Brief summary of major features StrPix 3.9.5 Rev12.

IMPORTANT: Always have a backup copy of your wad. This version of StrPix is not thoroughly tested.

Second beta release changes ///////

- Fixed OBJ import if more than 1 group in OBJ file

- Rendering was not correct in new render modes if both axes and grid were not displayed.

- In Faces menu added option to show shine in shine render mode as bright red regardless
of shine level. This helps see low levels of shine. Untick "Color scale shine" to show every
shine level as bright red.

- In the Faces menu added option to show bent quads in the Triangle Type render mode.
Bent quads will be coloured magenta. This option does not show every bent quad since
the engine seems to tolerate slightly bent quads. I chose only to show quads as bent
quads if one point was 3.5 degrees above the plane formed by the other three points.
If you must know if a quad is truly flat, when you <ctrl>+click on a quad check the 
information displayed in the status bar. This shows the type of polygon and the texture
number and whether the texture is flipped. For quads there is a number in parentheses, (x.xx).
If this number is 0.00 the quad is flat, if it is non zero the quad is bent.

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- You can hide faces by holding <Shift> + <Alt> when you click on a face.
- Unhide faces from the Faces menu
- Saving the wad with faces hidden does no harm

- Ticking Show Box now shows the collision sphere for moveable meshes
- You can adjust the collision sphere the same way you adjust the static boxes
- The centre of the collision sphere is the x,y,z edit boxes on the top row
- The radius is the x edit box on the bottom row

- You can import geometry from OBJ format files
- Imported at scale 1:1
- Only geometry is imported, no materials, no normals no UV
- OBJ importer from www.sulaco.org.za and modified slightly
- Modifications to import faces correctly if in form f/t f/t f/t
- and to create a default group if none in the OBJ

- New remapping technique see Help menu
- The extra point that was visible in Points mode is gone
- This was a bug and remapping to this point ruined a mesh

- The shine and transparency info is now read from an exported DXF file
- The faces from the DXF file will be imported in the same order so
- now it should be possible to remap an outfit by having the connection
- vertices in the first faces - see my remapping guide at TRF

- A find texture feature that will show where a texture is used
- You still have to rotate the mesh to find the highlighted face
- Note that multiple textures can use the same image data so to find
- all faces that use the image data search for each texture
- If image data is used by more than one texture a button below
- the textures bitmap will be enabled when you click on the big bitmap

- Information about the current mesh can be viewed from About Mesh in
- the Edit menu
- Information about all meshes in the wad can be viewed from About Meshes
- in the edit menu
- Both these windows must be closed before you can do anything else in
- the program
- Click on a mesh in the list to go to that mesh

- Click on the color squares in the render window as a quick way to change
- the background color (BG) line color or box color

-- Edit menu -- 
- You can change a mesh's lighting type from the Edit menu
- You can mirror a mesh
- Warning -Only mirror single mesh objects!
- You can move a mesh three ways
- Move will move a mesh continuously in the direction required
- If clicks is checked, each press of the arrow will move the mesh a click
- Number - enter a number in the box and press OK
- enter a number in TR units (1024 = 1 sector) and remember minus Y is up
- the mesh will move relative to it's current position
- Shift - shift will move the extent of the mesh to the coordinate value in the box
- if clicks is checked the coordinate value in the box will be a click value (1 click = 256 TR units)
- To move a mesh so it's lowest part is at Y = 0, put 0 in the box then press HighY (-Y is up remember)

--Grid and Axes-- 
- The gridlines are 512 units (half a sector) apart so the central 2 x 2 squares is one sector
- The grid and axes can be turned on/off in the view menu
- The blue axis is +Z, dark blue - Z
- The green axis is +Y (down) and dark green is -Y (up)
- The red axis is +X and dark red is -X

--Faces menu--

- Texture all will texture every face in a mesh with the current texture
- The render mode will change to Texture mode before applying the texture
- Shine all will apply the current shine setting to every face in a mesh
- Opaque all will apply the current opacity setting (opaque/semi-transparent) to every face in a mesh
- Rotate all will rotate every face in a mesh - useful for DXF files
- retextured with ReStrText.
- If a mesh is all triangles rotating all faces another two times will undo
- If a mesh is all quads rotating all faces another three times will undo
- If a mesh is tris and quads, rotate another eleven times to undo
- Outline faces will show a wireframe on the mesh so you can see the faces easily in texture mode
- Untextured White. By default untextured faces will be shown as rainbow of colours
- Tick this box if you want untextured faces to be white
- I assume a face is untextured if it is textured with texture #0 or if
- the face references a texture number higher than that in the texture list.

