The converter (v3.4) currently supports the following: 6 diffrent kinds of polygons (plus 4 transparency variations) * Flat-shaded polygons * Texture-mapped polygons * Reflection-mapped polygons * Texture+reflection-mapped polygons * Bump+Reflection-mapped polygons * Bump+Texture+reflection-mapped polygons For all 6 type you can have the following transparencey settings: * Texture 0 transparency. This means that every pixel that's 0 in the texture will be 100% transparent. If this mode is used on a normally flatshaded surface a special halfbright transparence is used. * Additive transparence the R,G,B value for every dot in the polygon vill be absoulte added to the background colour. * Subtractive transparence the R,G,B value for every dot in the polygon vill be absoulte subtracted to the background colour. * RGB higher transparence. ie the highest of the R,G,B values of the polygon point and the background colour. There is one special transparence mode and that is halfbright. In this mode the background colour is made half as bright as it was before. Note that this mode is MUCH faster than the other transparency modes. How to use the transparency: * Set transparency to less then 5% for no transparency * Set transparency to 5-25% for texture 0 transparency NOTE if a flat-shaded polygon is used with this transparency mode a special halfbright drawing mode is used. * Set transparency to 25-50% for subtractive transparency * Set transparency to 50-75% for additive transparency * Set transparency to higher then 75% for RGB-higher transparency (NOTE! There are no such things as only bump or bump+texture,because bump needs a light to have any effect. Bump+flat and bump+texture will work as flat and texture only.) How to modell objects: (This explain the surface settings for every type of mapping) 0 Flat: Colour: R,G,B This sets the colour for the surface Luminosity: Colour brightness,ie 0=Backdrop,100=Colour 1 Texture: All textures must: * Be an IFF-ILBM file. * Contain no more then 256 colours. * Be not wider then 256 pixels, or less then 8 pixels. * Have a minimum height of 8. * Be a mutiple of 8 pixels wide.(width=n*8) 64,128,192.. The mapping modes supported are: * Planar Image Map * Spherical Image Map * Cylindrical Image Map Does support: * Moving of Center * All texture axis (X,Y,Z) * Scaling Colour: R,G,B Colour change of texture. Normal= 128,128,128 Luminosity: Strength of colour,0=Flat,100=Normal texture colour 2 Reflectionmap: (Really 2 modes of reflection,image reflection and phong-mapping) Phong reflection: Colour: R,G,B This sets the colour for the surface Luminosity: Colour brightness,ie 0=Backdrop,100=Colour Diffusion: 0=Flat shaded with spot,100 edges at backdrop colour Specularity:0%=No spot,100%=Spot at Ambient colour Glossiness: Size of lightspot.Low=Big spotlight,Huge=Small spot Reflection: Reflectivity. 0=Flat shaded,100=Full Image reflection: All reflectiontextures must: * Be an IFF-ILBM file. * Contain no more then 256 colours. * Be not wider then 256 pixels, or less then 8 pixels. * Have a minimum height of 8. * Have a width of 2^x pixels i.e 8,16,32,64,128,256 * The height same as the width. i.e 128x128,256x256 etc * If bumpmapping is used be 256x256 in size. * Use spherical image reflection. (Won't look the same as in LW!) Colour: R,G,B.Colour change of reflectiontexture. Normal= 128,128,128 Luminosity: Strength of colour,0=Flat,100=Normal texture colour Reflection: Reflectivity. 0=Flat shaded,100=Image 3 Texture+Reflection-mapping: Reflection settings as for Reflectionmap Texture as texturemap 4 Bump+Reflection-mapping: All bumptextures must: * Be an IFF-ILBM file. * Contain no more then 256 colours. * Be not wider then 256 pixels, or less then 8 pixels. * Have a minimum height of 8. * Be a mutiple of 8 pixels wide.(width=n*8) 64,128,192... * If texturemapping are present have the same size as the texturemap. The bumpmapping modes supported are: * Planar Image Map * Spherical Image Map * Cylindrical Image Map NOTE! Colour 0=Lowest height,255=Highest Bump amplitude: 0%=Flat bump 100%=Strong bump 5 Bump+Texture+Reflection-mapping: Reflection settings as for Reflectionmap Texture as texturemap Bump as Bump+Reflection-mapping but: * Mapping method used will be the same as for the texture!!