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- Manual for Fonts to Shapes (FS)
- A font & bitmap conversion program for MS-Windows 3.x
- Version 1.1r2
- November 1993
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- Copyright (c) 1993 Mark E. Peterson
- All rights reserved.
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- Epitaph BBS: 507-947-3174
- VirtualNet: 1@1507005
- CIS: 72147,2174
- Internet: 72147.2174@Compuserve.Com
- US Mail: Rt 2 PO Box 135
- Lake Crystal, MN 56055
-
- Description =======================================================
-
- FS is a font and bitmap conversion program. Specifically, it converts
- MS-Windows fonts and bitmaps into a format compatible with the Persistence
- of Vision (POV) ray tracing program. FS allows you virtually eliminate
- the drudgery of creating text in your POV scenes.
-
- Other graphics to POV conversion programs typically convert each graphic
- pixel to a cube. In contrast, FS uses a sophisticated shape analysis
- algorithm to minimize the number of geometric shapes required to make up
- an object. This provides two benefits, less time required to trace the
- object and it also makes the objects infinitely scalable.
-
- In addition to accurate conversion, FS supports special effects.
- You can use FS to create characters and bitmaps made of spheres, blobs,
- or cylinders.
-
- FS is a versatile tool that will make an excellent addition to your ray
- tracing toolbox.
-
- Limited License ===================================================
-
- This software is made available under the shareware concept. If you
- continue to find it of use after the 30 day trial period, you are required
- to register it or your license to use it will expire.
-
- See order.doc in this archive for registration details. After
- registration, your copy is no longer shareware. Please distribute the
- shareware version of FS to any friends or online services you may desire.
-
- Disclaimer ========================================================
-
- THIS SOFTWARE IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND.
-
- BY USING THIS SOFTWARE YOU AGREE NOT TO HOLD THE AUTHOR OR ANY OF HIS
- AFFILIATES OR OTHER RELATED PARTIES LIABLE FOR ANY DAMAGES CAUSED DIRECTLY
- OR INDIRECTLY THROUGH USE OR INABILITY TO USE THIS PRODUCT. THIS APPLIES
- EVEN IF I HAVE BEEN WARNED OF SUCH DAMAGES IN ADVANCE.
-
- THIS AGREEMENT IS GOVERNED BY THE LAWS OF THE STATE OF MINNESOTA.
-
- Trademarks/Copyrights =============================================
-
- MS-DOS and Microsoft Windows are trademarks of Microsoft Corp.
- POV and Persistence of Vision are property of the POV-Team.
-
- Installation ======================================================
-
- Upgrade note: If you are a registered FS user and are upgrading, you
- need to replace replace ALL your existing FS files. This will require you
- to reenter your registration number, sorry for the inconvenience.
-
- The archive you received should contain the following files:
-
- F2PVCFGW.DAT - FS configuration file.
- FS.EXE - FS executable.
- BWCC.DLL - FS controls library.
- FS.DOC - This document.
- GLOBPALT.DAT - Logo palette
- FSLOGO.MEP - FS Logo
- ORDER.DOC - Instructions on how to register this product.
- FILE_ID.DIZ - BBS long description file
- DESC.SDI - BBS short description file
- WHATS.NEW - Description of what's new in this release.
- UPGRADE.TXT - Instructions for upgrading from previous versions.
- HISTORY.TXT - Release history for FS.
-
- To install FS, merely copy/unzip the files into a convenient subdirectory
- on your hard disk. All files, except the .doc files, MUST be in the same
- directory for the program to function properly.
-
- To install FS in the Windows Program Manager use the Program->New menu
- items as usual. Note, be sure the working directory for FS in Windows 3.1
- is the same as the directory path for the executable.
-
- Note: If you are running under Win-OS2 (Windows under OS/2). Add the switch
- -OS2 to the command line. FS will NOT run under Win-OS2 without it.
-
- FS Main Menu ======================================================
-
- Below is the menu structure for FS:
-
- App Font Bitmap
- ───┐ ───┐ ───┐
- │ │ │
- ┌───┴───────────┐ ┌───┴───────────┐ ┌───┴──────┐
- │ Exit Alt-X │ │ Text Alt-T │ │ Select │
- ├───────────────┤ │ Select Alt-S │ │ Convert │
- │ About │ │ Texture Alt-E │ └──────────┘
- │ Register │ │ Convert Alt-C │
- └───────────────┘ └───────────────┘
-
- Menu Item Accelerator
- ---------- -----------
- App->Exit Alt-X
-
- Exit FS.
