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+<html>
+
+<head>
+<meta http-equiv="Content-Type"
+content="text/html; charset=iso-8859-1">
+<meta name="GENERATOR" content="Microsoft FrontPage Express 2.0">
+<title>viDOOM - Free Software DOOM editor</title>
+</head>
+
+<body>
+
+<h1 align="center">Editing</h1>
+
+<h2 align="left">Index</h2>
+
+<p align="left">This page is split up into the following
+sections:</p>
+
+<ul>
+ <li><a href="#THE_BASICS">The Basics</a> </li>
+ <li><a href="#BASIC_MOUSE">Basic Mouse Operation</a> </li>
+ <li><a href="#GENERAL_KEY">General Key Commands</a> </li>
+ <li><a href="#SECTOR_MODE">Sector Edit Mode</a><ul>
+ <li><a href="#SECTOR_DISPLAY">Display</a></li>
+ <li><a href="#SECTOR_KEYS">Extra Keys</a></li>
+ <li><a href="#SECTOR_INSERT">Insertion</a></li>
+ <li><a href="#SECTOR_DELETE">Deletion</a></li>
+ <li><a href="#SECTOR_POPUP">Popup Menu</a></li>
+ </ul>
+ </li>
+ <li><a href="#LINEDEF_MODE">Linedef Edit Mode</a><ul>
+ <li><a href="#LINEDEF_DISPLAY">Display</a></li>
+ <li><a href="#LINEDEF_KEYS">Extra Keys</a></li>
+ <li><a href="#LINEDEF_INSERT">Insertion</a></li>
+ <li><a href="#LINEDEF_DELETE">Deletion</a></li>
+ <li><a href="#LINEDEF_POPUP">Popup Menu</a></li>
+ <li><a href="#SIDEDEF_MENU">Sidedef Menu</a></li>
+ <li><a href="#STAIR_CREATION">Stair creation</a></li>
+ </ul>
+ </li>
+ <li><a href="#THING_MODE">Thing Edit Mode</a><ul>
+ <li><a href="#THING_DISPLAY">Display</a></li>
+ <li><a href="#THING_KEYS">Extra Keys</a></li>
+ <li><a href="#THING_INSERT">Insertion</a></li>
+ <li><a href="#THING_DELETE">Deletion</a></li>
+ <li><a href="#THING_POPUP">Popup Menu</a></li>
+ </ul>
+ </li>
+ <li><a href="#VERTEX_MODE">Vertex Edit Mode</a><ul>
+ <li><a href="#VERTEX_DISPLAY">Display</a></li>
+ <li><a href="#VERTEX_KEYS">Extra Keys</a></li>
+ <li><a href="#VERTEX_INSERT">Insertion</a></li>
+ <li><a href="#VERTEX_DELETE">Deletion</a></li>
+ <li><a href="#VERTEX_POPUP">Popup Menu</a></li>
+ </ul>
+ </li>
+ <li><a href="#MULTI_MODE">Multiple Edit Mode</a><ul>
+ <li><a href="#MULTI_DISPLAY">Display</a></li>
+ <li><a href="#MULTI_OPERATION">Operation</a></li>
+ </ul>
+ </li>
+ <li><a href="#MERGE_MAP">Mergeing Maps</a></li>
+</ul>
+
+<hr>
+
+<h2 align="left">The Basics<a name="THE_BASICS"></a></h2>
+
+<p align="left">Once you start editing in viDOOM you should be
+greeted by a screen similar to the following (no prizes for
+guessing the map number):</p>
+
+<p align="left"><img src="ed_sect.png" width="640" height="480"></p>
+
+<p>At the top of the screen is a title bar which shows the
+following information, going from left to right:</p>
+
+<ul>
+ <li>The edit mode. This is either 'Sector', 'Linedef',
+ 'Thing' or 'Vertex'.</li>
+ <li>The position of the mouse pointer in the map.</li>
+ <li>The current scale</li>
+ <li>Whether movements are locked to the current grid scale.</li>
+ <li>The grid scale. The first number indicate the grid scale
+ that objects are snapped to. The second number indicates
+ how big the graphical grid displayed is (the blue lines
+ in the picture above). This second number changes
+ automatically as the display is zoomed in and out.</li>
+ <li>Below this is a line where specific edit modes can show
+ extra information.</li>
+</ul>
+
+<p>The main central part of the screen is made up the map being
+edited.</p>
+
+<p>At the bottom (and sometimes the middle right) of the screen
+are information boxes that display details of the object the
+mouse pointer is currently over. The size and information in
+these boxes changes with the edit mode.</p>
+
+<hr>
+
+<h2>Basic Mouse Operation<a name="BASIC_MOUSE"></a></h2>
+
+<p>The mouse acts in exactly the same way, independent of the
+mode. Simply left click over an object to select it. If the
+control key is pressed while selecting the object the object is
+selected in addition to any others currently selected.</p>
+
+<p>If the shift key is pressed then while the left button is held
+down a selection rectangle can be dragged out. Any objects within
+this box once the button is released will be selected (DOOM map
+designers note - in this instance objects are selected in order
+from the lowest numbered object up). If the control key is
+pressed along with the shift key then the objects in the box are
+selected in addition to any others currently selected.</p>
+
+<p>On pressing the right button a pop-up menu is displayed. If no
+objects are currently selected then the menu just has the insert
+option. If objects are selected when pressing the right mouse
+button (please see the <a href="overview.htm#HOVER_SELECT">overview</a>
+to see how the right button can also be made to select objects
+the pointer is currently over) then a menu is shown with options
+specific to each edit mode.</p>
+
+<p>If the left mouse button is pressed without the control key
+and the pointer is not over any object then the current selection
+is cleared.</p>
+
+<p>If the mouse has a middle button then this can be used to move
+objects once they have been selected. This basically a short cut
+for pressing the right button then selecting the 'Move' option.</p>
+
+<hr>
+
+<h2>General Key Commands<a name="GENERAL_KEY"></a></h2>
+
+<p>There are a number of key commands that are common to all edit
+modes in viDOOM. These are as follows:</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap>F1</td>
+ <td valign="top">General Help (key commands and mouse
+ usage).</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F2</td>
+ <td valign="top">Help specific to the current edit mode</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Escape</td>
+ <td valign="top">Finish Editting</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Cursor Keys</td>
