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REALIZE Version 1.0
User's Documentation
Copyright 1994 Transcendental Technologies
Transcendental Technologies is a member of the Association of Shareware
Professionals (ASP). ASP wants to make sure that the shareware principle
works for you. If you are unable to resolve a shareware-related problem
with an ASP member by contacting the member directly, ASP may be able to
help. The ASP Ombudsman can help you resolve a dispute or problem with an
ASP member, but does not provide technical support for members' products.
Please write to the ASP Ombudsman at 545 Grover Road, Muskegon, MI
49442-9427 USA, FAX 616-788-2765 or send a CompuServe message via CompuServe
Mail to ASP Ombudsman 70007,3536.
Table of Contents
Part 1. Introduction
Part 2. System Requirements
Part 3. Quick Start
Part 4. Command Line Parameters
Part 5. Representative Blocks
Part 6. Samples - a Quick Tutorial
Part 7. Directive File
Part 8. Directive File Syntax Reference
Part 9. Tips
Part 10. About POV
Part 11. Error messages
Part 12. Definition of Shareware
Part 13. Registration
Part 1. Introduction.
REALIZE is a full-featured, one-step dxf file to POV ver 2.0 converter.
For those not familiar with POV - POV is one of the best (if not
the best) ray-tracers available. POV's incredibly rich decription language
allows truly photo-realistic renderings. If you have a 3D or even a 2D
drawing in dxf format that you would like to present in an impressive sort
of way or perhaps you just like to visualize the finished product, REALIZE
will convert it to POV format which can then be rendered in the most realistic
method - ray-tracing.
Among the various rendering methods, ray-tracing is the most realistic
and, consequently the slowest and most calculation-intensive. The ray-tracing
algorithm follows the actual physics of light to come up with the level of
quality that is unachievable with any other process.
For those not familiar with the .dxf file format - dxf (Drawing interchange
file format) is a nearly universal format to convey drawing information.
Most notable systems are AutoCad, AutoCad Lite, Cadkey, etc.
Even if you don't own any of these powerful CAD packages, you can still
use REALIZE as long as your drawing package can produce a line in .dxf format.
REALIZE can extrude your 2D lines and/or "fatten" it to produce POV description
language code for realistic 3D images (see demoplan.rdr).
REALIZE is easy to use - merely specify the dxf file then the output file
name and the result is an optimized, annotated, ready-to-render file. REALIZE
can automatically add various kinds of "floors" and "skies" to the rendering
(see Command Line Parameters and Directive File Syntax). The rendering
perspective is automatically converted to "camera" location. REALIZE even
provides (as a default) an automatically positioned "light source" (see
Samples).
REALIZE has a special feature. Representative blocks allow dxf blocks
to be replaced by shape primitives that POV is notable for (spheres,
cylinders, cones, quartics, height-fields, etc.). In other words, not
only triangles may be used to build up the shapes, but also infinitely smooth
spheres and toruses can be used (see Samples). REALIZE comes with
a library of representative matching blocks which are ready to use.
REALIZE recognizes and converts:
- 3D entities (polyface,3d faces,3d meshes)
with automatic smoothing of faces (see Directive File Syntax)
- 2D entities (line, circle, polyline, solids, arcs)
with extended 2D features like beveling (see Directive File Syntax)
- simple and nested blocks
with texture assignment (see Samples)
- representative blocks (see Representative Blocks)
- layers
with texture assignment (see Samples)
- views
- viewports
- the full 256 AutoCad color set
with each color assignable to any POV pre-defined or user
defined texture.
The directive file feature:
- allows global and block or layer level control of texture
assignments
- allows automatic bit-map positioning
- supports CSG or Constructive Solid Geometry (Unions and
intersections of POV shapes)
- triangle smoothing control based on seam angle, block grouping,
or layer grouping
- "blobs" conversion
- allows 2D special effects
In short, if you've got a .dxf file REALIZE will convert it to a
photorealistic image (via POV)- painlessly. It's a case of WYSWKYO (What You
See Will Knock You Out!).