-
- Menu Item Accelerator
- ---------- -----------
- App->About None
-
- Selecting this item displays the copyright and registration info for your
- copy of FS. The about dialog also displays a logo created with FS and POV.
-
- Menu Item Accelerator
- ---------- -----------
- App->Register None
-
- This menu item is only used when you have registered your copy of FS and
- have obtained a registration number. After you have your registration
- number, select this menu item and type the number into the dialog box.
- Your customer ID will now be shown in the about dialog in place of the text
- 'Unregistered', also, FS will produce POV files for 'R', 'E', 'G' and process
- bitmaps greater than 200 pixels in height. (See application notes.)
-
- Menu Item Accelerator
- ---------- -----------
- Font->Text Alt-T
-
- Selecting this menu item will present you with a dialog box in which you may
- type a string of characters to convert. Also within this dialog the 'All
- Chars' button allows you to quickly specify the complete character set,
- codes 33 to 255.
-
- When entering the string to convert you need not worry about entering
- duplicates, FS only processes the unique characters in each string.
-
- Once you have entered a string of characters, these characters are displayed
- in the currently selected font in the main window.
-
- The 'string' POV output file will faithfully duplicate the string that you
- enter here, including whitespace (see application notes).
-
- Menu Item Accelerator
- ---------- -----------
- Font->Select Alt-S
-
- This selection allows you to specify the font to be used for the conversion.
- Selecting this item brings up a font selection dialog box. Highlighting
- different fonts in this dialog causes the font to change in the main window.
- To select a given font for conversion either double click on the font name
- or highlight it and click the OK button.
-
- Menu Item Accelerator
- ---------- -----------
- Font->Texture Alt-E
-
- This item allows you to specify the texture block to be used with the
- selected font. Selecting this item starts the notepad application with a
- file name based on the selected font. For example, if you have selected
- the font 'courier', notepad will be opened with the file name 'courier.ptx'.
- Don't alter the file name within notepad, FS will not be able to find the
- texture file if the name is altered.
-
- Within notepad enter the texture block as you would in any POV file, e.g.
-
- texture
- {
- Chrome_Texture
- pigment { color Red }
- }
-
- If you do not specify a texture for the selected font, the following
- texture block will be used:
-
- texture
- {
- pigment { color White }
- }
-
- Menu Item Accelerator
- ---------- -----------
- Font->Convert Alt-C
-
- This selection initiates the conversion process with the text and font
- specified under the previous two menu items. The following dialog allows you
- to specify the type of conversion you wish to perform.
-
- ┌────────────────────────────────────────────────────────────────┐
- │ │
- │ [X] Accurate [ ] Blobs [ ] Spheres [ ] Cylinders │
- │ │
- │ [ 1.00 ] Shape Depth [ 1.00 ] Blob Strength │
- │ [ 0.00 ] Shape Overlap [ 0.60 ] Blob Threshold │
- │ │
- │ [X] POV 2.0 Format [INC ] File extension │
- │ [String ] String name [5.0 ] Intercharacter spacing │
- │ │
- │ (OK) (Cancel) │
- │ │
- └────────────────────────────────────────────────────────────────┘
-
- Specifying accurate tells FS to produce POV source that will reproduce the
- Windows object as closely as possible. Selecting Blobs, Spheres or Cylinders
- will produce objects made up of different size Blobs, Spheres or Cylinders.
-
- Shape depth applies only to accurate and cylinder conversions, it is the
- depth of the character along the Z axis.
-
- Shape overlap is used on all conversions except accurate. Overlap specifies
- the percentage that each adjacent shape should overlap, this number may be
- negative to force shapes apart rather than together.
-
- The next two entries apply only to blobs. Blob strength is the first
- number on each blob component. (See POV docs.) Blob threshold is the
- POV blob threshold (See POV docs.)
-
- The POV 2.0 format check box controls the output format of FS. Check the
- box to generate POV 2.0 compatible files.
-
- The file extension edit box lets you customize the extension FS puts on
- the end of all of its output files. This must be three characters or less.
-
- The String name edit box allows you to change the base name of the composite
- string file. This entry must be eight characters or less.
-
- The intercharacter spacing field allows you to change the amount of space
- inserted between characters in the composite string file. This number is
- a percentage calculated from the width of a 'B' in the font you are
- converting. This number may be negative to overlap characters rather than
- force them apart.
