list ed, choose Rescan Disk from the Choose Font requester's Control menu). This example can be used widely for other font drawers as well. In the LOAD and SAVE requesters throughout the program. Assigns can also be quite useful for saving and loading Pictures, Brushes, AnimBrushes, and Animations to long path names. Please note that not all font sets have complete attributes, some fonts may not be able to be Italicised or Underlined; most fonts should be able to be set to Bold. Deluxe Paint V is compatible with most Standard Amiga fonts, and can also load Colour Fonts of up to 16 colours. Your Amiga dealer, local Amiga Users Group, or Amiga magazines are good sources for obtain ing Public Domain fonts or for Purchasing additional commercial fonts like the KaraFonts included with Deluxe Paint V. Grid Keyboard Equivalents: g - grid on/off. G - grid on and use brush handle location as a grid point; mnemonic - grid The Grid constrains some of the painting tools so that they paint only on the coordinates of a grid. If you press G to turn the grid on while using a brush, the grid will use the current brush handle position as one of its grid points. The tools affected by the grid are: Dotted Freehand Straight Line Rectangle Circle Ellipse Brush Selector Text Right clicking the Grid icon displays the Gridding requester. Use this requester to adjust the x and y spacing of the grid. You can specify the grid values in pixels by deleting or backspacing over the existing values and typing in the new ones. Alternatively you can click Adjust, which lets you visually place and adjust the grid cursor on the work area. The upper left corner of the adjustable grid is anchored as you drag the lower right corner. Release the mouse button to complete the adjustment. Right clicking the Grid tool while you are in Perspective mode displays the Perspective Settings requester. See Perspective>Settings under the Effect menu. Symmetry Keyboard Equivalent: / The Symmetry tool helps you print symmetrical patterns around a central point or based on a tiling scheme. Symmetry works with all tools except Text and Brush Selector. Right-clicking the Symmetry tool displays the Symmetry requester. Use this requester to choose between the two symmetry modes (Point and Tile) and to set parameters for each of the modes. Point Symmetry Works around a central symmetry point in either Mirror (mirror image duplication of each point) or Cyclic (direct duplication at each symmetry point) In Point Symmetry you can select the number of symmetry points by using the Order edit box. You can also set the location of the symmetry centre by clicking Place and then the point on the screen where you want the centre of symmetry to be. Place Lets you position the central point of your symmetrical pattern. To reposi tion the central point, click Place, move the large cross-hair to the new loca tion, and click. Subsequent symmetrical drawing will be centred on the new location. Tile Symmetry Creates "tile" patterns. You can set the horizontal and vertical dimensions (in pixels) of the tile in the width and height edit boxes (Tile Symmetry requester only). Tile is useful in creating fill patterns once you've created your symmetrical pattern, set the Grid to the same spacing as the tiles to pick up exactly one tile as a brush. Tile lets you create an entire pattern just by drawing one of its elements, and is an ideal tool for textile designers. Because Tile Symmetry gives immediate feedback as you draw it replaces the picture beneath each of the tiles in the symmetry. This will effectively destroy any picture that was on the screen before you turned on Tile Symmetry. If you want to use Tile Symmetry to paint over an existing picture, choose Background>Fix from the Effect menu before you turn on Tile Symmetry. This will protect your existing picture from any inadvertent alteration. Magnify Keyboard Equivalent: m - mnemonic - magnify The Magnify tool divides the screen into two parts and displays the right hand side in magnification. This tool is especially useful for detail work. When you are in Magnify mode, you can use any other tool on either side of the screen. Select the Magnify tool. Position the Magnify box over the part of the image you want to enlarge and click with either button. This divides the screen into two parts, with the right part magnified. You can scroll the magnification window using the arrow keys or the n key, which centres the area under the cursor. To change the magnification scale click the Zoom icon (beside the Magnify tool). Clicking Zoom enlarges the magnified area: right clicking shrinks it. You can set the Zoom level before you magnify an area. Changing the Zoom setting will change the size of the rectangle attached to your cur sor when you are in the process of magnifying an area. To return to normal display mode, click the Magnify tool again. The Magnify tool is especially useful for detailed work. You can use any other tool on either side of the screen in Magnify mode. Zoom Keyboard Equivalent: > - enlarge < - shrink Changes the scale in Magnify Mode (see Magnify Tool, above). Click the Zoom tool to enlarge the image; right-click to shrink the image. Undo Keyboard Equivalent: u - mnemonic - undo Reverses the last painting action (including UNDO) as long as there has not been an intervening mouse click or a refresh of the screen such as that caused by pressing F9 or F10 to hide or show the menu and toolbox, bring ing up any requesters or control panels through the keyboard or menu, or scrolling the screen. WARNING You must type u to undo when painting without the toolbar. CLR Keyboard Equivalent: K - clear current screen or activate clear frame requester when there is an animation - mnemonic - Klear Clears (erases) the current screen to the current background colour. If you have multiple frames, right click on CLR to bring up an Options requester where you can select which frames you want to clear. Colour Indicator Indicates the current foreground and background colours. Clicking the Colour Indicator (or pressing the comma "," from the key board) selects the eye dropper cursor. This lets you select a new foreground or background colour by clicking a colour on screen. Click the on screen colour to select a new foreground colour, or right-click to select a new back ground colour. Right clicking the Colour Indicator displays the Colour Mixer. Use the Mixer to arrange modify and mix colours for your palette. Deluxe Paint V lets you modify colours with either the RGB or the HSV colour mixing systems. See Palette under the Colour Menu, below for a detailed description of the Mixer. Palette Area Clicking a colour in the palette selects that colour. Click to select a new foreground colour and right click to select a new background colour. You can scroll through the colours in the palette to select a foreground colour by pressing the [ and ] keys on the keyboard. Shift-[ and Shift-] to scroll through and select a backgrsh to be placed in the animation. The pictures must all be in the same format, and the files are loaded in the order that they're listed, not necessari ly the order that they're selected. To create multiple frames from a single pic ture, select one file and enter a number in the text gadget to set the number of frames for the resulting animation. If you already have animation frames, those frames are discarded and Deluxe Paint creates new frames as you load. If you want to add pictures toonven tions. Point to the Title Bar and press the right mouse button to display the Menu Bar. Point to a menu name to open that menu. Drag the pointer down to one of the menu options, and release the mouse button to select that option. In a file requester, press F1 to toggle the Options panel on/off. The Options panel provides information about the selected file and in some cases, file loading or saving options. File requesters have a Control menu that is available when the requester is open. The Control menu options are: Last Name and Next Name move up and down through the file list. Restore recalls the list and text gadget contents that were displayed when the requester was opened. The Parent, Volumes, OK, and Cancel menu items work just like the corresponding gadgets in the requester. Delete deletes the file currently selected in the requester. A requester appears, requiring confirmation before the file is actually deleted. Select OK to delete the file or Cancel to return to the requester without deleting the file. Some menu options have submenus indicated by » to the right of the option. You can drag the highlight down to the option to display the sub menu, then drag the highlight to the right and down again to select an option from the submenu. When we reference a submenu option in this manual, we use the following convention: "Choose menu option>submenu option from the X menu " So, for example, "choose Spare>Swap from the Picture menu - means display the Picture menu and highlight Spare". This exposes the Spare submenu, From the submenu highlight Swap and release the mouse button to activate your command. In many cases, you can select a menu item by using its keyboard equivalent A table of keyboard equivalents is included as Appendix B at the back of this manual. TIP One keyboard equivalent deserves special mention: a, the "Again" key invokes your last menu command, whatever it may have been. The menus are discussed in the order they are displayed, reading from left to right across the Menu Bar. Picture Menu The Picture menu lets you save, load, and print your pictures, as well as allowing you to make various global changes to the colour palette, screen resolution, and page format. Keyboard Equivalent: Right-Amiga-l The Load... command displays the standard Amiga file requester. Clicking the Volumes gadget displays a list of available floppy disks, hard disk partitions, and assigned directories. Click on drawer names to list their contents. The file size, date, and time are displayed to the right of each file name. Use the sizing gadget to increase the window size if the window isn't wide enough to display this information. Clicking the Parent action button moves you into the parent directory in which the current subdirectory resides. This may or may not be the root directory. If you click a drawer [subdirectory] name you will see all the files in that subdirectory. If you swap disks while this requester is displayed, Deluxe Paint reads the new disk's directory but does not display it until you click the Volumes but ton. If there are more items in the directory than there is room in the window, you can scroll through the window by clicking the up and down arrow keys, or by dragging the scroll box up and down. Note that devices, volumes, and directories are shown in the requester in white type, while files are shown in black type. Assigns are denoted as Assign in the file window and are shown in white type. Assigns are beneficial to users