2008-06-11 02:33:23 +00:00
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*** Mapster32 Help: Table of contents ***
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2008-06-10 05:56:34 +00:00
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1. 2D mode mouse reference
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2008-06-11 02:33:23 +00:00
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2. 2D mode keyboard reference
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2008-06-10 05:56:34 +00:00
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3. 3D mode mouse reference
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4. 3D mode keyboard reference
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2008-06-11 02:33:23 +00:00
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5. 3D mode tile selector refrence
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2008-06-10 05:56:34 +00:00
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6. Sector effector reference
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7. Sector tag reference
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^P
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The purpose of mouse in 2D mode is pointing, selecting, moving object in a map.
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Every time mouse is pointing at one of these:
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1. Nothing
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2. Sector
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3. Sector and wall
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4. Sector and sprite
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5. Wall (wall without sector - map is corrupt)
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6. Sprite (sprite without sector - map is corrupt)
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2008-06-11 02:33:23 +00:00
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Some commands work differently depending on the currently selected object.
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To solve ambiguous between sector and wall/sprite, one usually must press
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ALT to work with wall/sprite instead of sectors.
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2008-06-10 05:56:34 +00:00
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2008-06-11 07:06:10 +00:00
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^14RSHIFT^O select vertex/sprites
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^14RALT^O select sectors
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^14WHELL^O zoom
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^14WHELL+ALT^O move camera and zoom
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^14LEFT BUTTON^O drag sectors/vertex/sprites
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^14RIGHT BUTTON^O move camera
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^14RIGHT MIDDLE^O move camera
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2008-06-10 05:56:34 +00:00
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^P
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LSHIFT show coords
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F1 show help
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F9 show the Sector Tags help
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M set extra of sector
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M+ALT set extra of wall/sprite
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/ Reset panning, repeat and flags to defaults
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/+SHIFT set xrepeat to yrepeat(makes square)
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KP_4 scaling sprite horizontally
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KP_6 scaling sprite horizontally
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KP_2 scaling sprite vertically
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KP_8 scaling sprite vertically
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+KP_5 speed up
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R cycle sprite alignment
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' S set sprite size
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' F function menu
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F7+ALT search sector lotag
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F8+ALT search wall/sprite lotag
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[ search backward
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] search forward
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G cycle grid size
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G+SHIFT cycle grid size backward
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' L set sprite/wall coordinates
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' 3 cycle modes of showing object's name
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' 7 swap lotag and hitag of wall/sprite
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' J goto X,Y
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X flip selected sectors in x
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Y flip selected sectors in y
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X+ALT mirror selected sectors in x
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Y+ALT mirror selected sectors in y
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F12 screenshot
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F12+SHIFT inverted screenshot
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B toggle blocking
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B+SHIFT toggle one side blocking for wall
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F+ALT set the first wall of sector
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O ornament sprite onto wall
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, rotate sprite/selected sectors
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. rotate sprite/selected sectors
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< slowly rotate sprite/selected sectors
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> slowly rotate sprite/selected sectors
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SCROLL LOCK set starting position
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F5 show item count
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F6 show actor count
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F6 show Sector Effector help when pointed at sprite
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F7 edit sector data
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F8 edit wall/sprite data
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T set sector lotag
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T+ALT set wall/sprite lotag
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T+CTRL toggle show tags
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H set sector hitag
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H+ALT set wall/sprite hitag
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H+CTRL toggle hitscan sensitivity
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H+CTRL+SHIFT toggle hitscan sensitivity
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P set sector pal
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E set sprite status list
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TAB show sector data
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TAB+CTRL show wall/sprite data
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TAB+ALT show wall/sprite data (Windows may trigger on this shortcut)
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2008-06-11 02:33:23 +00:00
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LCTRL+RSHIFT select all walls of the current sector(point at a wall and holding
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CTRL, press SHIFT).