+ <td valign="top">Move the map display</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Shift + Cursor Keys</td>
+ <td valign="top">Move the map display quickly</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Page Up/Down</td>
+ <td valign="top">Zoom in/out</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Q/W</td>
+ <td valign="top">Alert the grid lock scale</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>G</td>
+ <td valign="top">Switch grid lines on/off</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>X</td>
+ <td valign="top">Swith grid snapping on/off</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Tab/Shift Tab</td>
+ <td valign="top">Goto next/previous edit mode</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>V</td>
+ <td valign="top"><a href="#VERTEX_MODE">VERTEX edit mode</a></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>L</td>
+ <td valign="top"><a href="#LINEDEF_MODE">LINEDEF edit
+ mode</a></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>S</td>
+ <td valign="top"><a href="#SECTOR_MODE">SECTOR edit mode</a></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>T</td>
+ <td valign="top"><a href="#THING_MODE">THING edit mode</a></td>
+ </tr>
+ <tr>
+ <td>C</td>
+ <td><a href="#MULTI_MODE">MULTI edit mode</a></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F9</td>
+ <td valign="top">Deselect all objects</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Shift + F9</td>
+ <td valign="top">Invert current selection</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F10</td>
+ <td valign="top">Select all objects</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Shift + F10</td>
+ <td valign="top">Select all objects with a specific type
+ (not applicable to VERTEX objects).</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F11/Shift + F11</td>
+ <td valign="top">Locate the next or previous selected
+ object and display it in the centre of the screen.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Delete</td>
+ <td valign="top">Delete the selected objects <sup><sup>Note
+ 1</sup></sup></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Insert</td>
+ <td valign="top">Insert a new object</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F3</td>
+ <td valign="top">Merge a map. See the <a
+ href="#MERGE_MAP">map mergeing</a> section for details.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F4</td>
+ <td valign="top">Move selected objects</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F5</td>
+ <td valign="top">Rotate selected objects <sup><sup>Note 2</sup></sup></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>[</td>
+ <td valign="top">Rotate selected objects 5° to the left <sup><sup>Note
+ 2</sup></sup></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>]</td>
+ <td valign="top">Rotate selected objects 5° to the right
+ <sup><sup>Note 2</sup></sup></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F6</td>
+ <td valign="top">Scale selected objects <sup><sup>Note 2</sup></sup></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>{</td>
+ <td valign="top">Scale selected objects by 90% <sup><sup>Note
+ 2</sup></sup></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>}</td>
+ <td valign="top">Scale selected objects by 110% <sup><sup>Note
+ 2</sup></sup></td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F7</td>
+ <td valign="top">Set tag number for this object (only
+ applicable to SECTOR and LINEDEF objects).</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Shift + F7</td>
+ <td valign="top">Select objects with a specific tag
+ number (only applicable to SECTOR and LINEDEF objects).</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F8</td>
+ <td valign="top">Locate a certain object and display in
+ the centre of the screen</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>Shift + F8</td>
+ <td valign="top">Locate a certain object, display in the
+ centre of the screen and select it.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>R</td>
+ <td valign="top">Redraw the map display. Handy for
+ refreshing selected objects in SECTOR mode.</td>
+ </tr>
+</table>
+
+<p><strong>Note 1:</strong> Iin viDOOM it is not permissable to
+delete objects that are still in use by other objects, i.e. it is
+impossible to delete a vertex that is still used as one of the
+anchor points for a linedef - the linedef must be deleted first.</p>
+
+<p><strong>Note 2:</strong> When scaleing or rotating multiple
+objects the objects are rotated/scaled around the centre of the
+imaginary box enclosing all the selected objects. Also grid
+locking is not honoured in this mode.</p>
+
+<hr>
+
+<h2><a name="SECTOR_MODE"></a>Sector Edit Mode</h2>
+
+<p>For a basic description of a SECTOR see the <a
+href="glossary.htm#SECTOR">glossary</a>.</p>
+
+<h3><a name="SECTOR_DISPLAY"></a>Display in Sector Mode</h3>
+
+<p>When in sector mode the display will look like this:</p>
+
+<p><img src="ed_sect.png" width="640" height="480"></p>
+
+<p>When in this mode sectors are drawn in red, vertexes are not
+shown and things are drawn as a cross just to indicate their
+position.</p>
+
+<p>At the bottom of the sceen is a box which shows the details of
+the sector the pointer is currently over.</p>
+
+<p>Also note that if the tag highlighting mode is enabled any
+linedefs that have a tag number matching the one for the sector
+the pointer is over will be drawn in white. Note that the
+highlighted linedef will not appear if is in a sector that's
+selected and highlighted.</p>
+
+<h3><a name="SECTOR_KEYS"></a>Extra Keys in Sector Mode</h3>
+
+<p>The following extra keys can be used while in sector mode.
