*** Mapster32 Help: Table of contents *** 1. 2D mode mouse reference 2. 2D mode keyboard reference 3. 3D mode mouse reference 4. 3D mode keyboard reference 5. 3D mode tile selector refrence 6. Sector effector reference 7. Sector tag reference 8. Long SE reference 9. Colors ^P The purpose of mouse in 2D mode is pointing, selecting and moving objects in a map. ^3Every time mouse is pointing at one of these: 1. Nothing 2. Sector 3. Sector and wall 4. Sector and sprite 5. Wall (wall without sector - map is corrupt) 6. Sprite (sprite without sector - map is corrupt) Some commands work differently depending on the currently selected object. Press ALT to work with a wall or sprite instead of any adjacent sectors. ^14RSHIFT^O Select vertex/sprites ^14RALT^O Select sectors ^14WHEEL^O Zoom ^14WHEEL+ALT^O Move camera and zoom ^14LEFT BUTTON^O Drag sectors/vertex/sprites ^14RIGHT BUTTON^O Move camera ^14RIGHT MIDDLE^O Move camera ^P LSHIFT Show coordinates F1 Show help F9 Show the Sector Tags help M Set extra of sector M+ALT Set extra of wall/sprite / Reset panning, size and flags to defaults /+SHIFT Make square - set xrepeat to yrepeat KP_4 Scaling sprite horizontally KP_6 Scaling sprite horizontally KP_2 Scaling sprite vertically KP_8 Scaling sprite vertically +KP_5 Speed up R Cycle sprite alignment ' S Set sprite size ' F Function menu F7+ALT Search sector lotag F8+ALT Search wall/sprite lotag [ Search backward ] Search forward G Cycle grid size G+SHIFT Cycle grid size backward ' L Set sprite/wall coordinates ' 3 Cycle modes of showing object's name ' 7 Swap lotag and hitag of wall/sprite ' J Goto X,Y X Flip selected sectors in x Y Flip selected sectors in y X+ALT Mirror selected sectors in x Y+ALT Mirror selected sectors in y F12 Screenshot F12+SHIFT Inverted screenshot B Toggle blocking B+SHIFT Toggle one-sided blocking for a wall F+ALT Set the first wall of a sector O Ornament sprite flat onto wall , Rotate sprite/selected sectors . Rotate sprite/selected sectors < Slowly rotate sprite/selected sectors > Slowly rotate sprite/selected sectors SCROLL LOCK Set starting position F5 Show item count F6 Show actor count F6 Show Sector Effector help when pointed at sprite F7 Edit sector data F8 Edit wall/sprite data T Set sector lotag T+ALT Set wall/sprite lotag T+CTRL Toggle show tags H Set sector hitag H+ALT Set wall/sprite hitag H+CTRL Toggle hitscan sensitivity P Set sector palette E Set sprite status list TAB Show sector data TAB+SHIFT Show wall/sprite data TAB+CTRL Show wall/sprite data LCTRL+RSHIFT Select all walls of the current sector (point at a wall and, holding CTRL, press SHIFT) A Zoom in Z Zoom out L Toggle grid lock J Join sectors S Insert sprite (see samples/tiles.cfg for customization) S+ALT Make inner sector C Duplicate sectors/sprites C Start circle attached to a wall KP_+ Increase amount of walls in circle KP_- Decrease amount of walls in circle SPACE Start/end drawing of sector, end drawing of circle LENTER Check all pointers for the current sector LSHIFT+LCTRL+LENTER Check ALL pointers (manual attempt to recover map) BACKSPACE Remove the last wall during drawing sector DEL Delete sprite DEL+CTRL Delete sector INS Duplicate sectors/sprites INS Start circle attached to a wall INS Add vertex to wall RENTER Switch to 3D mode ESC Menu ' A Toggle autosave (every 3 minutes) ' N Toggle clipping S+CTRL Save map L+CTRL Load map ^P ^3The mouse pointer always points at one of these objects: 1. wall 2. ceiling of sector 3. floor of sector 4. sprite 5. masked wall (non-transparent