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- ΓòÉΓòÉΓòÉ 1. What's New in Builder/2 Version 1.0.1 ΓòÉΓòÉΓòÉ
-
- Welcome to Builder/2, Version 1.0.1. If you are a Builder/2 1.0 user, please
- note the following enhancements in Version 1.0.1:
-
- Performance Improvements
- Performance has been enhanced, both in Builder/2 and in the runtime system.
- For more tips, see Maximizing performance.
-
- Replace Editing
- Now you can easily replace any image, audio, or video frame in your story
- while maintaining all the settings - dissolve method, source and
- destination, wait time - that go with the old frame. Change frames with a
- simple drag and drop or with the new Replace menu choice.
-
- New image formats
- Builder/2's list of supported image formats now includes GIF as well as the
- previously supported Targa, TIFF (Intel, Motorola, and FAX), PCX, and BMP
- (Windows and OS/2). 1 and 4-bit images are also now supported in addition to
- existing 8-bit support.
-
- Adobe/PM font support
- In addition to Builder/2's own fonts, you can now use any font installed on
- your system when adding text to your Builder/2 images. Any new Adobe fonts
- you add to your system are automatically available in Builder/2's Text Plane
- Support font list.
-
- Longer file names
- The maximum file name length for Builder/2 image, audio and video objects is
- increased from 27 total characters to 137 characters. This means that you
- can effectively drag and drop image, audio and video files from any location
- on your system into a Builder/2 story.
-
- Samples
- Builder/2's SAMPLE folder (available on the CD or on your system if you
- choose to install it with Builder/2) features new business charts, 150
- 640x480 images, audio files in WAV and MIDI format, and Ultimotion digital
- files. Also included are new sample stories you can easily customize with
- your own images and audio.
-
-
- ΓòÉΓòÉΓòÉ 2. A note for Builder/2 1.0 users ΓòÉΓòÉΓòÉ
-
- Stories created in Builder/2 1.0 can be opened and played in Builder/2 1.0.1.,
- and stories exported from 1.0 can be imported into 1.0.1 stories. When you play
- a Builder/2 1.0 story in Builder/2 1.0.1, the story is converted at runtime
- into 1.0.1 format. This will have a minor impact on performance at the start of
- the story. To enhance performance of 1.0 stories, open and save them in
- Builder/2 1.0.1 before playing.
-
- Please note that stories created or saved in Builder/2 1.0.1 should not be
- opened or played in Builder/2 release 1.0, played using a 1.0 runtime system,
- or imported into 1.0 stories. The new long path name support for media files
- makes 1.0.1 stories incompatible with the 1.0 program.
-
-
- ΓòÉΓòÉΓòÉ 3. Replace editing ΓòÉΓòÉΓòÉ
-
- Now in Builder/2 1.0.1, when you drag a frame onto another frame, you can also
- replace the frame you drop on, rather than pushing it over. You can replace an
- image, audio, or video frame with any other image, audio or video frame.
-
- Replace editing is convenient when you want to change an image frame in your
- story without changing dissolve method, wait time, or any other setting. When
- you replace a frame, all the information that goes with the original frame
- stays the same, except the file itself.
-
- To replace a frame using drag and drop:
-
- 1. Hold down the Alt key with mouse button 2 while dragging the frame.
- 2. Drop the frame on the frame you want to replace. For image frames, the
- thumbnail in the frame changes, but all other frame settings remain the
- same.
-
- To replace a frame using the menu:
-
- 1. Select the frame you want as the replacement frame.
-
- 2. Click on Cut or Copy.
-
- 3. Click on the frame you want to replace.
-
- 4. Select Replace.
-
- Notes
-
- o Replace works with image, audio and video frames only.
-
- o You must replace like frames with like frames. For example, you can't replace
- an image frame with an audio frame.
-
- o When you replace an image frame, the image thumbnail changes to the new file.
- All other settings remain the same.
-
- o When you replace an audio frame, the audio file being played changes to the
- new frame. Volume changes, time of play, fade in or fade out effects remain
- the same as they were with the old frame.
-
- o When you replace a video frame, the video file changes, but time of play and
- placement in the play window remain the same.
-
-
- ΓòÉΓòÉΓòÉ 4. New image formats ΓòÉΓòÉΓòÉ
-
- The following table shows Builder/2's image format support:
-
- ΓöîΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö¼ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö¼ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÉ
- ΓöéType ΓöéExtension ΓöéDescription Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéBitmap Γöé.BMP, .DIBΓöéOS/2 1.x, OS/2 2.x, WIN 3.x Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéPCX Γöé.PCX ΓöéUsed by draw, paint, image Γöé
- Γöé Γöé Γöéprocessing, desktop publishingΓöé
- Γöé Γöé Γöéand scanning software. Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéTIFF Γöé.TIF ΓöéSame as above Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéTARGA** Γöé.TGA ΓöéSame as above Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéGIF Γöé.GIF ΓöéSame as above Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéAVC Γöé._IM, .!IMΓöéIBM AVC format Γöé
- ΓööΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö┤ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö┤ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÿ
-
- Note: 1 through 8-bit formats are supported where applicable.
