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<html>

<head>
<meta name="GENERATOR" content="vim">
<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>
            <li><a href="#MULTI_POPUP">Popup menu</a></li>
        </ul>
    </li>
    <li><a href="#MERGE_MAP">Merging Maps</a></li>
    <li><a href="#LUMP_EDIT">Lump Editing</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.gif" 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>Note that the information bar at the top of the screen will
also indicate what format the level you're editing is in. If the
background to the title bar is blue, this map is in the original
DOOM format. If the background is red then the map is in the
extended HEXEN format.</p>

<p>The main central part of the screen is made up the map being
edited.</p>

<p>Spread around the bottom 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. </p>

<p>Moving the mouse over an object will change it's colour,
indicating it can be selected. 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 Editing</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>Ctrl + Cursor Keys</td>
        <td valign="top">Move the map by one pixel (i.e. by
        whatever value the scale is currently set to).</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">Switch grid snapping on/off</td>
    </tr>
    <tr>
        <td valign="top" nowrap>Tab/Shift Tab</td>
        <td valign="top">Go to 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 valign="top" nowrap>C</td>
        <td valign="top"><a href="#MULTI_MODE">MULTI edit mode</a></td>
    </tr>
    <tr>
        <td valign="top" nowrap>HOME</td>
        <td valign="top"><a href="#LUMP_EDIT">Lump edit menu</a>.
        Note that this only applies when the game type is ZDoom.</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).<p>Note that if the
        map is in HEXEN format, then this will select special
        actions, rather than types for LINEDEFS. Likewise, when
        in THING edit mode you will be asked whether to search
        for a THING's type or it's special action.</p>
        </td>
    </tr>
    <tr>
        <td valign="top" nowrap>Ctrl + F10</td>
        <td valign="top">Select 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.<p>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.</p>
        <p>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. </p>
        <p>Also bear in mind, that though sectors can be moved so
        they overlap, 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. </p>
        </td>
    </tr>
    <tr>
        <td valign="top" nowrap>Alt + F10</td>
        <td valign="top">As above, but any selected object is
        selected in addition to the objects currently selected.</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">merge map</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> 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.</p>

<p><strong>Note 2:</strong> 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.</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.gif" 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 screen 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
        visibly 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. Note that for an HEXEN format map a special
                action will be asked for instead.</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 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>Change generalised type</strong></td>
        <td valign="top">If any generalised sector types have
        been defined in the config file, this option allows you
        to set them.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Set type to value</strong></td>
        <td valign="top">Simply allows you to enter any number to
        set the sector type too.</td>
    </tr>
    <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>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.gif" width="640" height="480"></p>

<p>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..</p>

<p>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 <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.gif" 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>

<p>Note that in HEXEN maps the showing of full linedef info
switch is ignored, and the full action special name shown. In
addition to this the special arguments are displayed:</p>