or semi-transparent wall between sectors) It's important to understand this concept. Some commands work differently depending on the "current object", the object the mouse points at. Some commands only manipulate the "current object", but other commands manipulate the sprites and sectors which are "selected" in 2D mode. Other commands work globally. ^3Mouse buttons: ^14LEFT^O Lock the current object. The current object won't change as long as the button is pressed. ^14LEFT+MIDDLE^O Toggle mouselook ^14WHEEL^O Change shade/visibility ^14LEFT+WHEEL^O Change tile ^14RIGHT+WHEEL^O Move object up/down Additionally, there is UnrealEd-style mouse navigation in 3D mode (toggle it with ^14F5^O) with the following bindings: ^14RIGHT^O mouselook ^14LEFT^O x: turning, y: move forward/back ^14LEFT+RIGHT^O x: strafe left/right, y: move up/down ^14MIDDLE^O y: move in viewing direction The console variable 'pk_uedaccel' changes the speed of navigation exponentially (valid values are 0-5). ^14LEFT+ALT^O Move object up/down ^14LEFT+SHIFT^O Pan ceiling/floor/wall ^14LEFT+SHIFT^O Move sprite in horizontal plane ^14LEFT+CTRL^O Scale wall texture or size of sprite ^14LEFT+CTRL^O Change slope of sector ^P UP Move forward DOWN Move backward LEFT+RCTRL Move left RIGHT+RCTRL Move right A Move up Z Move down F4+ALT Toggle showing the first wall +LSHIFT Speed up movements LEFT Turn left RIGHT Turn right A+CTRL Look down Z+CTRL Look up ' V Set sector visibility ; V Set sector visibility on all selected sectors V Choose tile 3 Toggle "sector over sector". F3 Toggle mouselook ' BACKSPACE Clear all flags for wall/sprite ' P Paste palette to all selected sectors ; P Paste palette to all selected sectors & sprites DEL Delete sprite F6 Toggle automatic Sector Effector help F7 Toggle automatic sector tag help , Rotate sprite . Rotate sprite < Slowly rotate sprite > Slowly rotate sprite . Search & fix panning of the wall to the right ' L Change the coordinates of the current object CAPS LOCK Cycle zmode ' Z Cycle zmode ' M Set the extra of the current object 1 Toggle one-sided flag of sprite/wall 2 Toggle bottom wall swapping O Set top or bottom orientation of wall O Ornament sprite flat onto wall M Toggle masked wall H Toggle hitscan sensitivity H+SHIFT Toggle one side hitscan sensitivity for the wall ' H Set hitag of the current object KP_MINUS Darkens shade of individual sector/wall/sprite or selected sectors KP_MINUS+ALT Decreases visibility of sector or selected sectors KP_MINUS+ALT+SHIFT Slowly decreases visibility of sector or selected sectors KP_MINUS+ALT+CTRL Decreases global visibility KP_PLUS Lightens shade individual sector/wall/sprite or selected sectors KP_PLUS+ALT Increases visibility of sector or selected sectors KP_PLUS+ALT+SHIFT Slowly increases visibility of sector or selected sectors KP_PLUS+ALT+CTRL Increases global visibility ^3Note: ALT, CTRL, SHIFT are modifiers so they work with mouse too. +/- Cycle tile E Toggle sector texture expansion R Toggle sector texture relativity alignment R Cycle sprite aligment between: wall aligned, floor aligned, view aligned 'R Toggle framerate F Flip the current object F+ALT Set the first wall of sector PAGE UP Move selected sprites or sectors up PAGE DN Move selected sprites or sectors down PAGE UP+CTRL Move selected sprites to ceiling PAGE DN+CTRL Move selected sprites to floor +CTRL Speed up movement +END Slow down movement +HOME Slow down movement even more ^3Note: CTRL, HOME, END are modifiers, so they work with the mouse too. ' D Cycle skill level ' X Toggle sprite shade preview ' W Toggle sprite display ' Y Toggle purple background ' C Copy shade from the clipboard to all objects in the map which are the same tile as the tile of the object in the clipboard. It works separately for sectors/walls/sprites depending on the current object. ' T Set lotag ' H Set hitag ' S Set shade F2 Toggle clipboard preview TAB Copy to the clipboard F1 Toggle help G Set picnum B Toggle blocking B+SHIFT Toggle one side blocking for the wall T Cycles translucence for sprites/masked walls LENTER+CTRL+SHIFT Autoshade wall ' LENTER Paste picnum only LENTER+SHIFT Paste shade and palette onto the current object LENTER+CTRL Paste picnum, shading, and palette onto the current object LENTER Paste all properties onto the current object ' A Toggle autosave. The interval is configurable in the .cfg. (by default: every 3 minutes) ' N Toggle clipping for the camera N+CTRL Toggle clipping for sprites S+CTRL Save map L+CTRL Load map ESC Quit F11 Brightness F12 Screenshot F12+SHIFT Inverted screenshot F9 Reload and activate maphacks F10 Disable maphacks C Toggle center sprite (cstat 128) ALT+C Replace all tiles in the map with the clipboard [ Increases slope quickly [+RSHIFT Increases slope with medium speed [+LSHIFT Increases slope slowly [+ALT Align slope to the floor of an adjoining sector ] Decreases slope quickly ]+RSHIFT Decreases slope with medium speed ]+LSHIFT Decreases slope slowly ]+ALT Align slope to the ceiling of an adjoining sector KP_4 Pan floor/ceiling horizontally KP_6 Pan floor/ceiling horizontally KP_2 Pan floor/ceiling vertically KP_8 Pan floor/ceiling vertically KP_4 Scale wall/sprite horizontally KP_6 Scale wall/sprite horizontally KP_2 Scale wall/sprite vertically KP_8 Scale wall/sprite vertically +SHIFT Force panning (for walls) +KP_5 Increase speed / Reset panning, size and flags to defaults /+SHIFT Make square - set xrepeat to yrepeat P Enable/disable parallax P+CTRL Change parallax type (only in 8-bit classic renderer) P+ALT Change palette of sector/wall/sprite D+ALT Adjust clipping distance of the sprite T Translucence for sprites/masked walls S Insert sprite KP_ENTER Switch to 2D mode ^P After pressing V in 3D mode, the editor enters tile browsing. ^3Keys: KP_/ Zoom in KP_* Zoom out UP/DOWN/LEFT/RIGHT/PAGE UP/PAGE DOWN movements G Go to specified tile U Go to start of user defined art (3584) A Go to start of Atomic edition's art (4096) E Go to start of extended art (6144, 9216) V Select from all tiles T Select from pre-defined tileset (tiles.cfg) Z Tile zoom ESC Cancel ENTER Accept ^3Mouse: LEFT select CTRL+WHEEL zoom WHEEL scroll RIGHT smooth scrolling ^P 0 : Rotating Sector 1 : Pivot Sprite for SE 0 2 : Earthquake 3 : Random Lights After Shot Out 4 : Random Lights 6 : Subway 7 : Teleporter 8 : Up Open Door Lights 9 : Down Open Door Lights 10 : Door Auto Close (Hitag = Delay) 11 : Rotate Sector Door 12 : Light Switch 13 : C-9 Explosive 14 : Subway Car 15 : Slide Door (ST 25) 16 : Rotate Reactor Sector 17 : Elevator Transport (ST 15) 18 : Incremental Sector Rise/Fall 19 : Explosion Lowers Ceiling 20 : Stretch (ST 27) 21 : Drop Floor (ST 28) 22 : Teeth Door Prong (ST 29) 23 : One-Way Teleporter Destination 24 : Conveyor Belt or Water Current 25 : Engine Piston 27 : Demo Camera 28 : Lightning 29 : Float (for Waves) 30 : Two-Way Train (ST 31) 31 : Floor Rise/Fall 32 : Ceiling Rise/Fall 33 : Earthquake Debris 36 : Projectile Shooter ^P 1 : Above Water (SE 7) 2 : Underwater (SE 7) 9 : Sliding Star Trek Doors 15 : Elevator Transport (SE 17) 16 : Elevator Platform Down 17 : Elevator Platform Up 18 : Elevator Down 19 : Elevator Up 20 : Ceiling Door 21 : Floor Door 22 : Splitting Door 23 : Swinging Door 25 : Sliding Door (SE 15) 26 : Splitting Star Trek Door 27 : Stretch (SE 20) 28 : Drop Floor (SE 21) 29 : Teeth Door Prong (SE 22) 30 : Rotate and Rise Bridge 31 : Two-Way Train (SE 30) 10+++ : One-Time Sound 32767 : Secret Room 65534 : End Of Level with Message (sector hitag: sound #) 65535 : End Of Level ^P ^3SE 0/1: ROTATED SECTOR SE1: pivot Ang: up--clockwise, down--counterclockwise SE0: a sector to rotate Hi = SE1 Hi ^3SE 2: EARTHQUAKE In quake sector, modeled as after the quake, insert additionally: MASTERSWITCH Lo=X In other sector: TOUCHPLATE Lo=X Anywhere: SE33: scraps Hi=X ^3SE 3: RANDOM LIGHTS AFTER SHOT OUT Light is wall: 2-way, blockable? Lo=X Light is ceiling: sector Hi=X SE 3 in affected sector: Hi=X Shades/pals: sectors/walls: when off SE: when on ^3SE 4: RANDOM LIGHTS Hi: random blink num. ^0(research!) Shades/pals: sectors/walls: when off SE: when on ^3SE 5: ? ^3SE 6/14: SUBWAY subway sectors: Hi=unique per train SE 6: SUBWAY FRONT CAR Ang: direction of first movement GPSPEED: Lo: speed (default: 256) SE 14: SUBWAY PULLED CARS Locators: starting with Lo=0, ascending Hi=1: train stops here ^3SE 7: TRANSPORT Hi=X link ^3SE 8: UP OPEN DOOR LIGHTS (with ST 20) SE 8 also in door sector Hi=X links with other SE8 sprites Shades: sectors/walls: when closed SE: when open Walls: Hi=1 means exclude this wall from changing shade ^3SE 9: DOWN OPEN DOOR LIGHTS (with ST 21) analogous SE 8 ^3SE 10: ? ^3SE 11: ROTATE SECTOR DOOR Ang: up--clockwise, down--counterclockwise Hi: link doors to be opened simulataneously ST=23 ^3SE 12: LIGHT SWITCH (preview with 'X) Hi=X Shades: sectors/walls: when off SE: when on [switch]: Lo=X ^3SEENINE: C-9 BARREL Hi=X Lo=delay ^0(>0? game ticks?) In all sectors with SEENINEs: MASTERSWITCH Lo=X [switch]: Lo=X ^3SE 13: C-9 EXPLOSIVE/BLASTABLE WALL CRACKs/SEENINEs: Hi=X SE 13: Hi=X other SEENINEs: Hi=X Lo=delay ^3SE 15: SLIDING DOOR (ST=25) Ang: opposite of direction of first movement GPSPEED: 2*Lo: how far (BUILD units) ^3SE 17: ELEVATOR TRANSPORT Shade: darker on SE of starting sector Sectors: ST=15 Top floor sector Hi=1 ^3SE 18: INCREMENTAL SECTOR RISE/FALL Hi: units moved per activation (min: 1024?) Ang: up--floor affected down--ceiling affected Pal: 0: start at floor/ceiling height not 0: start at SE height [switch] & ACTIVATOR ^0(in same sector as SE?): Lo=X ^3SE 19: SHOT TOUCHPLATE CIELING DOWN ^3SE 20: BRIDGE/STRETCH SECTOR (ST 27) Ang: direction ACTIVATOR Hi = SE Hi = [switch] Lo GPSPEED Lo: how far (BUILD units) ^3SE 21: DROP FLOOR (ST 28) Ang: up: drop ceiling down: drop floor z: end z ^0(()) Sector: z: start z ^0(()) GPSPEED Lo: rate ^0(units?) ACTIVATOR Lo = [switch] Lo ^3SE 24: CONVEYOR BELT Ang: direction GPSPEED: Lo=speed ^3SE 25: ENGINE PISTON (CRUSHER) z: starting z Sector: piston travels between ceiling z and floor z ^3SE 27: CAMERA FOR PLAYBACK Hi: radius (BUILD units?) ^3SE 28: LIGHTNING Hi = tile #4890 Hi ^3SE 29: WAVES Hi: start height (phase) GPSPEED Lo: amplitude (default: 256) ^0 Based on ^0 * MAP EDITING FAQ v1.3 BY JONAH BISHOP ^0 * The Duke Nukem 3D Informational Suite by Ryan Lennox ^0 * code research ^P Foreground colors: ^0,15 0 ^1,0 1 ^2 2 ^3 3 ^4 4 ^5 5 ^6 6 ^7 7 ^8 8 ^9 9 ^10 10^11 11^12 12^13 13^14 14^15 15 Background colors: ^15,0 0 ^0,1 1 ^0,2 2 ^0,3 3 ^0,4 4 ^0,5 5 ^0,6 6 ^0,7 7 ^0,8 8 ^0,9 9 ^0,10 10^0,11 11^0,12 12^0,13 13^0,14 14^0,15 15