+Keys that work on selected sectors will temporarily select the
+sector the pointer is over if no sectors are selected.</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td>H</td>
+ <td>Toggle the tag highlighting mode on an off. See the <a
+ href="#SECTOR_DISPLAY">display</a> section for an example
+ of what this does.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>M</td>
+ <td valign="top">Change sector move mode. See <a
+ href="overview.htm#SECTOR_MOVE">overview</a> for details.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>, (comma)</td>
+ <td valign="top">Decrease selected sectors floor height
+ by 8</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>. (period)</td>
+ <td valign="top">Increase selected sectors floor height
+ by 8</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>&lt;</td>
+ <td valign="top">Decrease selected sectors ceiling height
+ by 8</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>&gt;</td>
+ <td valign="top">Increase selected sectors ceiling height
+ by 8</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>-</td>
+ <td valign="top">Decrease selected sectors lighting level
+ by 16</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>+</td>
+ <td valign="top">Increase selected sectors lighting level
+ by 16</td>
+ </tr>
+</table>
+
+<h3><a name="SECTOR_INSERT"></a>Sector Insertion</h3>
+
+<p>When you insert a sector a popup menu is displayed where you
+can select a type of sector to create.</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap><strong>Create unbound sector</strong></td>
+ <td valign="top">This will create a sector that is
+ unbound to any linedefs/sidedefs. It will have a normal
+ type as defined in the <a
+ href="overview.htm#NORMAL_TYPES">config file</a>, a tag
+ of zero and a floor height, ceiling height and light
+ level as defined in the <a
+ href="overview.htm#DEFAULT_SECTOR_LIGHT_ETC">config file</a>.
+ The floor and ceiling flats will be set to the <a
+ href="overview.htm#EMPTY_TEXTURE_NAME">empty texture name</a>.
+ After it's creation the sector number will be displayed
+ onscreen.<p>Note that no further editing of the sector
+ can take place until some sidedefs/linedefs have been
+ manually bound to the sector, as the sector cannot be
+ visibily selected until they have.</p>
+ </td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Create polygon</strong></td>
+ <td valign="top">On selecting this you will be asked for
+ the number of sides to the polygon (3-64). After entering
+ this a cross hair will be displayed. Press the left mouse
+ button when the cross hair is over the point where you
+ want the centre of the sector. Then the sector will be
+ drawn and you can drag it into shape (defining it's size
+ and rotation) using the mouse. Note that when defining
+ the centre and size/rotation that grid snapping can be
+ toggled on/off and the usual zoom in/out and map
+ positioning cursor keys are active.<p>You will be asked
+ then for the following information:</p>
+ <ul>
+ <li>A <a href="overview.htm#LINEDEF_CLASSES">class</a>
+ and <a href="overview.htm#LINEDEF_TYPES">type</a>
+ of linedef (e.g. scrolling walls, normal,
+ switches) out of those defined in the config
+ file.</li>
+ <li>The new sectors floor height, ceiling height and
+ light level. If the sector is being defined
+ inside another sector that sectors floor, ceiling
+ and light level will already be in the dialog
+ when it appears. Otherwise the <a
+ href="overview.htm#DEFAULT_SECTOR_LIGHT_ETC">default</a>
+ values will be used.</li>
+ <li>A further linedef type that defines the linedef's
+ flags, as defined in the <a
+ href="overview.htm#LINEDEF_DEFAULTS">config file</a>.</li>
+ <li>The style in which the sector should be painted
+ as defined in the <a
+ href="overview.htm#SECTOR_STYLES">config file</a>.</li>
+ <li>If the sector is being defined within another
+ sector you will be asked if you wish make the
+ right sidedef point outwards from the new sector.</li>
+ </ul>
+ </td>
+ </tr>
+</table>
+
+<h3><a name="SECTOR_DELETE"></a>Sector Deletion</h3>
+
+<p>It is not possible to directly delete a sector in viDOOM as it
+religiously enforces the fact that objects cannot be deleted if
+other objects are still bound to them. And once all the linedefs
+bound to a sector have been deleted, the sector is no longer
+selectable! However, when saving, any sectors that have no
+bounding linedefs will be automatically deleted.</p>
+
+<h3><a name="SECTOR_POPUP"></a>Sector Popup Menu</h3>
+
+<p>On selecting sectors and pressing the right mouse button to
+get the sector popup menu the following options will be
+presented:</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap><strong>Change floor height</strong></td>
+ <td valign="top">Change the height of the floor of the
+ selected sectors.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change ceiling height</strong></td>
+ <td valign="top">Change the height of the ceiling of the
+ selected sectors.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change light level</strong></td>
+ <td valign="top">Alter the light level of the sectors.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change tag</strong></td>
+ <td valign="top">Alter the tag value of the sectors.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change floor</strong></td>
+ <td valign="top">Shows a picklist of the flats from which
+ the floor texture can be selected.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change ceiling</strong></td>
+ <td valign="top">Shows a picklist of the flats from which
+ the ceiling texture can be selected.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change type</strong></td>
+ <td valign="top">Changes the sector type. The <a
+ href="overview.htm#SECTOR_CLASSES">classes</a> and their <a
+ href="overview.htm#SECTOR_TYPES">sector types</a> are
+ defined in the config file.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Paint sector in style</strong></td>
+ <td valign="top">Paints the sector using the textures
+ described as being a style in the <a
+ href="overview.htm#SECTOR_STYLES">config file</a>.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Move</strong></td>
+ <td valign="top">Move the selected sectors.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Delete</strong></td>
+ <td valign="top">Delete the selected sectors. This just
+ always shows a reminder that empty sectors will be
+ deleted when the map is saved.</td>
+ </tr>
+</table>
+
+<hr>
+
+<h2><a name="LINEDEF_MODE"></a>Linedef Edit Mode</h2>
+
+<p>For a basic description of a LINEDEF see the <a
+href="glossary.htm#LINEDEF">glossary</a>.</p>
+
+<h3><a name="LINEDEF_DISPLAY"></a>Display in Linedef Mode</h3>
+
+<p>When in linedef mode the display will look like this:</p>
+
+<p><img src="ed_line.png" width="640" height="480"></p>
+
+<p>When in this mode lindefs are just drawn as grey lines with a
+normal indicating which side is the 'right' side of the linedef.
