@DATABASE "ElasticDreams.guide"
@$VER: ElasticDreams Guide V1.4 © 1998 MotionStudios
@NODE "Main" "ElasticDreams Professional"
@TOC "MAIN"

                          @{"ElasticDreams" SYSTEM "MultiView ElasticDreams:Docs/Pics/ElasticDreamsPro"}

                              User manual
                             ElasticDreams

                 © Copyright 1997-1998, MotionStudios


First...

          @{" Foreword                   " LINK "Vorwort"}  Welcome

          @{" Product overview           " LINK "Produktübersicht"}  What can you do with ElasticDreams

          @{" System requirements        " LINK "Systemvoraussetzungen"}  Does ElasticDreams work on my system ?

          @{" Installation               " LINK "InstallationText"}  How to install ElasticDreams

Handling...

          @{" Introduction               " LINK "EinführungMain"}  for better understanding

          @{" Shortcuts                  " LINK "TastaturMain"}  used shortcuts

ElasticDreams parts...

          @{" Elastic                    " LINK "ElasticMain"}  The Elastic part

          @{" Composer                   " LINK "ComposerMain"}  The Composer part

          @{" Manager                    " LINK "ManagerMain"}  The Manager part

External programs...

          @{" Image processing functions " LINK "OperatorMain"}  endless effects ;)

          @{" Viewer modules             " LINK "ViewerMain"}  which viewer for my Amiga

          @{" Tools                      " LINK "ToolProgramme"}  enclosed tools

Questions and others...

          @{" Questions and answers      " LINK "FragenAntworten"}  frequently asked questions

          @{" technical terms            " LINK "Glossar"}  overview of all technical terms

Others...

          @{" Registration               " LINK "Registration"}  something about registration

          @{" Updates                    " LINK "UpDates"}  allways up to date

          @{" Support                    " LINK "Support"}  how can I get help

          @{" Greetings                  " LINK "Danke"}  to all helping hands

Legals...

          @{" License                     " LINK "Lizenz"}  copyright and waranty
@ENDNODE

@NODE "Vorwort" "Welcome to ElasticDreams"
@TOC "MAIN"



Welcome
========

Welcome to ElasticDreams
-------------------------

Congratulations !!!!!

You have purchased an easy to use, high performance image processing software 
for the Amiga. Elastic Dreams was designed for professional use and offers 
a great variety of  features  which  are  not  available  in  other products. 
Elastic Dreams marks in serveral parts, its high progress speed, its easy
to use interface and its impressive design.   
Furthermore we have payed attention to bring you the best possible picture
quality on your system, which it`s most important thing for a program like 
Elastic Dreams.

.....and now, enjoy it!!!!





Responsible for ElasticDreams
-----------------------------

coding              : Ingo Kleefeld

german manual       : Ingo Kleefeld


manual rework       : Michael Garlich


english translation : Michael Garlich



The informations concering in this product are publish without
consideration to eventually patent protection rights.

Trade names are used without warranty of free use.

The compiling of documents and pictures was done with great care, neverless 
mistakes cannot be fully excluded.

The publisher and the authors can and will not undertake neither legal
responsibility nor any liability for wrong instructions and their consequences.




Trademarks
----------

AMIGA is a registered trademark of Amiga International.

GIF is a registered trademark of CompuServe Inc.

PCX is a registered trademark of ZSoft Corporation

VLAB is a registered trademark of MacroSystem

All other  products  mentioned  in  this  guide  are  trademark  by  their
manufacturers.


@ENDNODE

@NODE "Produktübersicht" "What can ElasticDreams does?"
@TOC "MAIN"



                        ElasticDreams
                        =============

The first Realtime Morphing program for the Amiga. Due to the use of
highend coding technics you are now able to morph an image in realtime.
You don`t have to wait hours and hours for a result like common morphing
programs manner.
Free like the slogan: WYSIWYG (What you see is what you get). And this all
together with a breathing speed, you will think that you are in a dreamland.

Elastic Dreams is the best choice to improve your homevideos with funny and
impressive effects. Best use for weddings, birthday parties or anniversarys

Let your fantasy keep going and your next party will be a hit.

Because of the innovative GUI you will can`t stop working for hours.
Forget the time and come in to the world of dreams and let your creativity break
free.

Technical
---------

Elastic Dreams is splited in three parts. The Composer part: here you can join
together to complete different pictures. Here becomes mummy and daddy a new race,
Gentechnology is OUT, Elastic Dreams is IN.

The Elastic part: here you can see the full power of the program. Don`t hesitate
to squeeze, to smear, to deform and so on. Special effects let you see your best
friends in a complete different light. Create whole movie sequences. You can easy
export your creations to other programs as a picture or as an animation.

Last but not least, the Manager part: here you can make all the necessary settings
for ElasticDreams.

Features:
---------

- innovative GUI, easy to learn
- best quality based on 24 bit (16.8 million colors) processing
- over 50 different graphic format will recognize automatically, e.g.
  IFF, IFFDEEP, JPEG, PHOTOCD aso.
- you can save your pictures in 11 different graphic formats e.g.
  IFF, JPEG, IFFDEEP, YUV aso.
- the created moviestrips can be saved as single frame or as IFF-ANIM5 format
  also a special ElasticDreams(for more speed) format is included. 
- direct ScanQuix support
- DataType support for future graphic formats
- best printout quality due to a direct TurboPrint support (24 bit direct)
- automatic motion blur effect, free adjustable
- special smoothing routines for best results on pictures and animation
- Online-Help
- MC680x0 and POWER_PC version on disc included
- 14 special effects for Elastic part, like waves, whirl, rotate,
  sculpture, squeeze, jitter aso.
- and loads of more features



price:         only 149.- DM (german marks)




technical hotline for registered users only

Motion Studios
Wildermuthplatz 3

D-28211 Bremen


Tel.  : +49/421/249966
Fax.  : +49/421/249556
BBS   : +49/421/438829
Email : MotionStudios@mail.netwave.de
WWW   : www.TitanComputer.de/motionstudios

hotline-hours
Mo. - Fr. 16.30-18.00 o`clock



distribution through
--------------------

Titan Computer
Mahndorfer Heerstr. 80a

D-28307 Bremen

Tel. : +49/421/48 16 20
Fax  : +49/421/48 16 20
BBS  : +49/421/43 88 29

opening hours:
Mo.-Fr. 10.00-13.00 and 15.00-19.30 o`clock
    Sa. 10.00-14.30 o`clock


@ENDNODE

@NODE "Systemvoraussetzungen" "System requirements"
@TOC "MAIN"


System requirements
===================

Before you try to start Elastic Dreams you should make sure that you can run it on
your system.


Hardware
--------

Elastic Dreams  needs  an  Amiga (what else?)  with  a  68030  or higher processor, 
AGA chip set or a graphic board, at least Kickstart / Workbench 3.0 and 8MB FREE fast
ram.
Best results with 68060/PPC, graphic board and 32MB fastram.

You also need a harddrive with at least 20MB free space and  some  (>=8MB)
fastram.  The  more  fastram  you have, the better it is. How much ram you
will actually need depends on what you wish to do.

Oh and, by the way, you will need the best computer on this world ever an
                            A M I G A

For the RAM it counts as a rule: "The more the better". The really needed memory 
amount depends on individually using by the user. 
See following examble:

- A picture in 800 * 600 in 24 bit (approx. 16,8 Mill. colours)
  needs 1,440,000 bytes memory (approx. 1,37 MB).

- Further examble: A picture in 1280 * 1024 in 24 bit needs
  3,932,160 bytes (approx. 3,75 MB).

You can see each picture needs several large memory blocks. But for the normal users 
8MB FastRAM and 2 MB ChipRAM are enough. We recommend 16 MB FastRAM and 2 MB ChipRAM 
the full power you will get with 32MB.

needed Software
---------------

ElasticDreams needs at least Workbench 3.0. If you are using an  earlier  version
errors  and  system  crashes  may  occur. Loss of data is possible if this happens. 
Please contact your Amiga dealer for upgrade information.


ElasticDreams was successfully tested with...

Computer :     - Amiga 2000/30, Amiga 2000/60, Amiga 3000, Amiga 4000/30
                 Amiga 4000/40, Amiga 4000/60/PPC and Draco

Graphic board: - Cybervison 64 + 64/3d, PicassoII+ and IV


...and does not work with: such a thing....how does it call??? I guess PEECEE
                           I don`t know why, we are still testing..... :)))

@ENDNODE

@NODE "InstallationText" "How to install ElasticDreams"
@TOC "MAIN"


Installation of ElasticDreams
=============================

Here is how to install ElasticDream to your hardrive:

- Insert the ElasticDreams disc in your cd-drive and double click the disc icon.

- Then you can see the contents of the disc and an icon named
  "Install_ElasticDreams", double click this icon too.

