From ec32cf41f916fc34c03d2844684631bee39005ad Mon Sep 17 00:00:00 2001 From: Ian C Date: Thu, 9 Jun 2011 13:57:32 +0000 Subject: Added copies of old numbered releases. --- doc/editing.htm | 1295 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1295 insertions(+) create mode 100644 doc/editing.htm (limited to 'doc/editing.htm') diff --git a/doc/editing.htm b/doc/editing.htm new file mode 100644 index 0000000..ed60043 --- /dev/null +++ b/doc/editing.htm @@ -0,0 +1,1295 @@ + + + + + +viDOOM - Free Software DOOM editor + + + + +

Editing

+ +

Index

+ +

This page is split up into the following +sections:

+ + + +
+ +

The Basics

+ +

Once you start editing in viDOOM you should be +greeted by a screen similar to the following (no prizes for +guessing the map number):

+ +

+ +

At the top of the screen is a title bar which shows the +following information, going from left to right:

+ + + +

The main central part of the screen is made up the map being +edited.

+ +

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.

+ +
+ +

Basic Mouse Operation

+ +

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.

+ +

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.

+ +

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 overview +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.

+ +

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.

+ +

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.

+ +
+ +

General Key Commands

+ +

There are a number of key commands that are common to all edit +modes in viDOOM. These are as follows:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
F1General Help (key commands and mouse + usage).
F2Help specific to the current edit mode
EscapeFinish Editing
Cursor KeysMove the map display
Shift + Cursor KeysMove the map display quickly
Ctrl + Cursor KeysMove the map by one pixel (i.e. by + whatever value the scale is currently set to).
Page Up/DownZoom in/out
Q/WAlert the grid lock scale
GSwitch grid lines on/off
XSwitch grid snapping on/off
Tab/Shift TabGo to next/previous edit mode
VVERTEX edit mode
LLINEDEF edit + mode
SSECTOR edit mode
TTHING edit mode
CMULTI edit mode
F9Deselect all objects
Shift + F9Invert current selection
F10Select all objects
Shift + F10Select all objects with a specific type + (not applicable to VERTEX objects).
Ctrl + F10Select one object at the current + position. This is mainly useful for THING and VERTEX + where it may not be possible to select objects that are + overlaid one another.

When pressed if there are more + than one object at the current position a list will be + displayed with object numbers (and perhaps some extra + identifying information). Selecting one of the objects + from this list will select that object, whereas + cancelling the list leaves the current selection as is.

+

+ Note that it may not be possible to see the selected object in it's + selected colours if it is not on top of the stack of overlapping + objects. +

+

+ Also bear in mind, that though viDOOM can be tricked into overlapping + sectors, and these can be picked using this method, a DOOM level + should never have overlapping sectors. Unless you want the + Cyberdemon to come and take you away in the night. +

Alt + F10As above, but any selected object is + selected in addition to the objects currently selected.
F11/Shift + F11Locate the next or previous selected + object and display it in the centre of the screen.
DeleteDelete the selected objects Note + 1
InsertInsert a new object
F3Merge a map. See the map FL section for details.
F4Move selected objects
F5Rotate selected objects Note 2
[Rotate selected objects 5° to the left Note + 2
]Rotate selected objects 5° to the right + Note 2
F6Scale selected objects Note 2
{Scale selected objects by 90% Note + 2
}Scale selected objects by 110% Note + 2
F7Set tag number for this object (only + applicable to SECTOR and LINEDEF objects).
Shift + F7Select objects with a specific tag + number (only applicable to SECTOR and LINEDEF objects).
F8Locate a certain object and display in + the centre of the screen
Shift + F8Locate a certain object, display in the + centre of the screen and select it.
RRedraw the map display. Handy for + refreshing selected objects in SECTOR mode.
+ +

Note 1: In viDOOM it is not permissible 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.

+ +

Note 2: When scaling 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.

+ +
+ +

Sector Edit Mode

+ +

For a basic description of a SECTOR see the glossary.

