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< a name = "l1" > < / a > < span class = cF5 > Sprite Main Menu Help< / span > < span class = cF0 >
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< a name = "l2" > < / a >
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< a name = "l3" > < / a > Order of elements matters. They are executed in the order they appear in the side-bar. You can set the insert point for new
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< a name = "l4" > < / a > elements by click the element in the side-bar and making it RED.
< a name = "l5" > < / a >
< a name = "l6" > < / a > After you create a 3D Mesh, you can edit it by seling it in the side-bar so it is colored RED. Then, click EDIT-3D-MESH. A
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< a name = "l7" > < / a > shiftable 3D mesh has a 2D offset to position the origin. You can convert between shiftable and non-shiftable by editing it
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< a name = "l8" > < / a > with the other command.
< a name = "l9" > < / a >
< a name = "l10" > < / a > You can convert all elements to a BitMap if END is RED in the side-bar and you CONVERT-TO-BITMAP. Later, you can edit that
< a name = "l11" > < / a > bitmap by seling it in the side bar so it is colored RED and clicking EDIT-BITMAP.
< a name = "l12" > < / a >
< a name = "l13" > < / a > If you have a 3D icon, you might want to place a background-colored rectangle under the 3D icon, so it hovers above. Use
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< a name = "l14" > < / a > TRANSFORM-OFF and TRANSFORM-ON. You will also need to set the Z offset of the icon. Go to the Edit menu and sel
< a name = "l15" > < / a > EDIT-AS-TEXT and change the third INT to Z offset. Good luck.
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< a name = "l16" > < / a >
< a name = "l17" > < / a > While inserting vector elements, you can usually press < / span > < span class = cF2 > 'c'< / span > < span class = cF0 > to eye-dropper the color under the mouse. Press < / span > < span class = cF2 > 't'< / span > < span class = cF0 > for
< a name = "l18" > < / a > transparent.
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