with large storage devices, such as hard disks, removable media, etc. You can create assigns to go directly into deep levels of subdirectories. By using an assign command, you can avoid having to move through multiple drawer levels to find an image file. Please consult your Amiga owners manual or an Amiga DOS manual for more informa tion regarding this feature. Pattern Edit Field When used with the proper pattern matching parameters, this field lets you selectively view the files you want. You may have noticed that there are two types of character extension patterns that were used for files in the Picture drawer of the Examples disk, filename.LoRes, and filename.Ham for example, if you only wanted to look at the filenames that end with .LoRes, you would type #?,LoRes. Your file window would show you only the files that end in .LoRes. A good practical example of how this could be used is for the loading of a sequence of pictures as an animation. If your sequence of Pictures were numbered sequentially or alphabetically and started with the word Space and ended a .Ham extension then you type Space#?.Ham in the Pattern edit field and only those files would be viewable. Select the first file, set the # of frames (see below for a more complete explanation of the # of frames edit box), click on load, and your animation will be put together automatically for you. The recognised pattern parameters for this edit field are: ? Matches single characters # Matches occurrences of . ^ Matches only occurances of at the beginning of the line. ~ Filters out all entries that contain , Examples: #? Shows all files #?A#? Shows all files whose name contains the letter A AN#? Shows all files that begin with letters AN and end with a period followed by a 3 character extension. #?.ANIM Shows all files that end with an ANIM extension. ^NTSC Shows only files that start with NTSC. ~NTSC#?HALFBRITE Filters out all NTSC and DBLNTSC Halfbrite modes. Control menu The Load Picture file requester has a Control menu with eight items. Last Name and Next Name move up and down through the file list, Restore recalls the list and text gadget contents that were displayed when the requester was opened. The Parent, Volumes, OK, and Cancel menu items work just like the corresponding gadgets in the requester. Delete deletes the file currently selected in the requester. A requester appears, requiring confirmation before the file is actually deleted. Select OK to delete the file or Cancel to return to the requester without deleting the file. Loading a File Click the file you want to load, and then click the OK button to load the selected file. Or if you prefer you can simply double-click on the filename to load the file. Pictures load with all their attributes: palettes, stencils, and per spective information. Click Cancel if you don't want to load a file. When you load a picture, the loaded picture replaces any existing picture. If you have multiple frames, the loaded picture replaces the current frame, and is remapped to the Anim frame's palette. A new palette isn't automatically loaded. Load Picture Options panel The Options panel displays attributes of the selected file, and lets you load multiple images as an animation. Bytes: File size in bytes Screen/Page Size: Screen/Page dimensions in pixels Colours: Number of colours in the file Name: Name of the file or Name chunk if available Author: Author name (if available) (c): Copyright information (if available) Load # of frames: Check this box to load multiple pictures at one time as frames of an animation. To select multiple files, Shift click on files that you wish to be placed in the animation. The pictures must all be in the same format, and the files are loaded in the order that they're listed, not necessari ly the order that they're selected. To create multiple frames from a single pic ture, select one file and enter a number in the text gadget to set the number of frames for the resulting animation. If you already have animation frames, those frames are discarded and Deluxe Paint creates new frames as you load. If you want to add pictures to your animation without discarding it, you must load the pictures one at a time. Deluxe Paint loads a single image in your current frame. Deluxe Paint loads the pictures starting with the picture you selected in the requester and continuing down the listing shown to load the number of frames you requested. If any of the files in the list is an animation, Deluxe Paint loads the first frame of that animation as an animation frame in the new animation. The newly assembled animation uses the palette of the picture loaded, and adds additional palettes as needed. Save Keyboard Equivalent: Right-Amiga-s Displays the Save Picture ASL file requester. This requester works like the Load Picture requester, except that it saves the file to disk rather than load ing it. To save a picture from the requester, click on the disk name you want to save to. Click on the subdirectory you want to save your picture in (Both the disk drive and directory you selected appear in the Drawer edit box, for example DF0:Examples). Click in the File edit box and type a name for your picture. Finally click OK to save the file. You can save in a particular subdirectory by clicking in the Drawer edit box and typing in the subdirectory name, or by clicking the subdirectory name directly from the file names displayed in the window. When you type in either the Drawer or File edit boxes, you can erase the existing type by clicking at the end of the existing name and backspacing or by clicking at the beginning of the name and Deleting. You can move over the text without deleting it by using the arrow keys. Tip Typing Right Amiga X deletes the current line of text. You can save a picture under an existing file name by clicking that file name in the file listing or you can enter a new file name (up to 29 characters long) by clicking the File edit box and typing the name. Whenever you save a picture under an existing name, Deluxe Paint displays a requester for you to confirm that you want to overwrite the existing file. Pictures are saved and reloaded with all their attribures, such as palettes, stencils and perspective information, 24 bit pictures are not saved with any palette information. See the Appendix E: The 24Bit Backing Store for more information. Save Picture Options panel Press F1 to toggle the Options panel on/off. Name: Enter the name of the picture image in this text box (this name can be different from the filename if you wish). Author: Enter the name of the author of the image here. (c): Enter copyright information in this text box. Frames: Specify a frame range to save, if applicable when you save more than one frame, each frame is saved as a separate picture, and a number is appended to the end of the filename. For example, if you enter 5 to 10 as the frames you want to save, frames 5-10 are saved as Filename005 through Filename010. Control menu The Load Picture file requester has a Control menu with eight items. Last Name and Next Name move up and down through the file list, Restore recalls the list and text gadget contents that were displaycd when the requester was opened. The Parent, Volumes, OK, and Cancel menu items work just like the corresponding gadgets in the requester. Keyboard short Cuts for the options are listed in the menu. Delete deletes the file currently selected in the requester. A requester appears, requiring confirmation before the file is actually deleted. Select OK to delete the file or Cancel to turn to the requester without deleting the file. The Pattern edit box and Volumes gadget work just as in the Load Picture requester (see Load, above) Delete Keyboard Equivalent: Right-Amiga - d Displays ASL Delete File requester which lets you delete a file from the disk without leaving the program. This is especially useful if you find that your data disk is full and you need to delete a file before you can save your work The Delete File requester works just like the Load and Save requesters described above. You can enter a file name by clicking that name in the requester window or by typing the name directly into the File edit box. You can use this option to delete any kind of file on the disk, not just pictures. Thus, you can delete brushes, animations, etc. Print Keyboard Equivalent: Right-Amiga - p Displays the Print Picture requester. Before you start to print a picture, make sure you have selected the correct printer driver from Preferences, and that your printer is connected and turned on. See your Amiga Users Guide for information on Printer Preferences. The Print Picture requester provides the following options: Frame Range: Click All to print all the frames (if applicable), or use the From and To text boxes to select a range of frames to be printed. This option is only available if an animation is loaded. AnimBoards: This cycle gadget can be used to print multiple frame anima tions on a single page by selecting 1Up, 2Up, 4Up, 6Up, 9Up, or 16Up sto ryboards. Note that 4, 9, and 16Up AnimBoards preserve the tiled picture aspect ratios best. This option is only available when an animation is loaded. Copies: Specifies how many copies of the picture you want printed. Shade: Cycle between B & W, Grey, or Colour to specify whether the print out will be in black and white, shades of grey or colour. Make sure the set ting is appropriate for your printer. If you are using a single colour ribbon, click B & W. If you want to translate your image's colours into shades of grey use the Grey setting. If you have a colour printer and wish to print in full colour, click Colour. Density: Use the slider to set the print density. Image: Specifies whether the printout will be a positive or negative image, Click to cycle between Positive and Negative. FF: Lets you set whether or not you want the printer to move to the next sheet of paper before printing each image. This lets you easily print a single picture per sheet of paper. Placement: Specifies whether the picture should be printed against the left margin of the page or centred on the page. LF: Specifies the number of line feeds you want to insert after a picture is printed. This way you can easily print two pictures on the same page with a specified amount of space in between the pictures. Aspect: Specifies the orientation of the picture on the paper, either Portrait, the default, or Landscape. Click to cycle between Portrait and Landscape. Scale: Cycle between Dots Wide or Percent. When Dots Wide is selected, use the Wide and High text boxes to enter the height and width of the printout in printer pixels. Values of 0 for width or height will cause the aspect ratio limitations to be ignored and the printout will be as large as the margins will allow. When Percent is selected, you can use the Wide and High text boxes to set the aspect ratio for height and width. You can use the Percent feature to compensate for elongated squares