Please note: POV (or Persistence of Vision) version 2.0 is not included
in this package. However, it will cost you next to nothing to acquire POV
as it is freeware and costs nothing (except perhaps a copying fee). See
About POV for details on how to get the latest version.
This package has been tested extensively on .dxf files generated by AutoCad
release 12. Any .dxf file that conforms to this standard and is readable by
AutoCad should be convertible by REALIZE. Any .dxf file format which does
not conform closely to this standard may produce problems.
Part 2. System Requirements
Minimum System Configuration Required:
286 with 512 k memory, hard disk with about 10 MB free (for programs
and work space), DOS 5 or higher.
Preferred Configuration:
386/486 with above memory and a disk-cache installed.
Note that POV requires a minimum of 386 processor (with co-processor)
and 4MB memory.
Part 3. Quick Start
First, you'll have to install REALIZE. Unzip all files with the -d or
stored directory option. It is preferable to put REALIZE in a directory
called \realize. Copy realize.zip into \realize then use pkunzip:
pkunzip -d realize.zip *.*
(assuming your current directory is \realize and realize.zip is in it).
Second, you'll need your dxf file. This will have to be in ASCII form.
If the digits accuracy is adjustable, set it to at least six digits. Make
the REALIZE directory your current directory.
Then execute REALIZE from DOS:
REALIZE <.dxf file> <output file>
Do not include the "<" or ">" symbols nor the extentions. REALIZE will
generate a .pov and a .inc file with the name of <output file>. You may include
legal paths for both parameters.
For example:
realize c:\acad\ship c:\acad\ship
(This will convert ship.dxf in c:\acad to ship.pov and ship.inc in the
same directory.)
Invoke POV (ver 2.0 or higher) to render the .pov file.
If your copy of POV is not installed in its default directory (\povray),
then you need to edit pov.bat and change the indicated line to include the
correct directory.
Run pov.bat:
POV <output file>
with <output file> format same as above.
For example:
pov c:\acad\ship
(Following the previous example, this will convert ship.pov in c:\acad
to the .tga format containing your finished picture.)
Lastly, admire the image. This would be in .tga (24 bit TARGA) format.
You will need a viewer and may have to convert the 24-bit image to an 8-bit
one unless you are lucky enough to have access to a 16M-color display
system.
The image may not appear exactly as you wanted for several possible
reasons:
1) REALIZE generates its own default camera and lighting view. If you
haven't described any perspective view or viewport that was active when you
generated the dxf file then the camera and/or light may not be ideal. See
Tips. Also if you specify the camera to be directly above the target, REALIZE
will revert to its default.
2) The image may look to be too close or too far from the camera. This
is because a distance was not specified or a perspective view was not active.
3) There may be little or nothing to convert. REALIZE will ignore all
text (but see Registration - Benefits) and will convert only 3D entities
and extruded and/or thickened 2D entities. Mathematical lines (single dimension)
and points (no dimension) will normally be ignored (see Directive file under
2D Extensions for exceptions). For handling of special entities see Tips.
4) REALIZE will follow the original default colors if no texture directives
(see Directive File and Samples) are specified.
Part 4. Command Line Parameters
The first parameter is required and is the dxf file with no suffix.
The second parameter is required and is the output file. It also may not
have a suffix.
The optional parameters make appear in any order and take the form:
/<option>:<value>
Optional parameters are always separated by spaces and are case-insensitive.
<Option>'s and valid <value>'s are as follows. Defaults are assumed if the
parameter is absent and no directive in the directive file is found.
