                           **** DXTRE3D, Version 2.0 Rev. 2 *****
                                      REFERENCE FILE.
                     By Turbo Pascal. NOVEMBER-2004, Tegucigalpa, Honduras. 
                                 cyber_pascal@yahoo.com


This is a unofficial TombRaider Level editor, this document is not exactly a formal manual on how to use it, but 
provide all necessary info for Reference, anyone that previusly used TRedit3d 4.5,Dxtre3d 1.0, or the official editor can
read this file to know what is availible and to get a description about most availible options in the editor but maybe
not covered by the formal PDF manual. You should read the formal manual first; 


Requeriments:
==============

- Directx 8.1 or above compatible videocard installed in your system.
- 1024x768 adapter resolution at 16 bit color.
- Hardware accelerated videocard with at least 4 mb memory.
- recomended 128 or more RAM memory.
- It is good idea to configure your virtual memory to at least 256mb.


General Overview:
=================
DxTre3d, use just one general windows now, at the left top you will see a 2d grid room similar as used in LE, below you will 
see the main toolbars group, with one folder for each tool group. Note that the "secoundary geometry edit" tool from previus tre3d is gone,
it was merged in the primary geometry tool bar and it was simplified.

At the left botton in the geometry tool you will see the "2d grid" group, some options there works with the 2d grid map room, but
others also works directly from the 3d render window.

In middle windows you will seen the main render window (in white color) and the panel texture window (in black color), below 
you will found the "rooms" group as the maneger room, and the "more options" group for enabled/disable some render optios.

Note that there is not "wireframe" render mode, just solid and texture mode are availibles, and for texturing mode you don't
need to open any Tr base level as in previuos version, instead external texture files are used in the same way as in the LE.

Note that when you move the cursor over some controls the cursor changes to different shape, that mean that you can do 
Mouse right click on in to bring a popup menu for that control.

At the very top window and below the menu, you will found a speed button tool bars. 


Adding and placing Rooms:
=========================

The old but still a great way:
------------------------------
At the room group press the "New" button, and you will see the room properties dialog almost the same as in the prior
editor where you can define the width, long and height of the room along with his initial x,y,z coordinates. Dxtre3d will 
remember the last room dimension used. Pressing Ok, will add a new room, note that now the room dimension X,Z are especified WITH NOT taking account of the 
walls border, just the effective standable sectors, so the minimal 1x1 room will mean one standable floor with one wall at 
front,back,left,right, this was equivalent to 3x3 room in previus tre3d. Also note that the height still specified as in 
complete blocks and the maximun value is 5.

As in the prior editor a new room will be added with all walls tile breaks automatically added in 64x64 pixels, the wall
can be seen now in green color, and any others sizes block will be seen in aqua color. You can handle the room in the render 
window as in previus editor, using:

- Right mouse holding while moving the mouse for rotate the room,
- Right mouse holding + shift while moving the mouse  for pan the room.
- right mouse holding + ctrl while moving the mouse for zoom in/zoom out the room. Also if you have a wheel mouse you can use
  the weel for zoom in/out.

At the menu "file" you will found the option "config", here you can make some adjustment to the default zooming, rotation and
panning factor:

- Rotation: (default value = 50), this will adjust the rotation factor, lower values will result in fastest rotation.
- Pan: (default value = 100), this will adjust the panning factor, higher values will result in fastest panning,
- Zoom: (default = 5), this will adjust the zooming factor, lower values will result in fastest zooming.


Now add 2th room with the default values included, you will note that a new room was automatically placed to the front of the 
prior room, also the neighbor control automatically point to the prior room. Each time that you add a room it is 
automatically placed in front from the prior room (ready for be linked), and the neighbor control is updated, of course 
you can edit the X,y,z room cordinates in the controls below the room name.

You can change the automatic "room placing" behavior, do right click at the "NEW" button, a litle pop up menu will appear 
with the options: "send to front", "send to right", "send to up" and "None", just select the option that you want and then 
each time you add a new room it will be automatically placed using that option.

You can still move your room automatically after they are created using the speed button toolbar, the first 6 buttons 
(with arrow directions pics) are used for send the room to front, back, left, right, Up and Down from the Neighbor room,
press each of those buttons and you will see how the current room change from postion.


--- Swiching Current/Neigbor room, severals controls and option need you have correctly especified the current and the 
neighbor room, sometimes is usefull to switch the current and the neighbor values at the control, for doing that quickly
you can use the speed buton #7, (somthing like A<-->A), pressing that button will swap the current and the neighbor room
from controls, pressing again the control will swap back the rooms.

---More Neighbors: you will note that after adding severals rooms, always the current and the neighbor are show, but there
is also a text edit control below the "neighbor" control, this text edit control is called "more neighbors", you just type
there a list room separated by commas like 1,2,3,5,8   and press the button "show more neighbors", you will see that all 
those room are rendered along with the neighbor and the current. These room WILL REMAIN RENDERED even when you are editing 
the geometry in the current room. You can use group list room like "1-5,10-20,23,24" etc. 

* Note, it is to you to decide if you computer is enough fast to work rendering severals neighbors rooms at the same time,
use this option wisely. For stop showing those neighbors room just delete the more neighbors text line and press 
"show more neighbor" button again. The button "Hide neighbors" is suppostly to be used for hide those and the neighbor room 
as well.

* Including in the more neighbors room list the current or the neighbor room number is not a problem, the editor WILL NOT 
draw twice those rooms becouse it compare each room in the list if the number is the same as the current or the neighbor 
room, but I DO NOT CHECK if each room number in the list is used more that once, if so then it will be rendered more
that Once!, so it is up to you to be sure that you are not duplicating room number in the more neigbor list.

Note That the camera still focused in the current rooms as the center point for rotation,zooming and panning. Press the
"Center camera" button for re-focus the camera at the current room.

This "show more neigbors" option is not intended to be used as a "preview" of your whole level, but you can type the word "ALL" 
in the more neighbor to show all room defined so far.


The New and cool way!:
----------------------
There is another new great way to place and define new rooms in your map, this one is using the new 2d map option.
At the More option group, press the "2d Map" button, the main 3d render window and the panel texture are replaced by a big 
2d map viewer, you will see all your rooms from a top down view way, you can use the scroolbox control for check all 
availible space in your map.

The current room is show in Red, the neighbor room is show in sky blue, you can click any room for make it current, and you 
can do righ click in any room for make it neighbor. You can press the "center camera" button for scrool the 2d map
at the current room.

All what you did previusly in the 3d render window for add and place rooms can be also done with the 2d map enabled, you can
use the shortcuts "send to..." etc.  and also you can hold down mouse click and drag the current room to any position in
the Map.

But what IT IS A NEW COOL OPTION is Holding shift+click and move the mouse for select a box sectors in the 2d map, 
then press the "New" button at the "room" group as you did for add a new room, let the default values presented and press Ok...
A new room will be added with the selected box dimension at the box position!!.  So adding a new room while there is a Box selecting
active in the 2d map will overide the current automatic "send to.." placing behavior, the selecting Box will be replaced by 
room with that dimension. This works similar as "bounding box" in the LE, but here you do it in the 2d map view.

This way of defining the position and the dimension of the room in the 2d map before adding the room allow to prototipe you
level easily, i was able to add about 20 rooms (and linking then corectly as we will se later) in about 5 minutes!.

---Cloning a Room. Also you can clone a room pressing CTRl+K, this will add a new room exactly the same as the current one, 
it is very usefull to do that in the 2d map (also it works in 3d) when you are prototiping your level, kloning corridors and 
and normals rooms and dragging them to the wanted position, this allow a fast building level scheme.

---Selecting more neighbors from 2d map. Also a good feature is cleaning the more neighbor list and then in the 2d map view
doing shift+right click over severals rooms for build the more neighbors rooms, each time that you dod shift+right click over
a room will insert that room number in the more neighbor list.


The same Plane option:
----------------------
The problem about a 2d map view, is how to known if a room is about or below from other, i manege this using the "same Plane"
button found in the more option tool bar, when this button is down then all room that are placed totally above or totally 
below of the current room will be hiden in the 2d map view, all rooms that can still be seen mean that they can be 
linked at sides with the the current.

Use "Properties" button for edit current room properties.
Use "Delete" button for edit current room properties.



Building Geometry:
===================

Building room geometry is almost the same as in prior version but this time the whole secoundary geometry edit tool bar
was discarded, some options are moved to the primary geoemetry control, and rest functions are availible from the keyboard only.

Before we can start i want to make clear how the editor manage the floor sector and ceiling sector:

Each sector is composed by "base blocks", this are the amount of complete equal size block (64x64 pixels). After the base 
blocks it come the final block that can be streched/enlarged to any size with increments of 1/4 unit values.
The base block has front/back/left/righ sides but never top or down faces cose it is alway hiden by the final block.

Each new room has his base block with value 0 (except the wall borders) and the final block also with value 0, but showing 
the top face, that is what you call the "floor" or the "ceiling" face.

Resuming: Each sector for the floor and for the ceiling is composed by a Base and for a final Block, the base is 
incremented/decresed in complete blocks units, and the final block is increased/decresed in 1/4 block units (named clicks in the LE).


Primary geometry edit:
----------------------

Like in the prior version, when you start the editor it is at primary geometry edit mode, this mean the mouse and keybord
functions are used for put predefined shapes.

The availibles shapes can be selected from the primary geometry group, you enable the shape and then click the sector for put
the shape, then you can press cursor Up and Cursor down for Raise/Lower the base block in that sector, a complete block will
be added/subtracted from the sector.

