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File Menu                       Vertex                      Page 8-1



    FILE MENU:
    
    Function                FastKey                             Page
    ======================  ==================================  ====
    Compressed              Z-C                                  8-2
    Sculpt 3D/4D            Z-S                                  8-2
    Turbo Silver/Imagine    Z-I                                  8-4
    Lightwave               Z-L (See Note)                       8-5
    GEO                     Z-G (VideoScape 3D)                  8-8
    Wavefront               Z-W                                  8-9




This section describes the major file formats understood by Vertex.
Included are notes on usage, cautions to watch out for, and some
additional notes on using each file format.

Loading a file is as simple as clicking on its name from the requester.
The software will determine what file type it is.

At this point, only the 3D object and it's color is transferred by 
Vertex. Face attributes, ie. reflection, transparency, etc., are not
transferred at this time. I am working on a solution to this problem at
this time. 

Be warned again that I am not responsible for any mishaps reguarding
files, disks or loss of anticipated profits from use of this program.
It is provided as-is (Please read the file Must.Read).

If a problem does occur, I will be more than happy to find a solution,
if such a solution is possible. 


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Save: Compressed                Vertex                      Page 8-2


The compressed file format, which is the only saveable format
available in the demonstration version, is a special format used
internally within Vertex. The format will save more information in
less space, and at the same time, retain the selection status of the
vertices saved.

Version 1.24 and above will discontinue Save-Compressed from the Demo
Version. it has come to my attention that some people are trying to
hack my compressed file format, so I am left with little choice but to
remove it. Full registered versions will support it - it is still a
good method to archive objects in less space.



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Save: Sculpt



Sculpt 3d/4d Files

    Only Sculpt objects are used by Vertex. Whole scenes, including 
    light locations, observers, render modes, etc., are not saved with 
    Vertex files. The files end in .scene only for Sculpt compatability.

    Most all Sculpt 3D/4D files should work in Vertex. However, since
    sculpt 4D has added new object types to their software, including
    b-splines, etc., I can make no guarantee as to object conversion. If
    you do have a problem with a file, simply send me the file and I
    will attempt to read it in correctly. If you are a preferred user,
    I will send you the update as soon as I can. 

    Sculpt's file format, SC3D, most closely resembles the way Vertex
    stores it's information. As a result, these files should load and 
    save the quickest of all.


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Save: Turbo/Imagine             Vertex                      Page 8-3



Turbo Silver/Imagine Files

    Turbo Silver and Imagine both utilize the same file format. Again,
    "primitive" objects, such as sphere's, may not be transferred
    correctly. Only individual objects saved and loaded are compatible
    with Vertex. These objects can be saved and loaded in the Object
    Editor of either package. Again, entire 'CELL' files are not 
    handled by Vertex, only the individual objects of the cells.

    Load time may take a bit. Since the Turbo Silver/Imagine file
    format stores faces in a different manner than most other software,
    conversion must be performed at load time. The load and save 
    routines are optimized in assembly, so they should operate fairly
    fast. Do not be alarmed at a 2-3 minute delay on standard (68000) 
    systems for larger objects.

    This latest version, 1.24, will correctly handle named objects.
    However, a word of warning is in order. Since Turbo Silver and
    Imagine require objects to be single entities, you must be
    careful that the objects you save are not connected to other
    objects with different names. For example, if you have 2 simple
    cubes with different names, and then connect the cubes by placing
    a face between them (with the Add-Face command), they will not
    save correctly. This is because the new face will contain 2 vertices
    with one name, the the third vertex will have another name.
    Currently the Fuse function will first check to see if all the
    vertices to be fused together have the same name. Other functions,
    however, such as Fuse-Connected, Add Edge and Add Face do NOT
    check to make sure all vertices have the same name. It is up to
    you, the user, to ensure objects are correct.
    
    If you have a problem saving objects in Silver/Imagine, then I
    suggest you make use of the select connected function. ie. Select
    1 object from the Named menu, do a select connected, then re-name
    the object. Do this for every object in memory, and you should be
    fine. If anyone has a real problem with this, then I'll make this
    a macro done before Imagine/Turbo saving.
    
    This routine now checks the edge list to see if any edge has
    endpoints with different names. If an edge is found with 2
    differently named vertices, the function will abort.
    
    It was brought to my attention that Imagine/Turbo files which had
    no faces would not save correctly. I have since fixed the
    problem. (As of version 1.36.2)

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Save: Lightwave                 Vertex                      Page 8-4



Lightwave Files

    Lightwave objects are supported within Vertex, but some
    restrictions do apply.
    
    Lightwave has the ability to handle polygons which contain more
    than 3 vertices. This is a common occurance in many 3D programs,
    but Lightwave further complicates the matter. It is possible for
    these objects to contain concave components to a face. Let me
    explain.
    
    Take, for example, a 6 pointed star, with vertices numbered like
    so:

            1
           / \
          /   \
     B---C     2---3
      \           /
       \         /
        A       4
       /         \
      /           \
     9---8     6---5
          \   /
           \ /
            7

    Filling this polygon would not be a simple task. If, for example,
    we tried to make a face out of the vertices 1-2-3, this face would
    be incorrect. The face 1-2-3 is not truly a part of the object. We
    could add an extra vertex to the middle of the face, as shown
    below, and create faces from this:
    
            1
           /|\
          / | \
     B---C  |  2---3
      \   \ | /   /
       \   \|/   /
        A---D---4
       /   /|\   \
      /   / | \   \
     9---8  |  6---5
          \ | /
           \|/
            7


    This goes a long way to simplifying the face filling operation.
    However, adding vertices like this may over complicate a simple
    object.