- The installer will pop up and will ask you in which drawer ElasticDreams should 
  be installed. The installer will create a drawer named "ElasticDreams" there.

- For the moment, please don´t change the preferences.

- Click on the OK gadget.

- The installation will now proceed automatically.

- After completing the  installation  you  can  start ElasticDreams immediately, 
  you do not have to reboot.



And now go ahead and have fun!
@ENDNODE

@NODE "EinführungMain" "Introduction in ElasticDreams"
@TOC "MAIN"



Introduction
============

In this chapter you find information on which knowledge  in  handling  the
Amiga is needed to work with ElasticDreams and a short tutorial.



Before you start working with Elastic Dreams
--------------------------------------------

We assume that you  can  handle  the  Amiga  computer  and  the  following
functions:

- the use of the workbench
- the use of a mouse (click, double click and so on)
- the use of menus
- the use of screens and windows (scrolling, size gadget and so on)
- how to drag & drop

If you are not accustomed to the mentioned please consult  the  manual  of
your Amiga.


How to help yourself
--------------------

If you encounter problems using ElasticDreams, please consult this online help
first.  Check out if you are using the function correctly. Use the index and the 
table of contents, they will offer useful help in trouble shooting. 
If this doesn´t help to track down the problem make sure that no other program 
running in multitasking with ElasticDreams is responsible for the misbehaviour.

Only contact the hotline if your sure that the problem is caused by ElasticDreams
itself.

The hotline can be used by registered users only.


@ENDNODE

@NODE "TastaturMain" "Shortcuts of ElasticDreams"
@TOC "MAIN"



                 Shortcuts of ElasticDreams
                 ==========================




                     @{" Elastic  " LINK "ElasticTasten"}  Elastic shortcuts

                     @{" Composer " LINK "ComposerTasten"}  Composer shortscuts

                     @{" Manager  " LINK "ManagerTasten"}  Manager shortscuts



@ENDNODE

@NODE "ElasticTasten" "Elastic shortcuts"
@TOC "MAIN"

  F1  - Load a picture with universal loader module

  F2  - Load a pictures with DataTypes loader module

  F3  - Scan a picture with ScanQuix (not included in this package)

  F5  - Import a Composer picture into Elastic part

  F6  - Save a picture as an IFF-ILBM format

  F7  - Save a picture as an IFF-DEEP format

  F8  - Save a picture as a JPEG format

  HELP - this online help appears

@ENDNODE

@NODE "ComposerTasten" "Composer shortcuts"
@TOC "MAIN"

  F1  - Load a picture with universal loader module

  F2  - Load a pictures with DataTypes loader module

  F3  - Scan a picture with ScanQuix (not included in this package)

  F5  - Import a Elastic picture into Composer part

  F6  - Save a picture as an IFF-ILBM format

  F7  - Save a picture as an IFF-DEEP format

  F8  - Save a picture as a JPEG format

  HELP - this online help appears


Important!!

If you use the functionkeys F1 - F3 the location of mouse cursor is important.
On the basis of the mouse location you can select which of the booth picture
has to exchange.
Is the mouse cursor located on the left side then the new picture will be loaded
on the left side and similar to this  when located on the right side. 

@ENDNODE

@NODE "ManagerTasten" "Manager shortcuts"
@TOC "MAIN"

  F10 - A further preferences window appears where you can make
        the following settings.

     JPEG-qualtity:
                    When you save a JPEG picture this value is responsible
                    for quality of the picture.
                    The higher the value the higher the quality.

     like presets:
                    Here please type in the width and high of your requested
                    picture size. This setting will use later when you save your
                    work. 

     Saver:
                    Here you have to select the graphic format for saving.


  HELP - this online help appears

@ENDNODE

@NODE "ComposerMain" "Composer Part"
@TOC "MAIN"

On this part of ElasticDreams you have the possiblity to join together
two different images. May be, this doesn`t sound fantastic but you will
really impressed when you see the results.
You should take a look at the enclosed picture this will take your breath away.
You will not believe how much is possible.

The two small windows on the left and right hand showing the original images. The
middle one shows your composing.

Now, we would like to explain all the gadgets you can see on this side.


First the small windows:
------------------------

In the small windows on the left and right hand you can set the so called
reference point. At this point, Elastic Dreams indicates, where the transformations
and image processing funtions which you create on the center window (or main window)
have to start. 
There are also two buttons for flipping the picture horizontal or vertical. With the
two arrows you can transport the small picture into the center window or reworked
picture into the small window. The load-button allows to load a picture into small
window.



Save (button in main window)
============================

With this gadget you can save your work, if your are satisfied with the result.


Draw, smooth, smear and move
============================

With this four buttons you can process the picture in main window. Elastic
Dream creates an invisible layer "over" the original picture. On this layer you
will paint and deform the picture. The layer functions will be well known to you 
from software like Photogenic or ArtEffekt. Due to the layer technics it`s possible
to restore the old picture each time you want. Only when you have set a new 
reference point, save picture, close the composer or if you have copied the picture
in the small one then the manipulations are fixed. 


Compose
=======

If you have selected this button you are able to compose the two pictures. It
depends on your settings how smooth or hard transitions will be. You can use this
smooth or hard value by using the slider below the draw button. 
When you move the slider to the top left position you can enable the UNDO-mode. When 
you use the draw functions, now it will restore the original picture.

Slider functions (positions)
----------------------------

top left    : UNDO-function with hard transitions
middle left : UNDO-function with smooth transitions
center      : draw with very smooth transitions.
middle right: draw with smooth transitions
top right   : draw with hard transitions


smooth
======

With this functions you are able to smooth the hard transitions between
the two images.


smear
=====

With this function you can smear the picture. This is similar to function
smear of DeluxePaint, PersonalPaint aso. The only different is, that this
function does not manipulate the whole picture but the previously manipulated
part of picture (layer).


move
====

It you are not satisfy the with the location of the layer you can use this funtion
to move the complete layer.


transparency (slider, right below)
==================================

With this slider you can choose how hard or smooth the transitions should be.


brush size (buttons, left below)
================================

Here you can select the brush size you want to work with. You should choose
a small brush for precision work and large one for rough painting.
Choose this one where you get the best results for yourself.


Last but not least the 3 button below. Composer, ?, and Manager. With these
buttons you can switch between the 3 parts of ElaticDreams. "?" displaying
this manual.
I think further explaining is not necessary.

@ENDNODE

@NODE "ManagerMain" "Manager Part"
@TOC "MAIN"

The Manager Part is responsible for all settings you can make in Elastic Dreams.
Here you can also create animation from your work on Elastic part and also 
print out your pictures.

First we would like do show you the "hidden" settings you can make. Please
press the F10 key, a window appears in which you can adjust the following
settings.

JPEG-Quality
-------------
          
        If you are saving your pictures in JPEG format, here can set
        the quality for the images. The higher the value the better the
        quality of the picture.


like presets
------------
	
	Please tpye in the width and high you want for your images. Elastic
	Dreams will use this values later when you save your images.
      

Saver
-----
        
        Here you can select in which graphic format your images should saved.



..and now the further settings.


background Compose
==================

Here, you can choose your prefered background for the Composer part of Elastic.
You have the choice between loads of background pictures, e.g. wood or fire.
Try it out to find the best one for you.


background Elastic
===================

The same procedure like "background compose" but this time, of course for
the Elastic part.


printer options
===============

Elastic shows a small copy of the images which is ready for printing, here.
The program will take the Workbench printer settings for the output, please
make sure that you have configured right.

If you own the printer driver package "Turboprint" you are able to print your
images in best 24bit (16 millionen colors) photo quality.
We suggest this way, because the old Workbench printer driver doesn`t give you
the best possible print quality.

Press on button "print" to start the printing process.


quality
=======

Here you have to set the quality of picture (pixel resolution). Please
pay attention that a high resolution needs massive fast ram, a low-end
system with only 8 MB fast may busted.

low   :  320* 320 Pixel

good  :  640* 640 Pixel

high  : 1280*1280 Pixel

like presets: here you can select the needed resolution by yourself.


Attention please! If you choose a "high" resultion this may need more
than 20MB fast ram!! But by the hand of low prices for PS/2 ram this
should be no problem.

We would like to inform you that the qualtity of end result depends on the 
original picture. A large picture doesn`t decrease the working speed of 
Elastic Dreams it works always in the same speed. Therefore we suggest, you
shouldn`t load picture lower than 640x480 pixels resolution.


MotionBlur
----------

This function will only need for Elastic part, it allows to generate a
so called motion blur effect between the pictures. Because of that the
transitions between the pciture are much more smoother.
Diese Funktion wird nur für den Elastic-Part benötig und bietet Ihnen
die Möglichkeit zwischen den Bildern ein sogenannte Bewegungsunschärfe
zu berechnen. Dadurch werden die Übergänge noch Weicher.


smooth draw
-----------
This function is also only important for the Elastic part. With this function
you have the possiblity to improve the resolution of low quality images. The
disadvantage is, that this function needs the 4 times larger amount of fast ram.
But the end result will satisfy you. So, if you have enough ram, you should use
this function in any case, when you try to process with low resolution images.


output format
=============

Here you can save your animations. You have the choice between the following
settings.

