							- Biturn -
							  for Win
						 created by Mirex
						(mirex@centrum.sk)

This is my program for coversion of 3D model and Bitmap files. It supports
some commonly used formats and some game-formats. 

Usage: Run it, browse for files you want to see. If you want to convert them
  select output format and click Convert button.
 Input file does not have to have proper extension, if it is possible program 
 will recognize it.
 And by the way, Biturn was formerly called Conv.
 Try moving mouse with buttons & shift key pressed to move viewpoint.


-- History --
0.88	Reading of Tycoon City: New york models
		Reading of FF7 battle animations upgraded a little
		Reading of Fear models improved a little, can read more formats, textured materials
0.87b3	Reading of Fear .model00p 3D meshes
		Reading of BloodRayne animated models .BFM
		Partial reading of TrainSim .s model
		Reading of BloodRayne static 3D meshes .SMB
		Support for reading and writing of BloodRayne 2 textures .TEX
0.87b2	Fixed 2 bugs - libpng was not working mysteriously, and there was 
		nothing displayed on 1st run of the program in preview pane.
0.87b1	Added LWO6.5 support for per-point texture coords
0.87	Added write support for BLP1 and BLP2, but only from 8bit paletized source now.
		Fixed loading of some other W3 BLP1
		Bug: PNGlib somehow stopped working !
0.86a4	Added support for BLP2 for WoW
		Etherlords MMP images load well now
0.86a3	Fixed conversion of big files to OBJ
		Added PNG support, though LibPNG
		ff8 dat battle creatures loader
		Tim loading update
0.86a2	Added texture coordinates viewer
		Added data viewer data can be changed through it
		Changed GUI, added splitters
0.86a1	Milkshape reading & writing .. FIX !! !xx !!
		Added alpha textures, skelet to Milkshape formats, materials bug fixed
		Added Quake 1 models loading. textures & anims available. Thanks to editor
			QuakeME by Rene Post
		Added Quake 2 models loading
		Added Half-life MDL loading, without anims so its no good yet
		Added Requiem MDL models loading.
0.85	Fixed ASE support alot, so it should work allright now. Poly materials, 
		  vertex colours, bones, textures with coords, everything is done
		Hopefully BMP's loading and saving is finally ok.
0.84a8	FF7 battle locations can be loaded now, yahoo !
		I hope that problem with wrong textures on FF7 models is fixed now
		Orientation of FF7 models fixed
0.84a7	Fixed window sizing, obj, ase & asc polygon material saving
		Added Scene transparency sorting ... should work
0.84a6	Added support for Oleg's RWB raw 3d format, Loading & Saving
		Added text_data_core and importers/exporters for TXT, HTML
		Added loading Photoshop PSD's (RGB, both plane and RLE) and saving PSD's (plane)
		@Added colouring of log; triangulation fix
0.84a5	Added displaying of normals; vertex = red, point = green, poly = blue
		Updated FLT reader
		In 3d/rotate mode now you can move up/down when holding both mouse buttons
0.84a1	Added Blitz 3D .b3d support, loading&saving
0.84	Added 3dsmax ascii .ase format, loading&saving
		Added TGA support for RLE palettes (only 8bit palettes right now)
		Modified MS3D binary saving/loading to support textures
		Modified 3DS saving
		Added Z80 pics loader
		Added fly-through view mode for 3d models .. available at Options/3D
			Use both mouse buttons + shift key and move mouse in the view to fly through space.
			left button - look around; right button move forward/back and looking left/right
			right button + shift - strafe left/right and move up/down
			left button + shift - change movement speed
		Added animation interpolation ... for both vertex animations and bone anims
			Though interpolated frames could look wrong if anim was not made for it
			(for example ff7 field models. but some summon models need it, like phoenix)
		Added saving Oni TXMP textures
		@Made inner data access more comfortable
		@Added general file format ConvFile
		@Triangulation is faster
		Added loading of FF7 summon models, minigame models, rsd files (model+texture)
0.833	Added Final Fantasy 8 Tim texture format, ff8 Dat - 3d model/textures only, fixed Tex for ff8
		Saving to jpg. Downsampling of big images when displaying.
0.831	Added Megaman Legends TM format
0.83    Added Oni formats, search bar, sorting.
0.824   Fixed few FF7 -> lwo bugs.
0.823b  Upgraded FF7 field & battle loading.
            Upgraded LW6.5 for bones, weight maps (thanks goes to Sephiroth 3d)
0.822   Renamed product to Biturn (to make name more unique).
            Fixed LW6.5, added textures to it
0.821   Added Warcraft 3 BLP(texture) and MDX(3d model). Added Etherlords 2 MMP(texture)
			Most of Warcraf 3 textures are JPEG compressed, so i had to add a jpeg library.
			Also added a JPG(picture), fixed loading of tga's that are upside down
			Added big preview window and alpha textures
			Fixed triangulation, hope it'll work for tougher polygons.
			fixed 32bpp bmp. added milkshape ascii texture support
0.82    Rebuilded core (you won't notice that). Added texturing and animations,
            and animations replay. But for now, these things can be loaded only
            for Q3 models.
            Triangulation is buggy.
0.81    Some improvements, added LWO6.5+, MilkShape txt, RGB picture
0.61    Fixed loading of P files. Thanks for betatesting to Sephiroth 3d
0.6     First release


