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https://github.com/ZDoom/raze-gles.git
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Files moved but not modified. Changes to follow in a subsequent commit. You down with CPP? git-svn-id: https://svn.eduke32.com/eduke32@6055 1a8010ca-5511-0410-912e-c29ae57300e0
564 lines
16 KiB
Text
564 lines
16 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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8. Long SE reference
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9. Colors
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^P
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The purpose of mouse in 2D mode is pointing, selecting and
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moving objects in a map.
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^3Every 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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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+SHIFT Show wall/sprite data
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TAB+CTRL Show wall/sprite data
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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 (see samples/tiles.cfg for customization)
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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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RENTER 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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^3The 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",
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the object 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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^3Mouse 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 UnrealEd-style mouse navigation in 3D mode
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(toggle 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
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of navigation 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 Look 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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^3Note: ALT, CTRL, SHIFT are modifiers so they work with mouse too.
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+/- 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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^3Note: 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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^3Keys:
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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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^3Mouse:
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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 (sector hitag: sound #)
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65535 : End Of Level
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^P
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^3SE 0/1: ROTATED SECTOR
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SE1: pivot
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Ang: up--clockwise, down--counterclockwise
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SE0: a sector to rotate
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Hi = SE1 Hi
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^3SE 2: EARTHQUAKE
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In quake sector, modeled as after the quake, insert additionally:
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MASTERSWITCH
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Lo=X
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In other sector:
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TOUCHPLATE
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Lo=X
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Anywhere:
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SE33: scraps
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Hi=X
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^3SE 3: RANDOM LIGHTS AFTER SHOT OUT
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Light is wall:
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2-way, blockable?
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Lo=X
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Light is ceiling:
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sector Hi=X
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SE 3 in affected sector:
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Hi=X
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Shades/pals:
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sectors/walls: when off
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SE: when on
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^3SE 4: RANDOM LIGHTS
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Hi: random blink num. ^0(research!)
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Shades/pals:
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sectors/walls: when off
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SE: when on
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^3SE 5: ?
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^3SE 6/14: SUBWAY
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subway sectors:
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Hi=unique per train
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SE 6: SUBWAY FRONT CAR
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Ang: direction of first movement
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GPSPEED:
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Lo: speed (default: 256)
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SE 14: SUBWAY PULLED CARS
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Locators:
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starting with Lo=0, ascending
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Hi=1: train stops here
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^3SE 7: TRANSPORT
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Hi=X link
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^3SE 8: UP OPEN DOOR LIGHTS (with ST 20)
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SE 8 also in door sector
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Hi=X links with other SE8 sprites
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Shades:
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sectors/walls: when closed
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SE: when open
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Walls:
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Hi=1 means exclude this wall from changing shade
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^3SE 9: DOWN OPEN DOOR LIGHTS (with ST 21)
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analogous SE 8
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^3SE 10: ?
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^3SE 11: ROTATE SECTOR DOOR
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Ang: up--clockwise, down--counterclockwise
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Hi: link doors to be opened simulataneously
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ST=23
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^3SE 12: LIGHT SWITCH (preview with 'X)
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Hi=X
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Shades:
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sectors/walls: when off
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SE: when on
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[switch]:
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Lo=X
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^3SEENINE: C-9 BARREL
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Hi=X
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Lo=delay ^0(>0? game ticks?)
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In all sectors with SEENINEs:
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MASTERSWITCH Lo=X
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[switch]:
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Lo=X
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^3SE 13: C-9 EXPLOSIVE/BLASTABLE WALL
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CRACKs/SEENINEs: Hi=X
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SE 13: Hi=X
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other SEENINEs:
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Hi=X
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Lo=delay
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^3SE 15: SLIDING DOOR (ST=25)
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Ang: opposite of direction of first movement
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GPSPEED:
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2*Lo: how far (BUILD units)
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^3SE 17: ELEVATOR TRANSPORT
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Shade: darker on SE of starting sector
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Sectors:
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ST=15
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Top floor sector Hi=1
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^3SE 18: INCREMENTAL SECTOR RISE/FALL
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Hi: units moved per activation (min: 1024?)
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Ang:
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up--floor affected
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down--ceiling affected
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Pal:
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0: start at floor/ceiling height
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not 0: start at SE height
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[switch] & ACTIVATOR ^0(in same sector as SE?):
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Lo=X
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^3SE 19: SHOT TOUCHPLATE CIELING DOWN
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^3SE 20: BRIDGE/STRETCH SECTOR (ST 27)
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Ang: direction
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ACTIVATOR
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Hi = SE Hi = [switch] Lo
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GPSPEED
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Lo: how far (BUILD units)
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^3SE 21: DROP FLOOR (ST 28)
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Ang:
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up: drop ceiling
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down: drop floor
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z: end z ^0(())
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Sector:
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z: start z ^0(())
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GPSPEED
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Lo: rate ^0(units?)
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ACTIVATOR
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Lo = [switch] Lo
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^3SE 24: CONVEYOR BELT
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Ang: direction
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GPSPEED:
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Lo=speed
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^3SE 25: ENGINE PISTON (CRUSHER)
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z: starting z
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Sector:
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piston travels between ceiling z and floor z
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^3SE 27: CAMERA FOR PLAYBACK
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Hi: radius (BUILD units?)
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^3SE 28: LIGHTNING
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Hi = tile #4890 Hi
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^3SE 29: WAVES
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Hi: start height (phase)
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GPSPEED Lo: amplitude (default: 256)
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^0 Based on
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^0 * MAP EDITING FAQ v1.3 BY JONAH BISHOP
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^0 * The Duke Nukem 3D Informational Suite by Ryan Lennox
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^0 * code research
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^P
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Foreground colors:
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^0,15 0 ^1,0 1 ^2 2 ^3 3 ^4 4 ^5 5 ^6 6 ^7 7
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^8 8 ^9 9 ^10 10^11 11^12 12^13 13^14 14^15 15
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Background colors:
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^15,0 0 ^0,1 1 ^0,2 2 ^0,3 3 ^0,4 4 ^0,5 5 ^0,6 6 ^0,7 7
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^0,8 8 ^0,9 9 ^0,10 10^0,11 11^0,12 12^0,13 13^0,14 14^0,15 15
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