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2008-06-10 05:56:34 +00:00
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A zoom in
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Z zoom out
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L toggle grid lock
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J join sectors
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2008-06-11 02:33:23 +00:00
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S insert sprite
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2008-06-11 07:06:10 +00:00
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pressing a key from 1 to 0 on the upper row before pressing S will make the
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inserted sprite's picnum be 1 to 10, respectively
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2008-06-10 05:56:34 +00:00
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S+ALT make inner sector
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C duplicate sectors/sprites
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C start circle attached to a wall
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KP + increase amount of walls in circle
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KP - decrease amount of walls in circle
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SPACE start/end drawing of sector, end drawing of circle
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LENTER check all pointers for the current sector
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LSHIFT+LCTRL+LENTER check ALL pointers (manual attempt to recover map)
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BACKSPACE remove the last wall during drawing sector
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DEL delete sprite
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DEL+CTRL delete sector
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INS duplicate sectors/sprites
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INS start circle attached to a wall
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INS add vertex to wall
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RENETER switch to 3D mode
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ESC menu
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' A toggle autosave(every 3 minutes)
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' N toggle noclip
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S+CTRL save map
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L+CTRL load map
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^P
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2008-06-11 02:33:23 +00:00
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Mouse pointer always points(see info about it at the bottom of the screen) at
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one of these objects:
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2008-06-10 05:56:34 +00:00
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1. wall
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2. ceiling of sector
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3. floor of sector
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4. sprite
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5. masked wall (non-transparent or semi-transparent wall between sectors)
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It's important to understand this concept:
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2008-06-11 02:33:23 +00:00
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Some commands work differently depending on the current object(the object the
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mouse points at).
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2008-06-11 07:06:10 +00:00
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Some commands manipulate only with current object, and some commands
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manipulate with sprites/sectors selected(hereinafter referred to as
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"selected") in 2D mode and some commands work globally.
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2008-06-10 05:56:34 +00:00
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Mouse buttons:
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2008-06-11 07:06:10 +00:00
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^14LEFT^O lock the current object. The current object won't be
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changing as long as the button is pressed.
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^14LEFT+MIDDLE^O toggle mouse look
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^14WHEEL^O change shade/visibility
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^14LEFT+WHEEL^O change tile
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^14RIGHT+WHEEL^O move object up/down
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2008-06-10 05:56:34 +00:00
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2008-06-11 02:33:23 +00:00
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Additionally, there is now UnrealEd-style mouse navigation in 3D mode (toggle
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2008-06-11 07:06:10 +00:00
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it with ^14F5^O), with the following bindings:
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^14RIGHT^O mouselook
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^14LEFT^O x: turning, y: move forward/back
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^14LEFT+RIGHT^O x: strafe left/right, y: move up/down
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^14MIDDLE^O y: move in viewing direction
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The console variable 'pk_uedaccel' changes the speed of navigation
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exponentially (valid values are 0-5).
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2008-06-10 05:56:34 +00:00
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2008-06-11 07:06:10 +00:00
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^14LEFT+ALT^O move object up/down
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^14LEFT+SHIFT^O pan ceiling/floor/wall
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^14LEFT+SHIFT^O move sprite in horizontal plane
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^14LEFT+CTRL^O scale wall texture or size of sprite
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^14LEFT+CTRL^O change slope of sector
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2008-06-10 05:56:34 +00:00
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^P
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UP move forward
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DOWN move backward
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LEFT+RCTRL move left
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RIGHT+RCTRL move right
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A move up
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Z move down
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F4+ALT Toggle showing the first wall
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+LSHIFT speed up movements
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LEFT turn left
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RIGHT turn right
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A+CTRL look down
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Z+CTRL lood up
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' V set sector visibility
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; V set sector visibility on all selected sectors
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V choose tile
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3 toggle Sector over Sector. See documentation here(http://www.users.on.net/~triforce/cduke3d/)
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F3 toggle mouselook
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' BACKSPACE clear all flags for wall/sprite
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' P paste palette to all selected sectors
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; P paste palette to all selected sectors & sprites
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DEL delete sprite
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F6 toggle automatic SECTOREFFECTOR help
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F7 toggle automatic sector tag help
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, rotate sprite
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. rotate sprite
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< slowly rotate sprite
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> slowly rotate sprite
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. search & fix panning of the wall to the right
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' L change the coordinates of the current object
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CAPS LOCK cycle zmode
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' Z cycle zmode
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' M set the extra of the current object
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1 toggle one sided sprite/wall
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2 toggle bottom wall swapping
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O set top or bottom orientation of wall
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O ornament sprite onto wall
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M toggle masking wall
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H toggle hitscan sensitivity
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H+SHIFT toggle one side hitscan sensitivity for the wall
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' H set hitag of the current object
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KP_MINUS shades down individual sector/wall/sprite or selected sectors
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KP_MINUS+ALT decreases visibility of sector or selected sectors
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KP_MINUS+ALT+SHIFT slowly decreases visibility of sector or selected sectors
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KP_MINUS+ALT+CTRL decreases global visibility
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KP_PLUS shades up individual sector/wall/sprite or selected sectors
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KP_PLUS+ALT increases visibility of sector or selected sectors
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KP_PLUS+ALT+SHIFT slowly increases visibility of sector or selected sectors
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KP_PLUS+ALT+CTRL increases global visibility
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Note: ALT,CTRL, SHIFT are modifiers so they work with mouse too.
