Copyright: Copyright (c) 1993 WordPerfect Corporation.
Citation: Copyright (c) 1993 WordPerfect Corporation. All rights reserved.


Contents (Help Index)

Listed below are the available Help Topics. For Help on Help, press F1.

Redrawing the Image after Changing it

Creating Text

Entering Text

Selecting from the Character Set

Selecting the Font

Selecting the Style

Aligning Text: Left, Right, or Centered

Changing Text to All Caps

Applying Special Effects

Selecting an Outline

Selecting a Fill Pattern

Selecting a Shape

Adding a Shadow

Rotating the Image

Working with the Image Colors

Selecting the Text Color

Selecting the Outline Color

Selecting the Fill Color

Selecting the Shadow Color

Working with the Image Size

Changing the Width

Changing the Height

Changing the Units of Measure

Saving and Exporting your Image

Saving the Image

Placing the Image in another Application

Editing the Image from another Application

Menu Bar Options

File Menu

Edit Menu

ReDraw Menu

Help Menu


Entering Text

1	Type in text, up to 58 characters. Note that a space counts as one character.

You can enter text on one, two, or three lines. Press the Enter key to move to the next line.

2	Click the Redraw button to view the text you entered, if Manual is selected in the ReDraw Menu.

________

See also

Changing Text to All Caps

Sample Image and Entered Text Are Different

Selecting from the Character Set

Selecting the Font

Redrawing the Image after Changing it


Selecting Characters from the Character Set
Selecting from the Character Set

Click this button
in TextArt

Most fonts have more characters than you'll find on your keyboard, for example, accented characters, fractions, etc.

1	Click the Show Character Set button to view non-keyboard characters.

This button is particularly helpful for viewing characters in symbols and dingbats fonts, which consist almost entirely of non-keyboard characters.

Tip: Press and hold the left mouse button to get an enlarged view of the character.

2	To select a character in the character set, double click it. (Make sure you have clicked once in the "Enter Text:" field, at the point where you want to insert the character.)

3	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

Keyboard Option

You can access characters using the Windows 3.1 Character Map; it's usually in the Accessories group of the Windows Program Manager.

See the Microsoft Windows User's Guide for more information.

________

See also

Entering Text

Redrawing the Image after Changing it

Sample Image and Entered Text Are Different


Selecting the Font

1	To see the fonts you can select from, click the down arrow to the right of the field.

The fonts are displayed in a scroll window. Click the up or down scroll bar arrows to move through the list.

2	Click a font to select it.

3	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

________

See also

Redrawing the Image after Changing it

Selecting the Style


Selecting the Style

1	To see the styles you can select from, click the down arrow to the right of the field.

2	Click a style to select it.

Most text fonts have four styles associated with them: regular (also called normal or roman), italic, bold, and bold italic. Most display fonts have only one style associated with them; some have two.

3	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

________

See also

Cannot Access Style Entries for TrueType Fonts

Redrawing the Image after Changing it

Selecting the Font


Aligning Text: Flush Left, Flush Right, or Centered
Aligning Text: Left, Right, or Centered

You can choose to align your text on the left, on the right, or in the center.

This feature works only if you have entered two or three lines of text.

1	Click the first alignment button to align your text on the left, the second alignment button to align your text on the right, or the third alignment button to center your text.

2	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

________

See also

Characters Overlap/Can't Align Text with Circular Shapes

Entering Text

Redrawing the Image after Changing it


Changing Text to All Caps

1	If the All Capitals box is not checkmarked, click it to change all letters in the sample image area to uppercase.

Tip: If you apply a shape to your image, text looks best in all caps.

2	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

1	If the All Capitals box is checkmarked, click it to change the text back to the way it was most recently entered.

2	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

________

See also

Entering Text

Redrawing the Image after Changing it

Sample Image and Entered Text Are Different


Selecting an Outline

Click this button
in TextArt

Use this option to change the thickness of the outline (border) around the text, or to eliminate an outline.