<p><img src="ed_l_hex.gif" width="274" height="110"></p>

<p>Note that in this mode the tag highlighting will be based on
any special action arguments called &quot;tag&quot;.</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><strong>Note:</strong> When prompted whether to fix a
        problem, you can either elect to say <strong>Yes</strong>,
        <strong>No</strong>, <strong>Yes to All </strong>or <strong>No
        to All</strong>. If you select either <strong>No to All</strong>
        or <strong>Yes to All</strong> then it applies to <em>all</em>
        further answers in <em>all</em> of the different tests.</p>
        <p>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 vertices
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 type<br>
        (Doom only)</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>Set Generalised linedef<br>
        (Doom only)</strong></td>
        <td valign="top">If any generalised linedef types have
        been defined in the config file, this option allows you
        to set them.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Set type to value<br>
        (Doom only)</strong></td>
        <td valign="top">Allows the linedef type to be set to an
        arbitrary value.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Change special action<br>
        (Hexen only)</strong></td>
        <td valign="top">Change the special action of the
        selected linedefs. On selecting this a list will appear
        so a class of special can be selected (classes are
        defined in the <a
        href="overview.htm#HEXEN_ACTION_SPECIAL_CLASSES">config
        file</a>). Once the class has been selected the a
        picklist will appear from which a type of special action
        from that class can be selected. The types are also
        defined in the <a
        href="overview.htm#HEXEN_ACTION_SPECIALS">config file</a>.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Set special action args<br>
        (Hexen only)</strong></td>
        <td valign="top">Change the arguments for the selected
        linedefs. If all the linedefs are of the same special
        action type then the arguments are entered once and set
        for all the selected linedefs. If the special actions are
        different you are asked if you want to set them all
        individually.<p>If you select <strong>yes</strong> then
        the argument setting dialog is displayed for each
        selected linedef in turn. If <strong>no</strong> is
        selected then the first selected linedef is used to work
        out what args to ask for, and all selected linedefs have
        their arguments set to those.</p>
        </td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Set special action to
        value<br>
        (Hexen only)</strong></td>
        <td valign="top">Allows the linedef special action to be
        set to an arbitrary value.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Clear special action args<br>
        (Hexen only)</strong></td>
        <td valign="top">Clears all the special action arguments
        to zero in the selected linedefs.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Set ranged special action
        args<br>
        (Hexen only)</strong></td>
        <td valign="top">Change the arguments for the selected
        linedefs, allowing the values to be modified for each
        linedef. If all the linedefs are not of the same special
        action type then you are asked if you want to continue.<p>If
        you select <strong>yes</strong>, or all the linedefs are
        of the same special action, then the arguments for the
        first line are displayed and can be editted to the
        initial values. After this the dialog is redisplayed for
        you to enter how much the arguments should change by for
        each subsequent line. Once this is entered the arguments
        are applied.</p>
        </td>
    </tr>
    <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>Swap sides</strong></td>
        <td valign="top">Swaps the sides of the linedef, so that
        the linedef points in the other direction. Note that on
        two sided linedefs the sidedefs are re-arranged so that
        the texturing and sector numbers on the sides of the
        linedef are not switched.<p>viDOOM will not swap
        one-sided by default. Once a one-sided linedef is
        detected a question box is displayed to say whether you
        want to swap one-sided linedefs (either all or just this
        one) or skip them (again either all or this one).</p>
        </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 valign="top" nowrap><strong>Right Sidedef</strong></td>
        <td valign="top">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 valign="top" nowrap><strong>Left Sidedef</strong></td>
        <td valign="top">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<br>
        (Doom only)</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 textures to any
        value</strong></td>
        <td valign="top">Displays a dialog where the texture
        names can be entered manually. This is mainly of use to
        set texture names to the special values ZDoom supports on
        linedefs that describe fog colours and so on.</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.gif" width="204" height="97"></p>

<p><img src="ed_ex2.gif" 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.gif" width="204" height="97"></p>

<p>(Actually, it would be allowed, but wouldn't look too nice
when you played the level...)</p>

<p>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:</p>

<p><img src="ed_step.gif" 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 corridor seen above.<br>
        Obviously, the butterfly effect is <b>not</b> what is
        wanted...</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.gif" width="640" height="480"></p>

<p>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 <a
href="overview.htm#THING_CLASSES">config file</a>).</p>

<p>At the bottom of the screen is a box which shows the details
of the thing the pointer is currently over. When editing Hexen
maps this will shows extra information for the thing ID, Z
position and special actions:</p>

<p><img src="ed_t_hx1.gif" width="338" height="90"></p>

<p><img src="ed_t_hx2.gif" width="273" height="90"></p>

<h3><a name="THING_KEYS"></a>Extra Keys in Thing Mode</h3>

<table border="1" cellpadding="3">
    <tr>
        <td valign="top" nowrap>, (comma)</td>
        <td valign="top">Rotate the selected things angles
        anticlockwise.</td>
    </tr>
    <tr>
        <td valign="top" nowrap>. (period)</td>
        <td valign="top">Rotate the selected things angles
        clockwise.</td>
    </tr>
    <tr>
        <td valign="top" nowrap>&lt;</td>
        <td valign="top">Decrement the Z co-ord. This only
        applies when the map is in Hexen format.</td>
    </tr>
    <tr>
        <td valign="top" nowrap>&gt;</td>
        <td valign="top">Increment the Z co-ord. This only
        applies when the map is in Hexen format.</td>
    </tr>
</table>