+Vertexes are not shown and things are drawn as a cross just to
+indicate their position..</p>
+
+<p>At the bottom of the sceen are three boxes which shows the
+details of the linedef the pointer is currently over, and any
+associated right and left sidedef. Note that in the screenshot
+above the type of linedef is show as the hex number and the <a
+href="overview.htm#LINEDEF_CLASSES">class</a> of linedef. This
+can be altered in the <a
+href="overview.htm#SHOW_FULL_LINEDEF_INFO">config</a> file so
+that the linedef type is show as as it's hex number and the name
+defined for the linedef <a href="overview.htm#LINEDEF_TYPES">type</a>
+in the config file if you are using a display with an higher
+resolution. An example of the alterative info for the same
+linedef is shown below.</p>
+
+<p><img src="ed_lninf.png" width="396" height="72"></p>
+
+<p>Also note this if the tag highlight mode is on then if the
+linedef the pointer is over has a non-zero tag number any sectors
+with the same tag number are highlighted in white. E.g. in the
+display above the pointer is over a linedef set to teleport, the
+tag indicating which sector the teleported object will arrive in.
+The sector above and to the right of the line has this tag and is
+highlighted. Note that only linedefs not already selected in the
+highlighted sector will be highlighted.</p>
+
+<h3><a name="LINEDEF_KEYS"></a>Extra Keys in Linedef Mode</h3>
+
+<p>The following extra keys can be used while in linedef mode.</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap>H</td>
+ <td valign="top">Toggle the tag highlighting mode on an
+ off. See the <a href="#LINEDEF_DISPLAY">display</a>
+ section for an example of what this does.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>F12</td>
+ <td valign="top">Check the currently selected linedefs.
+ It checks and prompts for the following things:<ul>
+ <li>Removal of lower textures on 1-sided linedefs.<br>
+ This check can be disabled in the <a
+ href="overview.htm#CHECK_LINE_1SIDE_LOWER">config
+ file</a>.</li>
+ <li>Removal of upper textures on 1-sided linedefs.<br>
+ This check can be disabled in the <a
+ href="overview.htm#CHECK_LINE_1SIDE_UPPER">config
+ file</a>.</li>
+ <li>Addition of missing middle textures on 1-sided
+ linedefs.<br>
+ This check can be disabled in the <a
+ href="overview.htm#CHECK_LINE_1SIDE_MIDDLE">config
+ file</a>.</li>
+ <li>Removal of all textures on 2-sided linedefs where
+ both sides of the linedef are in the same sector.<br>
+ This check can be disabled in the <a
+ href="overview.htm#CHECK_LINE_2SIDE_SAME_SECTOR">config
+ file</a>.</li>
+ <li>Removal of middle textures on 2-sided linedefs.<br>
+ This check can be disabled in the <a
+ href="overview.htm#CHECK_LINE_2SIDE_MIDDLE">config
+ file</a>.</li>
+ <li>Addition of lower textures on 2-sided linedefs
+ where the floor heights are different on either
+ side. In this test the lower texture will be
+ removed if the floor heights are not different.<br>
+ This check can be disabled in the <a
+ href="overview.htm#CHECK_LINE_2SIDE_LOWER">config
+ file</a>.</li>
+ <li>Addition of upper textures on 2-sided linedefs
+ where the ceiling heights are different on either
+ side. In this test the upper texture will be
+ removed if the ceiling heights are not different.<br>
+ This check can be disabled in the <a
+ href="overview.htm#CHECK_LINE_2SIDE_UPPER">config
+ file</a>.</li>
+ </ul>
+ <p>Note that whenever textures are to be added viDOOM
+ will display the picklist to request what texture to
+ paint, unless the LINEDEF_CHECK_DEFAULT section in the <a
+ href="overview.htm#LINEDEF_CHECK_DEFAULT">config</a> file
+ is set up.</p>
+ <p><strong>Important Note:</strong> That it may not be
+ advisable to use this on all linedefs if there are lots
+ of lifts in the level. viDOOM (due to wanting to remain
+ completely config file driven for types) is unable to
+ realise that some textures that look like they shouldn't
+ be there will come into play when the lift is activated.