ED-Animation
------------

This format is ElasticDreams on format, it`s much more faster than any other
animation format. But at the moment there are only a few programs which support
this format.


single picture (frames)
-----------------------

The animation will be saved in frames separated. These pictures you can use
in other program e.g. MovieShop or AdPro aso. The data`s will save in 24 bit
(16 million colors), Elastic will use the graphic format which you have selected
previously.


ILBM-Animation
--------------

This is the well known Anim5-format, which is supported from the most software.
You can export your animations to programs like SCALA or Dpaint aso.


With the "save" button you can start the animation calculation.



At least the three button in the left corner of the screen. Here you can jump
through the different program parts of Elastic.
"?" this manual appears.

@ENDNODE

@NODE "ElasticMain" "Elastic Part"
@TOC "MAIN"


This program part is the "heart" of ElasticDreams. Here you can design our master
pieces.

Free like the slogan: WYSIWYG (What you see is what you get) in german :
Was Du siehst, das bekommst Du auch ;))


You can use the following functions:
====================================

On the left side, you can see the function bar, this part is responsible for
the picture processing.

functions
=========

  smear, move and wipe
  --------------------

  With this function you are able to deform the images.
  The best way is to test it for yourself how these functions working, because
  is very hard to explain it.

  mirror
  ------
 
  Have you enabled this function Elastic will mirror the picture part which
  you have changed. 

  undo
  ----

  This is the UNDO function of the Elastic part. Herewith you can restore the
  already deformed parts of your image. Elastic will only undo these parts
  where you have clicked with mouse cursor.

  revert
  ------

  Herewith you can restore the whole picture to the last fixed state.


Brush size (left below)
======================

Here you can select the brush size you want to work with. You should choose
a small brush for precision work and large one for rough painting.
Choose this one, where you get the best results for yourself.


load and save (above image)
===========================

Here you can load or save your pictures.


Play (right below )
===================

When you have at least 2 pictures in the TimeBase, you can play the 
animation with this button.


slider (beside Play button)
==========================

Here you can set, how many frames shall Elastic creates between the
different pictures on the TimeBase.


TimeBase (below your picture)
=============================

On the TimeBase you can put all the changes steps you 

On the TimeBase you can put all the changes you have made to the picture step
for step, 256 different frames are possible.
The Timebase is responsible for antimation creation. Elastic Dreams will 
calculate frames between the pictures you have loaded on the time base automatically.

With the arrows on the left and right of the time base you can scroll through all
frames.
It isn`t necessary, that you put picture for picture on the time base. If you
want you can let spaces between the single pictures, so that you can put other 
picture between them later.
This enables you to make further manipulations to the picture and put them later
on the time base.

The arrows around the miniature pictures
----------------------------------------

 above left : picture will put on the TimeBase

 above right: copy the picture from TimeBase to main window.
 

 below      : the picture will delete from TimeBase.



load and save (below on TimeBase area)
========================================

Here you are able to save your movie-sripts or to load them into the timebase.
You can use this scripts for all pictures, that means that you can use the
same sript for a complete different script once more.

If you loaded a Elastic-Dreams animation (ED-Anim) then the main picture will
also be changed.


effects (right)
================

Here you can see a list of effects which you can use to manipulate the main picture
The red lighting effect will be used.

ATTENTION: MOST OF THESE SPECIAL EFFECTS NEED A FPU (68882 for 68030 or RC CPU for
68040 and 68060).



slider (right below)
====================

With this slider you can drive the intensity of the image processing effect.
Down position = high intensity
High position = low intesity

The calculation can take a while it depends on your system cpu and which effect
you have choosen.

Speed comparison:  68030 FPU 68882 50Mhz    Uhaaaaaa, time for a cup of coffee.
                   68040 40Mhz              Hmmm that`s better
                   68060 50Mhz              Now, it makes fun
                   PPC 604 150Mhz           I say YEAH, YEAH. That`s what I say


Last but not least the 3 button below. Composer, ?, and Manager. With these
buttons you can switch between the 3 parts of ElaticDreams. "?" displaying
this manual.
I think further explaining is not necessary.



@ENDNODE

@NODE "OperatorMain" "Image processing functions"
@TOC "MAIN"


		  Image Processing Functions
                  ==========================

  ElasticDreams contains a large spectrum of exciting and powerful image processing
  functions.
  This enables you to break free your hidden talents and fanaties.
  You can also use these image processing functions with the external tool FXStudio
  which is included in the ElasticDreams package.
  
  Depending on a high optimized program code the image processing funtions will
  work in a very high speed. This will decrease the waiting period for a result
  a lot.

  Here you see a list of the included image processing functions. Further functions
  are under development and will release on Aminet or on our homepage for free
  download.
        Homepage: http://www.TitanComputer.de

  Special functions will be available seperatly, please see also section "Future".




         @{" 3DLOOK        " LINK "Operator3DLOOK"}               @{" AND           " LINK "OperatorAND"}

         @{" ANTIQUE       " LINK "OperatorANTIQUE"}               @{" CLEAR_BLUE    " LINK "OperatorCLEARBLUE"}

         @{" CLEAR_GREEN   " LINK "OperatorCLEARGREEN"}               @{" CLEAR_RED     " LINK "OperatorClearRed"}

         @{" COLOR_TO_GRAY " LINK "OperatorColorToGray"}               @{" CROP_IMAGE    " LINK "OperatorCropImage"}

         @{" DEINTERLACE   " LINK "OperatorDeInterlace"}               @{" DYNAMIC_RANGE " LINK "OperatorDynamicRange"}

         @{" EMBOSS        " LINK "OperatorEmboss"}               @{" EOR           " LINK "OperatorEor"}

         @{" FLIP_X        " LINK "OperatorFlipX"}               @{" FLIP_Y        " LINK "OperatorFlipY"}

         @{" FREE_RGB      " LINK "OperatorFreeRGB"}               @{" HALVE         " LINK "OperatorHalve"}

         @{" HIGHLIGHTS    " LINK "OperatorHighLights"}               @{" HISTOGRAM     " LINK "OperatorHistogram"}

         @{" IMAGE_BORDER  " LINK "OperatorImageBorder"}               @{" INTERLACE     " LINK "OperatorInterlace"}

         @{" LINEART       " LINK "OperatorLineArt"}               @{" LOWLIGHTS     " LINK "OperatorLowLights"}

         @{" MAXIMUM       " LINK "OperatorMaximum"}               @{" MEDIAN        " LINK "OperatorMedian"}

         @{" MINIMUM       " LINK "OperatorMinimum"}               @{" MIRROR        " LINK "OperatorMirror"}

         @{" MONOCHROME    " LINK "OperatorMonochrome"}               @{" MOSAIC        " LINK "OperatorMosaic"}

         @{" MOTIONBLUR    " LINK "OperatorMotionBlur"}               @{" NEGATIVE      " LINK "OperatorNegative"}

         @{" NEGBRIGHT     " LINK "OperatorNewBright"}               @{" OR            " LINK "OperatorOr"}

         @{" REPLACE_COLOR " LINK "OperatorReplaceColor"}               @{" SHARPEN       " LINK "OperatorSharpen"}

         @{" SHIFT_HUE     " LINK "OperatorShiftHUE"}               @{" SHIFT_RGB     " LINK "OperatorShiftRGB"}

         @{" SOLARIZE      " LINK "OperatorSolarize"}               @{" TURN           " LINK "OperatorTURN"}

         @{" HSV           " LINK "OperatorHSV"}               @{" RGB Adjust     " LINK "OperatorRGBAdjust"}

         @{" ROTATE        " LINK "OperatorRotate"}               @{" SCALE          " LINK "OperatorScale"}

         @{" TILE          " LINK "OperatorTILE"}               @{" TILE_Brick    " LINK "OperatorTile_Brick"}

         @{" TWIRL         " LINK "OperatoTWIRL"}               @{" WHRIL          " LINK "OperatorWhril"}












@ENDNODE



@NODE "Operator3DLOOK" "3DLOOK image processing module"
@TOC "MAIN"



  3DLOOK
  ======
  The 3DLOOK operator is a variant of the LINEART operator.
  But the 3DLOOK operator doesn`t work with a new ramsection.
  As a result of this, a 3D effect (shadow) is arising. Above all, the
  operator makes sense if you want to manipulate handdrawn pictures.
  The operater doesn`t make sense if you have scanned pictures or
  videopictures. Because, their own picture rustling is to high.

    Settings
    ========

    This funktion does not need any settings.
@ENDNODE


@NODE "OperatorAND" "AND picture processing module"
@TOC "MAIN"



  AND 
  ===
  The AND operator is a logical mathematic function. A example
  follows to explain it`s working method.