1	Click the button for the outline palette; it's the left button under "Outline:."

A palette of eight line choices appears. The single line with an "X" through it (top left corner) represents no outline; the single line with an arrow pointing above and below it (second choice in left column) represents a hairline (one-point line); the other six lines increase, in order, from two- to seven-point.

2	Click an outline to select it.

3	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

Keyboard Option

1	Press the Tab key until you reach the button for the outline palette; it's the left button under "Outline:."

2	Press the space bar to open the outline palette.

3	Press the Tab key until you reach the outline you want.

4	Press the space bar to close the outline palette.

________

See also

Redrawing the Image after Changing it

Selecting the Outline Color


Selecting a Fill Pattern

Click this button
in TextArt

Use this option to change the pattern inside the text.

1	Click the button for the fill palette; it's the left button under "Fills:."

A palette of 16 fill patterns appears.

The fill pattern in the top left corner represents "no fill." It's the same as making your image transparent; so if you don't have an outline around your text, you won't be able to see your image after you click the Redraw button.

The fill pattern next to no fill is the "solid fill" pattern. It's the same as filling your text with the text color.

The other fill patterns are mixtures of the fill color and the text color.

2	Click a fill pattern to select it.

3	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

Keyboard Option

1	Press the Tab key until you reach the button for the fill palette; it's the left button under "Fills:."

2	Press the space bar to open the fill palette.

3	Press the Tab key until you reach the fill pattern you want.

4	Press the space bar to close the fill palette.

________

See also

Redrawing the Image after Changing it

Selecting the Fill Color

Selecting the Text Color

Selecting an Outline


Selecting a Shape

Click the rectangle to change
image back to regular text

Use this option to select a shape to pour your text into.

1	Click a shape to select it.

You can select from 40 shapes to pour your text into. Some examples include waves, bow ties, pennants, circles, semi-circles, crescents, etc.

The shape in the lower right corner is appropriate for three lines of text only, as displayed below.

Tip #1: Click the rectangle in the lower left corner to change your image back to regular text, with no shape.

Tip #2: Images with shapes applied to them look best when the text is in All Capitals.

2	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

Keyboard Option

1	Press the Tab key until you reach the first shape in the palette of shapes.

2	Use the left, right, up, and down arrow keys to reach the shape you want.

3	Press the space bar to confirm your selection.

________

See also

Changing Text to All Caps

Characters Overlap/Can't Align Text with Circular Shapes

Entering Text

Redrawing the Image after Changing it


Adding a Shadow

Use this option to add a drop shadow behind your text, or to eliminate a drop shadow.

1	Click one of eight arrows to change the shadow direction. Keep clicking an arrow to move the shadow in the indicated direction.

The "X" in the middle of the directional arrow pad indicates no shadow; that is, clicking the "X" eliminates a drop shadow.

2	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

Keyboard Option

1	Press the Tab key until you reach the shadow arrow palette.

2	Use the left, right, up, and down cursor arrow keys to reach the shadow arrow you want.

3	Press the space bar to confirm your selection; keep pressing the space bar to move the shadow in the indicated direction.

________

See also

Redrawing the Image after Changing it

Selecting the Shadow Color


Rotating the Image

Use this option to change the rotation angle of your image.

1	Enter a rotation angle between 0 and 359 degrees. You can also use the up and down arrows to increase or decrease the rotation angle in 45-degree increments.

2	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

________

See also

Redrawing the Image after Changing it


Selecting the Text Color

Use this option to change the color of the text.

1	Click the button under "Text:."

A palette of 32 color choices appears.

2	Select from 16 colors (including black and white) or 16 shades of gray.

3	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

Keyboard Option

1	Press the Tab key until you reach the button under "Text:."

2	Press the space bar to open the color palette.

3	Press the Tab key until you reach the color or shade of gray you want.

4	Press the space bar to close the color palette.

________

See also

Redrawing the Image after Changing it

Selecting the Fill Color


Selecting the Outline Color

Click this button
in TextArt

Use this option to change the color of the outline (border) around the characters.