-
- Menu Item Accelerator
- ---------- -----------
- Bitmap->Select None
-
- This selection allows you to specify a bitmap to be used for the conversion.
- Selecting this item brings up a standard file selection dialog box.
- Highlight the bitmap you want to convert and select the OK button.
-
- Menu Item Accelerator
- ---------- -----------
- Bitmap->Convert None
-
- This selection initiates the conversion process with the bitmap you have
- selected. (See Font->Convert)
-
- Application Notes =================================================
-
- When tracing FS output with POV, you will occasionally notice lines
- or dots that don't belong in the image. These are due to calculation errors
- in POV. The only known way to fix the problem is to translate the objects
- or move the camera slightly in one direction or another.
-
- FS generates all output files in the same directory where fs.exe resides.
-
- The composite string file contains a union of all the processed characters
- translated to their appropriate position with respect to one another. It also
- '#includes' the source for each character. You may include spaces in text to
- be converted to obtain a blank in the composite string file. The string will
- be centered at <0 0 0>.
-
- Font objects generated under Win-OS2 will be smaller in size than those
- generated under straight Windows.
-
- Unregistered versions of the software will not produce valid POV files for
- the letters 'R', 'E', and 'G' in upper or lower case. Also bitmaps greater
- than 200 pixels in height will be truncated. In any case bitmaps are
- currently limited to what will fit in FSs window area.
-
- While FS will convert color bitmaps, all colors will be treated as
- background. The only areas that will be processed are the black areas of
- the bitmap.
-
- Conversions other than accurate work well with some fonts/bitmaps and not
- so well with others.
-
- Each converted object is placed in a seperate POV source file. Also
- the shape is centered at <0 0 0> so that it may be easily rotated.
-
- Objects are generated 'facing' the Z axis, e.g. the face of the object can
- be viewed by looking at <0 0 0> from a point on the + or - Z axis.
-
- Font files are named with the first five characters of the font name
- followed by _case,character or character code. A courier '!' would be placed
- in couri033.pov while an acclamation 'A' would be placed in accla_UA.pov (UA
- for upper case A)
-
- Each character is declared in POV source form as an object. The name of the
- object is the [Name of the font]_Char_[Character or Character Code]. Using
- the courier example above the '!' would have an object name of
- Courier_Char_33 and the 'A' would have the name Courier_Char_A.
-
- The texture block for bitmap conversions is texture { [bmp_name]_Texture }
- where bmp_name is the eight character base name of the bitmap being
- converted. e.g. if you are converting fred.bmp the texture would be
- 'fred_Texture'. This allows you to #declare the texture to whatever you
- desire in your main .POV file. The name of the bitmap object is generated
- similarly [bmp_name]_Bitmap. In the fred example the object name would be
- 'fred_Bitmap'.
-
- During a lengthy conversion process, you may minimize FS and do other
- things. The conversion process will continue in the background.
-
- Fonts or bitmaps that contain thin filaments, tend to lose detail rather
- quickly when scaled with POV. For example, the Windows script font when
- reduced slightly or moved to a distant location tends to disappear
- completely. If your objective is to produce small characters in a scene,
- find a fat font.
-
- Tip: To select individual 'high bit' characters (codes 128 to 255) for
- conversion, use the character map applet that comes with Windows 3.1.
- Heres how:
- 1. Open the character map applet (normally found in the accessories group)
- 2. Select the character you desire and copy it.
- 3. Open the FS select text dialog and press shift-Ins. (The character
- may appear differently than you expect in the edit box.)
- 4. Close the dialog with 'Ok', the character you desire should appear
- in the main window.
-
-
- Appendix A - Accelerator Table
- ------------------------------
-
- This table contains a summary of all of the FS shortcut keys and what
- they do.
-
- Alt-T - Activate the 'text to convert' dialog.
- Alt-S - Activate the 'select font' dialog.
- Alt-E - Activate the notepad application to enter a texture block.
- Alt-C - Start the conversion process.
- Alt-A - App main menu item.
- Alt-F - Font main menu item.
- Alt-B - Bitmap main menu item.
- Alt-X - Exit FS.
- Alt-- - Main window control box.
- Alt-= - Memory statistics (Used for debugging.)
- Alt-F4 - Exit FS.
- Alt-F6 - Change window focus.
- Ctrl-F4 - Kill the current window.
-
-