  We choose a colornumber between 0 and 255, e.g. 255.
  This colornumber has to become filtering by the AND operator
  with the number 85.

  The numbers have to set in binary format. To make it easier
  you can see a table which shows the decimal and the binary
  format. You have to add the numbers only and then you get the
  right result.


      1 => %00000001
      2 => %00000010
      4 => %00000100
      8 => %00001000
     16 => %00010000
     32 => %00100000
     64 => %01000000
    128 => %10000000

  as result: decimal 255 is binary %11111111,

    255 =>  %11111111
  &  85 =>  %01010101        & = a replacement for AND operator
            ---------
            %01010101 =>  85
            =========

  You see, you have to set a "1" if the first and second
  row contains a "1". "0" plus "1" results "0" and also "1" plus "0"

  Another little example:

    141 =>  %10001101
  & 240 =>  %11110000
            ---------
            %10000000 => 128
            =========

    Settings
    ========

    Allows the input of the three basictones (Red, Green and Blue)
    in a range between 0 and 255 with this the picturecolors will filtering.

      RED     0 `til 255
      GREEN   0 `til 255
      BLUE    0 `til 255


  also see @{"OR" LINK "OperatorOr"}, @{"EOR" LINK "OperatorEor"}
@ENDNODE

@NODE "OperatorANTIQUE" "ANTIQUE image processing module"
@TOC "MAIN"



  ANTIQUE
  =======
  With this funktion, you can give the picture an anitque
  touch.

    Settings
    ========
    This funktion does not need any settings.
@ENDNODE

@NODE "OperatorCLEARBLUE" "CLEAR_BLUE image processing module"
@TOC "MAIN"



  CLEAR_BLUE
  ==========
  This funktion filters the whole bluetones out off the picture.
  As result, the whitecolor is now yellow and so on.


    Settings
    ========

    This funktion does not need any settings


  also see @{"CLEAR_GREEN" LINK "OperatorCLEARGREEN"}, @{"CLEAR_RED" LINK "OperatorClearRed"}
@ENDNODE

@NODE "OperatorCLEARGREEN" "CLEAR_GREEN inmage processing module"
@TOC "MAIN"



  CLEAR_GREEN
  ===========
  This funktion filters the whole greentones out off the picture.
  As result, the whitecolor is now violet and so on.


    Settings
    ========

    This function doesn`t need any settings.


  also see @{"CLEAR_BLUE" LINK "OperatorCLEARBLUE"}, @{"CLEAR_RED" LINK "OperatorClearRed"}
@ENDNODE

@NODE "OperatorClearRed" "CLEAR_RED image processing module"
@TOC "MAIN"



  CLEAR_RED
  =========
  This funktion filters the whole redtones out off the picture.
  As result, the whitecolor is now turqoise and so on.


    Settings
    ========

    This function doesn`t need any seetings.


  also see @{"CLEAR_GREEN" LINK "OperatorCLEARGREEN"}, @{"CLEAR_BLUE" LINK "OperatorCLEARBLUE"}
@ENDNODE

@NODE "OperatorColorToGray" "COLOR_TO_GRAY image processing module"
@TOC "MAIN"



  COLOR_TO_GRAY
  =============
  Converts a color picture into a greyscale picture.


    Settings
    ========
    This function doesn`t need any settings.
@ENDNODE

@NODE "OperatorCropImage" "CROP_IMAGE image processing module"
@TOC "MAIN"



  CROP_IMAGE
  ==========

  With this funktion you can cut out a certain part of your
  picture. So you can get the important part of a picture and
  save it separatly.


    Settings
    ========

    You have to set the coordinates of the desired picture part.


      OFFSET X
      --------
      How many pixels have to jumped over from the left side
      of the picture.

      OFFSET Y
      --------
      How many pixels have to jumped over from above.

      width
      ------
      Sets the width of the desired picture part.

      high
      ----
      Sets the height of the desired picture part

@ENDNODE

@NODE "OperatorDeInterlace" "DEINTERLACE image processing module"
@TOC "MAIN"



  DEINTERLACE
  ===========
  If you work with pictures, which has been saved in the interlaced
  format (e.g. VLab-Digi). You can cut off the two halfpictures with
  this funktion. The window area above shows the even lines and window
  area below shows the uneven lines. Together with the operator
  CROP_IMAGE you can save or manipulate the halfpictures separatly.
  The great advantage to work with halfpictures is, that a videosequence
  getting so much smoother on playback.



    Settings
    ========

    This function doesn`t need any settings.


  also see @{"INTERLACE" LINK "OperatorInterlace"}
@ENDNODE

@NODE "OperatorDynamicRange" "DYNAMIC_RANGE image processing module"
@TOC "MAIN"



  DYNAMIC_RANGE
  =============

  This function checks the picture, if the whole color palette is in
  use. That allows the extention or upseting of the colors
  in the certain range. For example, your picture own a color range
  between 0 and 220, that means it doesn`t use 35 colors.
  Now you have the posiblitiy to enlarge the colorspectrum if
  you select a field e.g. between 0 and 255. In fact of this the
  picture becomes lighten.

    Settings
    ========

    Selection of the new color spectrum


      MIN
      ---
      sets the smallest value of color range (min. 0)

      MAX
      ---
      sets the largest value of color range (max. 255)

@ENDNODE

@NODE "OperatorEmboss" "EMBOSS image processing module"
@TOC "MAIN"



  EMBOSS
  ======
  If you have used this funktion your picture looks like chiseled
  in stone. After using the EMBOSS operator you should use the
  COLOR_TO_GRAY operator because it improves the EMPOSS effect.


    Settings
    ========

    You can choose whether the picture should chiseled to the inside
    or to the outside.

      INWARDS
      -------
      the picture will look like chiseled to the inside


      OUTWARDS
      --------
      the picture will look like chiseled to the outside
@ENDNODE

@NODE "OperatorEor" "EOR image processing module"
@TOC "MAIN"



  EOR
  ===

    Settings
    ========
    Allows the input of the three basic tones (Red, Green and Blue)
    in an range between 0 and 255 with this the picture colors will filtering.

      RED     0 `til 255
      GREEN   0 `til 255
      BLUE    0 `til 255


  The EOR operator is a logical mathematic function. A example
  follows to explain it`s function.
  We choose a colornumber between 0 and 255, e.g. 255.
  This colornumber has to become filtering by the EOR operator
  with the number 85.

  The numbers have to set in binary format. To make it easier
  you can see a table which shows the decimal and the binary
  format. You have to add the numbers only and then you get the
  right result.

      1 => %00000001
      2 => %00000010
      4 => %00000100
      8 => %00001000
     16 => %00010000
     32 => %00100000
     64 => %01000000
    128 => %10000000


      255 =>  %11111111
  EOR  85 =>  %01010101
              ---------
              %10101010 =>  170
              =========

  You see, you have to set a "1" if the first row contains a "1" and second
  row contains a "0".Also if the first row contains a "0" and second
  row contains a "1" . You don`t have to set a "1" if booth contained a "1"
  or a "0".

  a further example

      141 =>  %10001101
  EOR 240 =>  %11110000
              ---------
              %01111101 => 125
              =========

  also see @{"AND" LINK "OperatorAND"}, @{"OR" LINK "OperatorOr"}
@ENDNODE

@NODE "OperatorFlipX" "FLIP_X image processing module"
@TOC "MAIN"



  FLIP_X
  ======
  This function enables you to flip the complete picture from
  left to right. Simply it is a mirror function.


    Settings
    ========

    This function doesn`t need any settings.


  also see @{"FLIP_Y" LINK "OperatorFlipY"}
@ENDNODE

@NODE "OperatorFlipY" "FLIP_Y image processing module"
@TOC "MAIN"



  FLIP_Y
  ======

  The same effect like FLIP_X but the different is that
  the picture will flip from the upper to the lower
  side.


    Settings
    ========

    This function doesn`t need any settings.


  also see @{"FLIP_X" LINK "OperatorFlipX"}
@ENDNODE

@NODE "OperatorFreeRGB" "FREE_RGB image processing module"
@TOC "MAIN"



  FREE_RGB
  ========

  This function sets free the fastram which a picture has used.


    Settings
    ========

    This funktion doesn`t need settings.
@ENDNODE

@NODE "OperatorHalve" "HALVE image processing module"
@TOC "MAIN"



  HALVE
  =====

  This function enables you to halve the picture on the x- and y-axis.
  We use a Bi-Interpolation to guarantee the best picture quality and
  the function is much more faster as the SCALE operator.



    Settings
    ========

    This function doesn`t need any settings


  also see SCALE
@ENDNODE

@NODE "OperatorHighLights" "HIGHLIGHTS image processing module"
@TOC "MAIN"



  HIGHLIGHTS
  ==========

  With HIGHLIGHTS you can upset the light parts of the picture.
  All pixels will setting into black which are darklier as middlegrey.