S - sky <sky type>:
C - Cloudy skies (default)
D - sky at Dusk
N - No sky - all black (quickest to render)
B - clear Blue sky
F - floor <floor type>:
G - Grassy
R - lake Ripples
W - ocean Waves
N - None - up in the air (quickest to render)
T - Tiled floor (classic red and white - the default)
D - Desert
A - Altitude <nnn>. Zero is the default. This puts the floor under the
lowest point of the drawing. Negative values put the object under
the floor.
L - autoLight <y or n>. A 'y' enables automatic lighting (default).
T - default global Texture <texture type>:
T - maTte
P - Plastic (default)
L - gLossy
M - Metal
R - Reflective
G - Glassy
U - lUminous
V - View <view name>. Default view is the active view when the dxf file
is generated. Use this to generate different named views without
editing the rdr file (see Directive File).
D - directive file <file name>. The default directive file is the same
name as the dxf file but with the suffix .rdr. If this file is
absent the rdr file is assumed to be default.rdr.
Part 5. Representative Blocks
Most CAD packages allow special constructs called blocks to be inserted
into drawings. REALIZE allows these drawing blocks to be replaced in the POV
file by any pre-defined object, simple (like spheres or cubes) or complex
(unions of simple object). As long as the drawing blocks are reasonably close
to the final blocks (POV), and as long as they are properly defined to REALIZE,
these "representative blocks" can be inserted in the drawing by the CAD package
then rotated, positioned, scaled in any direction, or colored, and in some
cases, used in Boolean operations.
REALIZE comes with the basic set of blocks in dxf and AutoCad dwg format.
An examination of the file defaultp.rdr will show how the representative blocks
are assigned to their POV counterparts. The syntax is detailed in "Directive
File Syntax Reference" under "Block Directive".
The user is not limited to this basic set. The registered version of
REALIZE comes with an extended set (see Registration). The advanced user
may create his own blocks.
Installing Representative Blocks:
If you are using an Autodesk Product like AutoCad or AutoCad Lite, the
blocks are already in useable form in the BLOCKS subdirectory. Just INSERT
them into your drawing and supply the necessary directive statements in the
.rdr file. For other CAD packages just convert the .dxf files in the BLOCKS
directory to the CAD package's native format then insert them. As before,
the .rdr files are required (see Samples).
Part 6. Samples - a Quick Tutorial.
This section deals with the samples which show the features that modifies
the basic conversion process to produce a more realistic render. The samples
are a collection of .rdr files and .dxf files that produce .pov files which
can then be rendered and studied.
To render a particular sample, make \realize\samples your current directory
then type :
sampnnn
where nnn is the 3 digit number of the sample. For example:
samp003
invokes samp003.bat and renders sample number 3.
The result will be a .tga file called sampnnn.tga(samp003.tga in this case).
To render all samples in evaluation package, type:
sampall
This would take hours and will cost you a lot of disk space but will be
a good reference library.
To render all samples in registered package, type:
sampreg
IMPORTANT:
These .bat files call pov.bat so be sure that you have the right path
in it for the POV executables.
The sample files are listed here for convenience:
Quick Start (2D to 3D, Simple Texturing, Representative Blocks):
001 - Default directives for sky and ground generation (Introduction)
002 - Different Floors and sky (sea)
003 - Different Floors and sky (desert and clear sky)
004 - Representative Blocks for smoother objects
005 - Global finish (Metallic)
006 - Global finish (Glassy)
007 - Different Finishes
008 - 2D lines to 3D objects
009 - Standard Shapes
Intermediate Level Samples:
010 - Normal effects (Bumps, Ripples, Wrinkles, etc.)
011 - Normal effects (different scales)
012 - Bit maps for pigments
013 - Bit maps for normals
014 - 2D lines to brick walls
015 - Blimps
016 - Advanced lighting
Advanced Samples:
017 - Smoothing Control
018 - 2D bevels and balloons
019 - Boolean Shapes
020 - Blobs
021 - Chandelier
022 - Crane
023 - External Textures (Stones and woods)
Samples in registered version package:
024 - Text demo
025 - Tapers and Elbows
026 - Tree - Normal
027 - Tree - Autumn Colors
028 - Tree - Metallic
029 - Tree - Bare
030 - Fractal Mountain - Blue and Snowy
031 - Fractal Mountain - Painted
032 - Fractal Mountain - Snowy
033 - Fractal Mountain - Alien Landscape
Most of the samples from 026 to 033 require up to 20 Mbytes of virtual
memory when POV renders them. See Tips.