1	Click the button for the outline color; it's the right button under "Outline:."

A palette of 32 color choices appears.

2	Select from 16 colors (including black and white) or 16 shades of gray.

3	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

Keyboard Option

1	Press the Tab key until you reach the button for the outline color; it's the right button under "Outline:."

2	Press the space bar to open the color palette.

3	Press the Tab key until you reach the color or shade of gray you want.

4	Press the space bar to close the color palette.

________

See also

Redrawing the Image after Changing it

Selecting an Outline


Selecting the Fill Color

Click this button
in TextArt

Use this option to change the color of the background pattern inside the text.

1	Click the button for the fill color; it's the right button under "Fills:."

A palette of 32 color choices appears.

2	Select from 16 colors (including black and white) or 16 shades of gray.

The text color comprises one part of the fill pattern, while the fill color comprises the other.

Note: If you previously selected the "no fill" pattern, you won't be able to fill your text with any fill color. If you previously selected the "solid fill" pattern, you also won't be able to fill your text with any fill color; TextArt fills the image with the text color instead. Fill color only applies if you have selected a two-color fill pattern.

3	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

Keyboard Option

1	Press the Tab key until you reach the button for the fill color; it's the right button under "Fills:."

2	Press the space bar to open the color palette.

3	Press the Tab key until you reach the color or shade of gray you want.

4	Press the space bar to close the color palette.

________

See also

Redrawing the Image after Changing it

Selecting a Fill Pattern

Selecting the Text Color

Selecting an Outline


Selecting the Shadow Color

Click this button
in TextArt

Use this option to change the color of the drop shadow behind the text.

1	Click the button for the shadow color; it's the right button under "Shadow:."

A palette of 32 color choices appears.

2	Select from 16 colors (including black and white) or 16 shades of gray.

3	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

Keyboard Option

1	Press the Tab key until you reach the button for the shadow color; it's the right button under "Shadow:."

2	Press the space bar to open the color palette.

3	Press the Tab key until you reach the color or shade of gray you want.

4	Press the space bar to close the color palette.

________

See also

Adding a Shadow

Redrawing the Image after Changing it


Changing the Width

Use this option to change the width of your image.

1	You may make a width entry between the following lowest and highest limits, depending on your unit of measurement:

0.50 and 8.00 inches

3.00 and 48.00 picas

36.0 and 576.0 points

1.27 and 20.32 centimeters

You can also use the up and down arrows to increase or decrease the width.

2	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

________

See also

Changing the Height

Changing the Units of Measure

Redrawing the Image after Changing it


Changing the Height

Use this option to change the height of your image.

1	You may make a height entry between the following lowest and highest limits, depending on your unit of measurement:

0.50 and 8.00 inches

3.00 and 48.00 picas

36.0 and 576.0 points

1.27 and 20.32 centimeters

You can also use the up and down arrows to increase or decrease the height.

2	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

________

See also

Changing the Width

Changing the Units of Measure

Redrawing the Image after Changing it


Changing the Units
Changing the Units of Measure

Use this option to change the units of measurement used for the image width and height.

1	You may choose from the following units of measurement:

Inches

Picas

Points

Cm (Centimeters)

Only two units of measurement are displayed at one time in the drop-down list box. Click the down-arrow button to the right of this field; then use the up and down arrows to scroll through the list of choices.

2	Click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

________

See also

Changing the Height

Changing the Width

Redrawing the Image after Changing it


Saving the Image

1	Select the Save or Save As/Save Copy As option from the File Menu.

The Save As dialog box appears if you are saving a TextArt file for the first time or want to save a TextArt file with a new name or in a different format.

From the Save As dialog box, you can (1) select a new drive and directory in which to store the file, (2) select a new format in which the file will be stored, and (3) type in a new file name.

Note: The default directory is your TextArt directory (usually, C:\WPWIN60).