Under the current texture bitmap are three checkboxes.
If all three are checked StrPix will apply the texture and shine and opacity as usual

If you wish to apply textures only, check Tx and uncheck Sh and Op
If you wish to apply shine only, check Sh and uncheck Tx and Op
If you wish to apply opacity only, check Op and uncheck Tx and Sh
ans so on.

If you click on a face and nothing happens make sure you have not unchecked all three

The texture all, shine all and opaque all options from the faces menu will apply the
current texture, current shine and current opacity regardless of the state of the checkboxes

-- New render modes --

Points+Wire
- The points in a mesh are shown as spheres connected by lines
- This may make it easier to visualize the mesh when remapping
- If there are lots of points this mode may react slower to rotation etc
- since the spheres use more processing to draw
- In default mode, points under the remap limit are green and those over are red


Shine
- This mode shows the shine on a mesh.
- If a face is white, shine is not set and the intensity is 0
- If a face is a shade of red, shine is set with an intensity of 1 to 31
- The colors guide in the Help menu shows the values for each shade
- You can click on a button in the colors guide shine tab to quickly change the current shine value
- If a face is orange, shine is set but the intensity is 0
- Only shine values can be applied to a mesh in this render mode
- Make sure the Sh checkbox is checked though.
- Click on a face to apply the current shine setting
- A setting of zero will remove shine
- Tip. Low values of shine are hard to discern, Compare the color with a white cursor
///new///
- You can elect to show all shine levels as bright red. This makes it easier to see the low levels of shine.

Transparency
- This mode shows the transparency on a mesh
- If a face is white it is opaque
- If a face is grey it is semi-transparent
- The colors guide in the help menu shows the color scheme
- Click on the buttons in the colors guide transparency tab to change the current setting
- Only the opacity can be applied in this render mode
- Make sure the Op checkbox is checked though
- Click on a face to apply the current opacity setting

Triangle Type
- A triangular texture is created from one of the four corners of a rectangular texture
- This mode shows the corner used for each triangular face
- See the colors guide in the help menu for the color scheme
- To show the rectangular texture over two adjacent triangles the two triangles must be
- the same color :- green and dark green or blue and dark blue
- Only the triangle type can be changed in this render mode 
- <CTRL>+<ALT>+click to change the triangle type
//new//
- If Show bent quads is ticked in the faces menu, bent quads will be shown as magenta.

PolyPtOrder
- This mode shows the order of the points in a face
- The first point is red
- The second point is green
- The third point is blue
- The fourth point is yellow
- The color guide in the help menu shows the color scheme
- The buttons in the color guide do nothing
- When a texture is applied to a face, the texture's anchor point is placed at the face's first point
- The texture's second point is placed at the face's second point and so on
- For rectangular textures the anchor point is the top left corner and the second point is the top right 
- corner
- For triangular textures the anchor point is the right angled corner (see colors guide-triangle type) and
- the second point is the next point in a clockwise manner
- The rotation of a face can be changed in this mode
- <ALT>+click to change rotation
- If lights are enabled in the light editor you can change the lighting for meshes with static lighting
- in this mode
- The lighting is not visible in this mode but you can easily see which vertex is which in this mode
- Note when you <CTRL>+click on a face to get the light value, the value for vertex 1 is given and this
- maybe vertex 1 or 2 or 3 or 4 of the adjacent faces.


FAQ
Why is this not version 4?

Did not add any texture adding features.
Version 4 should include a way to show and texture a whole moveable like in PixStr.