Other samples (requires AutoCad Sample Drawings):
These are only .rdr files. To have a look, generate the .dxf file with
the corresponding name (say shuttle.dxf) and copy this into the samples
directory. Then type (from the samples directory):
..\realize shuttle shuttle
Then:
..\pov shuttle
The Other Samples are:
colorwh.rdr
dhouse.rdr
kitchen2.rdr
nozzle3d.rdr
pentagon.rdr
pins2.rdr
sextant.rdr
shuttle.rdr
site-3d.r
Part 7. Directive File
The directive file is a useful option. It allows specifies certain
operations to be assigned to a dxf files. It normally is named after the
dxf file that it operates on although this can be overridden (see Command
Line Options). The directive file has the .rdr extension. The file
called default.rdr is used as directive file when REALIZE is invoked if
there is no rdr file explicitly specified or if there is no rdr file with
the same name as the dxf file.
The directive file has several functions. This includes:
1) Assignment of Representative blocks.
2) Assignment of textures to color numbers, blocks, and layers.
This includes image maps.
3) Specification of global settings.
4) Smoothing control.
5) Extended 2D conversion.
6) Special operations like Boolean operations and blobs.
Refer to Samples for command line and .rdr files.
Part 8. Directive File Syntax Reference
The conventions used in the FORMAT part is as follows:
- Items in <brackets> are user-supplied. See notes for valid values.
The brackets are excluded in coding.
- Lower-case words are to be typed as is but is case-insensitive in the
actual coding.
- Items in columns within vertical lines are mutually exclusive options.
- items in square [brackets] are optional. The brackets are excluded in
coding.
- the syntax is free-format. Indentions are for readability only.
- the "..." means more follow. See additional syntax further down.
- Comments have an "*" in the first column. They are ignored by the
parser.
All directive types may appear more than once except for the global
directive. The texture directive may appear once for each color number that
you want to define. The block and layer directive may appear once for each
block and layer respectively. The insert POV directive may appear once for
each type of insert.
In the syntax, the "color number" or "color keyword" is mentioned. The
number may assume a value of 1-255, each integer value representing a standard
color. In place of a number, you could substitute a keyword which represents
the number as shown in the following table:
keyword color
number
red 1
yellow 2
green 3
cyan 4
blue 5
magenta 6
white 7
orange 30
dark_grey 250
grey 252
light_grey 254
black 0
Note: the last value, "black" may not be valid in the specific instance
where it is used.
It is probably very useful to use the contents of this section in
conjunction with Samples as some of the concepts may be difficult to grasp
without graphic examples.
GLOBAL Directive:
The global directive defines settings that operate on the whole scene.
Some of these settings are overrideable on a block or layer level (See LAYER
and BLOCK directives).
Format:
global
sky <sky type>
sky_color │<nnn> │
│<keyword>│
floor <floor type>
floor_color │<nnn> │
│<keyword>│
altitude <nnn>
autolight │yes│
│no │
autolight_intensity <nnn>
ambient_light <nnn>
default_texture <texture type>
view <view name>
default_smooth_angle <nnn>
no_optimize
default_top_bevel <nnn>
default_right_bevel <nnn>
default_bevel_iangle <nnn>
default_bevel_side │left │
│right│
│both │
default_2d_thickness <nnn>
default_2d_width <nnn>
Notes:
All settings are optional.
The valid <sky type> values are:
cloudy
dusk
blue
none
The sky_color <nnn> is an value from 1-255 representing a color. The
keyword may be used in place of the color number as mentioned above.