and cir cles that result when you change screen formats. If you just want to shrink the picture while maintaining the same aspect ratio, change the Wide value and leave the High value at 0. To change either value, click the appropriate gadget, Backspace or Delete over the existing value, and type in the new one. Cancel if don't want to print and don't want to save any new settings. Click Exit if you don't want to print, but want to save your settings to print later Click Print to print the currenusing a backing store to enable 24-bit colour. Retain Picture: Click this checkbox to retain the current picture (this is on by default). Display Information: This box displays information for the selected display mode. Credits: A listing of the people who created Deluxe Paint V appears in this box. Use the scroll bar to scroll up and down through the listing. Menus Right click the Menu Bar to reveal the four menus available when the Screen Format requester is displayed. Menu shortcture about its X or Y axis. If you have multiple frames, you can flip one frame, a range of frames, or all frames of your animation The submenu offers two ways to flip an image, horizontally or vertically. Horiz Flips the current picture about the horizontal or X axis. Vert Flips the current picture about the vertical or Y axis. Spare >> The Spare option presents a submenu with options for manipulating Deluxe Paint's spare page. Note that the spare page now has its own unique colour palette. Swap Keyboard Equivalent: j Conceals the current page and displays a second or "spare" page. This means you have two pages to work on. The concealed page is always the spare page. When you first select the spare page, it is the same size as the main page. If you wish to use a larger page size on the spare page, you'll need to make the appropriate selection from the Page Size option (see below). Note, however, that you can increase the size of a page only if you have sufficient memory available. Note also that a spare page uses up memory even if there is noth ing on it. Copy to Spare Keyboard Equivalent: Ctrl-j Copies the picture and palette on the current page to the spare page so you can experiment with your picture on the spare page without fear of losing anything. If you do not have sufficient memory for a spare page, save the image to disk if you wish to experiment with it. If you copy to the spare from a page that is larger than the spare, only the visible portion of the page is copied. If you copy to a spare which is larger than the screen, a copy is made to the spare at the location in the spare that was visible when you last viewed it. Merge in Front Merges the spare page in front of the current page. When the spare page is brought forward, all pixels matching its current background colour will appear transparent, allowing images on the current page to show through You must be viewing the page you want to merge to when you choose this option. Merge in Back Merges the spare page in back of the current page. When the spare page is put behind the current one, all pixels which match the current page's back ground colour will appear transparent, allowing images on the spare page to show through. You must be viewing the page you want to merge to when you choose this option. Delete this Page If you no longer wish to have memory allocated for a second "spare" page, use this option to delete the current page (the one currently showing on the screen) and to deallocate the memory set aside for it. Be sure you have saved a copy of the picture you are deleting if you think you may need it later. When you select Delete this Page, Deluxe Paint asks you to confirm the deletion, and then switches you to the other page. Page Size Displays the Set Page Size requester. Select the page size (in pixels) you wish to work on. Screen is the normal Amiga display size for the selected resolu tion. Full Page gives you a full page image (8 1/2 by 11 inches) on most printers, Overscan presents a full-screen display which lets you create pictures that fill the entire screen. This is particularly useful if you wish to videotape your images. In order to paint on the edges of a full video screen, you need to scroll the image around using the cursor keys or the n key unless you set the screen format to Overscan (see Screen Format, below). Alternatively you can view the entire screen by selecting Show Page, below. Clicking one of the first three settings automatically sets the height and width in the corresponding edit hoxes. You can also type in any other size you wish by selecting Custom and then clicking the appropriate edit field, Backspacing or Deleting over the existing value, and typing in the new size. Although Deluxe Paint will recognise page sizes up to 1008 x 1024, you may need to reduce the number of colours in your palette to create a picture this large. Show Page Keyboard Equivalent: S Hides the Toolbox and Title Bar and displays the entire document, if neces sary in a reduced format. For example, in 640 x 400 page size in Lo Res, it shows only every other pixel. If the page is oversized (larger than the screen), you can move the rectangle to view a different area of the screen by holding down the left mouse button: dragging the rectangle to the area you want to view: and releasing the mouse button. You are returned to the current page with the area of the rectangle in view. Pressing any key returns you to the current page without repositioning the view. For more exact positioning of the rectangle you can move it with the arrow keys. The arrow keys move the rectangle one unit at a time. (A unit is the page size dimension divided by the screen size. So with 320x200 screen for mat with 640x400 page, the rectangle moves 2 pixels at a time). Holding down the Alt key and pressing the arrow keys moves the rectangle in screen size increments. Screen Format Displays the Screen Format requester. The items in this requester are arranged a little differently than in Deluxe Paint IV, and some new options have been added. Be sure to save a copy of your current screen before changing screen formats because once you have reduced the number of colours, the original colour information is lost. In addition, note that changing formats eliminates most items from memory including the Font Directory. Choose Display Mode: Click on one of the available display modes to select that mode. The display modes that appear are dependent on what is in your Monitors drawer at boot up. Deluxe Paint reads which monitors you have available for use and automatically makes their screen modes available in the Screen Format requester. Note: Your monitor must be capable of displaying the modes you have in your Monitors drawer. For example, a 1084 monitor isn't capable of displaying Multiscan modes. In 640x200 modes pixels are tall and narrow compared to other screen for mats. This means if you switch from a 320x200 mode to a 640x200 mode such as NTSC:Hires, objects will become flattened or elongated because of the different pixel shape. You can compensate for this by using the Double Horiz and Double Vert options from the Brush menu (see below). Screen Size: Click the button to cycle through the available sizes. The Custom option allows you to choose the size of the screen using the two text boxes (width, height). The maximum height and width of the screen is listed in the Max Size parameter in the Display Information window. Page Size: Select Screen to make the page size the same as the current screen size dimensions. Select Keep Same to retain the current page size for new documents. If the current Page size is too small for the current screen dimensions, it is increased, but won't affect the image. Example #1: Screen - If you start in 320 x 200 screen format and move to 640 x 400 format, your image will fill only one quarter of the screen. If you go from 640 x 400 to 320 x 200, you will only retain the upper left quarter of your image. Example #2: Keep Same - If you start in 640 x 400 format and move to 320 x 200 format, you will retain the entire image but you will need to scroll the screen to see all of it. Palette Size: This slider defaults to the maximum colours for the selected display mode, but can be set to a lower number if desired. Backing Store: Cycle between None (default) or 24-bit RGB for using a backing store to enable 24-bit colour. Retain Picture: Click this checkbox to retain the current picture (this is on by default). Display Information: This box displays information for the selected display mode. Credits: A listing of the people who created Deluxe Paint V appears in this box. Use the scroll bar to scroll up and down through the listing. Menus Right click the Menu Bar to reveal the four menus available when the Screen Format requester is displayed. Menu shortcuts for the menu options are listed in each menu. Control: The Control menu provides another way to move through the list of display modes, as well as Use the selected mode or Cancel out of the requester. FirstMode and LastMode select the first and last display modes in the list respectively. NextMode and PrevMode select the next or previous display modes. Use and Cancel work like the Use and Cancel buttons in the requester. Edit: Reset To Defaults restores the system default display mode. Restore Last Saved restores the display mode last saved as a tooltype Save Settings saves the current display mode as a tooltype. The Default Pattern » item allows you to Use or Define the default pattern for listing display modes The Deluxe Paint default pattern is '#?' (show all files), but you can Define any pattern you like to constrain the listing to your desired parameters. Monitors: This menu lets you constrain the display mode listing to ALL monitor types or a specific monitor type (DOUBLENTSC, MULTISCAN, NTSC, or SUPEG72). Settings: The Display Names » item lets you view the display modes by standard Monitor name or by Mode ID. The History >> item displays a list of the last ten patterns you've entered, so you can use the menu to select a pattern you've set previously rather than typing in the pattern again. The patterns are maintained in memory only for your current Deluxe Paint ses sion: they are not saved when you exit the program. HAM The Hold and Modify display mode (HAM) uses either 64 colours for the 262,000+ AGA colours or 16 colour registers to display 4,096 colours on the screen at the same time. A HAM colour is formed by taking the RGB value of the preceding pixel on the screen, and substituting a new value for one of the RGB components. Because HAM colours are based on colour values of the preceding pixel, and only one colour value can be changed at a time, it may take three pixels to reach the colour you really wanted. In Figure 8.25 it takes three pixels to change black (R0, G0, B0) to white (R15, G15, B15). Note that this example assumes there are no intermediate colour in the normal colour registers. This gradual