mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-18 10:11:50 +00:00
2922adb278
Known problem: due to using color markers(^14, ^O) the max length of the line is reduced by 3 symbols per marker. I think the keyboard commands should be sorted. I mean they should be split into smaller groups. There is no need anymore to keep the order which was in the source code. git-svn-id: https://svn.eduke32.com/eduke32@796 1a8010ca-5511-0410-912e-c29ae57300e0
398 lines
11 KiB
Text
398 lines
11 KiB
Text
*** 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
|