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PLUS/MINUS cycle tile
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E toggle sector texture expansion
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R toggle sector texture relativity alignment
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R cycle sprite aligment between: wall aligned, floor aligned, view aligned
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' R toggle framerate
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F flip the current object
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F+ALT set the first wall of sector
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PAGE UP move up selected sprites or sectors
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PAGE DN move down selected sprites or sectors
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PAGE UP+CTRL put selected sprites on ceiling
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PAGE DN+CTRL put selected sprites on ground
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+CTRL speed up movement
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+END slow down movement
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+HOME slow down movement even more
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Note: CTRL, HOME, END are modifiers so they work with mouse too.
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' D cycle skill level
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' X toggle sprite shade preview
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' W toggle sprite display
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' Y toggle purple background
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2008-06-11 02:33:23 +00:00
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' C copy shade from the clipboard to all objects in the map which are the same
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tile as the tile of the object that in the clipboard. It works separately for
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sectors/walls/sprites depending on the current object. (I hope somebody who
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understands this, will clarify this)
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2008-06-10 05:56:34 +00:00
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' T set lotag
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' H set hitag
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' S set shade
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F2 toggle clipboard preview
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TAB copy to the clipboard
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F1 toggle help
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G set picnum
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B toggle blocking
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B+SHIFT toggle one side blocking for the wall
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T cycles translucence for sprites/masked walls
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LENTER+CTRL+SHIFT autoshade wall
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' LENTER paste picnum only
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2008-06-11 02:33:23 +00:00
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LENTER+SHIFT paste some visaul(shading+pal) properties of the clipboard on
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sector/wall/sprite
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LENTER+CTRL paste some visaul(picnum+shading+pal) properties of the clipboard
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on sector/wall/sprite
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LENTER paste all(picnum+shading+pal+flags+tags+extra) properties of the
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clipboard on sector/wall/sprite
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2008-06-10 05:56:34 +00:00
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2008-06-11 02:33:23 +00:00
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' A toggle autosave. The interval is configurable in the cfg
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2008-06-11 07:06:10 +00:00
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(by default: every 3 minutes)
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2008-06-10 05:56:34 +00:00
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' N toggle noclip for the camera
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N+CTRL toggle noclip sprites
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S+CTRL save map
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L+CTRL load map
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ESC quit
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F11 brightness
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F12 screenshot
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F12+SHIFT inverted screenshot
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F9 reload and activate maphacks
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F10 disable maphacks
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C toggle center sprite
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ALT+C replace all tiles in the map with one from the clipboard
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[ slopes up fast
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[+RSHIFT slope up with medium speed
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[+LSHIFT slope up slowly
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[+ALT align slope to the floor of adjoining sector
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] slope down fast
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]+RSHIFT slope down with medium speed
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]+LSHIFT slope down slowly
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]+ALT align slope to the ceiling of adjoining sector
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KP_4 panning floor/ceiling horizontally
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KP_6 panning floor/ceiling horizontally
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KP_2 panning floor/ceiling vertically
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KP_8 panning floor/ceiling vertically
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KP_4 scaling wall/sprite horizontally
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KP_6 scaling wall/sprite horizontally
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KP_2 scaling wall/sprite vertically
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KP_8 scaling wall/sprite vertically
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+SHIFT force panning(for walls)
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+KP_5 speed up
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/ Reset panning, repeat and flags to defaults
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/+SHIFT set xrepeat to yrepeat(makes square)
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P enable/disable parallax
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P+CTRL change parallax type(works only in classic render)
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P+ALT change pal of sector/wall/sprite
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D+ALT adjust clip distance of the sprite
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T translucence for sprites/masked walls
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S insert sprite
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RENTER switch to 2D mode
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^P
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After pressing V key in 3D mode, mapster32 switches to "select tile" mode.