change from one colour the next is sometimes referred to as "ramping" the colour, and appe on the screen to the left of HAM pixels. If you need fine details in picture, you will want to use a colour from one of the sixteen colour registers, because those colours do not require ramping. When you paint with a brush over an area made up of HAM pixels, you may see streaks of colour running to the right from the edge of the brush. This is a temporary effect called "fringing". When you paint the brush onto the picture, Deluxe Paint corrects the fringing, but you may see the "ramp ing" effect where the program recreates the HAM colour to the right of your brush. In HAM mode there is a selector button displayed under the palette on screen. Click on the arrows to move through the 16 sets (A through P) of colours available in your total colour set. The "a" group is your palette or base register colours; the other colours in the set are HAM colours. Overscan The system Overscan preferences are used by default. Std puts the screen into standard Overscan mode allowing you to view and edit your image in the border area around the normal viewable screen area. Notice that the dimensions of all four screen formats get larger. If the Toolbox or Title Bar are showing when you choose Overscan mode, the screen is Shifted down and to the left to make sure you can see the controls. At Max setting the viewing area gets even larger. The new vertical and hori zontal dimensions of the screen appear beside the screen formats. If you need to adjust the position of your screen, you can do so by holding down Ctrl and using the cursor keys. This saves you the trouble of exiting the program to adjust your screen through Preferences. About Keyboard Equivalent: ? The About requester shows the program version number, the authors' names, the copyright notice, and information about the amount of available memory and the size of your brush, animation, or AnimBrush, and the number of palettes currently being used. Quit Keyboard Equivalent: Right-Amiga - q Exits Deluxe Paint Brush Menu Load Keyboard Equivalent: Right - Amiga - b Displays the Load Brush requester. This is identical in function to the Load Picture requester, except that you are loading brushes rather than pictures. When you load a brush that has a palette different from that of the current picture, the picture palette remains in place. Nonetheless, the brush palette information is loaded along with the brush: you can change to the brush's palette at any time by choosing Palette>Use Brush Palette from the Colour menu. If you wish to revert to the previous palette, use Palette>Restore Palette option. The Load With Palette option in the Load Brush Options window auto matically uses the brush's palette. Save Displays the Save Brush requester. This requester is identical in function to the Save Picture requester (see Save in the Picture Menu above). Brushes are saved with their palettes, which includes ranges and colour cycling informa tion. The Save with Mask option in the Save Brush Options window allows you to choose whether you want to save the brush with its transparency or not. Copy Keyboard Equivalent: Right - Amiga - c Copy the current brush to the system clipboard. You must have a user defined brush selected for this command to work. This is a good way to transfer bitmaps from one program to another. Paste Keyboard Equivalent: Right - Amiga - V Paste the current contents of the system clipboard to a brush. Restore Keyboard Equivalent: B Restores as the current brush the custom brush you last used, after you've used an AnimBrush, a built-in brush, or modified your custom brush with an option from the Brush menu. Restore does not reverse the effect of all brush manipulations in the Brush menu. Generally the options that cannot be reversed with Restore can be reversed by choosing the option again. For example, Restore does not reverse the Flip>Horiz option, but choosing Flip>Horiz again (with no intervening commands) returns your brush to its previous state. It's a good idea to save your custom brush, or stamp it down on the spare page if you want to do a lot of experimenting. This way you'll have your original brush to go back to. Spare >> The Spare options submenu has options for using and manipulating Deluxe Paint's spare brush. Brush->Spare Keyboard Equivalent: Alt-n Moves the current brush to the spare brush position (which is hidden). If your current brush is an AnimBrush, the current cel of the brush is copied to the spare brush position. Brush <-> Spare Keyboard Equivalent: Alt-b Swaps the current brush and the spare brush positions. Morph -> Spare Keyboard Equivalent: Alt-m Lets you create a special AnimBrush that metamorphoses between the shape and colours of the current brush and the shape and colours of the spare brush. To use this option, you must first have a custom brush and a "spare" custom brush. When you choose Metamorph, the Make AnimBrush requester appears Enter the number of cels you want in the AnimBrush. Enter a number and click OK. Deluxe Paint creates the AnimBrush automatically. For best results, your custom brush and spare brush should be picked up with the same dimensions. This does not mean that the brush images must be the same size; but the area that you surrounded to pick up the brush images should be the same size. The resulting first and last cels of the AnimBrush generally do not contain exactly the same images as your original custom brush and spare brush. Usually you will see some change in the colours of the first or last frames. See the metamorphosis exercise in Chapter 7: Animation Effects for more information. Size >> The Size option lets you resize the current brush. The submenu presents the following options. Stretch or Shrink Keyboard Equivalent: Z Lets you freely stretch the current custom brush in any direction to any size. To stretch the brush, drag it to the desired size. Select Restore from the Brush menu to negate the effect of the stretch. Holding down the Shift key constrains the stretch operation so that your brush maintains the same aspect ratio (relative width and height). Stretching a brush uses a lot of memory; if you try to stretch a brush to a size bigger than the available memory can accommodate, the brush will snap back to its original size. Halve Keyboard Equivalent: h Reduces the size of your brush by 50% in vertical and horizontal dimen sions. For instance, a 20 X 20 brush is resized to 10 X 10. Double Keyboard Equivalent: H Doubles the size of your brush in both dimensions, for a quadrupling of the total area. For instance, a 20 X 20 brush is resized to 40 X 40. Double Horiz Keyboard Equivalent: X Doubles the size of your brush in the horizontal dimension. This option is uscful for reproportioning images that you created in Lo Res and then moved to Med Res (see Screen Format under the Picture menu). Double Vert Keyboard Equivalent: Y Doubles the size of your brush in the vertical dimension. This option is use ful for re-proportioning images that you created in Med Res and then moved to Lo-Res (see Screen Format under the Picture menu). Doubling the size of a brush may require more memory than you have available. In that case, the resized brush may appear only as an outline. Flip >> Lets you flip a brush about its X or Y axis. When you Flip an AnimBrush, all frames of the animated brush will flip. Horiz Keyboard Equivalent: x Flips the current custom brush about the horizontal or X axis. Vert Keboard Equivalent: y Flips the current custom brush about the vertical or Y axis. Edge >> Modifies a one pixel boundary around the current brush. Outline Keyboard Equivalent: o Adds a one pixel boundary around the current custom brush using the cur rent foreground colour. This is ideal for outlining text. To increase the thick ness of the outline, one pixel at a time, select Outline repeatedly. Outlining in HAM mode with a HAM colour may supply different reults. The boundary colour you get may be different from the fore ground colour if one pixel is not sufficient to "ramp" to the HAM colour. Trim Keyboard Equivalent: O Deletes a one pixel boundary around the current brush. You can trim repeatedly. Rotate >> Rotate the current custom brush in any of three ways. 90 Degrees Keyboard Equivalent; z Rotates the current brush clockwise 90 degrees. Any Angle Lets you rotate the current brush any number of degrees. Choose Rotate>Any Angle from the Brush menu. Hold the left button down and drag the rectangular outline about its bottom left corner Release the button at the desired orientation. If you select this option more than once, your brush reverts to its original orientation before you rotate it again. Shear Gives you controlled distortion of the current brush. The top part of the brush is anchored, and you can drag the bottom of the brush in either direction. Bend >> Use this option to bend a brush horizontally or vertically. Horiz Lets you bend the current brush in a horizontal direction. Choose Bend>Horiz from the Brush menu. Drag the brush outline left or right until it is the desired shape. Release the mouse button. The vertical position of the cursor to the brush determines where the brush bends. Vert Lets you bend the current brush in a vertical direction. Choose Bend>Vertical from the Brush menu. Drag the brush outline up or down until it is the desired shape. Release the mouse button. The horizontal position of the cursor to the brush determines where the brush bends. Handle >> Lets you specify whether the cursor holds a custom brush by is centre (the default), by one of its four corners, or by an offset position, which you can define. Use the keyboard equivalent to rotate your brush handle when you need to move your cursor without moving the brush. You can move the brush handle with the mouse button down this way. Rotate Keyboard Equivalent: Alt-x Rotate the arrow cursor, which represents the handle, from the centre of the brush (the default position) to any of the four corners of the brush. Selecting the command or typing Alt-x cycles from centre to bottom right, bottom left, top left, top right, and back to centre. Place Keyboard Equivalent: Alt-z Lets you position the brush handle at any position relative to the brush. To place the handle, pick up your brush. Choose Handle>Place. Drag in any direction to offset the cursor from the brush. When you release the mouse button, the cursor will hold the brush as you specified. Once you set a new brush handle. The location of the arrow cursor the next time you pick up a brush depends on the direction you drag the mouse when you pick up the brush. If you drag down and to the right, the cursor will remain at the lower right. If you drag up and to the left, the cursor will move to the top left. The same prin ciple applies if you drag down and to the left or up and to the right. In other words, the corner you drag to is the one to which the arrow cursor will attach. Positioning