The valid <floor type> values are:
grassy
ripples
waves
none
tiles
desert
For floor_color values see sky_color above.
Autolight or automatic lighting can be turned on (yes) or off (no).
Autolight_intensity is a value of 0-1, 0 being turned off, and 1 being
full intensity.
Ambient light can be set from 0-1, 0 being turned off, and 1 being
full intensity.
Default_texture settings define the default finish of an object if its
finish is not defined explicitly by any directive:
matte
plastic
glossy
metallic
reflective
glassy
luminous
This value may be overridden by other directives (see below).
The <view name> is "named view" information in which camera-and-target
location are specified in the dxf file.
The default_smooth_angle value may be from 0 to 90 and specifies the
maximum angle between 2 adjoining faces wherein smoothing will
take place. For example if 45 is specified, all seam angles of
less than or equal to 45 degrees will have the adjoining faces
smoothed. All other faces will appear unsmoothed (see Samples).
This value may be overridden by other directives (see below).
No_optimize may be used to speed up the rendering for small scenes.
Try this parameter if the number of elements do not exceed 5000.
The 2D default settings are described as follows. Note that these values
may be overridden by other directives (see below).
setting values
default_top_bevel value 0-1 expressing top bevel as
portion of total width
default_right_bevel value 0-1 expressing side bevel as
portion of total height
default_bevel_iangle value 0-180 in degrees of bevel
included angle
default_bevel_side - if not specified, right is assumed
default_2d_thickness units thickness of 2D entity assumed
if not specified by dxf file
default_2d_width units thickness of 2D entity assumed
if not specified by dxf file
TEXTURE Directive:
The texture directive assigns textures to any of the 255 color numbers.
The assigned texture is then applied to any object which has the color.
You must have one texture directive for each color you want to define.
Any color number without a texture directive will assume the normal color
associated with the number and the default texture (see GLOBAL directive).
Format:
texture │<nnn> │ │color │<nnn> │ │
│<keyword>│ │ │<keyword>│ │
│color_values <red> <green> <blue> │
│pigment_map ... │
│normal <normal keyword> <nnn> <nnn> │
│normal_map ... │
│finish <finish keyword> │
│as_follows ... end_as_follows │
│external_texture <pre-defined texture name>│
│external_pigment <pre-defined pigment name>│
│external_normal <pre-defined normal name>│
│external_finish <pre-defined finish name>│
PIGMENT_MAP :
pigment_map <.gif file> on │plane...│ [up [-]│x│ right [-]│x│]
│cylinder│ │y│ │y│
│sphere │ │z│ │z│
│torus │
PLANE :
on plane │once │
│repeat n│
NORMAL_MAP: AS WITH PIGMENT_MAP ABOVE PLUS:
[bump_size <nnn>]
Notes:
Texture - the <nnn> or <keyword> defines which color number is to be
defined.
Color assigns a different color to the color number.
Color_values specify the intensity of the red, green, and blue components
of the color. Valid values are from 0.0 to 1.0.
Pigment_maps are concerned with a class of texturing called mapping. A
prime example would be wrapping a two-dimensional map of the earth
around a three-dimensional globe. For a graphic example, refer to
Samples (Bit maps).
The <.gif file> refers to the file name (minus .gif extension) that will
be wrapped around the object. The "on" keyword specifies the mapping
type. Keywords "up" and "right" specify the orientation - where the
upper side and the right side of the image will point (note that
you are allowed to point to a negative ("-") direction). In the case
of a plane, "once" and "repeat n" specifies the number of occurences
the image will appear in a 2x2 unit square ("repeat 3" would indicate
9 images in a tiled 3x3 array). Default 'up' is z, default right is 'x',
default type is plane and default occurrance is "once".
Normal keywords as follows:
bumps
dents
ripples
waves
wrinkles
These are followed by two numbers indicating the intensity (or depth)
and scale.