Clicking any sector in the ceiling will puts the shape in the ceiling, use shift+cursor Up/down for add/substract base 
ceiling blocks. 

Shift+click can also be used for put shape in the ceiling, no matter if you click over floor or over ceiling sector.

In the predefined Shapes there is a "WALL" button to put a wall in the sector, if you use single click then the wall is done
adding "room height" amount of base floor blocks, if you use shift+click then the wall is done adding room height amount of 
base ceiling blocks, in game there is not any difference how you build the wall, raising the floor or lowering the ceiling.

Also you will found a "flat" shape button for put flat floor and flat ceiling using single click and shift+click. 
You can found now two buttons showing both availibles diagonals for convert the floor or the ceiling in a "Flat" Triangular
sectors; just click or do shift+click for put a triangle at the floor or at the ceiling. Note the sector still flat but 
triangular (i was unable to do that using the oficial LE!) usefull if later you want to put different textures in each 
triangle. Later you can use secundary geometry edit for raise each triangle in these sectors. For Remove the triangular 
sector just put the flat or any regular rectangular shape.

At the "More option" group, you found the "Floor section" and the "Ceiling section" controls, 
regarding their name, you can use these controls when you are working in primary geometry mode for define how much base
blocks are automaticaly added to the sector when you make click or shift+click. if value is "2" then two block are added to
the sector when you put a shape, and so on.


---Neighbors and More Neighbors: I guess you have tried the primary geometry edit with the current room, however i am happy
to tell you that any room that can be seen in the render window can accept a predefined shape, just click a sector at the
neighbor or at any more neighbor room and the shape will be asigned there, this mean that YOU CAN EDIT AT THE SAME TIME 
ANY ROOM, not just the Current room!!.

---Copy Sectors: in primary geometry edit you can copy and paste a sector (usefull if the sector was shaped using 
secoundary gemetry edit), just do ctrl+click in the source sector, then do ALT+click at the target sector for paste the 
floor source sector; do shift+alt+click for paste the ceiling sector. The source and the target can even be located at different rooms. 
Once you did ctrl+click you can do ALT+click or shift+alt+click all the times that you need for paste that floor/ceiling sector.

Copy single sector was usefull...but wait!, it is more usefull to copy a block sectors!, you can do that marking and copying
a source block sectors, and then pasting the block at the target position:

- Press and Hold Middle Mouse Button and mark the source block sectors, (similar like using right mouse button in 
the official LE), then press <CTR+C>, now click the target sector (ignore the shape that appears) and press CTRL+V, the floor sectors
are pasted in the target!,  presing CTRL+ALT+V will paste the Ceiling sectors from the last marked block sectors.

If your mouse dosent have middle button then you can mark the block sectors using shift+ctrl+left mouse button, or if you 
are in secoundary geometry edit, pressing and holding shift+left mouse button for mark the block.

You can mark a block sectors from the CURRENT ROOM ONLY, but the target can be pasted at the neighbor, more neighbor rooms or
at the same current room.

----Climb Walls: Now that you learn how to mark a block sector using middle mouse button, then i will tell you how to define climb
walls, just use middle mouse button and mark the wall that will be climbable (not need to press the speed button this time),
now from the 2d grid group, check the sides that will be climbable and press the "climb" button. The climbable sides will be
seen in the wall in gray color. For remove the climb attribute just mark the wall again and unchek the attibute from the
control and press the "climb button". 

You can defined climb walls only at the current room.

--- Step Sounds:, step sound are defined using the same method, select from the 2d grid group the desired step sound you want
to use, mark the sectors using middle mouse button, and press the "s. sounds" button. Steps sound can be seen in 
blue sky color. For removing a step sound just use the "normal" step sound option and apply that in the sectors.

--- Mortal sectors: Mark the block using middle mouse button and press "death" button, these sectors can be seen in dark red.
for remove a mortal sector just apply again a death sector attribute at the same sectors.

- Also you can put a block walls selecting a block sectors with middle button and pressing the "Wall" button.
- Also you can remove a block walls selecting a block sectors with middle button and pressing the "Floor" button.

Secoundary geometry edit:
-------------------------
This works almost the same as in previus version and similar as the way used in the oficial LE, press the "select mode" button, to
enable the secounday geometry edit mode, do single click in any sector, it will turn red meaning that it is selected for be
adjusted, you can click for select more individual sectors in non rectngular way; clicking again any already selected sector will
turn the white flag texture sector in all current selected sectors, that flag will show what sector border is current selected 
for be adjusted.

You can select a block sectors using middle mouse button (or shift+left mouse button) and then pressing any key (spacebar for example) 
to keeps the current block selection: then you can even select more block sectors,  you can have at the same time selected for
edit block sectors or individual sectors in non rectangular way.

When you have some sectors selected with white flag pointing the border you want to edit, then you can use:

<Enter> key or single click for select the side border that you want to adjust, when not side border selected then all 4 borders will be adjusted.

<Q> key for Raise Up one click the the floor in all selected sectors.
<A> key for lower Down one click the floor in all selected sectors.
<W> key for Raise Up one click the the Ceiling in all selected sectors.
<S> key for lower Down one click the Ceiling in all selected sectors.
<Cursor Up/Dow> for raise/lower the base floor block in all selected sectors.
Shift + <Cursor Up/Dow> for raise/lower the baseceiling block in all selected sectors.


Click the "Reset All" button or press <ESC> key for unselect all current selected sectors.

If you want to unselect just some block sectors then you can mark a block sectors and press the speed button #9 (a X pic)
for unselect all sectors in that marked block.

You can use alt+click for unselect individual sectors.


**TRIANGULAR SECTORS.

When you have A PREVIUSLY DEFINED triangular sectors selected, then you are allowed to select any corner in the sector

Do single click on any selected traingular sector or use  <space Bar> for cycle each corner or all 4 corners for been 
raised/lowered when you use the "Q,A,W,S keys.

It is very important that you note what kind geometry can be done when you raised any corner for the current type 
triangle defined in the sector, raising the corners that point to the triangle #1 or triangle#2 will build a half flat 
triangular sector, but raising the corners that point to the diagonals lines will build a kind pyramid side in that sector.


---Puting Triangles when in select mode: You can define triangles sectors when you are in selecting mode, just select from predefined shapes control
the triangle kind you want and  do ctrl+click at the sector, the sector will become triangle and it will be selected, also doing 
shift+ctrl+click for put the triangle in the ceiling. In fact, you can put any predefined shape using that way.

Remember that you can put triangles in primary geometry edit just selecting the diagonal and doing click or shift+click, but i 
added that option to put triangles in secoundary mode too, cose people will want to add triangles with not swicthing between
editing geometry mode.


---Diagonals walls. as in the previus version, diagonals walls are implemented just raising a triangle #1 or triangle#2 over 15 clicks, the
 triangle automatically will be turned in a diagonal wall. (dont do that with corners pointing to the diagonal line).


***The secoundary geometry edit only works with the current room.


Some shapes Shortcuts.
----------------------
- FShape and CShape buttons: These buttons are used to replicate the current predefined shape from primary geometry mode 
  to all box selected sectors. 

   * Select a shape from predefined availibles
   * use midle mouse button for mark a block sectors.
   * push the "Fshape" button for put that predefined shape in the marked floor sectors, or push "Cshape" button for put the
     predefined shape in the marked ceiling sectors.

- FRandom and CRandom buttons: These button are used for put Random geometry at floor sector and ceiling sectors.
     * First you do right click in the "Frandom" or "Crandom" button for bring a popup menu where you can choose which random 
       type you want:

       - Random-1.
       - Random-2.
       - Terrain
       ---------
       - Include Triangles.

     Random-1 and Random-2 works in select mode (secundary geometry edit) ONLY. 

     
     * Push the "select mode" button.
     * choose the kind random effect you want, random1 or random2.
     * select severals sectors (clicking on them).
     * click the "Frandom" or "CRandom" button for put Random geometry blocks at floor or ceiling in all current selected sectors.
     
     You can increment the max random height used in the generated blocks using the "floor section" control for floor blocks, 
     and "ceiling section" control for ceiling sectors.


     The "Terrain" effect is not really randomized but it is used for draw a nice irregular floor or ceiling terrain in the selected
     blocks sectors. This option works in primary geometry mode ONLY.

     * Select the "terrain" effect.
     * use midle mouse button for mark a block sectors.
     * click the "Frandom" or "CRandom" button for apply the effect at the floor or at the ceiling.

     You will note a nice terrain geometry is automatically drawn at the marked block sectors. The terrain geometry use
     mostly 1 click max heigh in sectors so enemies will work totally correct on in, just the same as if the terrain where flat.

     The "Include Triangles" option is just for tell the editor to include or not triangles in randomized and terrain effects, 
     when active, the generated shapes will be rectangles and triangles, when deactived the generated shapes will be rectanles only; 
     deactive this option when you are building a Phd or Trii level cose these game engine are not supporting triangular geometry.


- Draw Ceiling Helper Button: There is a speed button that help to draw autmatically 3 different kind arch ceilings, do 
  right click for bring the popoup menu option.
   
   * When you have the "Arch#1" option selected, then clicking the button automatically will draw the ceiling using a arch from 
     Left-to-Right direction.

   * When you have "Arch #2" option selected, then clicking the button automatically will draw the ceiling using a arch from 
     Front-to-back direction.

   * When you have "Vault" option selected, then cliking the button automatically will draw a kind Vault ceiling.

Please note that at compiling level time, Dxtre3d will discard unnecessary wall faces behind arch or vault ceiling, so don’t waste your time trying to discard those 
faces your self using texture zero or transparent black textures.