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Save: Lightwave                 Vertex                      Page 8-5



    For example:


    1-----2         1-----2                 1-----2
    |     |         |\   /|                 |\    |
    |     |         | \ / |      could      | \   |
    |     |   >>>   |  5  |       be        |  \  |
    |     |         | / \ |                 |   \ |
    |     |         |/   \|                 |    \|
    3-----4         3-----4                 3-----4
    
                    4 Faces                 2 Faces
    
    Now we have 4 faces when we could get away with 2. When additional
    polygons can add so much time to rendering 3D objects, I felt this
    was a real issue which had to be handled in some way.
    
    As Vertex currently stands you are asked for a choice
    when loading Lightwave objects. The choices are circular, radial
    and ladder. Radial will add a vertex to the center of all faces and
    connect that new vertex to each corner of the polygon. Circular
    will use 1 corner of the polygon as a base, and connect it to all
    other corners of the polygon, in a round the clock manner. Ladder
    will probably work the best for most objects which are convex.
    

             Radial                     Ladder

            1-------2                   1-------2
           / \     / \                 /|\      |\
          /   \   /   \               / | \     | \
         /     \ /     \             /  |  \    |  \
        6-------7-------3           6   |   \   |   3
         \     / \     /             \  |    \  |  /
          \   /   \   /               \ |     \ | /
           \ /     \ /                 \|      \|/
            5-------4                   5-------4

            Circular

            1==-----2
           /|\ \__   \
          / | \   \__ \
         /  |  \     \_\
        6   |   \       3
         \  |    \     / 
          \ |     \   /
           \|      \ /   
            5-------4



    If you know you have complicated faces in an object, such as the
    star mentioned above, then choose the Radial (Extra Vertex) mode.
    If you have faces with only 4 vertices or so, then choose the
    Circular method.


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Save: Lightwave                 Vertex                      Page 8-6


    It should also be mentioned that not all Lightwave objects will
    load correctly. Similar to the star example above, examine this
    object:
    
    
    1------2
    |      |
    |      |
    |      |       *
    |      |       
    |      3----------------------4
    |                             |
    |                             |
    5-----------------------------6
    
    Now we have a situation. Neither method will work correctly on an
    object of this type. If we add a new vertex in the center of the
    object (*), it would end up above the #3 vertex, and outside of the
    polygon. Likewise, if we applied the circular method to the above
    shape, we would end up with an edge going from vertex #1 to vertex
    #4, which would put the edge outside of the shape again. The ladder
    method may work for objects of this type, but you may end up with
    a face defined as 2-3-4, which would put it outside the object.
    
    What does this mean? Well, Vertex currently cannot handle shapes
    of this nature. Whichever method you choose for the entire file
    will be applied to the polygon.
    
    Note, however, that the radial method does offer a solution for
    this particular example. If you were to manually move the newly
    created vertex to a position inside of the original polygon, your
    shape would be correct. Example:
    
    
    1------2                            After loading the new vertex
    |      | \                          would be where #7 is.
    |      |  \                         (Only the misplaced faces are
    |      |  /7-----_____               shown in the diagram)
    |      | /            ------__
    |      3----------------------4
    |                             |
    |                             |
    5-----------------------------6
    
    
    1------2                            After repositioning the
    |      |                            added vertex into the center
    |      |                            of the polygon, we end up with
    |      |                            a good shape which matches the
    |      |                            original design.
    |      3----------------------4
    |   7                         |
    |                             |
    5-----------------------------6


    None of these solutions are perfect, but they do offer the
    opportunity to load the objects, even if it means a little 
    extra work on the users part. I do have plans to make this
    routine "smarter".

    Versions 1.33.6 and above include a new filling technique called
    ladder. It will fill the following shape like so:

    *---*---*---*---*
    |               |
    *---*---*---*---*
       unfilled 
    
    *---*---*---*---*
    | \ | \ | \ | \ |
    *---*---*---*---*
        filled 

 
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Save: GEO                       Vertex                      Page 8-8



GEO File Format:

    The GEO file format has just been added. This is the file format
    used by Video-Scape 3D. Loading should be the simplest operation
    of all.
    
    Saving in Geo brings up the "Dual Face" nature of each face in an
    object. Geo defines each face as having a direction, aside from
    the actual definition of the object itself. As a result, Vertex
    saves each face in a bi-directional manner, meaning each face
    appears twice in the file.

    Since GEO files are in ASCII, you may edit them with any text
    editor or word processor which can save in ASCII format (no
    control codes/font changes/bold/underline etc.) 


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Save: Wavefront                Vertex                       Page 8-9



Wavefront Format:

    For those with access to a wavefront machine, this is the file
    format to use. Similar to GEO, the faces must be duplicated when
    saved. Wavefront is a powerful system; it has many feautures which
    may make their way into a wavefront file. These will be weeded out
    at load time, and they will not appear in the saved object. Again,
    the only thing transferred at this point is the object itself.

    Vertex now looks at wavefront files different than other files.
    Vertex usually reads the first part of a file and determines the
    files format. Wavefront does not have a specific identifier in the
    file. However, Vertex will look at the extension of the file name,
    which should be .obj, which is the normal extension for Wavefront
    files.
    
    This is a last resort feature. Vertex will first read the file to
    determine the file type. If it cannot figure out the file type,
    then it will read the file extension. In this way, you may have
    the extension .obj on other files (Which I assume many people use
    for object files.)
    


