#Forgot to ask…
04-Sep-93 15:45:38
Sb: #55956-#Forgot to ask…
Fm: Marion K. Marks 70700,2777
To: Yost Group 76702,413
Ah, okay, I guess that makes sense. So the BXPs are loaded at startup
time and automatically activate if a file of their given extension is to be
loaded or saved? That doesn't quite jibe with the 3DSr3 demonstration I
saw at your SIGGRAPH booth, though. I clearly remember the demonstrator
loading bitmaps as various maps in the new Materials Editor, and seeing all
the usual File Type buttons in the dialog box (.GIF, .CEL, .TGA, .TIF,
.FL?, and now .BMP and .JPG as well). From what you say, those buttons
should not have been there. I thought .BXPs would show up as their own
buttons — for instance, if you had an AVI.BXP in your PROCESS directory
when starting 3DSr3, and you selected any command that would ask to load or
save a bitmap (Materials Editor maps/masks, Video Post, etc.), you would
simply see an ".AVI" button alongside all the others that are normally
there. Clicking it would show only matching .AVI files, and you could
select an .AVI file and load it as usual. I guess I was wrong.
I was hoping that maybe it was set up so that right-clicking on any of
the file type buttons, regardless of whether it was a built-in or .BXP file
type, would, if the type supported it, pop up a dialog box that lets the
user specify certain options (especially on saving, but I could also see
this being useful on loading) such as various types of compression for
TIFs, etc.