the cursor on a corner is particularly useful in Perspective mode (see the Effect Menu, below). Solid Body Turns the translucent pixels of a custom brush that are completely sur rounded by any non transparent colour to the solid colour. The outside area of the brush remains transparent. Frame Only Keyboard Equivalent; Alt-f - mnemonic frame Displays only the bounding box of a custom brush as you move the mouse This speeds up movement when you have a complex brush or are running low on memory. When you press the mouse button, the brush is stamped on your page. When memory is very low custom brushes are displayed in frame only mode automatically. Free Deletes all custom brushes from memory. Mode Menu The Mode menu contains different brush modes. These modes determine which colour(s) in your brush are used when you paint. Most of the modes have keyboard equivalents, using the function keys (F-keys) on the top row of your keyboard. With the exception of Shade, none of the modes affect the colour used when you paint with the right mouse button. In any mode except Shade mode the right mouse button paints using the current back ground colour in Colour mode. Matte Keyboard Equivalent F1 Uses a custom brush in its original form. These areas of the brush, which match the background colour that was in effect when the brush was first created are transparent. Matte is the default mode when you create a custom brush using the Brush Selector. Colour Keyboard Equivalent: F2 Uses the shape of the brush and fills it with the current foreground colour Those areas of the brush, which match the background colour that was in effect when the brush was first created, are transparent. Replc Keyboard Equivalent: F3 Uses the custom brush in its original form (ie Matte see above), except that no colours are transparent. Smear Keyboard Equivalent: F4 Smears any colours on the page when you drag a brush over them. This is like smearing a wet water colour with your fingers, so the bigger the brush, the more pronounced the effect. Smear uses only the colours under the brush, and does not add any new colours. Current brush colour is irrele vant. Shade Keyboard Equivalent: F5 Shade helps you create subtle shading effects on those colours in your pic ture that are-in a cycle range. Like Smear, Shade ignores the current brush colour but uses its shape. By dragging the brush over those colours in your picture that are in the currently selected cycle range, you can paint over each colour with the next colour in the range. You can paint with the next-higher colour by using the left mouse button, and the next lower colour by using the right mouse button. "Higher" and "lower" are relative to the colour under the brush at the time. Shade has no effect on colours outside the current range. You select a range equivalent from the Range requester, ant the Fill Type requester, or by using the keyboard equivalent (Alt-[ and Alt-]) to step through the ranges. Blend Keyboard Equivalent: F6 Like Smear, Blend affects the colours under the brush by running them together. Unlike Smear, however Blend uses additional shades by averaging the blended colours, whereas Smear uses only the colours under the brush. Thus, when you Blend two shades by painting over them, you are selecting a third shade from the palette, the closest one the program can find to the average of the two original shades. Cycle Keyboard Equivalent: F7 Uses the current brush shape and cycles through all the colours in the cur rently selected range as you draw. A range is selected if one of its members is selected. If a colour is a member of two ranges, selecting it selects the first of those two ranges. If your current brush colour is not within a cycle range, it paints with that colour only. Use MultiCycle (in the Prefs menu) to achieve the same effect with a multicoloured brush, where each colour in the brush cycles through its range independently of the others. Smooth Keyboard Equivalent: F8 Softens hard lines and reduces the contrast between adjoining areas. Deluxe Paint finds colours in the palette between the two bordering colours and paints the boundary in intermediate shades. Smooth looks at the cur rent palette and finds the colours closest to the ones under the brush. Thus if the palette contains a wide selection of colours close to the ones under the brush (eg the selection of greys in the default Palette), it will have more colours to draw from to create its weighted averages. Smooth is useful for creating airbrush effects and for eliminating jagged edges. Mix The colour of your brush mixes interactively with the colours already on the screen (in your image). This is particularly effective in HAM. HBRITE This mode is only available if your computer supports it, and if you have selected a Halfbrite screen mode from the Screen Format option in the Picture menu. When you are in HBrite mode, painting with the left mouse button darkens colours on your painting to their Halfbrite equivalent; painting with the right button lightens colours that are Halfbrite. This mode is especially useful in pictures with shadow and highlight effects. The Amiga supports only 32 colour registers directly but Halfbrite uses a trick to double the number of colours available on the screen. The first 32 registers are standard colour registers; the second 32 are Halfbrite equiva lents of the original 32. Pixels that use Halfbrite colours point to one of the standard colour registers and indicate that the colour should be displayed at half its normal intensity. This means that the second 32 pixels are not inde pendent of the first 32; you can change the colour values only in the first 32 registers, and the change is automatically reflected in the Halfbrite equiva lent. Not all Amiga computers support Halfbrite. If there are no Halfbrite screen modes in your Screen Format requester your machine doesn't support it. Rubthru Use this mode to 'rub through' portions of the current picture to the spare page - sort of like using a crayon and tracing paper to make a rubbing of a texture. The current Translucency setting controls how much of the picture is rubbed through (0% equals 100% of the image being rubbed through). Rubthru also works with textures, translucency and process modes To rub through an image; Press j to go to your spare page (j toggles between the spare page and your picture). Paint on the spare page. Adjust the Translucency (Effects>Translucency) slider to control the amount of the image that is rubbed through. NOTE If your spare palette is different from the current palette, Deluxe Paint will use the closest colours to do the rubthru. Anim Menu Load Displays the Load Anim requester. This requester works like the Load Picture requester (see Load under the Picture menu). When you load an ani mation, it replaces the one currently in memory. When you append an ani mation, the appended animation is added to the end of your current anima tion. It is also possible to load individual pictures into the frames of your anima tion using the Load Picture requester. To do so, go to the frame you wish to load a pictute into, display the Load Picture requester and select the picture you wish to load. Your animation will take on the palette of the picture loaded unless you are editing a multiple palette animation, in which case the picture you load will only affect the palettes of the frames associated with the key palette you load into. If you want to restore your animation's palette, choose Palette>Restore Palette from the Colour menu. If you want to remap the picture just loaded to the Animations original palette, choose Remap from the colours menu and select current frame from the requester that appears. See Load in the Picture menu for more information. Press F1 to toggle the Load Anim Options panel, which displays informa tion about the selected animation file. There are two options in the panel; Show Loading and Append. When Show Loading is checked, each frame is shown as the animation is loaded. When Append is checked, the loaded file is appended to any listing animation frames. Save Displays the Save Anim requester, which works like the Save Picture requester described under Save in the Picture menu. The one difference is that the Framnes edit boxes in the Save Anim Options requester lets you save a section of your animation as an animation rather than as a series of pic tures as in the Save Picture requester. Move... Keyboard Equivalent: M Displays the Move requester. Use this requester to define a path along which your brush is painted in 3D, either on a single frame, or while stepping through an animation sequence. To use the Move requester: Stamp your brush on the screen at the starting position you want. Choose Move from the Anim menu. Click Start, and then click Adjust to interactively set the beginning position and size of the brush. Click and drag the bounding box to set the position of the brush. Ctrl-click and drag up/down to set the size (Z axis) of the brush. Press Enter to accept the current position of the brush and return to the Move requester. Click End, and then click Adjust to interactively set the ending posi tion and size of the brush. Press Enter to return to the Move - requester when the brush is properly positioned. Set the Count edit field to the number of frames over which you want to animate the brush. Select any other settings that apply to your animation. Click Draw to paint the animation with the settings you specified. Dist: The Dist edit boxes let you specify the total distance in pixels that the brush will move along the X, Y and Z axes in your animation. You can set the brush to move along the brush axes (tick) or the screen axes (no tick) by clicking the Brush action button to the right of the Dist edit boxes. Angle: The Angle edit boxes let you specify the total angle, in degrees, that the brush will be rotated about the X, Y and Z axes. You can set the brush to rotate around the brush axes (tick) of the screen axes (no tick) by clicking the Brush action button to the right of the Angle edit boxes. Brush axes are active by default, which means the rotation is always based on the brush coordinate system. The brush coordinate system will change during the course of a Move if you are rotating on more than one axis. If the Brush action button is unchecked any angle rotation takes place along the current axes of the screen coordinate system. The "screen" rotation sys tem is an Euler (pronounced oiler) system, and the order of rotation is always X, Y and Z. When you rotate on more than one angle, or when the brush has been rotated previously the rotations produced by the screen angle system are not always around the axes that are used for the Distance moves along the screen axes. Generally it's better to think of the screen angle rotations as "non-brush" rather than screen. All rotations occur around the brush handle. If you want your brush to appear as though it is orbiting