mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-08 22:10:23 +00:00
0434a87e3a
git-svn-id: https://svn.eduke32.com/eduke32@5768 1a8010ca-5511-0410-912e-c29ae57300e0
564 lines
16 KiB
Text
564 lines
16 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
|
|
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
|
|
|