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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><</td>
<td valign="top">Decrease selected sectors ceiling height
by 8</td>
</tr>
<tr>
<td valign="top" nowrap>></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> </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><</td>
<td valign="top">Rotate the map 10° to the left.</td>
</tr>
<tr>
<td valign="top" nowrap>></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>
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