+ This may be changed in the future so that sidedefs that
+ are pointing into a sector tagged to a linedef of a
+ specified class are not checked.</p>
+ </td>
+ </tr>
+</table>
+
+<h3><a name="LINEDEF_INSERT"></a>Linedef Insertion</h3>
+
+<p>When inserting a new linedef you will be asked for 2 vertcies
+to link together. You will then be asked for the linedef type
+(from the list defined in the <a
+href="overview.htm#LINEDEF_DEFAULTS">config file</a>) and the
+middle texture for it. Note that the linedef is created bound to
+sector zero. This must be manually changed if it is wrong.</p>
+
+<h3><a name="LINEDEF_DELETE"></a>Linedef Deletion</h3>
+
+<p>Linedefs can be safely deleted from the map at any time.</p>
+
+<h3><a name="LINEDEF_POPUP"></a>Linedef Popup Menu</h3>
+
+<p>On selecting things and pressing the right mouse button to get
+the thing popup menu the following options will be presented:</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap><strong>Change linedef flags</strong></td>
+ <td valign="top">Allows the flags of the selected
+ linedefs to be changed. On selecting this a dialog will
+ appear allowing any of flags (as defined by the <a
+ href="overview.htm#LINEDEF_FLAGS">config file</a>) to to
+ toggled on or off.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change linedef type</strong></td>
+ <td valign="top">Change the type of the selected
+ linedefs. On selecting this a list will appear so a class
+ of linedef can be selected (classes are defined in the <a
+ href="overview.htm#LINEDEF_CLASSES">config file</a>).
+ Once the class has been selected the a picklist will
+ appear from which a type of linedef from that class can
+ be selected. The types are also defined in the <a
+ href="overview.htm#LINEDEF_TYPES">config file</a>.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Swap sides</strong></td>
+ <td valign="top">Swaps the sides of the linedef, so that
+ the linedef points in the other directions. Note that the
+ sidedefs are re-arranged so that the textureing and
+ sector numbers on the sides of the linedef are not
+ switched.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Split line</strong></td>
+ <td valign="top">Splits the selected linedefs in the
+ middle.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Select trail from this
+ linedef</strong></td>
+ <td valign="top">Selects a trail from the last selected
+ linedef, staying within the same sector as the one on the
+ linedefs right sidedef, until the starting point is found
+ again or there are no more linedefs in the same
+ direction.<p>Note that this behaves differently if the
+ starting point is a 2-sided line wholly within one sector
+ - only 2-sided linedefs wholly within the sector too
+ connected from this one are selected.</p>
+ </td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Join linedefs with steps</strong></td>
+ <td valign="top">Allows two selected linedefs to be
+ joined with steps. See the <a href="#STAIR_CREATION">Stair
+ creation</a> section for details.</td>
+ </tr>
+ <tr>
+ <td><strong>Right Sidedef</strong></td>
+ <td>This will display a sub menu for operation for the
+ right sidedef. See the <a href="#SIDEDEF_MENU">Sidedef
+ menu</a> for details.</td>
+ </tr>
+ <tr>
+ <td><strong>Left Sidedef</strong></td>
+ <td>This will display a sub menu for operation for the
+ left sidedef. See the <a href="#SIDEDEF_MENU">Sidedef
+ menu</a> for details.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change tag</strong></td>
+ <td valign="top">Change the tag number for the selected
+ linedefs.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Move</strong></td>
+ <td valign="top">Move the selected linedefs.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Delete</strong></td>
+ <td valign="top">Delete the selected linedefs.</td>
+ </tr>
+</table>
+
+<h3><a name="SIDEDEF_MENU"></a>Sidedef Menu</h3>
+
+<p>On selecting the <strong>Right sidedef</strong> or <strong>Left
+sidedef</strong> options above the following options can be
+chosen.</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap><strong>Change upper texture</strong></td>
+ <td valign="top">Alter the upper texture on the selected
+ sidedef.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change middle texture</strong></td>
+ <td valign="top">Alter the middle texture on the selected
+ sidedef.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change lower texture</strong></td>
+ <td valign="top">Alter the lower texture on the selected
+ sidedef.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change texture offset</strong></td>
+ <td valign="top">Sets the texture offset for the selected
+ sidedef.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Adjust texture offset</strong></td>
+ <td valign="top">Adjusts the texture offset for the
+ selected sidedefs. ie. Entering '10' for X and '-10' for
+ Y will add 10 to all the X offsets and subtract 10 from
+ all the Y offsets.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change sector</strong></td>
+ <td valign="top">Alters the sector number the sidedef is
+ linked with.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Align textures</strong></td>
+ <td valign="top">Aligns the linedefs textures in the
+ selected sidedef. Note that when doing this the widest
+ texture out of the upper, middle and lower textures are
+ used to calculate the offsets. Also note that the
+ linedefs are aligned in the order they were selected, so
+ ensure you selected them in the order they appear.<p>Remember
+ that if doing the same set of linedefs then the order
+ should be reversed when doing the left sidedef over the
+ right sidedef.</p>
+ </td>
+ </tr>
+</table>
+
+<h3><a name="STAIR_CREATION"></a>Stair creation</h3>
+
+<p>This joins the two selected linedefs with steps. Before
+starting this option a couple of caveats should be noted:</p>