=- File formats comment (3d Models first) -=

  Helion (3df)
Mine format, text style, (geometry, poly colors, bones)

  3D Studio (3DS)
(geometry, materials, objects)

  3D Studio ascii (ASC)
3D studio text format (geometry, materials, objects)

  Jawed K (JAW)
Format of K.Jawed, used by some viewing program. (geometry)

  Lightwave (LWO)
Support for Lightwave and Lightwave 6.5+. 6.5+ has most of things exported.
(geometry, materials, objects, textures, bones, bone-object assigns )

  Quake 3 models (MD3)
Loading only (geometry, materials, objects, textures, animations)

  unknown mon (MON)
I dont know what program uses this file, I just have one file, so it is not
tested properly. I'll do writing when I get that program.
(geometry, poly colors, objects)

  Milkshape binary & text (MS3D, TXT)
Buggy writing, colors aren't written right (geometry, materials, objects, bones)

  Wavefront (OBJ)
(geometry, materials, objects, textures, normals)

  Off, oogl (OFF)
Text format, (geometry)

  FF7 p model (P)
3D model from this great game, Final Fantasy 7. I dont have enough info to
write it (geometry, poly colors/vert colors)
NeutopiaW found some new features here.

  Raw 3d (RAW)
Raw 3D text format, x y z coords for 3 vertexs on one line (geometry)

  Turbo Silver (IOB)
Writing not available yet, not tested with Turbo Silver nor Imagine
(geometry, objects, colors)

  Warcraft 3 3d model (MDX)
Only reading, i cant read texture info right, so all objects have
the biggest texture assigned (geometry, objects, textures)

  Final Fantasy 7 field models (HRC)
Groups P models together, loads anims. (geometry, materials, objects, bones)

  FF7 battle models (??aa.)
Groups P models together, loads anims. (geometry, materials, objects, bones)
Phareon found out how are anims coded.

  Direct X ascii (X)
Not much supported. loading only (geometry, materials, objects)

  Truespace (COB)
Not much supported. loading only (geometry, materials, objects)

  Virtua Fighter 1 (BIN)
Buggy loading, materials are not loaded right (geometry, objects)

  Oni model (M3GM)
Loading ok (geometry, textures)

  Oni character (ONCC)
Loading ok, no anims yet. (geometry, objects, textures, skelet)

  Viper racing model (MOD)
Loading looks ok, saving is buggy. (geometry, textures)

  Rhinoceros (3DM)
Loading only polygonal mesh (geometry)

-- bitmaps --

  Bitmap (BMP)
Normal bitmap, used in Windows. Not reading compressed bmp, only simple
256 coloured paletized, 24bit or 32bit pictures.

  Cell (CEL)
Probably simpliest bitmap format. 32bytes header, 768bytes palette and data.
reading and writing of 256 color paletted images

  Picture (RGB)
Supported formats - loading: Gray8, GrayAlpha88, RGB888, RGBA8888
saving: RGBA8888

  Texture (TEX)
Textures used in Final Fantasy 7 & 8, and probably in some more games from PSX.

  Targa (TGA)
Loading and saving, supported forms: Gray8, RGB888, RGBA8888, non compressed.

  Warcraft 3 texture (BLP)
Game textures. All good.

  Etherlords 2 texture (MMP)
Few are loaded right

  JPEG Group picture (JPG)
Loading usually ok

  Pixel map (PPM)
Loading ok

  Oni texture (TXMP)
Loading ok, all modes.

  Oni big texture (TXMB)
Loading ok.

  Megaman Legends pic (TM)
Loading without palette information (grayscale only). Alpha version.

-- other things --

command line parameters:
/?              - prints help into details pane
filename        - as if you would click on that file
path            - moves directory browser to that path
/logheavy       - message logging heavy mode, could help to solve strange problems



I have used some code of others authors and those are:

- I've used DirTreeCtrl component written by Nicola Delfino
- for JPEG support is used LibJpeg ver 6b
  "part of this software is based in part on the work of the Independent JPEG Group"
- md3viewer source codes helped me at md3 & tga loading
- Ian Patterson's source codes of Mac OniTools helped me with Oni resources
- used Laurent Clevy's lbm2ppm code for info on LBM image

 ok thats all, have fun

   Mirex


PS: Do you miss something related with this software ? Is something wrong ? 
   Have you found some bugs ? Mail me ! (address is on top of this document)