See Samples for their effects.
Normal_maps are similar to Pigment_maps but instead of pigmentation, they
"bump up" the surface (see Samples). The bump_size parameter indicates
the intensity of the bumpiness (from 0.0 to 1.0).
Valid Finish keywords as follows:
matte
smooth
glossy
metallic
reflective
glassy
luminous
as_follows ... end_as_follows - allows insertion of POV texture syntax.
Refer to POV documentation (outside of this document but see
Samples - Chandelier).
External_texture, external_pigment, external_normal, and external_finish -
these refer to pre-defined definitions by name (note this is case-
sensitive). See Samples - Chandelier.
BLOCK DIRECTIVE:
The BLOCK directive is used to:
- define a representative block
- define a boolean operation
- define a "blobbed" object
- define texture that may or may not "fit" around a block
- define other settings that affect the objects inside the block
and nothing else.
Format:
block <block name> │external <external name> [bounded_by <boundaries>]│
│intersection │
│blobs... │
[smooth_angle <n>] [block_texture...]
[top_bevel <nnn>] [right_bevel <nnn>] [bevel_iangle <nnn>]
[bevel_side <nnn>]
[2d_thickness <nnn>] [2d_width <nnn>]
BLOBS:
blobs [threshold n] [strength n]]
BLOCK_TEXTURE:
<Texture options> │no_fit │ │no_transform│
│fit │ │transform │
│fit_all│
Notes:
The <block name> is the name of the block in the dxf file.
The EXTERNAL keyword denotes the block as being defined elsewhere and is
use in conjuntion with the INSERT directive (see below). The
BOUNDED_BY keyword defines to REALIZE what the external blocks
boundaries are in the x,y, and z directions.
The INTERSECTION keyword indicates that the members of the block are
treated as components of a boolean intersection (see Samples).
A member whose color number is > 7 is subtracted (or inversed).
The BLOB keyword converts the members of the block into "blobs" - see
Samples (very interesting!).
The BLOCK_TEXTURE keyword has a syntax similar to the TEXTURE directive.
It accepts all the options of TEXTURE with the addition of the
indicated options.
The fit, no_fit, and fit_all keywords refer to fitting the bit image around
the object (the block, in this case). For fit option, the texture is
scaled uniformly to enclose the object completely, using the longest
axis as a guide. It is then translated into place. For fit_all option,
the same applies except the texture is scaled non-uniformly. For
transform, a translation is applied to the texture so that the textures
"center" coincides with the objects center. Fit_all and transform are
the defaults.
The smooth_angle, top_bevel, right_bevel, bevel_iangle, bevel_side,
2d_thickness, and 2d_width parameters all have the same effect as
their GLOBAL directive counterparts but affect only the members
of the block (see GLOBAL directive).
LAYER DIRECTIVE:
The LAYER directive is basically the same as the BLOCK directive with the
same syntax - the only difference is that the EXTERNAL option is not
available.
Format:
layer <layer_name> [│intersection │]
│blobs... │
[smooth_angle <n>] [layer_texture...]
[top_bevel <nnn>] [right_bevel <nnn>] [bevel_iangle <nnn>]
[bevel_side <nnn>]
[2d_thickness <nnn>] [2d_width <nnn>]
BLOBS:
blobs [threshold n] [strength n]]
LAYER_TEXTURE:
<Texture options> │no_fit │ │no_transform│
│fit │ │transform │
│fit_all│
INSERT DIRECTIVE:
This directive is used in conjunction with the EXTERNAL... options in the
BLOCK directive and ...TEXTURE keywords. The INSERT directive has
to be used to indicate to REALIZE which files have to be included
in the .pov that will be generated. Representative blocks, for
example, have to be defined to POV (see defaultp.rdr file and Samples
for representative blocks). Often the order of the POV directives are
important.