around a point away from the brush, you would want to offset the handle from the brush. Brush: Click these action buttons to toggle a tick on and off. The options select whether the Dist and Angle movements are relative to the coordinate system (tick = on) or relative to the screen coordinate system (no tick = off). Zero: Click to zero out all of the Move and Angle numbers. Go Back: Click to restore the brush's sitting position (for the next move ment) to the last place you manually clicked it down. Cyclic: Click this button to turn it on (tick), if you are creating that is cyclic (that is one that starts and ends at the same position). For example, if you have 10 frames, and you want a brush to rotate 360 degrees over the 10 frames to make it look as though it is spinning when you play the animation, you would turn Cyclic on. Deluxe Paint V would calculate the rotation to end on the 11th frame (which in this case would be the 1st frame). The result is that the brush is not rotated to a full 360 degrees on Frame 10. Instead, the brush reaches 360 degrees on Frame 1, Deluxe Paint doesn't print the brush on the last frame, since its position would normally be the same as your original frame, but it does move for ward to that frame and positions the brush in the event that you want to click it down. Slow In: Set the number of frames over which you want the brush motion to gradually decelerate. Slow Out: Set the number of frames over which you want the brush motion to gradually accelerate. Count: Set the number of times the brush is printed to complete the total movement and rotation as specified by the Dist and angle edit boxes. Move: The Move action buttons control the direction of your move and the order in which the frames of the animation are printed. There are two choices: Go From starts the movement of the brush from the point where you stamped your brush (indicated by the large dot) and prints forward. Come To starts the animation at an earlier frame and moves the brush for ward to the point where you stamped your brush. Record lets you choose the order in which the frames of the brush moves are printed. These buttons are available only if you have more than one anima tion frame. Forward paints the move by stepping forward from the point where you stamped your brush. This is the default setting and the one you will use most often. In Place paints all of the move on the current frame. Backward paints the move in reverse order by advancing to the last frame and painting backwards. This option is useful when you are using Trails. Start: Set the starting frame to the current values. End: Set the ending frame to the current values. Fade: Specify a value from 0-255 to control the amount the brush is faded from its original colour values. A setting of 0 has no effect, while a setting of 255 completely fades the brush from view. The fade effect you get is very dependent on the number of colours in your palette, as well as the number of transitional colours. Adjust: Click this button to go to a screen where you can interactively adjust the X, Y and Z positions of the brush for the beginning or ending frames. Which frame you set depends on whether Start or End is selected when you press adjust. While in Adjust mode you can use the perspective control keys to change the Z axis as well as the brush's X, Y, and Z angles. Refer to Appendix B: Keyboard Command Summary for a more complete listing of the perspec tive keyboard commands. Click and drag with the mouse to move the bounding box on the screen. Press the Ctrl key while dragging the mouse up/down to adjust the size of the bounding box (Z axis) Press Keypad 0 to set the size of the box to the screen resolution. Press Enter to set the Start or End position to the current values and return to the Move Camera requester. Press Esc to return to the Move requester without saving the current values. Preview: Click to view (in "wire-frame" mode) the move you have set up When the preview is complete, the Move requester returns. To interrupt the preview and return to the Move requester, hit the space bar. Trails: This button is available only if you have more than one animation frame allocated. Clicking Trails is like clicking on the Draw button except on each frame you get the sum total of all of the draws up to this point. The net effect is that of leaving "trails" of the brush as it moves. Fill: Works like draw except that when you click it, the move you specified is used to draw a filled perspective plane on the whole screen based on the rotation of the current brush. Draw: Executes the move that you have specified, causing the brush to be drawn into animation sequence. Exit: Exits the requester and keeps all of the settings that you have entered. Load: Load listing Move file from Load Move requester. Save: Save current settings to a Move file using Save Move requester. Cancel: Restores any settings that have been changed and exits this requester. Camera Move Keyboard Equivalent: N The Camera Move requester is used to create scrolling backgrounds and camera zoom in/out moves. The appearance and operation of the requester is very similar to the Move requester except that you're manipulating the entire screen background rather than a brush. The Camera Move requester requires a spare page (which can be larger than your main page). When in Adjust mode the Camera Move requester displays a reduced size spare page so you can more effectively position your camera view. Dist: Set X, Y, and Z distance that the camera will move in pixels. X and Y are the horizontal and vertical positions, respectively and Z con trols the camera in/out position. Negative Z values display more of the background screen; positive values zoom into display a smaller portion of the background. Zero: Set X, Y, and Z values to 0. Cyclic: Click a check mark in this button to make an animation that is cyclic - ie it ends and begins in the same place for seamless looping animations. Slow In: Set the number of frames over which you want the camera motion to gradually accelerate. Slow Out: Set the number of frames over which you want the camera motion to gradually decelerate. Count: Enter the number of frames over which you want to animate the camera move. Move: Set the direction to either Go From (start animation from the cur rent frame and move forward) or Come To (start animation at an earlier frame and end at the current frame. Wrap: Put a check in this box to automatically wrap the edges of the image in a camera move when the camera moves off screen. Start: Set the starting frame to the current values. End: Set the ending frame to the current values. Adjust: Interactively place the beginning or ending frame of the animation sequence that Deluxe Paint will build. Which frame is set is determined by whether Start or End is selected when Adjust is activated. Click and drag the mouse to move the bounding box on the screen. Press the Ctrl key while dragging the mouse up/down to adjust the size of the bounding box (Z axis). Use this feature for camera zoom effects. Press Keypad 0 to set the size of the box to the screen resolution. Press Enter or return to set the Start or End position to the current values and return to the the Camera Move requester. Press Esc to retuen to the Camera Move requester without saving the cur rent values. Preview: View a wireframe preview of the camera move animation. When the preview is complete, the Move Camera requester returns. To interrupt the preview hit the space bar. New: Create a new animation in memory using the current settings. Any listing animation is deleted (no warning is issued). This action cannot be undone. Before: Insert an animation generated from the current settings before the cur rent frame After: Insert an animation generated from the current settings after the cur rent frame. Exit: Exit the requester while maintaining the settings you have entered Load: Load an existing camera move file. Save: Save current settings as a camera move file. Cancel: Restores any settings that have been changed and exits this requester. AnimBrush >> An AnimBrursh is a special type of brush that has more than one cel associ ated with it. Load Displays the Load AnimBrush requester. This requester is identical in func tion to the Load Picture requester described under Load in the Picture menu, except that you are loading an AnimBrush. When you load an AnimBrush that has a palette different from that of the current picture, the picture's palette remains in place. Nonetheless, the brush palette information is loaded along with the brush; you can change to the brush's palette at any time by choosing Palette>Use Brush Palette from the Colour menu. Press F1 to cycle the Load AnimBrush Options panel on/ off. Check the Load With Palette check gadget to load the brush's palette with the AnimBrush file. Save Displays the Save AnimBrush requester. This requester is identical in func tion to the Save Brush requester described in the Save option of the Brush menu. Press F1 to cycle the Save AnimBrush Options panel on/off. Pick Up Selecting Pick up is similar to selecting the Brush Selector (rectangular mode) from the Toolbox. However, when you pick up an AnimBrush, you pick up all the "cels" that make up the animated sequence in the AnimBrush. Cels are to an animated brush what frames are to an animation. When you paint with an AnimBrush, the brush cycles through its frames automatically :as you paint. The brush will continuously cycle on the current animation frame unless you hold down the Alt key when you press the mouse button down, in which case the brush will paint each of its cels sepa rarely into each of the animation sequence frames. Choosing Pick up displays the Pick up AnimBrush requester. To pick up the whole animation, click OK; drag the cross-hair to select the entire "animat ed" area. When you release the mouse button, Deluxe Paint attaches an ani mated brush to your cursor. You can use an AnimBrush with any painting tool, just as you would use a custom brush. If you want to make an AnimBrush from only a few frames of your animation, you only need to pick up those frames. Move to the first frame in your intended AnimBrush, and choose AnimBrush>Pick up, Type in the number of cels that will compose your AnimBrush in the Pick up AnimBrush requester, Click OK. For example, let's say you have an animation of 5 frames and that you want to make an animated brush out of what appears on frames 6 through 10. You would move to frame 6, type 5 in the Pick up AnimBrush requester and click OK. Frames 6 through 10 make up cels 1 through 5 of your new AnimBrush. Note, however that you cannot pick up an AnimBrush of only one frame. Holding down the Alt key while picking up a brush with the Brush Selector is the same as choosing AnimBrush>Pick up. The Pick up AnimBrush requester appears. Type in the number of cels that will impose your AnimBrush and click OK. Settings After you have picked up