raze-gles/polymer/eduke32/m32help.hlp

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*** 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
^P
The purpose of mouse in 2D mode is pointing, selecting, moving object in a map.
Every 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.
To solve ambiguous between sector and wall/sprite, one usually must press
ALT to work with wall/sprite instead of sectors.
^14RSHIFT^O select vertex/sprites
^14RALT^O select sectors
^14WHELL^O zoom
^14WHELL+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 coords
F1 show help
F9 show the Sector Tags help
M set extra of sector
M+ALT set extra of wall/sprite
/ Reset panning, repeat and flags to defaults
/+SHIFT set xrepeat to yrepeat(makes square)
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 side blocking for wall
F+ALT set the first wall of sector
O ornament sprite 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
H+CTRL+SHIFT toggle hitscan sensitivity
P set sector pal
E set sprite status list
TAB show sector data
TAB+CTRL show wall/sprite data
TAB+ALT show wall/sprite data (Windows may trigger on this shortcut)
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
pressing a key from 1 to 0 on the upper row before pressing S will make the
inserted sprite's picnum be 1 to 10, respectively
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
RENETER switch to 3D mode
ESC menu
' A toggle autosave(every 3 minutes)
' N toggle noclip
S+CTRL save map
L+CTRL load map
^P
Mouse pointer always points(see info about it at the bottom of the screen) 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 manipulate only with current object, and some commands
manipulate with sprites/sectors selected(hereinafter referred to as
"selected") in 2D mode and some commands work globally.
Mouse buttons:
^14LEFT^O lock the current object. The current object won't be
changing as long as the button is pressed.
^14LEFT+MIDDLE^O toggle mouse look
^14WHEEL^O change shade/visibility
^14LEFT+WHEEL^O change tile
^14RIGHT+WHEEL^O move object up/down
Additionally, there is now 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 lood up
' V set sector visibility
; V set sector visibility on all selected sectors
V choose tile
3 toggle Sector over Sector. See documentation here(http://www.users.on.net/~triforce/cduke3d/)
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 SECTOREFFECTOR 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 sprite/wall
2 toggle bottom wall swapping
O set top or bottom orientation of wall
O ornament sprite onto wall
M toggle masking wall
H toggle hitscan sensitivity
H+SHIFT toggle one side hitscan sensitivity for the wall
' H set hitag of the current object
KP_MINUS shades down 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 shades up 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
Note: ALT,CTRL, SHIFT are modifiers so they work with mouse too.
PLUS/MINUS 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 up selected sprites or sectors
PAGE DN move down selected sprites or sectors
PAGE UP+CTRL put selected sprites on ceiling
PAGE DN+CTRL put selected sprites on ground
+CTRL speed up movement
+END slow down movement
+HOME slow down movement even more
Note: CTRL, HOME, END are modifiers so they work with 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 that in the clipboard. It works separately for
sectors/walls/sprites depending on the current object. (I hope somebody who
understands this, will clarify this)
' 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 some visaul(shading+pal) properties of the clipboard on
sector/wall/sprite
LENTER+CTRL paste some visaul(picnum+shading+pal) properties of the clipboard
on sector/wall/sprite
LENTER paste all(picnum+shading+pal+flags+tags+extra) properties of the
clipboard on sector/wall/sprite
' A toggle autosave. The interval is configurable in the cfg
(by default: every 3 minutes)
' N toggle noclip for the camera
N+CTRL toggle noclip 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
ALT+C replace all tiles in the map with one from the clipboard
[ slopes up fast
[+RSHIFT slope up with medium speed
[+LSHIFT slope up slowly
[+ALT align slope to the floor of adjoining sector
] slope down fast
]+RSHIFT slope down with medium speed
]+LSHIFT slope down slowly
]+ALT align slope to the ceiling of adjoining sector
KP_4 panning floor/ceiling horizontally
KP_6 panning floor/ceiling horizontally
KP_2 panning floor/ceiling vertically
KP_8 panning floor/ceiling vertically
KP_4 scaling wall/sprite horizontally
KP_6 scaling wall/sprite horizontally
KP_2 scaling wall/sprite vertically
KP_8 scaling wall/sprite vertically
+SHIFT force panning(for walls)
+KP_5 speed up
/ Reset panning, repeat and flags to defaults
/+SHIFT set xrepeat to yrepeat(makes square)
P enable/disable parallax
P+CTRL change parallax type(works only in classic render)
P+ALT change pal of sector/wall/sprite
D+ALT adjust clip distance of the sprite
T translucence for sprites/masked walls
S insert sprite
RENTER switch to 2D mode
^P
After pressing V key in 3D mode, mapster32 switches to "select tile" mode.
Keys:
KP / zoom in
KP * zoom out
UP/DOWN/LEFT/RIGHT/PAGE UP/PAGE DOWN movements
G goto specified tile
U goto start of user defined art (3584)
A goto start of Atomic edition's art (4096)
E goto start of extended art (6144,9216)
V select from all tiles
T select from pre-defined tileset
Z tile zoom
ESC cancel
ENTER accept
Mouse:
LEFT select
CTRL+WHEEL zoom
WHEEL scroll
RIGHT smooth scrolling
^P
0 : ROTATED SECTOR
1 : PIVOT SPRITE FOR SE 0
2 : EARTHQUAKE
3 : RANDOM LIGHTS AFTER SHOT OUT
4 : RANDOM LIGHTS
6 : SUBWAY
7 : TRANSPORT (UNDERWATER ST 1 or 2)
8 : UP OPEN DOOR LIGHTS
9 : DOWN OPEN DOOR LIGHTS
10 : DOOR AUTO CLOSE (H=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 : SHOT TOUCHPLATE CIELING DOWN
20 : BRIDGE (ST 27)
21 : DROP FLOOR (ST 28)
22 : PRONG (ST 29)
23 : TRANSPORT DESTINATION (H=SE 7)
24 : CONVAIRBELT
25 : ENGINE
28 : LIGHTNING (H= TILE#4890)
27 : CAMERA FOR PLAYBACK
29 : FLOAT
30 : 2 WAY TRAIN (ST=31)
31 : FLOOR RISE
32 : CEILING FALL
33 : SPAWN JIB W/QUAKE
36 : SKRINK RAY SHOOTER
^P
1 : WATER (SE 7)
2 : UNDERWATER (SE 7)
9 : 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 : SPLIT DOOR
23 : SWING DOOR
25 : SLIDE DOOR (SE 15)
26 : SPLIT STAR TREK DOOR
27 : BRIDGE (SE 20)
28 : DROP FLOOR (SE 21)
29 : TEETH DOOR (SE 22)
30 : ROTATE RISE BRIDGE
31 : 2 WAY TRAIN (SE=30)
10000+ : 1 TIME SOUND
32767 : SECRET ROOM
65535 : END OF LEVEL