    Settings
    ========

    This function doesn`t need any settings.



  also see @{"LOWLIGHTS" LINK "OperatorLowLights"}
@ENDNODE

@NODE "OperatorHistogram" "HISTOGRAM image processing module"
@TOC "MAIN"



  HISTOGRAM
  =========

  This function isn`t for picture manipulation. The function shows
  you the color parts in a graphic table, which are using by the basictones
  red, green and blue.

  The first diagram shows the redcolors,
  the second the greencolors and the third shows the bluecolors of the
  picture.


    Settings
    ========

    This function doesn`t need any settings.

@ENDNODE

@NODE "OperatorImageBorder" "IMAGE_BORDER image processing module"
@TOC "MAIN"



  IMAGE_BORDER
  ============



@ENDNODE

@NODE "OperatorInterlace" "INTERLACE image processing module"
@TOC "MAIN"



  INTERLACE
  =========
  With this function you can join two halfpictures back into a interlace
  picture.

  The two halfpictures must be assembled in one picture. The picture above
  contains the even rows of the picture and the lower picture contains the
  uneven rows.

    Settings
    ========

    This function doesn`t need any settings.


  also see @{"DEINTERLACE" LINK "OperatorDeInterlace"}
@ENDNODE

@NODE "OperatorLineArt" "LINEART image processing module"
@TOC "MAIN"



  LINEART 
  =======
  The function is searching for edges in a picture and set them into
  foreground. Other picture information will eleminate in fact of this
  you get a contour drawing. If you also use the COLOR_TO_GRAY
  function you get a picture which looks like a leadpencil drawing.


    Settings
    ========

    This function doesn`t need any settings

@NODE "OperatorLowLights" "LOWLIGHTS image processing module"
@TOC "MAIN"



  LOWLIGHTS
  =========

  With the Lowlights function you can upset the dark parts of
  the picture. All pixels, which are lightlier as middlegrey will
  put into black.


    Settings
    ========

    This function doesn`t need any settings.

  also see @{"HIGHLIGHTS" LINK "OperatorHighLights"}
@ENDNODE

@NODE "OperatorMaximum" "MAXIMUM image processings module"
@TOC "MAIN"



  MAXIMUM
  =======
  Set a pixel to the value of the lightest red, green and blue pixels which
  are in the neighbourhood of an eight pixel area. Because of that the picture
  looks brighter.


    Settings
    ========

    This function doesn`t need any settings.


  also see @{"MEDIAN" LINK "OperatorMedian"}, @{"MINIMUN" LINK "OperatorMinimum"}
@ENDNODE

@NODE "OperatorMedian" "MEDIAN image processing module"
@TOC "MAIN"



  MEDIAN
  ======

  The function calculates the mean value of a pixel and it`s 8 neighbouring
  pixels.

    Settings
    ========

    This function doesn`t need any settings


  also @{"MINIMUN" LINK "OperatorMinimum"}, @{"MAXIMUN" LINK "OperatorMaximum"}
@ENDNODE

@NODE "OperatorMinimum" "MINIMUM image processing module"
@TOC "MAIN"



  MINIMUM
  =======

  Set a pixel to the value of the darkest red, green and blue pixels which
  are in the neighbourhood of an eight pixel area. Because of that the picture
  looks darklier.

    Settings
    ========

    This function doesn`t need any settings


  also see @{"MAXIMUN" LINK "OperatorMaximum"}, @{"MEDIAN" LINK "OperatorMedian"}
@ENDNODE

@NODE "OperatorMirror" "MIRROR Bildbearbeitungsmodule"
@TOC "MAIN"



  MIRROR 
  ======

  The function mirrors a previous selected half.


    Settings
    ========

    You can select 4 picture halfs

    lefthalf
              The left side of the pictures is mirrored on the right
              side of the picture

    righthalf
              The right side of the picture is mirrored on the left
              side of the picture

    tophalf
              The picture side above is mirrored on lower side of the
              picture.

    bottomhalf
              The lower picture side is mirrored on the picture side
              above.
@ENDNODE

@NODE "OperatorMonochrome" "MONOCHROME image processing module"
@TOC "MAIN"



  MONOCHROME
  ==========

  The picture will convert in a 2 color picture by using a special filter.
  The picture will convert in a black and white mode. All colors which are
  lighlier as middlegrey will convert to white and the other colors
  getting into black.


    Settings
    ========

    This function doesn`t need any settings.
@ENDNODE

@NODE "OperatorMosaic" "MOSAIC image processing module"
@TOC "MAIN"




  MOSAIC
  ======
  With this function the picture looks coarse grained, by that you
  can see the picture only shadowy. On TV, this function is used
  to make a certain picture part unrecognizable.


    Settings
    ========
    You can choose the width and the height of the pixels. How
    bigger the value you have chosen, how shadowy is the picture
    you will see after using this function.
@ENDNODE

@NODE "OperatorMotionBlur" "MOTIONBLUR image processingmodule"
@TOC "MAIN"



  MOTIONBLUR
  ==========

  This function enables you to put a motionblur effect into the picture.
  Also you can set the direction and speed of object which has to move.


    Settings
    ========

    length
              The higher the value you have chosen the higher seems to be
              the speed of the object. In fact of this, your girlfriend (Amiga)
              has much to do and you can take a coffeebreak.
              According to the value you have chosen,

    angle
              Gives the direction in which the object has to move.
@ENDNODE

@NODE "OperatorNegative" "NEGATIVE image processing module"
@TOC "MAIN"



  NEGATIVE
  ========
  Negative is the same effect as you can see in a photographic laboratory. 
  The colors will change with their respective counterpart, that means white 
  is seting into black, yellow into blue and so on.


    Settings
    ========

    This function doesn`t need any settings.

  also see @{"NEGBRIGHT" LINK "OperatorNewBright"}
@ENDNODE

@NODE "OperatorNewBright" "NEWBRIGHT image processing module"
@TOC "MAIN"



  NEGBRIGHT
  =========
  This function changes a color value with its complimentle color. But the
  different to the NEGATIVE function is, that only the color brightness will
  changed. That means light red will set into dark red and dark grey will set
  into light grey and so on.


    Settings
    ========

    This function doesn`t need any settings.

  also see @{"NEGATIVE" LINK "OperatorNegative"}

@ENDNODE

@NODE "OperatorOr" "OR image processing module"
@TOC "MAIN"



  OR 
  ==

    Settings
    ========

    Allows the input of the three basic tones (Red, Green and Blue)
    in an range between 0 and 255 with this value picture colors will filtering.

      RED     0 `til 255
      GREEN   0 `til 255
      BLUE    0 `til 255



  The OR operator is a logical mathematic function. A example
  follows to explain it`s function.
  We choose a colornumber between 0 and 255, e.g. 255.

  This colornumber has to become filtering by the OR operator
  with the number 85.

  The numbers have to set in binary format. To make it easier
  you can see a table which shows the decimal and the binary
  format. You have to add the numbers only and then you get the
  right result.


      1 => %00000001
      2 => %00000010
      4 => %00000100
      8 => %00001000
     16 => %00010000
     32 => %00100000
     64 => %01000000
    128 => %10000000

  that means

      255 =>  %11111111
  OR   85 =>  %01010101
              ---------
              %11111111 =>  255
              =========

  You see, you have to set a "1" if the first row contains a "1" or second
  row contains a "1".Also if the first row contains a "1" and second
  row contains a "1" . You don`t have to set a "1" if booth contained a "0".

  a further example:

      141 =>  %10001101
  OR  240 =>  %11110000
              ---------
              %11111101 => 253
              =========


  also see @{"AND" LINK "OperatorAND"}, @{"EOR" LINK "OperatorEor"}
@ENDNODE

@NODE "OperatorReplaceColor" "REPLACE_COLOR image processing module"
@TOC "MAIN"



  REPLACE_COLOR
  =============
  With this function you can exchange a certain color or a color spectrum
  with the declared colors. This function enables you to mask out colors
  and later you can use the picture as a mask.


    Settings
    ========

    LOOK FOR
               Here you have to declare which red, green or blue parts
               has to exchange. Values between 0 and 255 means that
               ElasticDreams looks for the specified value only. If you set
               one of the three colorparts to -1, ElasticDreams will exchange
               the whole area of the color part.

               e.g.
                    red    =   0
                    green  = 110
                    blue   =  -1

               These settings result that all colors which contained a red part
               equals to 0, a green part equals to 110 and if their blue part
               is between 0 and 255 will changed.

    REPLACE WITH
               Here you can select which color has to exchange with the
               color which has found by Arstudio. Values between 0 and 255
               are allowed. If you select -1 that means the color part doesn`t
               has to change.
@ENDNODE

@NODE "OperatorSharpen" "SHARPEN Image processing module"
@TOC "MAIN"



  SHARPEN
  =======

  This function strenghens the existing edges. Therefore the picture looks sharper.