-
-
- ΓòÉΓòÉΓòÉ 5. Adobe/PM font support ΓòÉΓòÉΓòÉ
-
- Any Adobe font installed on your system is now available in Builder/2's Text
- Plane Support when you want to add text to your images.
-
- In the Text Style Definition window, Builder/2 fonts and system fonts appear
- together in the Font Name drop-down list.
-
- Builder/2 fonts are marked with an asterisk (*). Use Builder/2 fonts when you
- want to anti-alias your text against the background image.
-
-
- ΓòÉΓòÉΓòÉ 6. Longer file names ΓòÉΓòÉΓòÉ
-
- Builder/2 now supports image, audio and video file names up to 137 characters
- in length. When you switch to Text view to view or edit your story, the file
- name still appears in the left hand column of the story table. The path
- information for the file is now placed in a separate field at the end of the
- same line.
-
- To move the path information to the left for easier viewing, click on the +
- sign at the right of the image or audio file name.
-
- You can change path information by typing over the characters in the field.
-
-
- ΓòÉΓòÉΓòÉ 7. Samples ΓòÉΓòÉΓòÉ
-
- After you install Builder/2 1.0.1, your Ultimedia Tools folder contains a
- Samples folder. The Samples folder contains several sub-folders with clip
- media you can use in your Builder/2 stories, as well as template stories you
- can modify with your own images and text.
-
- The Samples folder includes:
-
- o An IMAGES folder with 150 640x480 images in different formats.
- o A CHARTS folder containing template charts (business and general) that you
- can customize using Builder/2's Text Plane Support.
- o An AUDIOVID folder containing sound files in WAVE and MIDI format and
- Ultimotion video clips (no additional hardware needed for video playback).
-
- Use the samples when you need actual media files when building Builder/2
- stories. Or you may want to look at the more complex Builder/2 stories in the
- ADVANCED APPLICATIONS folder for ideas about creating your own applications.
-
- The Samples folder contains it own online documentation. Click on the Samples
- Information icon to view it.
-
-
- ΓòÉΓòÉΓòÉ 8. Creating a runtime system ΓòÉΓòÉΓòÉ
-
- After creating a presentation you can distribute it for other non-Builder/2
- owners to play on their systems. They don't need Builder/2 to run your
- presentation, but they do need the runtime system, a subset of the Builder/2
- program that makes it possible to play, although not to edit, a story.
-
- There are three components to consider when creating a runtime system:
-
- 1. The files that make up the presentation - story files, image, audio, and
- video files.
-
- 2. The runtime system files
-
- 3. Extra files - dissolves, fonts, and I/O procedures
-
- Preparing presentation and runtime directories
-
- 1. If your Builder presentation uses images, audio or video files from several
- directories, collect the files in one directory before moving the
- presentation to the runtime computer. When you do this, make sure to also
- go into all stories, switch to Text view, and remove any path information
- from the file names used in your SHOW, PLAY, and VPLAY statements. Path
- information appears in the last column in the story table.
-
- 2. Use the OS/2 BACKUP command to put the directory onto floppy disks. The
- syntax of this command is as follows: BACKUP drive:\directory\*.* a: /s
-
- 3. Run the TELLCOPY program to create the runtime system. To run the program:
-
- a. Open the Drives folder (in your OS/2 System folder).
- b. Open the drive where you installed Builder/2.
- c. Open the BUILDER folder (if you chose a different directory name when
- you installed Builder/2, open that folder).
- d. Open the BIN folder.
- e. Double-click on the TELLCOPY.EXE icon.
-
- You are prompted for a source directory and a target directory. For a
- source directory, enter
-
- <drive>:\BUILDER
-
- where <drive> is the drive where you installed Builder/2 (if you chose a
- non-default directory name, enter that instead of BUILDER). If you are
- copying the runtime system onto a floppy disk for distribution, enter your
- diskette drive as a target, and a directory name. For the rest of this
- example, we will assume a target directory of RUNTIME.
-
- 4. When the runtime system is created, it contains one default font (BOOKB)
- and one default dissolve method (REPLACE). If the presentation you are
- distributing uses other dissolve methods, you must identify what those are
- by looking through the stories in the presentation, then locate the
- corresponding dissolve files (*._DS) in the BUILDER\DATA directory on your
- system. Copy those dissolve files into the RUNTIME directory (this may
- require additional diskettes).
