A couple of things were left out of the docs so I'll give a quick rundown here. zpm.exe is the Zortech 286 DOS extender. In order for vivid287 to run, zpm.exe must be in the path somewhere. 3rd Party Tools: There are now a number of nice object modelling tools that support Vivid's input file format. The easiest place to find the latest and greatest of these tools is to check out Adam Shiffman's BBS, The Graphics Alternative at 510-524-2780. Included Tools: tga2img.exe Converts targa files to Vivid's .img files. Has an internal limit of 2048 for the width of the image. Written by Dan Farmer. img2t24.exe Converts Vivid's .img files into targa 24-bit format. Great for use with Piclab, etc. Written by Butch Balingit (Graphics Sysop) Digitech of Lakeland, Inc. BBS 813 647 0413 1200/2400 24hrs Graphics - Astronomy - Programming gif2img.exe Converts a .gif file to a .img file. This does not work with the new GIF89a standard. conv3d.exe This is to help you create neat blue/red 3-d images. First, create an input file of what you want to see. Using two copies of it, offset the viewpoint slightly one to the left and one to the right to give you the two views. then use conv3d to combine the .img files into a single .img file. By moving the "at" point in front of the object of interest, the object will appear pushed back into the monitor. Moving the "at" point behind the object will cause it to appear to float in front of the screen. torus.exe Ouputs a torus object built out of either polygons, triangular patches, or spheres and cones. The coarseness of the resulting torus can be controlled from the command line. The results are sent to stdout so you have to use command line redirection to get them into a file. For example, to get a torus built out of triangular patches with 16 segments in each direction you would type: torus 1.0 0.5 16 16 patches >torus.vo The resulting object in the file torus.vo will have a major radius of 1.0 and a minor radius or 0.5. The torus is lying donwn in the X/Y plane with the Z axis going through the hole. This object can then be #included into you scene. Transformations can be used to scale and position the object.