    Settings
    ========

    This functions doesn`t need any settings.
@ENDNODE

@NODE "OperatorShiftHUE" "SHIFT_HUE image processing module"
@TOC "MAIN"



  SHIFT_HUE
  =========

  With this function you can rotate the colors of a picture in a certain
  angle of the color spectrum. Thereby the brightness and satiation of
  color will retained.

    Settings
    ========

    angle
          Values between 0° and 359° are allowed

@ENDNODE

@NODE "OperatorShiftRGB" "SHIFT_RGB image processing module"
@TOC "MAIN"



  SHIFT_RGB
  =========

  This function allows the exchange of individual color parts red, green
  and blue. You have the choice between severval settings.


    Settings
    ========

    Here you can declare which color tones have to exchange under themselves.
    You can choose:

      RGB -> RBG
      RGB -> GBR
      RGB -> GRB
      RGB -> BGR
      RGB -> BRG
@ENDNODE

@NODE "OperatorSolarize" "SOLARIZE image processing module"
@TOC "MAIN"



  SOLARIZE
  ========

  This functions simulates a fotographical special effect. If you set a negative
  into the sunlight the dark colors become darker and lighten colors become
  inversed.

    Settings
    ========

    This function doesn`t need any settings.
@ENDNODE



@NODE "OperatorHSV" "HSV image processing module"
@TOC "MAIN"

  HSV-ADJUST
  ==========
  This function enables you to move the colors of a picture around a fixed angle
  of the color spectrum. Or in clear words you can manipulate the picture bright-
  nes and color satiation.

  Your pictures get a complete new design.

@ENDNODE



@NODE "OperatorRotate" "Rotate image processing module"
@TOC "MAIN"

  Rotate
  ======
  This image processing function enables you to rotate a picture in any angle
  Furthermore you have to declare the picture point where the rotation has to
  start.
  If you like to rotate your picture around the centre point you can use the
  CENTERX and CENTERY buttons these will make your work easier.
  


@ENDNODE



@NODE "OperatorTile" "Tile image processing module"
@TOC "MAIN"

  Tile
  ====

  The picture will be displayed in hundrets of small "tiles". The original
  picture size will reduce to a value which you have choosen before.
  After this the reduced picture will copy over the original picture size,
  this creates the impression that you have build the images on dozends of
  stones.

@ENDNODE

@NODE "OperatorTileBrick" " TileBrick image processing module"
@TOC "MAIN"

  TileBrick
  =========

  This functions is similar to the "tile" effect, the diffrent is that this
  function move the "stones" one row. This gives the impression that the
  "stone wall" be made of joints (no no, no drugs here)

@ENDNODE



@NODE "OperatorTwirl" " Twirl image processing module"
@TOC "MAIN"

  Twirl
  =====
  This special effects rotates the images like a mael strom  
  The function works from the images centre to the borders. At the borders
  you can see the biggest result of this function 

  Please try out this function so that you can make yourself a better impression
  how this image processing module works.


@ENDNODE



@NODE "OperatorRGBAdjust" " RGBAdjust image processing module"
@TOC "MAIN"

  RGBAdjust
  =========
  This function enables you to manipulte the picture colors in an easy way.
  You have to set the numeral which have to add or subtract to red, green and blue 
  values.
  If you type in negative numerals the picture became darker and for positive 
  numerals the picture looks brighter.
  

@ENDNODE



@NODE "OperatorScale" "Scale image processing module"
@TOC "MAIN"

  Scale
  =====

  If you like to reduce or enlarge the pciture size this is where this function
  comes in.
  Type in the size in pixel or in percent, the rest will be done by FX-Studio.



@ENDNODE



@NODE "OperatorTurn" "Turn image processing module"
@TOC "MAIN"

  Turn 
  ====

  With this function you can rotate the images around a fixed angle 90°, 180° or
  270° therefore this effect works a lot faster than the rotate function.

@ENDNODE




@NODE "OperatorWhirl" Whirl image processing module"
@TOC "MAIN"

  Whirl
  =====

  This image processing function works similar to the "Twirl" function. But the
  different is, that this time the biggest effect will be occured in image centre.

@ENDNODE



@NODE "ViewerMain" "Viewer module"
@TOC "MAIN"


Viewer modules
==============

Please choose the optimal viewer module for your system.
Keep an eye on which viewer module you have selected, did you
have chosen the right graphic board or the right chip set (ECS/AGA)?
If you don`t select the right viewer it may be that errors occures.


	  @{" ECS      " LINK "ViewerECS"} for Oldtimer Amigas like (A500, A2000 ...)

          @{" AGA      " LINK "ViewerAGA"}  for A1200/4000/5000/6000 and A-Boxer

          @{" CYBERGFX " LINK "ViewerCYBER"}  for graphicboards supporting Cybergraphix

          @{" PICASSO  " LINK "ViewerPICASSO"}  for Picasso graphicboards

          @{" RETINA   " LINK "ViewerRETINA"}  for Retina graphicboards

          @{" GRAFFITI " LINK "ViewerGRAFFITI"}  for Graffiti graphicboards

          @{" WINDOW   " LINK "ViewerWINDOW"}  for displaying in a window


@ENDNODE

@NODE "ViewerECS" "viewer module ECS"
@TOC "MAIN"

ECS viewer
==========

These viewers are for Amigas which didn`t have a graphic board or
an aga chip set. That means the viewer can used by the following
Computers: A500,A600,A1000,A2000,A2500 und A3000. Of course
every aga machine can use the viewers too, but it doesn`t make sense.

You can choose between 4 different ECS viewers. Two for 16 greycolors
display and two for display in HAM6. There is no different between the
two versions display quality but the second viewers are working faster.
The ecs viewers with the ending "FAST" containing a optimal routine,
which writes the graphic data directly in the Amiga hardware. The two other
modules are systemfriendlier and should run on any Computer with
an AMIGA operating system.



@ENDNODE

@NODE "ViewerAGA" "viewer module AGA"
@TOC "MAIN"



AGA viewer
==========

These viewers are for all computers which using the AGA chip set e.g. A1200, A4000
A5000/6000 and A-Boxer. If you use a graphic boards on your ECS system you can use 
the AGA-viewers too, but the graphic board must supports an AGA emulation. 
HAM8 can also displayed with a graphic board. You can select between 6 different 
AGA viewers.


AGA_HAM
  The picture is viewing in 262000 colors. This viewer is
  the systemfriendly variant and should run on any Computer
  system with AMIGA operating system.

AGA_HAM_FAST
  The picture is viewing in 262000 colors. The viewer
  writes the graphic data directley in the hardware.

AGA_HAM_C2P
  The picture is viewing in 262000 colors. This viewer
  contains a high optimized converting routine which
  writes the graphic data`s directly in the Amiga hardware.


AGA_GREY
  The picture is viewing in 256 greycolors. This viewer is
  the systemfriendly variant and should run on any Computer
  system with AMIGA operating system.

AGA_GREY_FAST
  The picture is viewing in 256 greycolors. The viewer
  writes the graphic data directley in the hardware.

AGA_GREY_C2P
  The picture is viewing in 256 greycolors.  This viewer
  contains a high optimized converting routine which
  writes the graphic data`s directly in the Amiga hardware.
@ENDNODE

@NODE "ViewerCYBER" "viewer module CYBER"
@TOC "MAIN"


CYBER viewer
============

This viewer can used for all graphic boards which are using the Cybergraphix software. 
The viewer allows to display in 16 or 24 bit (highcolor and truecolor) or rather
65536 and 16.8 mil. colors. Of course, the display in grey tones is also possible.


CYBER_GREY
  The picture is viewing on a graphic board in 256 grey tones.
  This viewer is the systemfriendly variant and should run on any Computer
  system with AMIGA operating system.

CYBER_GREY_FAST
  The picture is viewing on a graphic board in 256 grey tones.
  The viewer writes the graphic data directley in the hardware.

CYBER_16BIT
  The picture is viewing on a graphic board in 65536 colors.
  The most graphic boards can display a higher resolution in 16 bit
  as in 24 bit, therefore the color quality getting down a little bit.
  This viewer is the systemfriendly variante and should run on any Computer
  system with AMIGA operating system.

CYBER_16BIT_FAST
  The picture is viewing on a graphic board in 65536 colors.
  The viewer writes the graphic data direct into the hardware
  therefore the viewer is much more faster.

CYBER_24BIT
  The picture is viewing on a graphic board in 16.8 mil. colors.
  With this viewer yo can enjoy the whole color palette of a
  16 mil. color display. But the viewer only makes sense, if you
  displayed real 24 bit pictures. For picture with less than 16mil.
  color it`s enough to use on of the 16 bit viewer. This viewer is
  the systemfriendly variant and should run on any Computer
  system with AMIGA operating system.