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Keys:
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KP / zoom in
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KP * zoom out
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UP/DOWN/LEFT/RIGHT/PAGE UP/PAGE DOWN movements
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G goto specified tile
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U goto start of user defined art (3584)
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A goto start of Atomic edition's art (4096)
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E goto start of extended art (6144,9216)
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V select from all tiles
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T select from pre-defined tileset
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Z tile zoom
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ESC cancel
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ENTER accept
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Mouse:
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LEFT select
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CTRL+WHEEL zoom
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WHEEL scroll
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RIGHT smooth scrolling
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^P
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2008-06-11 02:33:23 +00:00
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0 : ROTATED SECTOR
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1 : PIVOT SPRITE FOR SE 0
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2 : EARTHQUAKE
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3 : RANDOM LIGHTS AFTER SHOT OUT
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4 : RANDOM LIGHTS
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6 : SUBWAY
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7 : TRANSPORT (UNDERWATER ST 1 or 2)
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8 : UP OPEN DOOR LIGHTS
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9 : DOWN OPEN DOOR LIGHTS
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10 : DOOR AUTO CLOSE (H=DELAY)
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11 : ROTATE SECTOR DOOR
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12 : LIGHT SWITCH
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13 : C-9 EXPLOSIVE
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14 : SUBWAY CAR
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15 : SLIDE DOOR (ST 25)
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16 : ROTATE REACTOR SECTOR
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17 : ELEVATOR TRANSPORT (ST 15)
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18 : INCREMENTAL SECTOR RISE/FALL
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19 : SHOT TOUCHPLATE CIELING DOWN
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20 : BRIDGE (ST 27)
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21 : DROP FLOOR (ST 28)
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22 : PRONG (ST 29)
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23 : TRANSPORT DESTINATION (H=SE 7)
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24 : CONVAIRBELT
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25 : ENGINE
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28 : LIGHTNING (H= TILE#4890)
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27 : CAMERA FOR PLAYBACK
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29 : FLOAT
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30 : 2 WAY TRAIN (ST=31)
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31 : FLOOR RISE
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32 : CEILING FALL
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33 : SPAWN JIB W/QUAKE
|
2008-06-10 05:56:34 +00:00
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36 : SKRINK RAY SHOOTER
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|
|
|
^P
|
2008-06-11 02:33:23 +00:00
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|
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1 : WATER (SE 7)
|
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|
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2 : UNDERWATER (SE 7)
|
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|
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9 : STAR TREK DOORS
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|
|
15 : ELEVATOR TRANSPORT (SE 17)
|
|
|
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16 : ELEVATOR PLATFORM DOWN
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17 : ELEVATOR PLATFORM UP
|
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|
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18 : ELEVATOR DOWN
|
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|
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19 : ELEVATOR UP
|
|
|
|
20 : CEILING DOOR
|
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21 : FLOOR DOOR
|
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|
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22 : SPLIT DOOR
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|
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23 : SWING DOOR
|
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|
25 : SLIDE DOOR (SE 15)
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|
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26 : SPLIT STAR TREK DOOR
|
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27 : BRIDGE (SE 20)
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|
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28 : DROP FLOOR (SE 21)
|
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|
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29 : TEETH DOOR (SE 22)
|
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|
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30 : ROTATE RISE BRIDGE
|
|
|
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31 : 2 WAY TRAIN (SE=30)
|
|
|
|
10000+ : 1 TIME SOUND
|
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|
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32767 : SECRET ROOM
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65535 : END OF LEVEL
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