After you have decided where you want to store the file, select the type of format to save it in, type in the file name, and click OK, as explained in the steps below.

2	Click the down-arrow button to the right of the "Save File As Type:" field. There are four types of formats in which you can save TextArt files:

TextArt (*.wta)  Always save your file in this format. You can only open files in TextArt that are in .wta format. Saving a file in the .wta format allows you to re-open the file in TextArt and work with it again.

Windows Metafile (*.wmf)  Save your file in this format if you want to place this TextArt file in another Windows 3.1 application that accepts vector files in .wmf format.

Windows BitMap (*.bmp)  Save your file in this format if you want to place this TextArt file in another Windows 3.1 application that accepts bitmap files in .bmp format.

MakeUp (*.mku)  Save your file in this format if you want to place this TextArt file in Bitstream MakeUp, a Windows 3.1 program that lets you create special effects with type.

3	To type in the new file name, replace the asterisk (*) with the name you want to use; enter up to eight characters before the period and file extension, for example, newimage.wta.

4	Click OK to confirm your entries; or click Cancel.

________

See also

File not Saved in Correct Format/Can't Place File in another Application

Placing the Image in another Application


Placing the Image in another Application

There are two ways to place a TextArt image in another application: saving the image in the appropriate format, or copying the image in TextArt and pasting it in another Windows 3.1 application.

Saving the Image in the Appropriate Format

You can place the TextArt image in another Windows 3.1 application, provided the application accepts files in .bmp or .wmf format. You can also place your images in Bitstream MakeUp, provided you save them in .mku format.

See the topic below, "Saving the Image," for more information on saving TextArt files in .bmp, .wmf, or .mku format.

Copying and Pasting

You can also place the TextArt image in another Windows 3.1 application by selecting the Copy option from the Edit Menu. Besides copying the TextArt image to the Clipboard, this allows you to paste the TextArt image in another Windows 3.1 application.

TextArt supports Object Linking and Embedding (OLE), a Windows 3.1 feature. Using OLE lets you edit a TextArt image directly from another application. Refer to your Microsoft Windows documentation or your application's documentation for more information on OLE.

Follow the instructions below to copy an image from TextArt, and paste it in another Windows 3.1 application.

1	In TextArt, create an image that you want to place in another application. Then save the image.

2	In TextArt, select the Copy option from the Edit Menu.

3	Quit TextArt: select Exit from the File Menu.

4	Start a Windows 3.1 application. For example, start Microsoft Write; it's usually in the Accessories window of the Windows Program Manager.

5	In Write or the Windows 3.1 application you're working in, select Paste from the Edit Menu.

6	In Write or the Windows 3.1 application you're working in, save the file.

________

See also

Editing the Image from another Application

File not Saved in Correct Format/Can't Place File in another Application

Saving the Image


Editing the Image from another Application

TextArt supports Object Linking and Embedding (OLE), a Windows 3.1 feature. Using OLE lets you edit a TextArt image directly from another application.

In most cases, you double click on the image placed in the other application; this launches TextArt and allows you to edit the image.

Refer to your Microsoft Windows documentation or your application's documentation for more information on OLE.

Follow the instructions below to edit a TextArt image from another Windows 3.1 application.

1	If necessary, refer to Placing the Image in another Application for more information.

2	Start the Windows 3.1 application in which you have placed a TextArt image.

3	Open the file in which you have placed a TextArt image.

4	Highlight the TextArt image, then double click it.

This brings up TextArt, with the applicable wta file open.

5	In TextArt, make the changes to your image.

6	In TextArt, click the Redraw button to view changes to the image if Manual is selected in the ReDraw Menu.

7	In TextArt, select Update {Name of Application} from the File Menu.

8	In TextArt, select Exit & Return to {Name of Application} from the File Menu.

9	In your Windows 3.1 application, save the file.

________

See also

Placing the Image in another Application


File Menu

The File Menu has the following options:

New
Open
Save/Update WordPerfect
Save As/Save Copy As
Exit/Exit & Return to WordPerfect

Note: Select the topics at the bottom of this screen for more information on the Save, Save As, and Save Copy As options.