CYBER_24BIT_FAST
  The picture is viewing on a graphic board in 16.8 mil. colors.
  The viewer writes the graphic data direct into the hardware
  therefore the viewer is much more faster.

@ENDNODE

@NODE "ViewerRETINA" "viewer module RETINA"
@TOC "MAIN"


RETINA viewer
=============

The viewer allows the display in 16 or 24 bit (highcolor and truecolor)
or rather 65536 and 16.8 mil. colors. Of course, the display in grey
tones is also possible.



RETINA_GREY
  The picture is viewing on a graphic board in 256 grey tones.
  This viewer is the systemfriendly variant and should run on
  any Computersystem with AMIGA operating system.

RETINA_16BIT
  The picture is viewing on a graphic board in 65536 colors.
  The most graphic boards can display a higher resolution in 16 bit
  as in 24 bit, therefore the color quality getting down a little bit.
  This viewer is the systemfriendly variant and should run on any Computer
  system with AMIGA operating system.

RETINA_24BIT
  The picture is viewing on a graphic board in 16.8 mil. colors.
  With this viewer yo can enjoy the whole color palette of a
  16 mil. color display. But the viewer only makes sense, if you
  displayed real 24 bit pictures. For picture with less than 16mil.
  color it`s enough to use one of the 16 bit viewer. This viewer is
  the systemfriendly variant and should run on any Computer
  system with AMIGA operating system.


ElasticDreams doesn`t supports a "FAST" viewer for the retina graphic
board, at the moment.

@ENDNODE

@NODE "ViewerPICASSO" "viewer module PICASSO"
@TOC "MAIN"


PICASSO viewer
==============

The viewer allows the display in 16 or 24 bit (highcolor and truecolor)
or rather 65536 and 16.8 mil. colors. Of course, the display in grey
tones is also possible.


PICASSO_GREY
  The picture is viewing in 256 greytones on the graphic board.

PICASSO_16BIT
  The picture is viewing on a graphic board in 65536 colors.
  The most graphic boards can display a higher resolution in 16 bit
  as in 24 bit, therefore the color quality getting down a little bit.
  This viewer is the systemfriendly variant and should run on any Computer
  system with AMIGA operating system.

PICASSO_24BIT
  The picture is viewing on a graphic board in 16.8 mil. colors.
  With this viewer yo can enjoy the whole color palette of a
  16 mil. color display. But the viewer only makes sense, if you
  displayed real 24 bit pictures. For picture with less than 16mil.
  color it`s enough to use the 16 bit viewer. This viewer is
  the systemfriendly variant and should run on any Computer
  system with AMIGA operating system.


ElasticDreams doesn`t supports a "FAST" viewer for the picasso graphic
board, at the moment.
@ENDNODE

@NODE "ViewerWINDOW" "viewer module WINDOW"
@TOC "MAIN"


WINDOW viewer
=============

The Window viewer is opening a window on the ElasticDreams screen
and in the window you can see the picture you like to display.
The number of the colors and greytones depending on the selected 
screen mode.

The window viewer also supports the Cybergraphix modes like
16 or 24 bit. As result you can open the window on the ElasticDreams
screen and a picture can be displayed in 16 mil colors.

Also you can make the window smaller or bigger, to move the picture
in the window please use the sliders on the left side and below.

@ENDNODE

@NODE "ToolProgramme" "Included Tools"
@TOC "MAIN"



TOOLS
====

ElasticDreams also includes some useful tools, whom making it easier to work
with ElasticDreams.


FX Studio
=========

An external picture manipulation program which allows you to load, to manipulate 
and to transform any picture you like.
After starting the program a GUI appears which is subdivided in seven fields.

In the hightest field you can see the name and the size of the loaded
picture. Below this, you can see four listwindows with the specificated modules. 
And in the lowest area you can see the statusdisplay.
You can start the respective modul by double click on its name.



Convert Studio
==============

A useful tool to convert pictures in different graphicformat. If you start Convert 
Studio from DirOpus you can convert idividual pictures or a whole directory.


 Starting from CLI
 -----------------
 If you have started ConvertStudio from SHELL or CLI you can hand over the following
 parameters.

 LOADER/K SAVER/K QUALITY/N FROM/K TO/K

 LOADER
 ------
 Herewith you can load a certain graphicformat.
 Basicsetting = "UNIVERSAL"

 SAVER
 -----
 Herewith you can select the graphicformat in which the picture
 has to be saved.
 Basicsetting = "JPEG"

 QUALITY
 -------
 If you have selected the "JPEG" savermodul you can also declare
 the desired qualitiy of the pictures. 1 is the poorest qualitiy and
 100 is the best quality.
 Basic setting = "80"


 FROM
 ----
 Here, you can type in the path and the name of the picture. If
 you haven`t typed in a name, a filerequester appears in which you
 can select the desired path and name.

 TO
 --
 Here you can type in the destination directory, in which you like
 tio save the picture. If you haven`t typed in a name, a filerequester
 appears in which you can select the desired path and name.



Example
-------

ConvertStudio LOADER=UNIVERSAL SAVER=JPEG QUALITY=50 FROM=Work:Bilder/Bild1
TO=Ram:Test

Attention!
----------
If the name or path containing spaces you have to set the whole part in quotation marks.

Example
-------

ConvertStudio FROM="Work:Bilder/Bild 1" TO="Ram:Test Nr.1"


 Starting from WB
 ----------------
 If you start ConvertStudio from the workbench a filerequester
 appears in which you can choose the picture you like to load.
 After this another filerequester appears which ask you for the
 destination path and name. Basicsettings are: LOADER=UNIVERSAL,
 SAVER=JPEG and QUALITY=80




View Studio
===========
This program is for viewing any picture you like. If you start this tool from 
e.g. DirOpus you can display all selected pictures like a DiaShow.


 Starting from CLI
 -----------------
 If you starting ViewStudio from SHELL or CLI you can hand over the following 
 parameters

 LOADER/K VIEWER/K /F


 LOADER
 ------
 Herewith you can type in the loadername for a certain graphicformat.
 Basicsetting = "UNIVERSAL"


 VIEWER
 ------
 Here, you have to select the specificated viewermodule
 for your computer system (ECS,AGA....)
 Basicsetting ="ECS_GREY"

 Also you have to declare the path and the name of the picture
 which you like to dispay.


Example
-------

ViewStudio LOADER=UNIVERSAL VIEWER=CYBER_16BIT_FAST Work:Bilder/Bild1

Attention!
----------
If the name or path contains spaces you have to set the whole part in quotation marks.


Example
-------

ViewStudio LOADER=UNIVERSAL VIEWER=CYBER_16BIT_FAST "Work:Bilder/Bild 1"





ViewTek
=======
This well known viewer program enables you to play IFF-Anim5,7 and 8 animations
Viewtek has loads of different settings please consult the viewtek guide which
is located in the ViewTek drawer.


@ENDNODE


@NODE "FragenAntworten" "Questions and answers"
@TOC "MAIN"


Questions and Answers
=====================

If you have troubles with ElasticDreams. This section will be the right for you.
Here we try to answer the FAQ`s and other problems which could happen if you use 
ElasticDreams.

Question:
          Why I can`t load my picture XY ???
Answer:
          The picture-format wasn`t supported yet. In that case,
          you can send us the not recongized picture and, if you have,
          some doc`s about it`s format. Then we will try to create
          a special loader for you. Our address you can find at the
          end of this manual.

          Try to load the picture by using the DATATYPES which are installed on
          your system partition. Press the F2-key to activate the DATATYPES loader.


Question: My system always crashes when I work with Elastic`s high quality picture
          settings.

Answer: 
          Make sure that you have enough fastmem free. The high quality setting
          needs loads of fastram. 8MB will NOT enough and also 16MB can make 
          troubles when you have loaded a high-resolution picture.


Question: When I try to install Elastic Dreams, an error messages appears like
          "Can`t find installer" or "compiler error in row xyz"

Answer:   Pay attention that you have installed your Workbench right. The Installer
          must present in the utilities drawer on your boot partition.
         
          "Compiler error" make sure that you have at least version 43.3 of the
          installer in your workbench utilities drawer.


Question: When I try to start ElasticDreams an error occurs like "Can`t find
          program Elastic Dreams"

Answer:   If this is the case, you have typed in a wrong registration number or
          your register data`s are incomplete.

          or you have used a PIRAT COPY, please contact us immediatly to find
          this bad guy who has made this crack. Shall he burning in the hell,
          forever.


Question: When I inserted the Elastic Dreams CD in my drive, Windows95 v666 reports
          a message that it can`t recognized the executable, what went wrong ?

Answer:   Hmmm, strange situation! Never have something like that before, may be
          that you try to run Elastic on a PEECEE, this can`t work ;)))))))


Question:
          Sometimes it happens that ElasticDreams stops reading pictures from CD.