"Arch & Vault" features works best in standard 10x10x3 rooms, for different rooms dimensions you will need to adjust the arch/vault angle using the 
“Floor Section” and “Ceiling section” controls (default they have value 0). “Floor section” will control the angle from left to center room (arch#1), and 
“Ceiling section” will control angle from right to center room (arch#1). For arch #2 they control the angle from front to center and from back to center.


Linking Rooms.
==============
Linking rooms are totally changed in this version, for popular request it is used almost the same method as used in the
oficial level editor where you select a block row sectors and press the "door" button. However for implement some portals
tricks i also let previus way of adding manually room number to the sector. 

Defining previusly editor called "portals views" are not neccesary now, the editor will automatically figure out the necesary
portal view needed when the level get compiled. However, again i let the old option of adding manual portals views for 
those cases when the user want to put just a window to the other room but Lara is not allowed to travel to that room trough 
that window. 

The linking can be done using the 3d render window or the the 2d map map View and the room grid system.

I have seen that some users has troubles linking rooms, they tend to edit the border pinky sectors causing a bad portal 
view effect, for that reason for default dxtre3d dosent allow to edit room borders, however there are some especials cases 
where is necesary to do so, if you knwon what are you doing and you known to edit manually room borders then you have to 
enable that option from menu "edit", "allow room border adjustment".



In 3d View:
-----------
--Conecting to the sides:

Just having two room correct placed for be linked, and having the neighbor room correct especified at <neighbor> control,
just mark the wall in the 3d view using middle mouse button and press the <Door> button from the 2d grid group. The 
connect will be done in both rooms, that's all you need to do.

For removing the door just mark again using the middle button the sectors pinky colored, and press <clear door> button.


--Connecting to the below/above.

Just having two rooms correct placed above and below, make current the top room and neighbor the botton room, then mark
the floor sectors where you want to put the door using the middle mouse button, then press the <door> button. the connect 
will be done in both rooms, that's all.

For remove the door mark the block door sectors using the room grid system, press and hold right mouse (in the grid system, 
same as you do in the oficial editor)  and mark the door block sector, then press the "clear door" button.


--- Triangular Doors at the floor/ceiling.

Defining triangulars doors, where one triangle is solid and the other is a door to the room below, is very easy in this
version; it can be done using the 2d room grid system.

From the 2d grid group you will found 4 triangular kind door, just press the triangular door button that you want and do
single click in the 2d grid system for put that door in the floor. tha's all, the triangular door will be done in both
rooms.

After puting a triangular door you will note that the triangular door button is released, for easy shaping of non 
rectangular doorways to a room below, you can use single click in any sector (in the grid system) for put a regular 
rectangular door with the room below, when there is not any triangular door button pushed then single click will put a
 regular door and when a triangular button is pushed then single click will put that triangular door.

In 2d View:
-----------
Works the same, but just using the grid system for conect rooms to the sides, just use righ mouse button for select a border
block sector where to put the door and press <door> button, use <clear door> for clear the door from the marked block sector
in the grid, you can use single click in grid system at the border for put a door in just one sector, usefull when used one
sector corridor rooms for conects two regulars rooms.

Note that at difference as the oficial level editor, YOU NEED TO ESPECIFY the neighbor room at the <neighbor> control, or 
selecting the neighbor using right click (in 2d render mode).

Also using Ctrl+click at a door sector in the grid system will charge the neighbor from the room number used in that door.



<Mkroom> speed button.
----------------------
There is a shortcut button called <Mkroom> used for add-and-link a new room in the project. The new room can be added to 
the front/back/left/right/down from the current room.


for example:

* Build a 9x9x3 room,
* use middle mouse button for mark a 5x5 box at center room.
* push the "Mkroom" button.
* the "add new room" dialog will apear, just click ok.

voila!, a new room will be created and conected below the current with the box marking dimension, easy and fast.

It works same way selecteing some sectors walls to the front/back/left or right.


One Way doors to Above/Below
-----------------------------
There is also a nice trick about conecting a room above or below in one way only, this mean Lara can go to the room down
but she cant go back to upper room, or she can can go to the upper room but she cant go back to the lower room.

This is done conecting the room in normal way (both room are conected up/down), but then in the room above select the 
portal floor sectors and from menu "Edit" select "Clear Floor door (this room only)", that option will clear the conecting
door from upper room to the lower room, but the conecting from the lower to the Upper will remain working.

You can do the same trick in inverse way, using from menu "Edit", "Clear ceiling Door (This room only)", that will clear
the door way to the upper room, but the door way from Upper room to the lower will remain working.


Texturing:
==========

Texturing works almost the same like in the oficial editor, you have to open a external texture file, it have to be either
256 or 512 width and any heigh sizes ( i think), the file format can be (already tested by me) in *.bmp, *.jpg, *.tga, *.pcx, 
and sevarls others popular file formats can be used.

- From menu File, select "open textures" and open the texture file.
- Then from "more options" group enable the "render textured" button, the whole room will be turned in white color.
- From the panel texture just click any texture piece that you want for the floor, it will be selected with green box.
- From the speed button tool bar press the "Tfloor" button, the whole floor room will be textured.
- Select other texture piece for be used in the walls, and press the "TWall" button.
- Select other texture piece for be used in the Ceiling, and press the "TCeiling" button.

You can mark a block sectors using middle button, select the texture that you want to aply and then press Tfloor, 
twall or Tceiling button for retexture only at those selected sectors.


The "Render textured" button will show the rooms with textures, but you stay working in primary or secoundary geometry
edit mode, so you can put shapes and edit the geometry in secoundary mode using full textures!.

The <TRoom> shortcut
--------------------
The <TRoom> shortcut will re-texture the whole room using the last Tfloor, Twall and Tceiling textures used with those 
controls. This is very usefull when you are prototiping your level, after adding a new room just push this button and the room
will be default retextured.


Apply textures manually at each tile:
------------------------------------

- Enable the texture editing mode pressing the "textured Mode" button (below the "render texture" button, don't get confused).
- Now just do single click at any face in the floor,ceiling or walls at the current, neighbor or more neighbor rooms for 
apply the texture!.

- Use shift+click over a face for flip the texture in the face.
- Use Alt+click over a face for rotate the texture in the face.
- Use Ctrl+click over a face for get the texture from tha face and make it current, this way you can hide the panel texture
and get the texture from others already textured faces.

* Note that you don't need to select a triangular texture part, dxtre3d automatically will apply the correct triangular
 texture part to the triangular face.


Texture Zero:
--------------
You will found a buton labeled "texture Zero", when enabled any face you click in texturing mode will be invisible,  you can 
use it for example for remove the ceiling sectors and gets able to see the sky (if the "sky" room property was checked)


Defining different faces and textures pieces sizes.
---------------------------------------------------

Turn off the render and texture mode edit. in solid mode you can see each wall is 64x64 piece tiled.

- Press ctrl+click on any wall or pillar. (this make the sector current)
- Use ctrl+cursor Up/down for adjust the texture section break for the first tile block.
- Use the <floor section> control at the "more option group" for select the next texture break tile.
- use ctrl+cursor Up/down for adjust that texture tile break and so on.

You can use ctrl+cursor up/down in texture rendering mode too, so you can see how streched/enlarged the texture is geting in in the face.

You can do the same for the ceiling too, just use the shift+ctrl+cursor up/down and the <ceiling section> control at the 
"more option group" for select the next texture break tile.


*Hint: in Selecting mode (secoundary geometry edit) you can use ctrl+cursor up/down for adjust the texture break for all 
current selected sectors at the same time.


You can adjust the texture piece size in the panel texture using right mouse button in the same way as you do in the
oficial level editor, but with one adventage, the width & heigh size can be more that 64 pixels, just keep defining the texture piece 
height over the next texture!, the maximum heigh size could be 256x256 pixels.

Note in the panel texture that each 4 textures pieces below define a texture page (256x256 pixels) and an aqua border line bound
the texture page, the texture piece heigh size can't include a next page.

-- Textures Atributes:

Below the texture panel you will found the texture attrib control, for default "Texture Attrib Opaque" is selected, mean that each texture 
that you place to the room will have opaque attribute, you can select "Texture Attrib Transparent" attribute, any textures with that attribute
will have his background color transparent; transparent background color can only be pure black ( r=0, g=0, b=0) or pinky 
color (r=255, g=0, B=255).

- Expanded a litle the transparent color range rule:
  * For tr2-tr3 levels colors from 0-3,0-3,0-3 (black and almost black) range is considered to be transparent. 
  * For tr2-TRc levels colors from 253-255,0-3,253-255 (pinky and almost pinky) range is considered to be transparent.
  This allow us now TO USE JPGs files as textures sets in our levels, because now pure pinky and pure black colors
  when stored in JPGs will fall in those ranges. (thanks Iceberg for the idea).


For tr3, tr4. and trC you can also use the "Texture Attrib Translucent" attribute, the texture will look translucent.

Now in the editor transparent attrib textures are seen in BLACK color, and TRanslucent attrib textures are seen in BLUE 
color; that will help you know if some faces have wrong texture attrib applied. You can enable/disable this colored 
feature pressing F3 key.

Also you can mark a block sectors (using middle mouse button) and then using from menu "Edit", "Apply texture attrib to.." 
for apply current selected texture attrib to the marked block. 


-- Double side Faces:

Near to the attrib control you will found the "double side" check box, when enabled the texture you apply will be seen 
double sided in game, most the time this is used for water surface when you are texturing the top surface.