Format:
insert │at_start │ begin_insert <POV directives...> end_insert
│at_end │
│before_textures│
│after_textures │
Notes:
The POV directives have to follow the POV description language syntax.
The INSERT directive is mostly used to "#include" files that have
external definitions (see Samples - Chandelier and others). Do not
use this directive for anything else unless you know exactly what
it will do. It may be a source of unexplicable error messages
when you try to render it with POV. Try and learn the POV syntax
first if you want to attempt something really fancy.
Part 9. Tips
Camera and Light Placement.
Ideally you would use your CAD package to "preview" the final image by
specifying a perspective view before generating the dxf file. In AutoCad,
a DVIEW command may be executed and a "distance" specified. The resulting
3D perspective image in AutoCad can then be assumed to be a preview of the
final POV generated image. REALIZE also allows named views or viewports
(see Command Line Options and Directive File). If no named view is specified
then the active or current view is assumed. If this is not a perspective
view then REALIZE attemps to generate its own. The AutoCad DVIEW command
also allows the camera and target position to be specified as coordinates.
This also results in a "preview".
Usually the automatic light is adequate for most renderings. However,
REALIZE comes with special representative blocks, Sun and Light to allow
more realism (see Representative Blocks).
Higher or Lower Image Resolution.
Editing the file pov.bat in the \realize directory allows different size
images to be rendered by POV. The default is 640 width by 480 height. In
changeing the sizes, the ratio of width by height is usually kept the same
to avoid distorting the image. The higher the size, the better the resolution
and the longer the rendering time.
Special Application Blocks.
Some CAD packages like AutoCad have special applications that generate
special blocks that may be not be directly convertable by REALIZE. Some
blocks produced by AutoCad's AME for example need to be repeatedly "exploded"
until they are resovled into simple 3D entities before REALIZE can properly
convert it. Externally referenced blocks have to be manually inserted and made
part of the dxf file for REALIZE to treat them properly.
Running out of memory in POV.
Consult the file "povmod.doc" in the POV documentation on how to increase
the virtual memory size to sucessfully render the larger models and samples.
Part 10. About POV
Where to get POV. The following are the best sources (according to
povray.doc ver 2.1):
- Graphics Developer's Forum on Compuserve - GO GRAPHDEV
- PC Graphics Area on America On-Line - PC Graphics section of AOL. Jump
keyword is "PCGRAPHICS".
- You Can Call Me Ray BBS in Chicago - (708) 358-5611
- The Graphics Alternative BBS in El Cerrito, CA
510-524-2780 (PM14400FXSA v.32bis 14.4k, Public)
510-524-2165 (USR DS v.32bis/HST 14.4k, Subscribers)
- Pi Squared BBS Maryland - CIS: 72114,2060
- INTERNET - alfred.ccs.carleton.ca (134.117.1.1)
Part 11. Error Messages
REALIZE
The REALIZE directive file parser error messages have the format:
*** ERROR - <ErrorMessage> on line 99 in <b> file
Which may indicate illegal or missing values, syntax errors, and invalid
keywords.
Operational errors usually come in the form:
<file> <type> open error
The type may be read or write. This may indicate trouble with your hard
disk- it may be too full.
Other errors indicate the absence or a problem with the indicated
file.
POV
The POV parser may display warnings which may be ignored. Fatal errors
are usually caused by the lack of the proper "#include" statement in the
insert directive in the directive file (see Directive File and Samples).
Other POV errors may be caused by lack of virtual memory. Consult
the POV documentation for the explanation.
Part 12. Definition of Shareware
Shareware distribution gives users a chance to try software
before buying it. If you try a Shareware program and continue
using it, you are expected to register. Individual programs
differ on details -- some request registration while others
require it, some specify a maximum trial period. With
registration, you get anything from the simple right to continue
using the software to an updated program with printed manual.
