mirror of
https://github.com/ZDoom/raze-gles.git
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a7eb0418d1
git-svn-id: https://svn.eduke32.com/eduke32@1677 1a8010ca-5511-0410-912e-c29ae57300e0
393 lines
11 KiB
Text
393 lines
11 KiB
Text
*** Mapster32 Help: Table of contents ***
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1. 2D mode mouse reference
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2. 2D mode keyboard reference
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3. 3D mode mouse reference
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4. 3D mode keyboard reference
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5. 3D mode tile selector refrence
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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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Some commands work differently depending on the currently selected object.
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Press ALT to work with a wall or sprite instead of any adjacent sectors.
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^14RSHIFT^O select vertex/sprites
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^14RALT^O select sectors
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^14WHEEL^O zoom
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^14WHEEL+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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^P
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LSHIFT show coordinates
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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, size and flags to defaults
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/+SHIFT make square - set xrepeat to yrepeat
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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-sided blocking for a wall
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F+ALT set the first wall of a sector
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O ornament sprite flat 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 palette
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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 (The Windows cool switch may trigger when used.)
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LCTRL+RSHIFT select all walls of the current sector
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(point at a wall and, holding CTRL, press SHIFT)
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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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S insert sprite
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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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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 clipping
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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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The mouse pointer always points at one of these objects:
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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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Some commands work differently depending on the "current object",the object
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the mouse points at.
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Some commands only manipulate the "current object", but other commands
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manipulate the sprites and sectors which are "selected" in 2D mode.
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Other commands work globally.
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Mouse buttons:
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^14LEFT^O lock the current object. The current object won't
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change as long as the button is pressed.
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^14LEFT+MIDDLE^O toggle mouselook
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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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Additionally, there is now UnrealEd-style mouse navigation in 3D mode (toggle
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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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^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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^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".
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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 Sector Effector 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 flag of 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 flat onto wall
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M toggle masked 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 darkens shade of 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 lightens shade 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 selected sprites or sectors up
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PAGE DN move selected sprites or sectors down
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PAGE UP+CTRL move selected sprites to ceiling
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PAGE DN+CTRL move selected sprites to floor
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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 the 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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' 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 in the clipboard. It works separately for
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sectors/walls/sprites depending on the current object.
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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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LENTER+SHIFT paste shade and palette onto the current object
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LENTER+CTRL paste picnum, shading, and palette onto the current object
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LENTER paste all properties onto the current object
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' A toggle autosave. The interval is configurable in the .cfg.
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(by default: every 3 minutes)
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' N toggle clipping for the camera
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N+CTRL toggle clipping for 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 (cstat 128)
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ALT+C replace all tiles in the map with the clipboard
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[ increases slope quickly
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[+RSHIFT increases slope with medium speed
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[+LSHIFT increases slope slowly
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[+ALT align slope to the floor of an adjoining sector
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] decreases slope quickly
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]+RSHIFT decreases slope with medium speed
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]+LSHIFT decreases slope slowly
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]+ALT align slope to the ceiling of an adjoining sector
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KP_4 pan floor/ceiling horizontally
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KP_6 pan floor/ceiling horizontally
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KP_2 pan floor/ceiling vertically
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KP_8 pan floor/ceiling vertically
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KP_4 scale wall/sprite horizontally
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KP_6 scale wall/sprite horizontally
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KP_2 scale wall/sprite vertically
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KP_8 scale wall/sprite vertically
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+SHIFT force panning (for walls)
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+KP_5 increase speed
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/ Reset panning, size and flags to defaults
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/+SHIFT make square - set xrepeat to yrepeat
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P enable/disable parallax
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P+CTRL change parallax type (only in 8-bit classic renderer)
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P+ALT change palette of sector/wall/sprite
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D+ALT adjust clipping 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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KP_ENTER switch to 2D mode
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^P
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After pressing V in 3D mode, the editor enters tile browsing.
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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 go to specified tile
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U go to start of user defined art (3584)
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A go to start of Atomic edition's art (4096)
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E go to 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 (tiles.cfg)
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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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0 : Rotating 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 : Teleporter
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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 (Hitag = 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 : Explosion Lowers Ceiling
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20 : Stretch (ST 27)
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21 : Drop Floor (ST 28)
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22 : Teeth Door Prong (ST 29)
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23 : One-Way Teleporter Destination
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24 : Conveyor Belt or Water Current
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25 : Engine Piston
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27 : Demo Camera
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28 : Lightning
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29 : Float (for Waves)
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30 : Two-Way Train (ST 31)
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31 : Floor Rise/Fall
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32 : Ceiling Rise/Fall
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33 : Earthquake Debris
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36 : Projectile Shooter
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^P
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1 : Above Water (SE 7)
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2 : Underwater (SE 7)
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9 : Sliding 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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18 : Elevator Down
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19 : Elevator Up
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20 : Ceiling Door
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21 : Floor Door
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22 : Splitting Door
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23 : Swinging Door
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25 : Sliding Door (SE 15)
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26 : Splitting Star Trek Door
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27 : Stretch (SE 20)
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28 : Drop Floor (SE 21)
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29 : Teeth Door Prong (SE 22)
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30 : Rotate and Rise Bridge
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31 : Two-Way Train (SE 30)
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10+++ : One-Time Sound
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32767 : Secret Room
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65534 : End Of Level with Message
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65535 : End Of Level
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