an animated brush, Settings displays the AnimBrush Settings requester. Use this requester to control the AnimBrush. Number of cels: Shows you how many cels of animation are in your AnimBrush. Direction: These three icons give you the choice of flipping forward, flip ping backward, or ping ponging through the cels of your AnimBrush as you paint. Duration: Lets you set the number of frames it takes the AnimBrush to move completely through its cels. You can also think of this as the rate at which the AnimBrush transforms. For example, if your brush has 10 cels and you set duration to 20, your brush will stamp each of its cels twice before flipping to the next cel. Current: Lets you type in the value for the brush cel you want to start with. This is very useful if you want to continue painting from a particular cel of your brush. When the requester is not displayed, you can step backward and forward though the cels of your AnimBrush by pressing 7 or 8 on the keyboard (not the keypad) shift-7 steps to the first cel, and shift 8 steps you to the last cel. Use Makes the last AnimBrush you "picked up" the current brush. This lets you pickup an AnimBrush, then pick up a regular brush, and then return to your AnimBrush. You can also restore your AnimBrush by right-clicking the Brush Selector. This toggles between a standard custom brush and an AnimBrush. Free Releases the memory used by the current AnimBrush. You cannot retrieve the brush once you free it! Any time you think you are low on memory but before you throw away brushes or frames, press Ctrl-a. This displays information about available memory in the menu bar. Frames Presents a submenu of options for manipulating the frames in your anima tion. Set # Displays the Set Frame Count requester. Deluxe Paint will try to allocate as many frames as are requested. If there is not enough memory to allocate the requested number of frames, Deluxe Paint will allocate as many as memory will allow. You can ,use this requester to add or delete frames to your animation. For example, you could add several frames to the middle of your animation stepping to the frame you want to add frames after, and changing the num ber of frames to the current count plus the number of frames you want to add. Similarly, you could delete several frames from any point in your animation by stepping to the first frame you want to delete and changing the number of frames to the current count minus the number of frames you want to delete. For example, if you have 100 frames and you want to delete frames 41 to 50, step to frame 41 and set the number off frames to 90. Add frames Displays a requester that lets you add any number of frames after the cur rent frame. Deluxe Paint copies the contents of the current frame to the added frames, and makes the last new frame the current one. Keyboard Equivalent: Ctrl-click on the + icon in the Animation Control Panel. Alt-= will automatically add a single frame to the animation. Copy Frames Keyboard Equivalent: Ctrl-f Displays a requester that lets you copy the current frame to a range of frames or to all the frames in your animation sequence. Use the Insert Before Frame edit box to place the copied range of frames in your anima tion before a certain frame. This is the only requester option that will actu ally add/insert newer frames in your animation. Delete Frames Displays a requester that lets you delete the current frame, a range of frames or all frames in your animation sequence. If you delete the current frame, Deluxe Paint makes the following frame the current frame unless you are already at the last frame. Keyboard Equivalent: Ctrl-click on the - icon in the Animation Control Panel. Right-Amiga - (A-minus key) automatically deletes the current frame of your animations Set Frame Rate Keyboard Equivalent: Right Amiga - R This requester controls the frame rate(s) of your animation on a global or frame by frame basis. Play Rate: Click either a Global (fps) rate or Vary By Frame setting. If Global (fps) is selected, type the desired frame rate (frames per second) in the text gadget at the right. The maximum frames per second is deteremined by how large your animation is, your Amiga CPU, and the screen mode and resolution the animation is displayed in. If Vary By Frame is selected, use the options at the bottom of the requester to set the frame rate for a single frame, a range of frames, or all frames. Specify Frame Rate In: Use the slider or text gadgets to set the Vary By Frame rate in Frames per Second or Jiffies (a jiffie is a unit of measurement equal to one divided by the frame rate of the current mode). Note that dou ble-buffered modes are'nt as fast as regular modes. When using the Frames Per Second slider, you can select a legal frame rate (based on even divisibles of the frame rate of the current mode; see the Display Information window in the Screen Format requester). The jiffies text gadget lets you set a pause based on Jiffies (1/frame rate of the current mode). To set a frame pause in seconds, type a number that is the multiple of the frame rate for the current mode. For example, in NTSC Lo-Res the maximum frame rate is 60 fps, so to pause a frame for 3 sec onds, you would enter 180 jiffies (3x60). After you have chosen a variable frame rate, you can apply the rate to the following frame choices: Current Frame: The default, this will make the current frame use the fps or jiffies value entered above. Range: This radio button applies the frame rate to the range of frames speci fied in the text gadgets (first frame to last frame) to the right of the button. All Frames: Apply the frame rate in fps or jiffies to all frames in the anima tion. Set Frame Palette Displays the Set Frame Palette requester where you can set up multiple palettes for an animation. To create multiple palette animations you must first create unique palettes, then apply the palettes to the frames you wish to change. Once you've made a unique palette, you can modify its colours, load in a new palette, or load an image and use its palette. Palette Number: Enter the number of the palette you wish to apply to a sin gle frame or a range of frames. Current Frame: Apply the selected palette to the current frame of the ani mation. Range: Apply the selected palette to the specified range (set in the text boxes to the right of the box). All Frames: Apply the selected palette to all the frames of the animation. Make Palette: Creates a new palette from the palette currently used in the selected frame(s). On exit, Deluxe Paint creates a unique palette, which you can modify without affecting the palettes used in any other frames. Frame Palette Info Displays the Frame Palette Info window which shows a list of frames associ ated with the current palette. Palette #: The number of the current palette - the one applied to the cur rent frame. Frames Using Current Palette: A list of frames that use the current palette. Free: Click this button to purge the selected palette from memory. The frames using this palette are given the palette from the frame previous to the first occurrence of the 'freed' palette. Use the close gadget in the top left cor ner of the window to exit this requester. Control Control displays a submenu of options for moving around in your anima tion frames and for playing the animation. Panel Keyboard Equivalent: Alt-a Displays the Deluxe Paint Animation Control Panel. It contains a Frame Counter scroll bar and 15 control buttons for working through and playing your animations. Click an option on the Panel to select it. When the panel is displayed, a check mark appears next to the option in the menu. The options represented by the control buttons can also be selected from the Anim and Effect menus, which is where these features are described in detail. It is conveinient to have them all in the Control Panel, so you don't have to access a menu, or use the keyboard while you're working on your animation. Frame Counter The number of the current frame and the total number of frames in your animation appear in the left corner of the Title Bar. You can move to a spe cific frame by dragging the Frame Counter scroll bar, clicking on either side of the scroll box, or by clicking the Next Frame or Previious Frame icons in the Control Panel. Any movement you make is reflected in the numbers on the Title Bar. Set Range Displays the Set Play Range Requester. Use this requester to instruct Deluxe Paint to play any range of frames or all frames in your animation. The From number in your range must be smaller than the to number for the range to play correctly. The range setting is used by the Play Once and Ping Pong options in the Control submenu, but the Play option is not affected. This option is especially useful if you are editing a small section of a large animation. You can edit the frames and play only the frames you are editing to see your changes. Previous Keyboard Equivalent: 1 Steps the current frame to the previous frame in the animation sequence. If the current frame is the first frame, the position is set to the last frame. Next Keyboard Equivalent: 2 Steps the current frame to the next frame in the animation sequence. If the current frame is the last frame, the position is set to the first frame. Go to Keyboard Equivalent: 3 Displays the Go to Frame requester. This requester lets you position the cur rent frame to any of the available animation frames. You can also display this requester by Ctrl-clicking the Go to icon on the Animation Control Panel. Repeat Last Go To Keyboard Equivalent: Shift-3 Clicking on this icon brings you to the frame number set in the Go To requester. You can display this requester either by choosing Control>Go to from the Anim menu, or by Ctrl-clicking on this icon. Play Keyboard Equivalent: 4 Plays the animation at the speed set in the Set Rate requester. The anima tion sequence will continue cycling until you press the space bar. (You can reverse the direction of playback by pressing r on the keyboard while the animation is playing). Play Once Keyboard Equivalent: 5 Plays the animation sequence once through from Frame 1 to the last frame. Ping-Pong Keyboard Equivalent: 6 Plays the animation sequence continuously as in Play above, but plays the sequence forward then backward then forward then backward and so on. Click or press the space bar to stop the animation. Method >> The Method menu contains two submenu options which can be used to specify the "memory model" of the animation sequence frames. The memory model refers only to the animation in RAM, not to the disk file. When you load an animation it is loaded into your current memory model. Compressed The Compressed Method while a little more complex than the Expanded Method, offers the advantage of permitting many more animation frames in memory at one time. The compressed memory model only needs enough memory to store the differences between frames. While this model allows for more frames, it has