Copyright laws apply to both Shareware and commercial software,
and the copyright holder retains all rights, with a few specific
exceptions as stated below. Shareware authors are accomplished
programmers, just like commercial authors, and the programs are
of comparable quality. (In both cases, there are good programs
and bad ones!) The main difference is in the method of
distribution. The author specifically grants the right to copy
and distribute the software, either to all and sundry or to a
specific group. For example, some authors require written
permission before a commercial disk vendor may copy their
Shareware.
Shareware is a distribution method, not a type of software. You
should find software that suits your needs and pocketbook,
whether it's commercial or Shareware. The Shareware system makes
fitting your needs easier, because you can try before you buy.
And because the overhead is low, prices are low also. Shareware
has the ultimate money-back guarantee -- if you don't use the
product, you don't pay for it.
DISCLAIMER - AGREEMENT
Users of REALIZE must accept this disclaimer of warranty:
"REALIZE is supplied as is. The author disclaims all
warranties, expressed or implied, including, without limitation,
the warranties of merchantability and of fitness for any purpose.
The author assumes no liability for damages, direct or conse-
quential, which may result from the use of REALIZE."
REALIZE is a "shareware program" and is provided at no charge
to the user for evaluation. Feel free to share it with your
friends, but please do not give it away altered or as part of
another system. The essence of "user-supported" software is to
provide personal computer users with quality software without
high prices, and yet to provide incentive for programmers to
continue to develop new products. If you find this program
useful and find that you are using REALIZE and continue to use
REALIZE after a reasonable trial period, you must make a reg-
istration payment of US$50 to Transcendental Technologies. The US$50
registration fee will license one copy for use on any one
computer at any one time. You must treat this software just like
a book. An example is that this software may be used by any
number of people and may be freely moved from one computer
location to another, so long as there is no possibility of it
being used at one location while it's being used at another.
Just as a book cannot be read by two different persons at the
same time.
Commercial users of REALIZE must register and pay for their
copies of REALIZE within 30 days of first use or their license
is withdrawn. Site-License arrangements may be made by con-
tacting Transcendental Technologies.
Anyone distributing REALIZE for any kind of remuneration must
first contact Transcendental Technologies at the address below for
authorization. This authorization will be automatically granted to
distributors recognized by the (ASP) as adhering to its guidelines for
shareware distributors, and such distributors may begin offering
REALIZE immediately (However Transcendental Technologies must still be
advised so that the distributor can be kept up-to-date with the latest
version of REALIZE.).
You are encouraged to pass a copy of REALIZE along to your
friends for evaluation. Please encourage them to register their
copy if they find that they can use it. All registered users
will receive a copy of the latest version of the REALIZE
system.
Part 13. Registration
How To : Fill in the details in the file rego.frm. Print the file, send
it and your international check or bank draft for US$50 by mail to :
Transcendental Technologies
17 Beechwood cl.
East Doncater Vic. 3109
Australia
PLEASE DO NOT SEND PERSONAL CHECKS as they cost more than $50 to clear!
Benefits :
1) The latest version of REALIZE minus the evaluation package notice.
2) The full representative block library including:
a) The alphabet, numbers and special characters.
b) 4 more sizes of elbows
c) 3 sizes of tapered cylinders
d) 4 different kinds of fractal mountains and hills
e) 4 different kinds of customizable tree models
f) Additional blocks as they become available.
3) Additional advanced, fully-annotated samples.
4) Support (by mail) is provided for 3 months. This includes answers to
relevant queries and bug fixes (for non-trivial bugs). For any problem
involving a specific hardware and/or software environment or feature,
Transcendental Technologies may elect not to modify the program. In
this case, if the problem is reported within 3 months of registration,
Transcendental Technologies will offer a refund of the registration
fee.
5) A chance to win $100. Just send us your masterpiece and if we decide
to include it in the Registered package as a sample you get the money
and the acknowledgement. All contest entries become the property of
Transcendental Technologies.