+ +

Display in Sector Mode

+ +

When in sector mode the display will look like this:

+ +

+ +

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.

+ +

At the bottom of the screen is a box which shows the details of +the sector the pointer is currently over.

+ +

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.

+ +

Extra Keys in Sector Mode

+ +

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.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
HToggle the tag highlighting mode on an off. See the display section for an example + of what this does.
MChange sector move mode. See overview for details.
, (comma)Decrease selected sectors floor height + by 8
. (period)Increase selected sectors floor height + by 8
<Decrease selected sectors ceiling height + by 8
>Increase selected sectors ceiling height + by 8
-Decrease selected sectors lighting level + by 16
+Increase selected sectors lighting level + by 16
+ +

Sector Insertion

+ +

When you insert a sector a popup menu is displayed where you +can select a type of sector to create.

+ + + + + + + + + + +
Create unbound sectorThis will create a sector that is + unbound to any linedefs/sidedefs. It will have a normal + type as defined in the config file, a tag + of zero and a floor height, ceiling height and light + level as defined in the config file. + The floor and ceiling flats will be set to the empty texture name. + After it's creation the sector number will be displayed + onscreen.

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 + visibly selected until they have.

+
Create polygonOn 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.

You will be asked + then for the following information:

+
    +
  • A class + and type + of linedef (e.g. scrolling walls, normal, + switches) out of those defined in the config + file.
  • +
  • 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 default + values will be used.
  • +
  • A further linedef type that defines the linedef's + flags, as defined in the config file.
  • +
  • The style in which the sector should be painted + as defined in the config file.
  • +
  • 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.
  • +
+
+ +

Sector Deletion

+ +

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.

+ +

Sector Popup Menu

+ +

On selecting sectors and pressing the right mouse button to +get the sector popup menu the following options will be +presented:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Change floor heightChange the height of the floor of the + selected sectors.
Change ceiling heightChange the height of the ceiling of the + selected sectors.
Change light levelAlter the light level of the sectors.
Change tagAlter the tag value of the sectors.
Change floorShows a picklist of the flats from which + the floor texture can be selected.
Change ceilingShows a picklist of the flats from which + the ceiling texture can be selected.
Change typeChanges the sector type. The classes and their sector types are + defined in the config file.
Paint sector in stylePaints the sector using the textures + described as being a style in the config file.
MoveMove the selected sectors.
DeleteDelete the selected sectors. This just + always shows a reminder that empty sectors will be + deleted when the map is saved.
+ +
+ +

Linedef Edit Mode

+ +

For a basic description of a LINEDEF see the glossary.

+ +

Display in Linedef Mode

+ +

When in linedef mode the display will look like this:

+ +

+ +

When in this mode linedefs 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..

+ +

At the bottom of the screen 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 class of linedef. This +can be altered in the config file so +that the linedef type is show as as it's hex number and the name +defined for the linedef type +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.

+ +

+ +

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.

+ +

Extra Keys in Linedef Mode

+ +

The following extra keys can be used while in linedef mode.

+ + + + + + + + + + +
HToggle the tag highlighting mode on an + off. See the display + section for an example of what this does.
F12Check the currently selected linedefs. + It checks and prompts for the following things:
    +
  • Removal of lower textures on 1-sided linedefs.
    + This check can be disabled in the config + file.
  • +
  • Removal of upper textures on 1-sided linedefs.
    + This check can be disabled in the config + file.
  • +
  • Addition of missing middle textures on 1-sided + linedefs.
    + This check can be disabled in the config + file.
  • +
  • Removal of all textures on 2-sided linedefs where + both sides of the linedef are in the same sector.
    + This check can be disabled in the config + file.
  • +
  • Removal of middle textures on 2-sided linedefs.
    + This check can be disabled in the config + file.
  • +
  • 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.
    + This check can be disabled in the config + file.
  • +
  • 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.
    + This check can be disabled in the config + file.
  • +
+

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 config file + is set up.