+
+<ul>
+ <li>Lines must be non-zero in length and not share any
+ vertices.</li>
+ <li>viDOOM assumes that the steps join up the left sidedef of
+ the linedefs together. This will generally be the case
+ anyway, and if it isn't remember to <strong>Swap sides</strong>
+ on the linedefs as required before starting (the sides
+ can be swapped back once the steps have been defined).</li>
+ <li>If the linedefs already have a left sidedef, this will be
+ deleted in preference for the new one facing onto the new
+ sectors.</li>
+ <li>Not too much error checking goes on. If you do define the
+ most bizarre looking steps you've never seen on an
+ automap before, there is a fair chance they won't work
+ when you play them.</li>
+ <li>If the steps pass through a sector, it must be the same
+ sector.</li>
+</ul>
+
+<p>i.e. the following two examples are OK, L1 and L2 can be
+joined with stairs:</p>
+
+<p><img src="ed_ex1.png" width="204" height="97"></p>
+
+<p><img src="ed_ex2.png" width="204" height="97"></p>
+
+<p>But the following example, where stairs would cross both
+sectors S3 and S4 is not allowed:</p>
+
+<p><img src="ed_ex3.png" width="204" height="97"></p>
+
+<p>Having got the excuses over with we can now go onto the
+process involved with creating the steps. On seleting this option
+you will be presented with a display like the following:</p>
+
+<p><img src="ed_step.png" width="640" height="480"></p>
+
+<p>As can be seen the steps have been drawn and their are a
+couple of help boxes displayed. The box in the lower left of the
+screen shows the following information:</p>
+
+<ul>
+ <li>No of steps</li>
+ <li>The difference in floor height between each step</li>
+ <li>The difference in ceiling height between each step</li>
+ <li>The step drawing mode (<strong>Straight</strong> or <strong>Curve</strong>
+ mode).</li>
+ <li>Which side is being moved when in <strong>Curve</strong>
+ mode.</li>
+</ul>
+
+<p>On the left is a box giving a quick help on the following
+keys:</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap>+</td>
+ <td valign="top">Increase the number of steps in the
+ staircase (maximum 128)</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>- </td>
+ <td valign="top">Decrease the number of steps in the
+ staircase (minimum 1)</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>C</td>
+ <td valign="top">Change between <strong>Straight</strong>
+ and <strong>Curve</strong> drawing mode. In straight mode
+ straight lines are drawn between the linked vertices on
+ the two linedefs. In curve mode a curve is defined
+ between the two points by moving the pointer.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>S</td>
+ <td valign="top">Swaps between the two walls when
+ defining the curve of the walls in <strong>curve</strong>
+ mode.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>R</td>
+ <td valign="top">Swap which vertices are paired up from
+ the two linedefs. For instance in the example above
+ switching the vertices would give the stairs a butterfly
+ shape rather than corrider seen above.</td>
+ </tr>
+</table>
+
+<p>After moving the stairs to the position you want you can press
+ESC to cancel the process or press a mouse button to lock the
+stairs in position and carry on with the creation.</p>
+
+<p>At this point you will be asked if the ceiling should also be
+stepped. Selecting <strong>No</strong> means that the ceiling
+will stay at a constant height (the highest ceiling height out of
+the two linedef's sectors), otherwise the ceiling will be stepped
+accordingly.</p>
+
+<p>Now the steps are created. Note that in the created steps the
+pegging modes defined for the sector style the stairs will be
+painted in is ignored and pegging modes and Y texture offsets
+will be set appropriately to line up textures on the sides of the
+steps.</p>
+
+<hr>
+
+<h2><a name="THING_MODE"></a>Thing Edit Mode</h2>
+
+<p>For a basic description of a THING see the <a
+href="glossary.htm#THING">glossary</a>.</p>
+
+<h3><a name="THING_DISPLAY"></a>Display in Thing Mode</h3>
+
+<p>When in thing mode the display will look like this:</p>
+
+<p><img src="ed_thing.png" width="640" height="480"></p>
+
+<p>When in this mode lindefs are just drawn as grey lines,
+vertexes are not shown and things are drawn as a circle
+(indicating their size within the game - like the Spider
+Mastermind above) with an arrow indicating their direction. Note
+different classes of things are drawn in different colours (these
+colour to class pairing are defined in the <a
+href="overview.htm#THING_CLASSES">config file</a>).</p>
+
+<p>At the bottom of the sceen is a box which shows the details of
+the thing the pointer is currently over.</p>
+
+<h3><a name="THING_KEYS"></a>Extra Keys in Thing Mode</h3>
+
+<p>There are no extra keys in thing edit mode.</p>
+
+<h3><a name="THING_INSERT"></a>Thing Insertion</h3>
+
+<p>When inserting a new thing into the map, the thing will be
+inserted at the current pointer position using the values (type,
+angle and flags) used when a thing was last edited. e.g.</p>
+
+<ul>
+ <li>Insert a new thing.</li>
+ <li>Select the new thing and change it's type to be a
+ Cyberdemon (see the <a href="#THING_POPUP">Popup Menu</a>
+ for how to do this).</li>
+ <li>All newly inserted things will now be Cyberdemons, until
+ a further edit is made.</li>
+</ul>
+
+<h3><a name="THING_DELETE"></a>Thing Deletion</h3>
+
+<p>Things can be safely deleted from the map at any time.</p>
+
+<h3><a name="THING_POPUP"></a>Thing Popup Menu</h3>
+
+<p>On selecting things and pressing the right mouse button to get
+the thing popup menu the following options will be presented:</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap><strong>Change type</strong></td>
+ <td valign="top">Change the type of the selected things.