Select the New option to create a new, untitled TextArt file. Note that TextArt opens with a new, untitled file each time you start TextArt.

Select the Open option to bring up an existing TextArt file. The Open dialog box is displayed. From the Open dialog box, you can (1) select a new drive and directory from which to open a file, and (2) select the file you want to open from the File Name list.

Select the Exit option to quit TextArt. TextArt prompts you to save changes to your current file before it exits.

________

See also

Saving the Image


Edit Menu

The Edit Menu has the following options:

Undo/Redo
Copy

Select the Undo option if you want to cancel your last action, for example, applying a different shape to the image. Click the Redraw button to see the effect of the Undo if Manual is selected in the ReDraw Menu.

Select the Redo option to reverse the effect of the last Undo. Click the Redraw button to see the effect of the Redo if Manual is selected in the ReDraw Menu.

Select the Copy option if you want to copy the TextArt image to the Clipboard, or paste the TextArt image in another Windows 3.1 application. Refer to your Microsoft Windows documentation or your application's documentation for more information.

________

See also

Editing the Image from another Application

Placing the Image in another Application

ReDraw Menu

Redrawing the Image after Changing it


ReDraw Menu

The ReDraw Menu has the following options:

Manual
Auto

The default in the ReDraw Menu is Auto; this means that TextArt automatically redraws the image (that is, refreshes the sample image area) each time you change the image. In this case, the Redraw button is turned off.

To have control over the redraw feature, select Manual from the ReDraw Menu. This means that TextArt does not redraw the image each time you change it. You must click the Redraw button to view the image after you update it.

________

See also

Redrawing the Image after Changing it


Help Menu

The Help Menu has the following options:

Help Index... (Contents)
Help Cursor
Parts of TextArt Screen...
Help About Help...
Troubleshooting...
About...

The Help Index... option presents help in the following areas: Creating Text; Applying Special Effects; Working with the Image Color; Working with the Image Size; Saving, Printing, and Exporting your Image; and Menu Bar Options. Appropriate topics are listed under each of these areas.

The Help Cursor option is the same as pressing the Shift+F1 keys. The cursor turns into a question mark, letting you obtain "context-sensitive" help. This means that you can click on an area of the TextArt screen that you want help on; TextArt then displays the appropriate help topic.

The Parts of TextArt Screen... option presents graphic images of various areas of the TextArt screen, along with links to corresponding help topics.

The Help About Help... option presents the basics on using Microsoft Windows Help.

The Troubleshooting... option presents common problems you might encounter using TextArt and ways to solve them.

The About... option presents the version number and copyright information for the product.


Redraw: Viewing the Image after you Change it
Redrawing the Image after Changing it

The sample area displays your image. However, the sample area may not be displaying the most updated version of your image.

ReDraw Menu

The default in the ReDraw Menu is Auto; this means that TextArt automatically redraws the image (that is, refreshes the sample image area) each time you change the image. In this case, the Redraw button is turned off.

To have control over the redraw feature, select Manual from the ReDraw Menu. This means that TextArt does not redraw the image each time you change it. You must click the Redraw button to view the image after you update it.

Click this button
in TextArt
if you have selected Manual ReDraw

Redraw Button

You can choose to have TextArt automatically redraw the image each time you change it.

Or, to save time, you can choose not to redraw the image each time you change the text, select a font or style, apply a shape, change the fill pattern, etc.

The options in the ReDraw Menu control this feature.

________

See also

Characters Overlap/Can't Align Text with Circular Shapes

ReDraw Menu

Sample Image and Entered Text Are Different


font

A font is a set of instructions for generating the shapes of specific characters in a specific typeface design, which is distinct from other designs.

Here are some examples of fonts:

Arial       Courier New       Times New Roman


style

A style is a standard variation within a font family, a collection of fonts that share the same characteristic design but vary in the thickness of the strokes making up the letterforms of each style.