+

Important Note: 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.

+
+ +

Linedef Insertion

+ +

When inserting a new linedef you will be asked for 2 vertices +to link together. You will then be asked for the linedef type +(from the list defined in the config file) 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.

+ +

Linedef Deletion

+ +

Linedefs can be safely deleted from the map at any time.

+ +

Linedef Popup Menu

+ +

On selecting things and pressing the right mouse button to get +the thing popup menu the following options will be presented:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Change linedef flagsAllows the flags of the selected + linedefs to be changed. On selecting this a dialog will + appear allowing any of flags (as defined by the config file) to to + toggled on or off.
Change linedef typeChange 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 config file). + 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 config file.
Swap sidesSwaps the sides of the linedef, so that + the linedef points in the other directions. Note that the + sidedefs are re-arranged so that the texturing and + sector numbers on the sides of the linedef are not + switched.
Split lineSplits the selected linedefs in the + middle.
Select trail from this + linedefSelects 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.

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.

+
Join linedefs with stepsAllows two selected linedefs to be + joined with steps. See the Stair + creation section for details.
Right SidedefThis will display a sub menu for operation for the + right sidedef. See the Sidedef + menu for details.
Left SidedefThis will display a sub menu for operation for the + left sidedef. See the Sidedef + menu for details.
Change tagChange the tag number for the selected + linedefs.
MoveMove the selected linedefs.
DeleteDelete the selected linedefs.
+ +

Sidedef Menu

+ +

On selecting the Right sidedef or Left +sidedef options above the following options can be +chosen.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Change upper textureAlter the upper texture on the selected + sidedef.
Change middle textureAlter the middle texture on the selected + sidedef.
Change lower textureAlter the lower texture on the selected + sidedef.
Change texture offsetSets the texture offset for the selected + sidedef.
Adjust texture offsetAdjusts 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.
Change sectorAlters the sector number the sidedef is + linked with.
Align texturesAligns 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.

Remember + that if doing the same set of linedefs then the order + should be reversed when doing the left sidedef over the + right sidedef.

+
+ +

Stair creation

+ +

This joins the two selected linedefs with steps. Before +starting this option a couple of caveats should be noted:

+ + + +

i.e. the following two examples are OK, L1 and L2 can be +joined with stairs:

+ +

+ +

+ +

But the following example, where stairs would cross both +sectors S3 and S4 is not allowed:

+ +

+ +

Having got the excuses over with we can now go onto the +process involved with creating the steps. On selecting this option +you will be presented with a display like the following:

+ +

+ +

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:

+ + + +

On the left is a box giving a quick help on the following +keys:

+ + + + + + + + + + + + + + + + + + + + + + +
+Increase the number of steps in the + staircase (maximum 128)
- Decrease the number of steps in the + staircase (minimum 1)
CChange between Straight + and Curve 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.
SSwaps between the two walls when + defining the curve of the walls in curve + mode.
RSwap 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 corridor seen above.
+ Obviously, the butterfly effect is not what is wanted...
+ +

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.

+ +

At this point you will be asked if the ceiling should also be +stepped. Selecting No 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.

+ +

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.

+ +
+ +

Thing Edit Mode

+ +

For a basic description of a THING see the glossary.

+ +

Display in Thing Mode

+ +

When in thing mode the display will look like this:

+ +

+ +

When in this mode linedefs 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 config file).

+ +

At the bottom of the screen is a box which shows the details of +the thing the pointer is currently over.

+ +

Extra Keys in Thing Mode

+ +

There are no extra keys in thing edit mode.

+ +

Thing Insertion

+ +

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.

+ + + +

Thing Deletion

+ +

Things can be safely deleted from the map at any time.