***IMPORTANT***
Note that in compiled time, the whole textures pages include in the texture file will be added TO THE COMPILED LEVEL, not matter
if they are used or not, so be sure to load textures set with the neccesary textures pieces.


*** Optimizing textures: *****

Since Dxtre3d 2.0 R1, there is is an option called "optimize textures after compiling" found at the menu "file", "config", when enabled the 
editor will do a extra work for deleted all unused textures in the compiled level.

It is INDISPENSABLE that you optimize the textures to keep the final playable level size as low as possible to avoid crashing problems.


-- Saving Room faces.

You can help the game engine rendering fewers polygons in the room using bigger textures pieces sizes and bigger faces, using 
ctrl+cursor Up/down you can remove texture break sections from walls, and apply them textures pieces with the same size to avoid
streching, for example, if you have 4 blocks sectors in the walls, you can remove 3 sections and let just one face per
wall sector, then define a 64x256 txture piece size and voila! you have a 100% correct texture wall using just one face and 
correct textured same as if you used 4 64x64 texture pieces.

Using fewers faces for draw your rooms will save resources and will help to render outdoors rooms with less flickering.


- Powerfull animated texture module:
-------------------------------------
The animated texture module allow you to define your animated textures sequences easily.

- Open a texture file
- Go to "animated texture" toolbar.
- push the "preview" button.

there are two groups, "texture sets" and "sequences",  press the "add" button at the texture set, a empty set will be added.

- Select a texture fragment from the panel texture.
- Push the "add" button at to the sequences group.

a new frame will be added to the texture set, now select the next texture fragment from the panel texture and push the 
"add" button and so on until all your frames are done.

In the preview window you will see the current texture frame and the whole animated set previewed animated in real time!.

Below the current frame pic you will found the texture attrib for that frame (opaque, transparent, semi-transparent), 
you can select the texture attrib before adding the frame just selecting the attrib from the attrib control found
below the panel texture. Or after adding the frame you can change the texture attrib using the control below the
current frame picture.

For apply the animated texture set to any face in the room just enable the texture mode, and
click a frame from the sequence list, then click the room faces as you normal do.

Notes:
-------
* DON'T DEFINE the same texture fragments in different animated texture sets; when you apply to a
room face that texture fragment then there is not way for the editor to know which animated
set you pretend to use there.

* YOU ARE ALLOWED to use the same texture fragments in the same animated set more than once!, that
way you can control the animated speed just duplicating the same frame, somthing like 1,1,2,2,3,3,4,4 etc.
also can be used to make some tricks like going forward then backward like 1,2,3,4,5,4,3,2 etc.

* It's important that you note that in game an animated texture sequence in a room face will start from
the frame that you apply to that face, you have to note that to make good/bad sincronizing in your animated
textures faces, for example:

- you have a animated set with the sequences 1,2,3,4,5,6;  if you select the frame 1 and texture
two faces with it then in game both faces the animation will look sincronized, but if you aply to one the
frame 4 then in game they will look un-sincronized. Knowing that is usefull when you apply for example water animated
textures, if you apply the same frame to the whole pool surface then in game it will look like a wallpaper, so it's best
to put different frames to diferents faces in the surface pool to make a nicer water surface.

* You have to select and apply an animated texture from the Animated texture manager Only, selecting the same fragment from the
 panel texture and aplying to the faces could not show animated in game.

* You can Rotate animated textures in faces as normally you do with regular textures.

* There is not way to flip animated texture frames; if you need that you will have to add the fliped fragment version in the 
 texture panel.


Tr4 and TRc scroll textures.
-----------------------------
For tr4 and trc games engine, there is a new animated texture scheme called "scroll animated textures" where only ONE texture piece is
needed for doing the animation, the animation is done by the engine scrolling down each line-pixel in the texture fragment.

For enabling this scrolling scheme you have to edit the script.dat file and add the line:

UVRotate= n

Where n is a non-zero value in the range [ -16 , 16 ].this value sets the scrolling speed to n pixels per screen update.
* Zero disables the scrolling scheme, all animations will be classic.
* A value of 1 scrolls slowly, 16 gets somewhat frantic.
* Positive values will make the texture scroll down.
* Negative values will make it scroll up.

A value about "8" is a normal scrolling speed.

Ok, you have enabled the scrolling scheme in the game engine, but now you need to define in the editor wich textures are 
scrolled and which ones are clasic.

When you are going to use scrolling textures, define them in the first texture set, each frame defined in the sequence is 
going to be indiviadualy scrolled; press <F10> to bring the building dialog, look for the "Scroll textures sets" control, 
put how much textures sets you want their sequences gets considered scrolled (value "1" should be enough) or leave value zero
to not use scroll textures.

Normally you just need one texture set defined as scrolled, coze each texture set can have lots frames and every frame is going 
to be considered as individual animated scrool texture piece.


COMPILING THE PROJECT.
----------------------
Before you can build your playable level, you need to open a "Base level", this is just any phd, tub, tr2, tr4 , trc file, 
all items, object, sound etc from thi base level will be used to construct your new playable file.

- Select from menu "File", "Open base level", and browse your hard disk or Cd to open the file.
- Select from menu  "file", "Build level", and new dialog window will apear.

There you will found severals option, but some are optionals or can be let with default values.

* "Base Level",  here you see the full path for the current opened base level. no need to edit any here.
* "Texture file",here you see the full path for the current texture file. no need to edit any here.
* "Meshes file", optional file, used by advanced user who's edited some rooms using a CAD program. The MSH is
  created using the RVIEW tool. you can leave this empty.
* "Scripting file",  Optional file, used by user who's preffer to put items & triggers using a propetary 
  programming called "scriping language" stored in a text file. you can leave this empty.

* "New level", here you need to use the <Browse> button and select the destination folder and file name for your new 
  playable level. if you are going to overwrite a existing file be sure it it's not mrked as readonly. Normally you
  are going to put here the full path and name whereis located the jungle.tr2 or wall.tr2, or tut1.tr4 etc.

Push the <Build> button to start compiling your project.


Maybe you already note in the first room that you built, that there is a litle red cube, this is the default Lara object position
and Lara will start the level in that room and in that sector, you can move the red cube to other room and position doing
"shift+ctrl+alt" + click in the desired position. Alway will be a red cube in your project so any compiled level will always 
have a Lara objects and the level will loads and plays. If you later use the "object" tool mannager to place a formal Lara object then 
this new Lara object will take precedence over the red cube.

Normally you should avoid puting the formal Lara object meanwhile you are building and testing your level coz you will need to 
play the level starting from different places, but when the final level is done you put the definitive and formal Lara object
where you want Lara start for the final users.


- If you are building a TRC level and you are using the demo version for play your level, then you can unchek the 
  "Dumy TRc object", "include" option. That option has to be checked if your level is going to be played as andrea1.trc in 
  the full game version.

- The Trc Wheater allow you to select what kind wheater will be seen in rooms where the "outdoor" flag room property is checked.
  For snowing rooms you have to stack one room on top and define that Top room as "outdoor", so the snow will come from that room 
  down to the below room.


After those fields are already filled, you can keep re-compiling your level just using the <Build> button from the toolbar 
menu for compile the level unprompted.


Saving and Backuping your project.
----------------------------------
I think my propetary .TRE file format is very stable, it is very uncommun the project gets corrupted, it is very unlikely 
that you will have a problem loading a level except is is a external fault, (like a problem in your hard disk, virus etc), 
however could happen that the user could do a weird thing in the project that made the level don't start in game, and 
somtimes the user could be unable to found what he did or what is causing the problem, so i recomend to users to make some 
backup where he can start over since then.

I am not recomending to anywone to have A LOTS AND A LOTS of backups copies, I think having 100 copies (like TRle useres usual do) of 
your project is very paranoic in DXtre3d,... except if your are a guy whos only test your work in game each 40 full built rooms.

If you test in game your works regulary then i think not more 4 or 5 backups copies (still i think they are a lot) will be necesary, but
hey!, it is your choice if you want to have more. Anyway, i have included in powerfull backup system built-in with the editor.

1.- From menu "File", "Config", you will found in the dialog window:

- "Backup after saving amount times", put value "1" here to enable Dxtre3d make a backup each time you save your project. 
   Value "0" will disable the automatic backup feature, other values will mean the backup will be done only after saving the 
   amount times in the same session.

- "Amount backups files to keep", put here how much backup files copies dxtre3d should keep, each backup file will have the 
   same project name plus the extension added .BAK01,.BAK02,.BAK03...etc. Max amount backups copies is 16, please don't 
   waste your (and mine) time requesting me to increase the amount to 99, coz i am using a recursive algorith here and i don't want to 
   overload the stack program.

- "Save when compile", if you check this option then each time you compile your level then automatically the editor will save your
   project before (and if the backup system is enabled then the backup will be also done). I found my self saving the project and
   then compiling the project then going to test in game the level, the compiling process is very fast so sometimes i am not sure
  if i just saved the level or if i just compiled the level. having enabled this option will asure me to alway get the project saved
  when i am going to test in game the level.

If you are like me that is acustomed to save your works (any document, exel, word, etc). every few minutes, then your backup 
copies will been just a copy of the lastest few minutes, so somtimes i preffer to use espacied backup copies done every amount times i save my 
project (instead every time).

At the "Backup after saving amount times" control i put values like "4" or "5" to make a backup of my project only after i have changed and 
saved my projects 4 or 5 times (in the same session), that way your backups copies will be a litle more espacied if you are acustomed to save your
current project at every moment.