Common styles include regular (also called normal or roman), italic, bold, and bold italic.

Here is an example of four styles in one font family.

Arial     Arial Italic     Arial Bold     Arial Bold Italic


text fonts

Text fonts are easily readable faces used in body copy.

Here are some examples of text fonts.


display fonts

Display fonts are decorative faces used in headlines.

Here are some examples of display fonts.


point

A point is a unit of measurement; one point equals approximately 1/72 of an inch.

In the Outline palette, seven point is the thickest line, while the hairline is the thinnest.


background pattern

The background pattern represents the color that will be applied to the fill pattern.

In a stripe and solid fill pattern, for example, the solids are the background fill color.

In the example below, pink is the text color, and white is the fill color.


bitmap

A bitmap object is a character or image represented as a pattern of dots. This pattern can be displayed on a screen and printed.

Bitmap images are created with paint programs, such as Microsoft Paintbrush, which let you create an image, dot by dot. These dots are also known as pixels.


vector

A vector object is a character or image represented by lines and curves. The vector object can be displayed on a screen and printed.

Unlike bitmap objects, vector objects don't depend on screen resolution. This means you can scale (enlarge or reduce) vector objects without affecting their quality on the screen.


font format

A font format is a standard structure for organizing and storing typeface information in a software file. This allows a font program to interpret the information, because it knows where the information is stored.


TrueType

TrueType is a font format that is a way of organizing and storing typeface information so that it can be read and understood by a font program.

Note: The "TT" at the beginning of the font name indicates it is a TrueType font.


format

A format is a standard structure for organizing and storing information in a software file. This allows applications to interpret the information, because they know how and where the information is stored. TextArt lets you save images in four formats:

TextArt (*.wta)  Always save your file in this format. Saving a file in the .wta format allows you to re-open the file in TextArt and work with it again.

Windows Metafile (*.wmf)  Save your file in this format if you want to place this TextArt file in another Windows 3.1 application that accepts vector files in .wmf format.

Windows BitMap (*.bmp)  Save your file in this format if you want to place this TextArt file in another Windows 3.1 application that accepts bitmap files in .bmp format.

MakeUp (*.mku)  Save your file in this format if you want to place this TextArt file in Bitstream MakeUp, a Windows 3.1 program that lets you create special effects with type.


.bmp format

The .bmp, or Windows Bitmap, format is a standard structure for organizing and storing information in a software file. This allows applications to interpret the information, because they know how and where the information is stored.

Save your TextArt images in the .bmp format if you want to place it in another Windows 3.1 application that accepts bitmap files in .bmp format.


.wmf format

The .wmf, or Windows Metafile, format is a standard structure for organizing and storing information in a software file. This allows applications to interpret the information, because they know how and where the information is stored.

Save your TextArt images in the .wmf format if you want to place it in another Windows 3.1 application that accepts vector files in .wmf format.


.mku format

The .mku, or Bitstream MakeUp, format is a structure for organizing and storing information in a software file that Bitstream MakeUp is able to interpret.

Save your TextArt images in the .mku format if you want to place this TextArt file in Bitstream MakeUp, a Windows 3.1 program that lets you create special effects with type.


Screen
Parts of TextArt Screen

The Help Topics listed below are available. For Help on Help, press F1.

File Menu   Edit Menu   ReDraw Menu  Help Menu

Selecting the Font

Entering Text

Selecting the Style

Aligning Text: Flush Left, Flush Right, or Centered

Changing Text to All Caps

Redrawing the Image after Changing it

Selecting from the Character Set

Selecting a Shape

Selecting the Text Color

Selecting an Outline

Selecting the Outline Color

Selecting a Fill Pattern

Selecting the Fill Color

Adding a Shadow

Selecting the Shadow Color

Rotating the Image

Changing the Width

Changing the Height

Changing the Units of Measure


Troubleshooting

Review this help file if you have a problem using TextArt.