-
- Note: If you have input and output fields in your presentation that use
- fonts other than BOOKB, you must also copy those fonts into the RUNTIME
- directory. Builder/2 fonts are located in the BUILDER\DATA directory.
- Your presentation can run without the fonts, but text will default to BOOKB
- in the input and output fields.
-
- 5. Copy the RUNTIME directory to the target system.
-
- 6. Use the RESTORE command to place the presentation directory on the target
- system. Choose a different directory than the RUNTIME directory. The syntax
- for the command is:
-
- RESTORE a: <target directory>: /s
-
- 7. Add the following path anywhere in the LIBPATH statement of the runtime
- computer's CONFIG.SYS file, where <drive> is the directory where you copied
- the RUNTIME directory:
-
- <drive>:\RUNTIME;
-
- 8. If your presentation uses PCX, TIFF, TARGA, or GIF images, run the MMIOINI
- program to register the I/O procs for these image formats. MMIOINI is
- placed in the RUNTIME directory (on diskette #2, if copying to diskettes)
- when you create the runtime system. To run the program, change to the
- RUNTIME directory on the runtime computer and type:
-
- MMIOINI
-
- In the window that appears on the screen, check the media file formats used
- in your presentation. For example, if your application uses GIF and PCX
- files, check the GIF proc and the PCX proc. After running MMIOINI, reboot
- the runtime system.
-
- 9. Create a program object for the runtime system. In the Settings notebook
- for the object, enter the following information in the 'file name and path'
- field, where <target drive> is the drive where you installed the RUNTIME
- directory on the runtime computer:
-
- <target drive>:\RUNTIME\TELLPM.EXE
-
- In the 'parameters' field, enter the following information, where <target
- drive> and <target directory> are the drive and directory where your
- presentation files are, and <story name> is the name of the main story in
- the presentation:
-
- <target drive>:\<target directory>\<story name>
-
- Note: An '._ST' is not required after the story name.
-
-
- ΓòÉΓòÉΓòÉ 9. Maximizing performance ΓòÉΓòÉΓòÉ
-
- Performance is affected by several factors: the speed of your computer's
- processor, the amount of memory you have, the access speed of your hard drive
- or CD drive, and the size of the image, audio and video files you use in your
- stories. Regardless of your system setup, the following recommendations will
- help maximize Builder/2's performance:
-
- o Minimize the use of audio and image I/O procedures. I/O procs let your system
- recognize and process different image formats (PCX, TARGA, etc.) and audio
- formats (WAVE, MIDI, etc.). When you use an image or audio file in a story,
- Builder/2 automatically searches all the I/O procs until it finds the right
- one to use. If you know you will only be using certain image and audio
- formats in your stories, you can deregister the I/O procs you don't need:
- this will reduce search time and increase performance.
-
- To deregister an I/O proc:
-
- 1. Run the MMIOINI program. To run the program:
-
- a. Open an OS/2 window.
- b. Change to the BUILDER\INSTALL directory.
- c. Type MMIOINI and press Enter. A window opens listing all the image
- and audio formats that Builder/2 supports. All formats are checked.
-
- 2. Click on the checkbox next to the formats you don't need. The checkmark
- is removed.
- 3. Close the MMIOINI window.
- 4. Reboot your system. If you need to use a deregistered I/O proc in the
- future, run MMIOINI again, check the format, and reboot your system.
-
- o Use just a few, efficient dissolve methods. Dissolve methods can take
- considerable processing time to load and execute. Some dissolve methods are
- faster and easier for the system to execute than others:
-
-
- FASTEST SLOWER
-
- CRUSH RADAR
-
- REPLACE ELLIPSE
-
- SHUTTER SPIRAL
-
- SLIDE WAVE
-
- STRIPES BEACON
-
- For complete information on dissolve method performance, refer to the file
- DISSOLVE.DOC, located in the \BUILDER\DATA directory on the drive where you
- installed Builder/2.
-
- o Defragment your hard disk(s) for more efficient file input and output. There
- are many popular defragmentation utility programs.
-
- o Carefully choose values for the following CONFIG.SYS file statements to match
- your particular PC:
-
- DISKCACHE
- BUFFERS
- IFS
-
- Check the OS/2 2.1 Command Reference (online or hard copy) for information on
- correct settings for your system.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- runtime system. A subset of the Builder/2 program that allows non-Builder/2
- owners to play your presentations. See Creating a runtime system for
- instructions.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- path. The drive and directory where an image, audio, or video file is located.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- anti-aliasing. Adjustments to a curved line to make it appear less jagged.
- Achieved by using several intensities of color between the line color and the
- background color.