+ On selecting this a list will appear so a class of thing
+ can be selected (classes are defined in the <a
+ href="overview.htm#THING_CLASSES">config file</a>). Once
+ the class has been selected the a picklist will appear
+ from which a type of thing from that class can be
+ selected. The types are also defined in the <a
+ href="overview.htm#THING_TYPES">config file</a>.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change angle</strong></td>
+ <td valign="top">Allows the angle of the selected things
+ to be changed. On selecting this a dialog will appear
+ allowing any of 8 major compass points to be selected.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Change flags</strong></td>
+ <td valign="top">Allows the flags of the selected things
+ to be changed. On selecting this a dialog will appear
+ allowing any of flags (as defined by the <a
+ href="overview.htm#THING_FLAGS">config file</a>) to to
+ toggled on or off.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Snap selected things</strong></td>
+ <td valign="top">Snaps the selected things to the current
+ grid.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Move</strong></td>
+ <td valign="top">Move the selected things. Follow the
+ on-screen prompts for details on how to move the things
+ or cancel the operation.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Delete</strong></td>
+ <td valign="top">Delete the selected things.</td>
+ </tr>
+</table>
+
+<hr>
+
+<h2><a name="VERTEX_MODE"></a>Vertex Edit Mode</h2>
+
+<p>For a basic description of a VERTEX see the <a
+href="glossary.htm#VERTEX">glossary</a>.</p>
+
+<h3><a name="VERTEX_DISPLAY"></a>Display in Vertex Mode</h3>
+
+<p>When in vertex mode the display will look like this:</p>
+
+<p><img src="ed_vert.png" width="640" height="480"></p>
+
+<p>When in this mode lindefs are drawn as grey arrows, the arrow
+direction corresponding to direction of the linedef - i.e. the
+right side of the linedef is on the right side of the arrow.
+Vertices are displayed as white points with a grey selection box
+around them.</p>
+
+<p>At the bottom of the sceen is a box which shows the details of
+the vertex the pointer is currently over.</p>
+
+<h3><a name="VERTEX_KEYS"></a>Extra Keys in Vertex Mode</h3>
+
+<p>The following extra keys can be used while in linedef mode.</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap>F12</td>
+ <td valign="top">Goes through all the vertices and delete
+ ones that are not bound to a linedef.</td>
+ </tr>
+</table>
+
+<h3><a name="VERTEX_INSERT"></a>Vertex Insertion</h3>
+
+<p>Inserting a vertex simply inserts a new vertex unbound to any
+linedefs at the pointer location.</p>
+
+<h3><a name="VERTEX_DELETE"></a>Vertex Deletion</h3>
+
+<p>Vertices can only be deleted if they are not bound to any
+linedefs. Linedefs must be <a href="#LINEDEF_DELETE">deleted</a>
+before you can delete the vertex.</p>
+
+<h3><a name="VERTEX_POPUP"></a>Vertex Popup Menu</h3>
+
+<p>On selecting vertices and pressing the right mouse button to
+get the vertex popup menu the following options will be
+presented:</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap><strong>Chain selected vertices</strong></td>
+ <td valign="top">Selecting this object will create
+ linedefs linking the currently selected vertices. Note
+ that the linedefs will be created such the the first
+ selected vertex is connected to the vertex selected, the
+ vertex selected second to the vertex selected third and
+ so on.<p>On selecting this option you will be first
+ prompted to selected a <a
+ href="overview.htm#LINEDEF_CLASSES">class</a> and <a
+ href="overview.htm#LINEDEF_TYPES">type</a> of linedef
+ (e.g. scrolling walls, normal, switches) out of those
+ defined in the config file. Following this you will be
+ asked for a further linedef type that defines the
+ linedef's flags, as defined in the <a
+ href="overview.htm#LINEDEF_DEFAULTS">config file</a>.</p>
+ <p>If the selected linedef type is one sided and the <a
+ href="overview.htm#ASK_MIDDLE_ON_2SIDED">config file
+ options</a> are set accordingly a middle texture for the
+ linedefs will be requested. After this you will be asked
+ if you wish to connect the last vertex to the first one
+ and the linedefs will be created and any textures aligned
+ on them.</p>
+ <p><strong>Tip:</strong> One thing this option is very
+ useful for is creating pillars and the such like inside
+ sectors. Insert new vertexs (with the <a
+ href="overview.htm#INSERT_SELECT">insert select</a>
+ option in the config file enabled) in the shape you want
+ in an <strong><u>anti-clockwise</u></strong> direction.
+ Then select this option and a one-sided linedef type and
+ the result will be a column in the room.</p>
+ </td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Chain selected vertices
+ into a sector</strong></td>
+ <td valign="top">Selecting this object will create
+ linedefs linking the currently selected vertices and bind
+ the linedefs to a newly created sector. Note that the
+ linedefs will be created such the the first selected
+ vertex is connected to the vertex selected, the vertex
+ selected second to the vertex selected third and so on.
+ It is important for this option to operate as described
+ below that the vertices are selected in a <strong><u>clockwise</u></strong>
+ direction.<p>You will be asked then for the following
+ information:</p>
+ <ul>
+ <li>A <a href="overview.htm#LINEDEF_CLASSES">class</a>
+ and <a href="overview.htm#LINEDEF_TYPES">type</a>
+ of linedef (e.g. scrolling walls, normal,
+ switches) out of those defined in the config
+ file.</li>
+ <li>The new sectors floor height, ceiling height and
+ light level.</li>
+ <li>A further linedef type that defines the linedef's
+ flags, as defined in the <a
+ href="overview.htm#LINEDEF_DEFAULTS">config file</a>.</li>
+ <li>The style in which the sector should be painted
+ as defined in the <a
+ href="overview.htm#SECTOR_STYLES">config file</a>.</li>
+ <li>If the sector is being defined within another
+ sector you will be asked if you wish make the
+ right sidedef point outwards from the sector.