Listed below are the available Help Topics. For Help on Help, press F1.

Saving the Image

File not Saved in Correct Format/Can't Place File in another Application

Printing

Printer Error 21 Received on an HP LaserJet 4 Printer

Viewing the Image

Sample Image and Entered Text Are Different

Using Circular Shapes

Characters Overlap/Can't Align Text with Circular Shapes

Accessing Style Entries

Cannot Access Style Entries for TrueType Fonts


File not Saved in Correct Format/Can't Place File in another Application

Problem

When saving a TextArt image, you selected .bmp, .wmf, or .mku in the Save File As Type drop-down list box of the Save or Save As dialog box. However, you are unable to place that file in another Windows 3.1 application.

or

When saving a TextArt image, you typed a file extension of .bmp, .wmf, or .mku in the "File Name:" field of the Save or Save As dialog box. However, you are unable to place that file in another Windows 3.1 application.

Solution

This problem occurs because you did not type the appropriate file extension (.bmp, .wmf, or .mku, as applicable) in the "File Name:" field of the Save or Save As dialog box; or you did not select the appropriate file extension--Windows Metafile (.wmf), Windows BitMap (.bmp), or MakeUp (.mku) as applicable--from the Save File As Type drop-down list box.

You must do both in order to save the TextArt image in .wmf, .bmp, or .mku format.

To save the file again,

1	Open the .wta file that you want to save in a different format.

2	Select Save As from the File Menu.

3	Select Windows Metafile (.wmf), Windows BitMap (.bmp), or MakeUp (.mku) from the Save File As Type drop-down list box.

4	Type in the name of the file in the "File Name:" field, followed by the appropriate file extension, for example, myfile.wmf, myfile.bmp, or myfile.mku.

________

See also

Placing the Image in another Application

Saving the Image


Printer Error 21 Received on an HP LaserJet 4 Printer

Problem

You receive Printer Error 21 when printing an image from TextArt.

Solution

1	Double click the Control Panel icon (it's usually in the Main Menu of the Windows Program Manager).

2	Double click the Printers icon.

3	Select the applicable HP LaserJet 4 printer.

4	Click the Setup button.

5	Click the Options button.

6	Select Raster from the Graphics Mode scroll window.

7	Click OK or Close, as applicable, until you have exited to the Control Panel Window.

8	Print the TextArt image again.


Sample Image and Entered Text Are Different

Problem

The sample image text does not match the text entered in the "Enter Text:" field, or black boxes in the "Enter Text:" field appear in place of sample image text.

Solution

The "Enter Text:" field displays only keyboard equivalents or black boxes for some non-keyboard characters, such as symbols, dingbats, picture characters, etc. The sample image area displays the correct text.

In addition, the "Enter Text:" field only displays text as typed. If you have selected All Capitals, the text displayed in the "Enter Text:" field does not change; however, the sample image area displays the correct text (click the Redraw button, if necessary, to view changes to the image).

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See also

Changing Text to All Caps

Entering Text

Redrawing the Image after Changing it

Selecting from the Character Set


Characters Overlap/Can't Align Text with Circular Shapes

Problem

Characters on multiple lines of text overlap, or right alignment and center alignment do not work, if you have selected the top of circle, bottom of circle, or around a circle shapes.

Solution

Your image will be distorted if you enter two or three lines of text, then pour it into a circular shape. To circumvent this, select a different shape, or use only one line of text.

If you have entered multiple lines of text and selected a circular shape, you can only select left alignment.

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See also

Aligning Text: Left, Right, or Centered

Entering Text

Redrawing the Image after Changing it

Selecting a Shape


Cannot Access Style Entries for TrueType Fonts

Problem

You cannot select from the Style entries (for example, Roman, Italic, Bold, Bold Italic) for a TrueType font. In most cases, this occurs because you deleted TrueType fonts, but did not restart Windows before starting TextArt.

Solution

Exit from and restart Windows, then start TextArt.

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See also

Selecting the Style