+ +

Thing Popup Menu

+ +

On selecting things and pressing the right mouse button to get +the thing popup menu the following options will be presented:

+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Change typeChange 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 config file). 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 config file.
Change angleAllows 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.
Change flagsAllows the flags of the selected things + to be changed. On selecting this a dialog will appear + allowing any of flags (as defined by the config file) to to + toggled on or off.
Snap selected thingsSnaps the selected things to the current + grid.
MoveMove the selected things. Follow the + on-screen prompts for details on how to move the things + or cancel the operation.
DeleteDelete the selected things.
+ +
+ +

Vertex Edit Mode

+ +

For a basic description of a VERTEX see the glossary.

+ +

Display in Vertex Mode

+ +

When in vertex mode the display will look like this:

+ +

+ +

When in this mode linedefs 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.

+ +

At the bottom of the Cyber demons is a box which shows the details of +the vertex the pointer is currently over.

+ +

Extra Keys in Vertex Mode

+ +

The following extra keys can be used while in linedef mode.

+ + + + + + +
F12Goes through all the vertices and delete + ones that are not bound to a linedef.
+ +

Vertex Insertion

+ +

Inserting a vertex simply inserts a new vertex unbound to any +linedefs at the pointer location.

+ +

Vertex Deletion

+ +

Vertices can only be deleted if they are not bound to any +linedefs. Linedefs must be deleted +before you can delete the vertex.

+ +

Vertex Popup Menu

+ +

On selecting vertices and pressing the right mouse button to +get the vertex popup menu the following options will be +presented:

+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Chain selected verticesSelecting 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.

On selecting this option you will be first + prompted to selected a class and type 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 config file.

+

If the selected linedef type is one sided and the config file + options 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.

+

Tip: One thing this option is very + useful for is creating pillars and the such like inside + sectors. Insert new vertexes (with the insert select + option in the config file enabled) in the shape you want + in an anti-clockwise direction. + Then select this option and a one-sided linedef type and + the result will be a column in the room.

+
Chain selected vertices + into a sectorSelecting 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 clockwise + direction.

You will be asked then for the following + information:

+
    +
  • A class + and type + of linedef (e.g. scrolling walls, normal, + switches) out of those defined in the config + file.
  • +
  • The new sectors floor height, ceiling height and + light level.
  • +
  • A further linedef type that defines the linedef's + flags, as defined in the config file.
  • +
  • The style in which the sector should be painted + as defined in the config file.
  • +
  • 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 clockwiseorder.
  • +
+

Tip: 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.

+
Merge selected verticesThe 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.
Snap selected verticesSnaps the selected vertices to the + current grid.
MoveMove the selected vertices. Follow the + on-screen prompts for details on how to move the vertices + or cancel the operation.
DeleteDelete the selected vertices.
+ +
+ +

Multi Edit Mode

+ +

Display

+ +

When in multi mode the display will look like this:

+ +

+ +

When in this mode linedefs 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.

+ +

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 config file)

+ +

At the bottom of the vertexes is a box which shows what object +type (vertex or thing) the pointer is currently over and it's +number.

+ +

 

+ +

Operation

+ +

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.

+ +

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.

+ +
+ +

Merging Maps

+ +

Pressing F3 in any edit mode will allow a different map to be +merged in with the currently edited map.

+ +

First you will be asked if you wish to temporarily load a PWAD +and load the first map from it. If you select Yes +then you will be prompted for a PWAD file to read. If you select No +you will be asked for a level to load from the currently loaded +WADs.

+ +

Tip: 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 +structure will have it's original sector properties (floor, +ceiling and light levels).

+ +

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.

+ +

+ +

On the bottom left is a box giving a quick help on the +following keys:

+ + + + + + + + + + + + + + + + + + +
, (comma)Rotate the map 1° to the left.
. (period)Rotate the map 1° to the right.
<Rotate the map 10° to the left.
>Rotate the map 10° to the right.
+ +

Pressing ESC will cancel the operation while pressing a mouse +button will place the map where it currently is.

+ +

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).

+ +

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.

+ +
+ +

Back to index

+ +

$Id: editing.htm,v 1.12 2000/08/13 00:35:59 dosuser Exp dosuser $

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