**** PART II*****

Room Properties:
-----------------
* Room width/long dimension extended to maximum 18x18, however take note that using lot bigger rooms will increase the 
project save/load timing and size. Internally the TRE file format was improved to take less time to load bigger project, 
however 128 or more RAM memory is recommended.

Some users could preffer always to add a big 18x18 room, so they can have enough space to work in the room dessigning, then 
when done, they can bound the room marking the block sectors and using the menu option "Room", "Bound room" or just pressing 
Ctr+B.
 
* The "Water" checkbox, enable the room to be filled with water.
* The "Sky" checkbox, enable the room to have a sky box object than can be seen when texture zero or transparent texture 
  are applied to the wall or ceiling.
* The "Outdoor" checkbox enable the room to be considered an outdoor room, Lara's ponitail will be seen blow by the wind, and the
  wheater effect (if availible) will be seen.
* The "Quicksand" checkcbox enable the room to be filled with Mud for Tr3 levels. For TR4 levels the quicksand flag enables 
  the MIST in the room, equivalent to the "M" button in LE. There is not any effect for tr1-tr2 levels.

* Water Scheme control added to room properties:  When used in TR3 and TR4 it controls some light reflection intensity and 
  pattern in underwater rooms, (I think is called Reflexivity in LE), you have to experiment with values from 1-16 (maybe more?).
  When water scheme control is used with TRII levels then value "1" mean the room will have "BLINKING" lighting effect when
  Light objects are used in this room. When water scheme value "2" is used then mean the room will have "FADING" lighting 
  effect when light object are used in this room. This effect works in water or normal dry room, check the LIGHTING section 
  later in this document for more info about how to implement these TRII effects.

  When value "3" is used in water scheme for TRII levels in underwater room then the water reflection is removed.

* Alternate Group added to room properties: For TR4 level only, this allow you to group alternates (flip) rooms, then when 
  using the ALTERNATE_ON/ALTERNATE_OFF trigger you can specify which group you want to enable/disable. I am convinced that 
  this feature is not available for TR1-TR3 engine, for Trc version is pending to found where this info is stored, I hope 
  to implement this for TRC in future version.

* Ambient Light, Lara's Light, Default spot light: As in prior version, for TR1-TR2 controls values are used to define 
  white light intensity from 0 to 31 and COLOR controls are ignored, but for TR3-TRC now both controls are used together 
  to select any color and define how dark/bright it is. For example you select RED color and you define value "20" then 
  the editor will automatically will calc correct RED intensity from 32 max values (0-31) corresponding to value "20".  
  Using that new scheme pair color/intensity allow to easily setup your ambient room light and objects lights later.

  Doing right click in the color controls will bring you a quick-easy-to-choose color pallete dialog.



Lights:
-------.
The light module was redesigned and improved; lights objects from dxtre3d 1.1 version are not compatible and discarded in 
migrated projects. The idea is to use a color/intensity pair values to allow setup smooth light objects with the ambient 
room light.

For example you define your ambient room light to RED color with dark intensity 26, the whole room will have a dark red 
color in all faces, then you place light object also Red color but with brighter intensity like 20 etc, this will produce 
a smooth red light combination.
 
Red-26 ambient light with Red-20 light object.

This method of using color-intensity pair is very useful when you works with RGB color (like 120,54,200) where is very 
hard to calc the same equivalent bright/dark values for each component, dxtre3d 2.x will do it automatically for you.

Selecting the right color/intensity for your ambient room depends on the texture you used, already dark or colored textures 
will produce different final color combination with your ambient color. Sometimes you will need to try different ambient 
light intensities values until your color combination looks right with the textures.

Because you most likely will want to try with different ambient intensity values, in Dxtre3d 2.x the light objects 
intensities values are RELATIVES to the current room ambient intensity value, for example if light object intensity value 
is "4" then it mean the light object intensity will be 4 units brighter than the current room ambient intensity; 
this way increasing/decreasing the ambient light intensity in your room automatically will increase/decrease all object 
final light intensities in the room and the smooth light transition will be kept.

In Dxtre3d 2.x Lighting objects are applied in spherical way (vice rectangular in prior editor), there is a sphere object 
that show you (if that option is enabled) the selected coverage, light are now stopped by walls and blocks so you can 
light the whole room using fewer light object with bigger coverage, and if some faces are affected by more than once 
object lights then the final light in that face will be mixed.

Room Light Properties:
----------------------
Press the Room properties button, you will see the "ambient lights" controls defined by two controls, a spinedit 
control where you can put values from 0-31, this is used for define the ambient intensity, value 31 is darknest.

The other control allow to the user to select a color from a color picking list, there you found some predefined colors, but
also yu can choose to make click at the "custom" color and a picking color dialog will apear where you can built your custom 
color.

Both controls will define the ambient room color, select a color and select how dark/bright it is.

The "Lara's Light" controls are used for define how dark Lara's body (and others movable items) will be in this room when 
is not affected by a spot lights. Again, two controls are used, a spinedit control for define intensity from -1 to 31 and 
a color picking control. 
When value -1 is used in the spinedit control then the Lara's light will be automatically taken the same from the room ambient light.

The "Default spot light" option is used to let editor add automatically a object light in the center top in room, this will works like 
a kind Sun object (not the same Sun Object from Tr4 oficial level editor) so Lara (and others objetcs) will be seen with a beatiful 
shade effect in the whole room. When value -1 is used then this option is disabled.

For geting a best shade effect in the room you should define Lara's light control with a very dark value.

At the "more option", press down the "Turn Light" button for render the room using ligthing mode, only current and neighbor room 
will be seen in light mode, more neighbors rooms will not.

Note: Lara's light are seen in game only, this value are not used for rendering the items by the editor in the room.


Lights objects:
===============

Select the "More #1", you will found there the lights manager:

* Color: Select the color you want for light object, (For tr1-trii levels always asumed white color).

* Brightness: Object Light brightness relative to the current ambient light value, negative values mean Shadow, 
  for example a -6 value mean a darkest shadow than a -2 shadow value.

* Falloff: Coverage (Sphere light radius), press F2 to enable/disable Visual Sphere mesh.

* LP: This value can be used to increase the light brightness seen on Lara and movables objects affected by this object 
  but without affecting the current room mesh lighting brightness.

* FX-Effect. Lighting effect feature used in tr2-trc levels. 

* Affect Faces: When checked (default) will affect room meshes, let it unchecked if you want the light object affect just Lara
  and objects.

* Fake: When checked then light object will not affect Lara and objects, recommended on places never accessible by Lara or
  movables (high in the ceiling for example) for save REAL light object resources; also usefull if you defined a default spot light 
  in the room properties.

* Hide: Object lights takes time to calc some ray tracing collision and mixing finals colors, when the room is bigger and 
  when you have many light objects then showing the result takes some time, you can check this option to Hide all objects 
  light except the last one than you are placing; that will speed up your place lighting process.

  Also you can place light object with the "Turn Light" button dissabled, this will allow you to place the objects faster.


When the "enable" button is down, you can use:

- click a sector for put a spot light in the room.
- shift+click a sector for move there the current spot light.
- cursor up/down for sent up/down the current spot light in 1/4 sector increments.
- shift+cursor up/down for sent up/down the current spot light in 1 sector increment.
- Alt+click for add a new spot light to the room exactly the same as the current spot light properties and high.

- click a spot light cube for make current the spot light.
- ctrl+click a spot light cube for make current the spot light and charge the controls properties from the spot light.

- Use the <replace> button for overwrite the current spot light properties from the current charged controls.
- Use the <delete> button for delete the current spot light from the room.


GAMA FEATURE:  It is included a option that allow you to increase how it look the light brightness INTO THE EDITOR, 
press <PageUp>, <PageDown> keys to increase/decrease light brightness, look the status bar for check current gama value. 
This gama light intensity affect only HOW LIGHT INTENSITY LOOKS INTO DXTRE3D; the real light intensity compiled into the 
level is not affected; this will help you to tune your monitor/editor light intensity to match closely how it look in Game.

TRII Blinking and Fading light effect.
---------------------------------------

In Trii game, two very interesting light effect was implemented in the engine; Blinking and Fading. You can enable these 
effects using the "Water scheme" control in the room property; put value "1" for enable the Blinking effect; 
put value "2" for enable the Fading effect.

Then in the Light module, place some lights object with the "FX-effect" value to "1"; in game the faces affected by that 
light object will Blink or Fade.

Positive FX-effect values controls how Light-to-Dark will be the effect, bigger values mean darker effect.
Negatives FX-effect values controls how Light-to-Bright will be the effect, lower values (more negative) mean brighter 
effect.

TR3,TR4 FX-EFFECTS:
-----------------------

For Tr3 and Tr4 game engine, the Fx-effects values mean that the lightened faces will have next effect:

Value "1": Water light modulation. 
Value "2": Water wave movement. 
Value "3": Both effects combined. 
Value "4": Remove water light modulation and wave movement effects in water rooms. 

Value "-1": Mean OVERWRITE color light, this means that lightened faces color will not be mixed.
Value "-2": The color light will be mixed using XOR method.


Sea wave effects:
-----------------
For tr3 and tr4 you can apply to the water suface strong wave effect.

- for the Dry room define the water scheme with value "15" (max wave strong effect)
- Texture the water surface in the dry room with double side option enabled.
- put a light object with effect "3" covering the water surface, all faces afected by this "light" will have wave effect.


TR4 FOG FX-EFFECT:
---------------------

For Tr4 engine placing value "-3" at the Fx-effect control will convert the light object into FOG OBJECT, 
the BRIGHTNESS field controls how dense the fog is (use a values bigger than 15). You have to enable the "Volumetric FX" option in the game setup to 
enable fog effect into the game engine.