Answer:
          We have found out that if you have a certain hardware configuration
          (e.g. FastlaneZ3 with an old Eprom) the SCSI-Bus stops working.
          That`s no failure of ElasticDreams. It is advisable to use a other CD-file-system,
          if you have. If you don`t like this suggestion, there is a little trick
          to restart the SCSI-Bus. Go back on the workbench screen and open
          a CLI or a Shell, thereby the SCSI-Bus will restart.
@ENDNODE

@NODE "Glossar" "Explaining of common technical terms"
@TOC "MAIN"


Explaining of common technical terms
====================================


@{b}Autoscroll@{ub}
          Automatical movement of a screen, if the mousecursor reach
          the end of the visible screen size.

@{b}Argument@{ub}
          Declaration of parameters for a program or command.

@{b}Basefile@{ub}
          The basefile containing the whole data`s from a picture.

@{b}Button@{ub}
         Description for areas on the screen with which you can start
         or confirm actions by a mouseclick.
        

          also see gadget

@{b}Chip-Ram@{ub}
         A special part of the ram which is using for picture and sound
         data`s. The Amiga special-chips get their data`s from there.
         This ramtyp is also known as graphic-ram.

@{b}Cursor@{ub}
          Arrow-buttons, on the right hand of the returnkey

@{b}Disk@{ub}
          A data medium for saving computer data`s

@{b}Dithering@{ub}
          Creating a illusion of a color by using a pattern which is
          composed of other colors. Therefore you can "mix" the color
          violet if you use neighbouring red and blue pixels.

@{b}FAST-RAM@{ub}
          Memory which is used by programs and data`s.

@{b}Filename@{ub}
          Name of file on a data medium

@{b}Fragmenting@{ub}
          Describes the irregular allocation of the data`s on a disc.
          In fact of this the Amiga have to search at different places
          for the needed data`s and this takes time. Fragmenting can
          also happen to the RAM. Therefore the Amiga can`t reserve
          a bigger, connected RAM area which a program has requested
          and the program can`t starting. You have to make a reset before
          you let the program run. 

@{b}GetFile@{ub}
          A button or a symbol which opens a filerequester.

@{b}Converting@{ub}
          A picture will be manipulated and put into another format

@{b}Path@{ub}
          A path contains the drivename, the directoryname and the
          suddirectories whom define the position of a file.

@{b}Preferences@{ub}
          At the preferences you can do all program-settings.

@{b}RAM@{ub}
          workspace (FAST- & CHIP-MEM)

@{b}Selected@{ub}
          chosen

@{b}Stamp@{ub}
          Also known as Thumbnail, it is a miniature picture of an image.

@{b}String@{ub}
          A piece of text, which is handling like a integrated whole.

@{b}Directory@{ub}
          This is a piece of the filesystem of a computer which records
          files and subdirectories. Directories are shown on the Workbench
          screen as drawer-icons.

@{b}Virtuell Memory@{ub}
          A possibility to enlarge the system-memory by creating of a
         storeagefile on the harddrive. The system gets harddisc-space
         as additional work space. Therefore you can work with more memory
         but the speed runs down because of the permanent harddisc access.

@{b}Wildcard@{ub}
          Joker, can place for any characters series.

@{b}Zoom@{ub}
          to enlarge a cutout or a picture


@ENDNODE

@NODE "Registration" "ElasticDreams register part"
@TOC "MAIN"


Registration

Please fill out the enclosed registration card and send it back to us. If you
havn`t such a card in your ElasticDreams package you can use this from below.
If you are registered you are entitled to get the technical hotline.
If you call the technical hotline please pay attention that you have the
registration number ready. The registration number can find under the
menu "about...." or on the backside of the ElasticDreams CD.

Online registration possible under:
      http://www.TitanComputer.de/ElasticDreams/




NAME: ___________________________________________________

ADDRESS: ________________________________________________

ZIP:  _________    City: ________________________________

TEL.: ____________________ FAX: _________________________

Email: __________________________________________________

ElasticDreams Version: ____ Registration No.: ___________

bought on: ____________ dealer: _________________________

AMIGA Computer: _____________________ Memory: ___________

Graphicboard: _______________________ Memory: ___________

Harddisc: _________________________ Capacity: ___________


What do you like about ElasticDreams?
_________________________________________________________

_________________________________________________________

_________________________________________________________

_________________________________________________________

What you don`t like about ElasticDreams?

_________________________________________________________

_________________________________________________________

_________________________________________________________

_________________________________________________________
What new functions would you like to see in future
updates?

_________________________________________________________

_________________________________________________________

_________________________________________________________

_________________________________________________________

In what kind of products are you interested, too?

_________________________________________________________

_________________________________________________________

_________________________________________________________

_________________________________________________________

Which Amiga-Magazines do you read:

_________________________________________________________

_________________________________________________________

_________________________________________________________

_________________________________________________________





@ENDNODE

@NODE "UpDates" "UpDates for ElasticDreams"
@TOC "MAIN"



UpDates
=======
All registered users of ElasticDream will be contacted as soon as a major update
is available.
Minor updates will be available in the Aminet, on further locations in the
net  and  on  Aminet CDs. If a major update is released a new demo version
will be uploaded to the Aminet.


@ENDNODE

@NODE "Support" "Support"
@TOC "MAIN"



First aid
---------

If you encounter problems using ElasticDreams, please consult  this  online  help
first.  Check  out  if you are using the function correctly. 
If  this  doesn´t  help to locate the problem make sure that no other program 
running in multitasking with Elastic Dreams is responsible  for  the misbehaviour.

Only contact the hotline if your sure that the problem is caused by Elastic Dreams
itself.

The hotline can be used by registered users only.



You can reach the Elastic Dreams hotline under:

      @{"Titan Computer" link DISTRIBUTION}
      ---------------

      Tel: +49/421/481620
      Fax: +49/421/481620

or


      eMail: MacFly@TitanComputer.de
             Kleefeld@TitanComputer.de

Email is probably the best way to get in touch with us.


Where can I send my bugreports and wishes to?
---------------------------------------------

If you want to report  bugs or have wishes for upcoming versions feel free
to contact the @{"authors" link AUTHOR}. They will try to help you as fast as possible and
are always happy if someone comes up with a good idea.


MotionStudios
Wildermuthplatz 3

28211 Bremen

or

email: MotionStudios@mail.netwave.de


@ENDNODE

@NODE AUTHOR "The author"

The guy behind Elastic Dreams:

                      @{b} Ingo Kleefeld @{b}
                      Wildermuthplatz 3

                       D-28211 Bremen
                          Germany

                  E-Mail: MotionStudios@mail.netwave.de
                  or      Kleefeld@TitanComputer.de

PLEASE SUPPORT HIS WORK AND BUY ELASTIC DREAMS WHEN YOU LIKE IT, PIRAT COPIES
WILL KILL ANY AFFORD TO BRING YOUR BEST GIRLFRIED (THE AMIGA) 
 
                          B  A  C  K     T  O     F  U  T  U  R  E !!!!!

@ENDNODE

@NODE "Danke" "Thank guys"
@TOC "MAIN"


Thanks 
======

Here we want to say thanks to the following guys. They have
promoted the development of ElasticDreams with their power.


Many thanks to...

Betatester
----------

  Michael Siegel, Axel Deising, Michael Schwiedop, Michael Garlich
  and Jens "the eagle" Mudder (called Mulder, X-files are always present :)))  )

  These guys haven`t kept quiet until (hopefully) the last bug has been eliminated.


A few graphics
--------------

  Andreas Hagedorn

    He has created the design of the ElasticDreams.


@ENDNODE

@NODE "Lizenz" "Copyright and waranty"
@TOC "MAIN"


Copyright and other legal stuff
===============================

@{b}Copyright:@{ub}

  Copyright (c) 1997-1998 by MotionStudios
  MotionStudios reserves the right to make improvements and modifications on this 
  product everytime and without previous announcements. 
  The manual and the software described in the manual are under copyright of 
  MotionStudios. All rights reserved. It isn`t allowed to copy the manual in parts, 
  to duplicate it, to translate it in other languages or to bring it in electronical
  or mechanical readable form without written permission of 
                           MotionStudio
                           Wildermuthplatz 3

                           D-28211 Bremen.


@{b}Without guarantee:@{ub}

  MotionStudios doesn`t take any responsibility, neither expressly nor maintained,
  refer to this manual, it`s quality, usability or it`s suitability for a certain 
  purpose. The manual was published in the presented form.
  ElasticDreams has been developed and tested carefully. However, the authors don`t 
  guarantee for any damages, which result direct or indirect of using ElasticDreams. 
  This is also valid for the manual and the other including programs.
  You are using this program on your own risc!



@{b}Single user licence@{ub}

  When you have purchased Elastic Dreams you get only a single user licence. That
  means that only one person at the same time has the allowence to work with 
  Elastic Dreams. Also it is forbidden to install ElasticDream on more than one
  computer.

@ENDNODE