a couple of disadvantages: it is slower than the expanded method while animpainting, loading and saving are slower and memory tends to fragment, making it easy to run out of memory. Expanded The Expanded Method represents the simplest of the two memory models where all of the memory for each animation frame is allocated. If you are in low resolution mode, 320x200 and you have 10 animation frames, then you would need enough memory to hold 10 complete 320 x 200 images. Two advantages of this method are that the frame flipping for animpainting is very smooth, and you will not run out of memory to add an element to your animation within the allocated frames. If you set this option and then request animation frames, Deluxe Paint auto matically inserts the maximum number of available frames in the Set Frame Count requester so that you don't have to guess how many frames you can create. Colour Menu Ranges Keyboard Equivalent: Ctrl-r Displays the Range requester which you can use to define customised colour ranges for the colour cycling, gradient fill, and Shade features of DeluxePaint. Range The Range requester lets you specify the colours in a range (maximum of 256 colours) and how the colours are mixed. You can define eight ranges for each picture or animation. To define a range: The RANGE slider indicates the number of the current range. By default this is range 1. You can see the range of colours displayed on the range bar. Click to the right of the slider or drag the slider to the right to access an empty range bar. All range based features depend on the Range number set in this requester. Once you've created ranges to work with, you can step for ward and backward through them without entering the requester by pressirng Alt-] and Alt-[. To select a colour for the range, move the arrow cursor to the row of colours in the requester and click on a colour. When you click a colour, it appears in the sample square. The arrow cursor becomes the colour bead cursor. If you don't want to use the colour you chose, click another with the colour bead cursor. When the colour you want is in the sample square: Move the bead cursor to the range bar. Position the cursor where you want the selected colour to fall in the range, and click. The colour appears in the range. The position of colours in the range control the cycle direction for each range, and also sets the direction of the range when it is used as a gra dient. The start colour is the colour furthest left on the range bar. Any colour cycling begins with this colour. Each colour you place on the bar appears in the range sample. The gradient between colours, that is the transition of shades from one colour to the next, is calculated automatically. You can place original colours far apart to create subtle blending of colours, or close together to create more abrupt transitions between original shades. In modes other than HAM or 24 bit backing store mode, Deluxe Paint can use only colours currently in the palette to make these transitions. If the transitional shades are not in the palette, colours may appear as discrete or unevenly mixed bands in the range. You can overcome this limitation by adding the transitional shades to the palette. COPYING TIP It is possible to copy a range to the next range set in the requester. To do this: Move to a defined range you want to copy; drag the Range slider to the range number you want to copy to; click Undo. (It's important to click Undo with no intervening clicks after you display the range number you want to copy to. Rate The Rate slider lets you control the speed of colour cycling for each range. Drag the slider to the right for faster cycling. While dragging the slider you can monitor the colour cycling on the page, even if Colour Cycling is turned off. The number to the rate of the slider indicates the current speed setting. This number is intended to help you set different ranges to the same speed. The number does not indicate the relative speed of the cycling since the increments from 0 to 63 are not equal. Fade This slider sets the gradient translucency mount for the currently selected bead in the range bead line. The values range from 0 (fully opaque) to 255 (fully translucent). Deluxe Paint will allow you to place fade values on any individual colour bead in your range up to 256 colours. To create a gradient with translucency values, select a colour and place it on the range bar. While the colour is still selected (if you want to select a colour that is already on the range bar click to select it and then put it back down on the bar in its original position), drag the FADE slider to set the translu cency value for the selected colour. As you do this you will notice that a small square bead appears below the selected colour and changes from black to white as you increase the fade slider. Black is an indication of pure colour or opaqueness and white is an indication of colourless 100% translucency. When you manipulate fade values for any colour in the range bar, Deluxe Paint interpolates to create a spread of fade values between the select ed colour and the nearest colour that has a fade value assigned to it. You can set fade values for beads in the range bar even if no colours are assigned to the bead location - a box will appear below the bead to show the selected fade setting. Show Click SHOW to see the results of your colour selections and placements. The band beneath the bar shows the gradual transition from colour to colour as it would appear if you had access to all 4096 colours in the colour universe (as you do in HAM mode). The band above the Range requester shows the gradient as it will appear using the available colours in the palette of your current mode. Select To select a range of colours, click the first colour in the range, and click SELECT. The dropper icon appears attached to the cursor. Click the second colour, and all the colours up to and including the second colour are select ed. Clear To eliminate a colour from the bar click it, move the bead cursor off the bar, and click again. The arrow cursor returns. To eliminate all colours from the range, click the CLEAR action button Rev Keyboard Equivalent: Alt-r You can reverse the direction of the colour range, and therefore the direction of cycling and gradient by clicking the REVERSE action button. Select another colour and position it on the bar. Repeat this step until all the colours you want are on the bar. To reposition a colour on the bar click it, move the bead cursor to another position, and click again. Dither There are three dither options. When Smooth is selected, Deluxe Paint tries to blend the colours of the range as smoothly as possible. Pattern splits the colours more, but uses a slight dither at each colour border. Random allows you to set the dither from no dither to smooth, using the dither slider Dither Slider The slider beneath the Random button reduces the contrast between adja cent colours (without changing the colours themselves). Drag the Dither slider to the right to increase the amount of dither. Setting the slider all the way to the left gives almost no random mixing between shades. Moving the slider to the right increases the amount of mixing at the colour boundaries. If you are not in HAM or 24 bit backing store mode, and you have placed colours on the gradient bar with empty notches between the colours, you may not see the dither effect you expect. When you leave notches between colours on the bar Deluxe Paint calculates the spread of colours that would fill the notches and then looks in the palette for the closest matching colours to fill in the range. In many cases, the closest colour will be one of the colours already on the bar. A dither between two identical colours will look like no dither at all. In modes other than HAM or 24 bit backing store, it is advisable to always place all the colours you want in your gradient on the bar with no empty notches between them. This way you will get exactly the colours you expect, and the dither will appear as you would expect it to If you are working in HAM mode, you won't see the dither effect in the gradient sample painted in this requester. To see the gradient with dither effects, go to the Fill Type requester. OK Click Ok to accept the changes and exit. Undo You can reverse the last change you made in the palette or Range requester by clicking UNDO. Revert This returns the Range requester to the condition it was in before you dis played the requester. Grid Click this check box to display a grid around the colours of the palette. Register colours have a white grid highlight and non-register colours have a blue grid highlight. The grid is off by default. Cycle Keyboard Equivalent: Tab Toggles colour cycling on/off. Colour cycling uses the colour ranges you define in the Range requester. (See Range above). If a colour is not included in any range, it does not cycle. See "Animation with Colour Cycling" in Tutorial One of Chapter Four: Painting Tutorials Palette >> Mixer On/Off Keyboard Equivalent: p Displays/removes the Colour Mixer. You can also display this Mixer by right-clicking the Colour Indicator (between the Palette and the Toolbox). There is a subtle but important difference between removing the Colour Mixer by choosing the menu option and by clicking OK. When you choose the menu option or press p, the Colour Mixer is hidden behind the current screen and the data in the Mixing Area remains intact when you redisplay the requester. Clicking OK in the requester accepts all changes in the Colour Mixer and clears the Mixing Area. The Colour Mixer is the master colour control panel. From here you can mix and modify colours, create spreads, and copy or exchange colours. The Colour Mixer and the Arrange Palette requester described below let you work with a 256 colour Colour Set, regardless of the number of colours you are actually using in your current screen format. If you are in a mode other than HAM, you can paint only with the colours that are in the Palette. The Palette colours are arranged in the first slots of row 0. You can identify them by the white highlight on the top and left edge of each colour when the Grid is turned on. The other Colour Set colours have a light blue highlight on the top and left edge when the Grid is turned on. Occassionally you will see us refer to your Palette colours as your "base register" colours. In Extra Halfbrite mode (64 colour mode) you cannot modify the colours in rows 2-3. These are the Halfbrite colours and always take the Halfbrite value of the corresponding Palette colours in rows 0-1. If you attempt to copy to, exchange with, delete, or spread the Halfbrite colours, nothing will happen. In HAM, HAM8 or 24-bit RGB mode, you can paint with any colour in the available colour universe (4096 colours in HAM, 262,144 in HAM8 etc.). The Colour Set is merely a holding spot for extra colours beyond your "base register" colours. eND oF pART tHREE