You can use Command trigger EFFECT(28) for define the Fog color in the level, place at the "TIMER" field the fog value 
from next table:

RGB color                                 Timer
=============================
0,0,0 ............................................. 0
245, 200, 60 ....................................1
120, 196, 112 ..................................2
202, 204, 230 ..................................3
128, 64, 0 ........................................4
64, 64, 64 ........................................5
243, 232, 236 ..................................6
0, 64, 192 ........................................7
0, 128, 0 .........................................8
150, 172, 157 ..................................9
128, 128, 128 ................................ 10
204, 163, 123 ................................ 11
177, 162, 140 ................................ 12
0, 223, 191 .................................... 13
111, 255, 223................................. 14
244, 216, 152 ................................ 15
248, 192, 60 .................................. 16
252, 0, 0 ....................................... 17
198, 95, 87 .................................... 18
226, 151, 118 ................................ 19
248, 235, 206 ................................ 20
0, 30, 16 ....................................... 21
250, 222, 167 ................................ 22
218, 175, 117 ................................ 23
225, 191, 78 .................................. 24
77, 140, 141 .................................. 25
4, 181, 154 .................................... 26
255, 174, 0 .................................... 27



CAMERAS & SINKS:
----------------
Cameras and sinks are different things, but in the tomb raider file format they are stored in the same structure so i am
implemnting these using the same controls.

Go to the "Other controls" tool and push donw the "add" button at the Camera & Sinks group, then you can use:

- Click a sector for put the camera or sink
- shift+click a sector for move the current camera or sink there.
- cursor up/down for sent up/down the current camera or sink in 1/4 sector increments.
- shift+cursor up/down for sent up/down the current camera or sink in 1 sector increment.

- click a camera or sink for make current the object.
- ctrl+click a camera or sink for make current the object and charge the controls properties from the object.

At the camera & sink controls properties you found a combobox where you define if the object is a Camera or a Sink object.
Cameras will be seen in green color, sinks will be seen in blue color.

* The "strong" control is used with the sink camera for define the water flow strong.
* The "flag" control, meaning uncertain,  for tr4 and trc seem value "1" mean "do not switch to normal camera when ins key is pressed or the weapons are drawn.

- Use the <replace> button for overwrite the current camera/sink properties from the current charged controls.
- Use the <delete> button for delete the LAST camera/sink from the room, deleting middle camera/sinks is not allowed.



 FLYBY CAMERAS.
-----------------

For Tr4 and Tr5 level now is implemented a Flyby cameras module, they are a sequence of cameras following a path, the the 
flyby sequence is triggered.


The module works the same as others modules, you enable the module pushing the "Add" button, fill the flyby cameras 
properties and then:

-	Click sector:  Place a flyby camera.
-	Shift + click: Move a flyby camera.
-	Cursor keys: Rotate flyby camera aim.
-	Shift + cursor keys: Fine tune rotate flyby camera aim.
-	Ctrl + click: Select flyby camera and gets properties.
-	"Q","A" keys: to move Up/Down the current flyby camera.

Properties:
Seq:  Sequence number.
Num: Camera number increments up from the first camera in each sequence.
Timer Similar to the standard camera timer, has special features on some flyby camera modes.
Speed: The initial speed that the camera sequence moves at.
Roll: Used to rotate the camera for barrel roll effects,
A + number is given to rotate the cam clockwise,
A - number is given to rotate anti-clockwise
FOV: Alters the field of view for each camera in the sequence.

There are also a number of new code-bits to give the flyby's different modes:

0 = Snap to start of sequence from Lara cam
1 = Not used
2 = Loop for infinity
3 = Track Lara cam
4 = Target Lara's last position before camera trigger
5 = Target Lara's current moving position
6 = Snap back to Lara at end of sequence
7 = Cut-Cam, Jumps to a specified camera in the same sequence (Timer = cam number to jump to)
8 = Hold camera (timer = 30 X Number of seconds)
9 = Disable look key break out.
10 = Disable Lara control
11 = Enable Lara control
12 = Not used
13 = Not used
14 = Activate heavy trigger
15 = Not used



Statics Meshs:
-------------
For work with statics mesh you need to enable the static mesh mode from the static mesh manager pushing the 
<Enabled> button. 
  
You get a 3d preview window of all static mesh availible in the level base opened, you can inspect the 3d model in the 
same way used in the room render windows, using the right mouse button for rotate, zoom and pan the model.  
  
After moving/zooming/paning the model you can click at the <Center> button for automaticaly reset the camera and center 
the model in the render window. 
  
Each time that you select a static mesh from the list, the camera is automaticaly centered, except when you have disabled 
the <Auto> option, if it's disabled then the current rotate/zoom/pan values are keeped for the new select static mesh in 
the render window. 
  
When the static mesh mode is enabled then the mouse's click has a different meaning when used in the room sectors: 
  
- Click.-  Click  a sector for put the current static mesh selected in the static's list. The static mesh is added to the 
 room at the sector clicked, the static mesh is added with the properties currently charged in the room manager, 
  these properties are: 

  color:  Are the color for the static mesh for TR3, TR4 and TRC levels, for Tr1-Tr2 levels version the <white> field is 
  used and interpreted as white light intensity from 0-31. 
  When in the <white> field you put the value -1 then mean that the color for the static mesh will be taken from the 
  default room ambient light defined in the room properties. 

The last static mesh added in the room is called the "CURRENT" static mesh and it's show in wireframe. For make 
"current" another static mesh just click on In and then it will become the current. 
  
The <Rotate> button in the static mesh manager dialog will rotate the "CURRENT" static mesh in the room in increments of 
45 angles deegrees. 
  
The <Replace> button will replace the properties (even the mesh id) for the "CURRENT" static mesh with the current 
charged properties in the dialog. 
  
The <Delete> button will delete the "CURRENT" static mesh from the room, the previos static mesh will become in the new 
"CURRENT" , you can delete the static mesh in any order you want.
  
SHIFT+CLICK: Will Move from sector  the "CURRENT" static mesh to the sector clicked. 
  
CTRL+CLICK  over a static mesh for make it the "CURRENT" but also will  fill the properties in the dialog with the 
properties for this static mesh, this work as if you are making a copy of a static mesh,
 do ctrl+click over desired ornament and then do click over a empty sector for put a new copy on in. 
  
Normaly you make current a static mesh with single click for replace the static mesh with the properties current charged, 
and crtrl+click for make current a mesh and add more of the same in the room. 
  
  
After puting or moving a static mesh in the sector you can use:

<DEL> Key will delete the "Current" static mesh, same as clicking the <delete> button. 
<ENTER> Key will rotate the "Current" static mesh, but in 90 angles deegrees increments. 
- cursor Up/Down will send up/down the static mesh in 1/4 blocks incrememts.
- "shift+cursor arrows" for tune adjust the static mesh position to front,back,left and righ.
- Ctrl+ cursor Up/down for tune adjust the static mesh high position up and down.
  
Notes: 
  
- There is a maximum of 40 statics mesh per room. (editor limits, i don't known engine limits).
- You CAN'T PUT TWO static mesh in the same sector if they are the same ornament, with the same high, with the same 
aligment and with the same rotation, just because they will look exactly the same, like if they are just one ornament in 
the sector, if you try to do that then you will get the message error "Duplicated properties in sector". 
- Rendering all static mesh in the room could take some work if some of they are a litle complex, 
if you note that editing the geometry get slower after adding severals static mesh in the room, then you can hide de
 static mesh using the option from menu "View", "Hide static mesh". 


Items:
--------
Push the <Enabled> button for turn On the Item mode from the Objects tool group.

You get a 3d preview window of Movables availible in the level base opened, you can inspect the 3d model in the same way
 used in the room render windows, using the right mouse button for rotate, zoom and pan the model.  
  
After moving/zooming/paning the model you can click at the <Center> button for automaticaly reset the camera and center 
the model in the render window. 
  
There is a ListBox with items name's description for all availibles item in the base file. Each time that you select a 
item from the list, the camera is automaticaly centered, except when you have disabled the <Auto> option, if it's 
disabled then the current rotate/zoom/pan values are keeped for the new select Item in the render window. 
  
When the Items mode is enabled then the mouse's click has a different meaning when used in the room sectors: 
  
- Click.-  Click  a sector for put the item selected from the item's list. The item is added to the room at the sector 
  clicked, the Item is added with the properties currently charged in the Dialog, these properties are: 
 * color:  Are the color for the Item for TR3, TR4 and TRC levels, for Tr1-Tr2 levels version the "white" field is used 
  and interpreted as white light intensity from 0-31. 
  When in the "white" field you put the value -1 then mean that the color for the Item will be taken from the default 
  Lara's light defined in the room properties. 
  
* AMOUNT:  Amount of the same Item in the sector, this was intended for goodies items like armos where is usefull to 
give more that one in the same sector, however it can be used for put animal or human enemies too. 
In the editor you will see only one item, but in Game there will be the <amount> items especified in this control. 
  
* OCB:  For TR4 and TRC levels only, some items from these version need a Object code bit value that will make a especial
 behavior or meaning to the item, you need to get a OCB table value for learn which values over what items can be used 
and what they do. Most the time values 1,2,3 are used with swich items for make Lara play a correct animation. 
  
*Activation Flags:  These are bits buttons used in combination with the triggers manager for make actives the items
 using more that once trigger.
  
The last Item added in the room is called the "CURRENT" Item and it's show with a darker color. For make "current" 
another Item just click on In and then he will become the current. 
  