+ This is useful as things like teleport linedefs
+ only work if you cross from the right side to the
+ left side of the linedef. For this part to work
+ as described the vertices must have been selected
+ in a <strong><u>clockwise</u></strong>order.</li>
+ </ul>
+ <p><strong>Tip:</strong> If you select vertices that are
+ bound to linedefs in another sector, once the creation of
+ the sector has been completed viDOOM will ask you if you
+ want to merge the new linedef from the new sector with
+ the old one.</p>
+ </td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Merge selected vertices</strong></td>
+ <td valign="top">The vertices selected second, third and
+ so on are deleted and all references to those vertices in
+ linedefs changed to the be the first selected vertex.
+ After doing this viDOOM will see if any linedefs are now
+ using the same vertex pair to define their position and
+ you can elect to merge these.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Snap selected vertices</strong></td>
+ <td valign="top">Snaps the selected vertices to the
+ current grid.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Move</strong></td>
+ <td valign="top">Move the selected vertices. Follow the
+ on-screen prompts for details on how to move the vertices
+ or cancel the operation.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap><strong>Delete</strong></td>
+ <td valign="top">Delete the selected vertices.</td>
+ </tr>
+</table>
+
+<hr>
+
+<h2><a name="MULTI_MODE"></a>Multi Edit Mode</h2>
+
+<h2><a name="MULTI_DISPLAY"></a>Display</h2>
+
+<p>When in multi mode the display will look like this:</p>
+
+<p><img src="ed_multi.png" width="640" height="480"></p>
+
+<p>When in this mode lindefs are drawn as grey arrows, the arrow
+direction corresponding to direction of the linedef - i.e. the
+right side of the linedef is on the right side of the arrow.
+Vertices are displayed as white points with a grey selection box
+around them.</p>
+
+<p>Things are drawn as a circle (indicating their size within the
+game) with an arrow indicating their direction. Note different
+classes of things are drawn in different colours (these colour to
+class pairing are defined in the <a
+href="overview.htm#THING_CLASSES">config file</a>)</p>
+
+<p>At the bottom of the sceen is a box which shows what object
+type (vertex or thing) the pointer is currently over and it's
+number.</p>
+
+<p>&nbsp;</p>
+
+<h2><a name="MULTI_OPERATION"></a>Operation</h2>
+
+<p>Multi selection mode is given just as a way of manipulating
+things and vertexes, allowing them to be moved, rotated and
+scaled in unison. Note that linedefs and sectors are not
+selectable as these are inherently moved just by moving the
+vertices.</p>
+
+<p>All keys are honoured in multi selection mode, but keys for
+insertion and deletion are ignored. Also the locate object number
+keys (F8 and Shift + F8) are ignored.</p>
+
+<hr>
+
+<h2><a name="MERGE_MAP"></a>Mergeing Maps</h2>
+
+<p>Pressing F3 in any edit mode will allow a different map to be
+merged in with the currently edited map.</p>
+
+<p>First you will be asked if you wish to temporarily load a PWAD
+and load the first map from it. If you select <strong>Yes</strong>
+then you will be prompted for a PWAD file to read. If you select <strong>No</strong>
+you will be asked for a level to load from the currently loaded
+WADs.</p>
+
+<p><strong>Tip:</strong> The idea of this question is that you
+can save PWAD files with a structure you wish to re-use in
+multiple maps as the first map. Any linedefs in this map that
+have a left sidedef bound to sector number -1 will have the
+sector number reset to the sector in which the merged structure
+has been placed. Note that if you do insert structures this way
+it will generally be required to check the sidedefs to make sure
+they have all their necessary textures and remember that the
+strucutre will have it's original sector propertires (floor,
+ceiling and light levels).</p>
+
+<p>After choosing the map to merge in, a vector display
+representing the linedefs from the map that can be moved around
+the screen with the mouse is displayed as shown in the screen
+below.</p>
+
+<p><img src="ed_merge.png" width="640" height="480"></p>
+
+<p>On the bottom left is a box giving a quick help on the
+following keys:</p>
+
+<table border="1" cellpadding="3">
+ <tr>
+ <td valign="top" nowrap>, (comma)</td>
+ <td valign="top">Rotate the map 1° to the left.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>. (period)</td>
+ <td valign="top">Rotate the map 1° to the right.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>&lt;</td>
+ <td valign="top">Rotate the map 10° to the left.</td>
+ </tr>
+ <tr>
+ <td valign="top" nowrap>&gt;</td>
+ <td valign="top">Rotate the map 10° to the right.</td>
+ </tr>
+</table>
+
+<p>Pressing ESC will cancel the operation while pressing a mouse
+button will place the map where it currently is.</p>
+
+<p>If the merged map is assumed to be a structure (i.e. it has
+left sidedefs whose sector fields are set to -1) you are then
+asked whether you wish to adjust the floor heights. If you do
+select to adjust them then the sector that is in the middle of
+the merged in WAD has it's floor height taken. The floors and
+ceilings are adjusted in the new sectors so that the lowest floor
+is at the same height as the surrounding floor, but the
+difference in heights between the new sectors themselves are
+maintained. After this you are asked whether to adjust the
+ceiling heights. If you do the ceiling height of the same sector
+is taken and the new sector's ceilings adjusted to match the
+surrounding ceiling (note that ceilings will not be moved if
+moving them places them lower than the floor).</p>
+
+<p>You will then be asked whether tags within the map should stay
+as they are or be adjusted so that they are different from tags
+used in the map being edited. After this the map will be inserted
+and then a notice displayed showing by how much the various
+objects in the merged map where adjusted.</p>
+
+<hr>
+
+<p><a href="index.htm">Back to index</a></p>
+
+<p><tt>$Id: editing.htm,v 1.8 2000/07/27 16:56:05 dosuser Exp dosuser $</tt></p>
+</body>
+</html>