The <Rotate> button in the Items manager dialog will rotate the "CURRENT" Item in the room in increments of 45 angles 
deegrees. 
  
The <Replace> button will replace the properties (even the Item id) for the "CURRENT" item with the current charged 
properties in the dialog. 
  
The <Delete> button will delete the "CURRENT" Item from the room, the previos Item will become in the new "CURRENT", 
you can delete ANY ITEM, no only the last one. 
  
SHIFT+CLICK: Will Move from sector  the "CURRENT" Item to the sector clicked. You can move the item EVEN TO A DIFFERENT 
ROOM, just select the new room and click the sector where you want to place the item. 
  
CTRL+CLICK  over a Item for make it the "CURRENT" but also will  fill the properties in the dialog with the properties 
for this Item, this work as if you are making a copy of a Item, do ctrl+click over desired item and then do click over
a empty sector for put a new copy on in. 
  
Normaly you make current a Item with single click for replace the Item Id  with the properties current charged, and 
crtrl+click for make current a Item a add more of the same in the room, or just change some of his properties. 
  
After puting or moving a Item in the sector you can use:

<DEL> Key will delete the "Current" item same as clicking the <delete> button. 
<ENTER> Key will rotate the "Current" Item, but in 90 angles deegrees increments. 
- cursor Up/Down will send up/down the Item in 1/4 blocks increments.
- "shift+cursor arrows" for tune adjust the item position to front,back,left and right.
- Ctrl+ cursor Up/down for fine tune adjust the Item high position up and down.
- <PageDown> will reset to 0 all fine tune adjustment.

Notes: 
  
* You CAN'T PUT TWO of the same item in the same sector, use the <amount> control Instead.  if you try to put two same 
items in same sector you will get the message error "Duplicated properties in sector".  
(Except if  the new item is at different high.) 
  
* Rendering all Items in the room could take some work if some of they are a litle complex, if you note that editing the 
geometry get slower after adding severals Items in the room, then you can hide de Items using the option from menu 
"View", "Hide items". 
  
* You can Give a pickable Item to a Baddie puting the baddie first in the sector and then the pickable item in the same 
sector. The baddie will carry on the pickable item and he will drop it when he get killed. 
  

Sometimes a Items is too tiny or too thin and it is very dificult to click on in so you can't select it, for that reason 
also it is included a Item list dialog where you can select the item from that list. Pressing CTRL+I, will make a dialog 
apear showing all items added to the level in a list, select the item from the list and press NORMAL SELECT button.


TRiggers:
----------
The trigger manager dialog is a collection of slots, each slot is composed with a trigger kind and his properties and a
 group of commands assigned to the slot.

- Trigger Type: Select from this combo box the triggers types available in this version.
- <Timer> : The amount seconds that will remain active some items specify in the command list, normally
used with doors. For tr4 and TRc it can be negative and mean deleyad triggers.
- <Only once> : Check this option for make the trigger works only once, normally used with switch. 
- Activation buttons flags: Used in combination with the item activation flag, for default they are all enabled (62). 
- Press the <Add> button for add a new trigger slot with the current properties.
- Press the <Replace> button for overwrite the current slot properties with the ones current charged in the controls.

Each Time that you add a new trigger slot,  the command list is empty, so you have to add commands later. When you replace a trigger properties, 
the current commands list remain the same assigned to the slot.

You can add a new trigger slot and assign the trigger to the sectors later, if the slot is never assigned to any sector 
the trigger will remain anyway and even it will be compiled in the level, but unused.

There are two ways for assign a trigger slot to the sectors, select the desired sectors first and then press the <add> 
button for add the new trigger slot and assign the trigger to the current selected sectors.

If there was not any sector selected when the slot was added, then you can assign the trigger later, just select the 
sectors that you want and press the <Apply> button. The <apply> button will assign the current slot trigger in the list 
to the selected sectors.

You can select the sectors in the same way used in secondary geometry edit mode: Click will select/unselect a sector, 
SHIFT+CLICK will mark the begin and end of a block sectors.

Note that the current selected sectors get all unselected and they turned Magenta color, meaning that there is a trigger 
on them now. IF you select a magenta color sector (It already contain a trigger assigned) then it will turn yellow color,
 meaning that in this sector the trigger will be overwritten for a newer if you proceed.

You can clear a sectors from his current trigger just selecting them (they will turn yellow) and then clicking the 
<Clear> Button.

When you want to add or replace a trigger slot with a trigger kind that required a "trigger item", you must select the
 trigger item first using the alt+click  over the item or you will get a message error.


Triggers Types:

The current triggers types available are:

- Do  Activate:  Used for make actives items when Lara pass the sector walking, running or jumping. Most the time this
  trigger type is used for enable human or animal enemies when Lara get in an area in the room.

- Do Deactivate: Inverse to the previous command, it's used for de-active items when Lara pass the sector walking, 
running or jumping. Most the time this trigger type is used for disable  tramps when Lara is geting out from a area in 
the game. Human or Animal enemies can't be de-actives in this way.

-Lara on Ground Do Activate: Used for make actives items when Lara step in the sector, if Lara jump the sector then the 
commands are not executed. Most the time this trigger type is used for open doors or active tramps when Lara step in a
 sector, making the illusion that Lara activated something using her body weigh.

-Lara on Ground Do Deactivate: Used for make de-actives items when Lara step in the sector, if Lara jump the sector then 
the commands are not executed. Most the time this trigger type is used for close doors or de-active tramps when Lara 
step in a sector, making the illusion that Lara de-activated something using her body weigh.

-Switch Is ON: Used for make actives items when Lara pull down a switch item in this sector. Most the time used for Open
 doors using a switch item.  Need a trigger item selected for specify which switch will be used for make the items actives.

-Key Is ON: Used for make actives items when Lara use a key in a keylock item in this sector. Most the time used for Open
 doors using a key item. Need a trigger item selected for specify which keylock will be used for make the items actives.

-Item Is Picked Up: Used for make actives items when Lara picked up a item in this sector. Most the time used for Play
 sounds or others effects when Lara picked up a puzzle item. Need a trigger item selected for specify which Item will be
 picked and will trigger the event.

-Item at Sector: Used for make actives items when a Item is Over a sector. Most the time used for trigger a event when a 
pushable box is moved to a sector. Since TR3 also some human or animals items and especial objects can also trigger the 
event. Need a trigger item selected for specify which Item will be moved in the sector and will trigger the event.

-TRAPDOOR:  This is a special trigger used in sectors where was placed some specials items that need to be solid and 
standable.  Most the time used for make solid trapdoors items and some bridge items.

-Lara In Combat Mode:  This is used for active items or trigger a event when Lara walk in a sector and draw her weapons. 
 I have seen this working in Tomb Raider 1, but i am not sure if still working in newer versions.

- Heavy Switch: For tr4 and TRc (maybe tr3 too?), is triggered by some enemies or non-playable characters, with 
  some switch items.

- Item_at_sector_do_deactivate: Is triggered when enemy/objects step in the sector and will deactivate the 
  specified items.

- Monkey_swing: Is triggered when Lara is performing a monkey swing in that ceiling sector.

- TR3-Minecart LEFT: Make Minecart Item turn left direction when it steps that sector.

- TR3-Minecart RIGHT: Make Minecart Item turn right direction when it steps that sector.

- TR3-Minecart STOP:  Make Minecart Item stops when it steps that sector if it is not going too fast.

-DISABLE:  This is used just for temporally disable the trigger slot in the editor, the slot will not be compiled in the 
level.

*HINT
You can assign a long descript to any trigger, just double click the trigger from the list, a dialog box will apear where you 
can type a long descript, max 100 characters.

* You can Do right click the trigger list to bring a popop menu for copy/paste the trigger slot.


The commands Toolbar:

After having the triggers slot, at any time you can add, replace, delete commands to them.

In the command group:

- The combo box is used for select which command you want to include in the list.
- The <add> button will add/insert a new command in the list.
- The <replace> button will overwrite the current command properties. 
- The <delete> button will erase the current selected command in the list. 

Commands toolbar.

Before you can add/replace a "item" or "look_at_item" command you MUST HAVE to select the items first (using single click 
on in). for the "item" command you can have multi-selected items, a new "item" command will be automatically added for 
each selected item.

For rest commands each time that you add or replace them you will be prompted for necessary parameters. 

Available commands are:

- Items: Used for active or de-active an Item (depend the type trigger selected), You must have to get selected the items 
before pressing the <Add>,  the editor automatically will add a "Item" command for each item current selected. 
 You can only replace one item at one  time.

- Look_At_Item: Used for make Lara or the camera gtes focus at a specify item, you have to select which item will be looked at 
before pressing the <add> button. Most the time this command is used in combination with the switch_camera command  
for point the camera at a Door when it's getting open.

-Switch_Camera: Used for make the camera point to Lara or a specify item. When the <add> or <Replace> button is pressed 
then a Parameters dialog will appear:
  * Camera #:  Is the Camera number to where to switch.
  * Timer :  Is the amount seconds that the camera will stay focused in the target.
  *  Zoom:  If the target it's Lara then putting value "1" in this parameter will switch to the camera making a nice 
zoom-out effect. This only work for Tr1 and TRII levels versions.
* Once :  Put value "1" in this parameter for make the camera switch in this sector only once time.
When this command is used alone, it will point to Lara, but also it can be used in combination with the 
Look_at_item command for point the camera to a specify item. Just use the look_at_item command with the item that you 
want to point before using the Switch_camera command, for example for show a door getting open you should use: 

- Item, for open the door
- Look_at_item,  for look at the door
- Switch_camera,  for point the camera to the current item looked at.

The Camera can't be pointed to current de-actives objects, so if you need to do that, then use a "invisible" or called 
"look at the bird" item, that will work just like a placeholder to help you to point the camera to the position where 
you placed that object.

- Underwater_flow: Used in combination with the sinks objects for define a water current in the sector. Lara will be 
pushed to the specify sink position when she swim on sectors marked with this command. 
When you push the <add> or <replace> button then you will get a parameters dialog:
 * Sink #:  Is The Sink number where the water will flow. 

- Alternate_ON:  Used for enable the alternate version for all rooms if there is any defined. The alternate room is 
defined in the room properties dialog. When this command is used,  all Alternates room version are used instead the normal
ones. For Tr4/trc levels, you can put the room group parameter for enable only alternate rooms for that group.

- Alternate_OFF:  Used for disable the alternate version for all rooms if there is any defined. The normal room version 
is used again instead the alternate ones. For Tr4/trc levels, you can put the room group parameter for dissable only 
alternate rooms for that group.


- Alternate_Flag:  I don't known how this command is used. You will get prompted for a flag parameter when you use this 
command. If you discover how and for what this command is used then let me known.

- Play_Soundtrack: Used for make a specify soundtrack get played, in Tr1 levels i think the sound is from the stored 
internally in the level. For TRII the soundtrack is from the CD, you can use any regular cd player for known which number 
will play which soundtrack. For TRIII the soundtrack is from the CDaudio.wad found in the \audio folder, you can use my 
custom CDwad.exe program for known play/extract and known which number will play which soundtrack. 
For Tr4 and TRC i think the sound are from the \Audio and can be played with any  media player that play WAV files.

- Secret_Found: Used for tell the game that Lara had found a secret area, you will be prompted for the secret # found.
 I Don't known the way for specify how much secrets a level has, i think that is hardcoded.

- Effects: Used for several miscelanios functions,   you will be prompted for a parameter value. Most functions are
 currently unknown except for those noted in the oficial level editor manual for TR4 levels. Also i already known few 
for Tr3:

- Value "7": Used for active a earthquake, it's best used with the do_activate trigger. 
- Value "11" : Used for play a explosion sound. 
 
Also I hear that the value "10" is used for play a sound # specify in the <Timer> control from the trigger properties. 

- End_Level: Used for tell to the game to end the current level, you will be propted for a next level to play number 
parameter. For tr1-Tr3 and TRC levels always use value "0", for TR4 levels you need to specify which level to play next.

- Flyby_Camera: You have to specify the Seq# to trigger a flyby camera sequence previusly defined in teh flyby 
  camera module.

- Bodybag, Cutscene: These are undocumented functions, seem they only work using the full game version. 


When you are in trigger mode you can press CTRL+G to show a dialog list with all long trigger descript, so you can search 
for a desired trigger from the list.


- TRigger Triggerer.
------------------
TRigger triggerer is a feature for the tr4 and trc game engine only. It allow you to put normal triggers with DISSABLED 
state (locked), it mean the trigger will not work in game until it gets ENABLED (unlocked); This way you can place triggers 
for enemies, traps, whatever under the "TT" and Lara can walk over the "frozen" triggers without activating them until you 
want her to. This is convenient when Lara has ventured into a room at the end of a hallway and you want her to trigger 
baddies on her way back out..


The procces for setup this in Dxtre3d is fairy simple, note the "X" button near the activation 1-5 bits flags, just push 
the "x" button when adding the trigger slot, this mean the trigger will be "frozen", then put in the same sector where 
the trigger is assigned a TT (trigger triggerer item available in almost all base tr4 and trc levels), when you want the 
trigger gets ENABLED, just trigger the TT item as you normaly do with any other item, then next time Lara goes to that 
sector then the original frozen trigger will work now.


Tr1,Tr2 and tr3 game engine lack for the TT feature, but you can do someting similar using the "item is picked up" trigger.

Normally you put the item to be picked in the same sector where the "item is picked up" is assigned so the trigger is 
activated as soon lara gets the item, but you can put the pickable object somewhere else; when Lara step in that sector 
nothing will happen, but when Lara gets later the pickable item from somwhere esle then then next time she step in 
that sector (with the item already in her inventory) then at that moment the trigger is activated.


- Manual Portal view.
---------------------

At the "others control" tool group you will found a portal view manager. Portal view are visual portal
windows to others rooms, these portal view are added automatically when you link two rooms but sometimes
you need to add just the portal view but not allowing Lara to go trough the portal. This is used for
build house's window or closed gates etc.

For those who already used old Tre3d 4.5 knwon very well how to use this manual portal views.

usage:

- Select a background trasparent texture and select "transparent" attrib control.
- apply the texture to the wall.
- go to "others controls" and from the "manual portal view" group push the "add" button.
- define the portal view width and height, the room number to point and the portal type.
- now click the wall sector where you put the texture, and use cursor down key for fix the high until
  you cover the textured window.

keys guide:

* click a sector for put a new portal view.
* shift+click for move the portal view to new position.
* ctrl+click over a portal for get the portal properties.
* cursor up/down for send up/down the portal view (in sectors units).


Additional to the portal view, you will found a "room side" control, this allow you to put 
a manual portal attrib linking to another room, the attrib can be placed anywhere in the room not
just in the border sectors, but of course the room to be linked have to share the same sector space.

usage:

* shift+ctrl+click for put the room side attrib.
* ctrl+click over the pinky sector for get the room side attrib from that sector.

One commun trick for use manual portal attrib is to define a just ONE WAY linking portal.


Sound Sources:
---------------

For Tr1-TR5 it is implemented "sound sources" module. These are objects that represent a selected sound that can be heard 
at that level position; generally they are used with waterfall or similar sounds. 

The module works the same as others modules, you enable the module pushing the "Add" button, specify the SoundID and then:

-	Click sector:  Place a Sound source.
-	Shift + click: Move a Sound source.
-	Cursor Up/Down: Move Source sound to Up/Down.
-	Ctrl + click: Select Sound Source and gets properties.

SoundID available are only those included into the internal sound map into the TR base file, you can use Trviewer to 
check the sound id available, checks the Internal Index info, which is the SoundId to be used within the editor.


Zone editor.
-------------
- Zone Edidor included. Like in Rview, now you can assign to a group sectors a ZoneID to prevent enemies go there or 
  enemies from there are unable to get out from that zone.
 
  * You will found a "Put Zone" button down at geometry toolbar, with a spindedit control where you
    define the zoneid that you want to apply to the sectores, use middle mouse button and mark a block
    sectors and then push the "put zone" button. Enemies placed on those marked sectors will be unable to 
    get out from the zone, and also enemies placed outside will be unable to go in that zone.
    Max different zones id availibles for the same room are from 0 (default) to 15.



Alternate Rooms.
----------------
For using alternates rooms, you have to define in the room properties (in both rooms) the room number for the
partner, alway the higer room # value is consider as the alternate version.

** Important ***,  
 - you need to have defined alternates partner room BEFORE linking any of those rooms.
 - never link the alternate room partner with the normal room partner.
 - Normals rooms and his alternate version can be linked independiently with others rooms.
 - Do not put objects items in the alternate partner, but you can place triggers and statics mesh objects on alternate
   rooms.
 - alternates partners not necesary need to be the same dimension as the normal version.
 - There is now support for alternate grouping rooms for tr4 levels.


Language interface option.
--------------------------
Dxtre3d allow to translate the default english interface to foreign language, you can change almost all english text 
used in menus, button, labels, hints, etc.

All translations are stored in separated files with extension *.LNG, and they are edited using an external tool
called LNGeditor. Probably there are some LNG files already included in the package, to use any those LNG files go to 
menu "File", "Config", and at the "Language file" control type or browse the LNG file you want to use, as soon you click the
"OK" button all english labels will appear now translated.

- Use the option from menu "help", "Create New LNG file" for generate a empty LNG file ready to be translated using the 
lngeditor, check the lngeditor documentation for more details how this is done.

- Use the option from menu "help", "Switch Language" for switch between english and your current charged language.

- Use the option from menu "help", "Reload LNG file (ctrl+l)" for easy refreshing from disk teh current charged language, 
this is only usefull when you are using the LNG editor at the same time in other task and you are editing the LNG file and 
you need quicky check how translation appear in the editor.

If you used the LNG editor for built a new language LNG file, each time you found a new dxtre3d version/revision which
include new butons, options, labels etc, you can easily update your LNG file:

- Load first in newer dxtre3d your current LNG file, new options will appear on english but everything else is your translated 
  language.
- Do the "Help", "Create new LNG file" (with your current charged Lng file), this will created a new LNG file which 
  will include the new labels plues all already translated labels.
- Now you use the lng editor for translate thenew options.


* Note:
There are some few hardcoded english labels that you are not able to translate.



Others options
----------------

- The "Clear all Objects" option from menu "Edit". It's used for clear the Items,triggers and cameras objects but 
   keeping the rooms and lights. This is usefull for build a new project from a already finished TRE from somebody else 
   or from your own projects.

- The "Delete Last Trigger" option from menu "edit". It's used for delete the last Trigger from the trigger list 
  mannager. Normally you don't need to delete a trigger from the list cose it can be replaced with a correct one later,
  except when you have finished the project.

- You can check the menu option "view", "automode", when so then each time you select a tab tool automatically the 
  "enable" button is turned On, when you went back to the "geometry" tab tool all others "enable" buttons are turned off 
  automatically, so there will not be a problem forgeting to dissable the last option you was working on.



-------------------------------------- end document --------------------------------------