<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>Set type to value</strong></td>
        <td valign="top">Allows the type of the selected things
        to be set to any arbitrary value.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Change special action<br>
        (Hexen only)</strong></td>
        <td valign="top" rowspan="5">These options select and set
        the special action details for the selected things. This
        operates identically to the <a href="#LINEDEF_POPUP">linedef
        special action selection</a>.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Set special action to
        value<br>
        (Hexen only)</strong></td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Change special action
        args<br>
        (Hexen only)</strong></td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Clear special action args<br>
        (Hexen only)</strong></td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Set ranged special action
        args<br>
        (Hexen only)</strong></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>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 angle to value<br>
        (Hexen only)</strong></td>
        <td valign="top">Allows the angle of the selected things
        to be changed to an arbitrary value. This is used to set
        the angle field to a Polyobject number.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Set Z Position<br>
        (Hexen only)</strong></td>
        <td valign="top">Sets the Z position of the selected
        things.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Set thing ID<br>
        (Hexen only)</strong></td>
        <td valign="top">Sets the thing ID of the selected
        things.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Snap</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.gif" width="640" height="480"></p>

<p>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.</p>

<p>At the bottom of the Cyber demons 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 vertexes (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</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.gif" width="640" height="480"></p>

<p>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.</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 vertexes is a box which shows what object
type (vertex or thing) the pointer is currently over and it's
number.</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>

<h3><a name="MULTI_POPUP"></a>Multi Edit Popup Menu</h3>

<p>On selecting vertices and things and pressing the right mouse
button to get the multi edit popup menu the following options
will be presented:</p>

<table border="1" cellpadding="3">
    <tr>
        <td valign="top" nowrap><strong>Snap</strong></td>
        <td valign="top">Snap the selected things and vertices to
        the current grid.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Rotate</strong></td>
        <td valign="top">Rotate the selected things and vertices
        around their common centre.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Scale</strong></td>
        <td valign="top">Rotate the selected things and vertices
        around their common centre.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Move</strong></td>
        <td valign="top">Moves the selected things and vertices.</td>
    </tr>
</table>

<hr>

<h2><a name="MERGE_MAP"></a>Merging 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 (note that the 'first' map means
MAP01 if editing DOOM II maps, and E1M1 if editing DOOM maps). 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
and don't opt to have floors/ceilings automatically adjusted then
it is generally a good idea to check the sidedefs to make sure
they have all their necessary upper/lower textures.</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.gif" 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>

<h2><a name="LUMP_EDIT"></a>Lump Editing</h2>

<p>Pressing the HOME key provides you with the lump editing menu.
This menu is different depending on whether the map you are
editting is a DOOM format map or an HEXEN format map.</p>

<h3>Doom</h3>

<table border="1" cellpadding="3">
    <tr>
        <td valign="top" nowrap><strong>Edit MAPINFO</strong></td>
        <td valign="top">This option only appears if the ability
        to edit the MAPINFO lump is enabled in the <a
        href="overview.htm#MAPINFO_LUMP">config</a> file. On
        selecting this option the loaded MAPINFO lump is
        displayed in the text editor for editing.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Switch to HEXEN mode</strong></td>
        <td valign="top">This switches a DOOM map to an HEXEN
        map.<p><strong>NOTE:</strong> Take heed of the displayed
        warning. viDOOM makes no pretence at doing a proper
        conversion - special actions, arguments, thing IDs and so
        on are simply zeroed.</p>
        </td>
    </tr>
</table>

<h3>Hexen</h3>

<table border="1" cellpadding="3">
    <tr>
        <td valign="top" nowrap><strong>Edit MAPINFO</strong></td>
        <td valign="top">This option only appears if the ability
        to edit the MAPINFO lump is enabled in the <a
        href="overview.htm#MAPINFO_LUMP">config</a> file. On
        selecting this option the loaded MAPINFO lump is
        displayed in the text editor for editing.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Edit SCRIPTS</strong></td>
        <td valign="top">This displays the SCRIPTS lump from the
        current map in the text editor for changing.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Create BEHAVIOR</strong></td>
        <td valign="top">Creates the BEHAVIOR lump from the
        SCRIPTS. The ACS compiler must be <a
        href="overview.htm#ACC">configured</a> for this to work.
        Depending on other <a href="overview.htm#ACS_ALWAYS_VIEW">configuration</a>
        the output from the compilation will always be shown, or
        just when an error occurs. Note that the current BEHAVIOR
        lump is not replaced if an error occurs.</td>
    </tr>
    <tr>
        <td valign="top" nowrap><strong>Switch to DOOM mode</strong></td>
        <td valign="top">This switches an HEXEN map to a DOOM
        map.<p><strong>NOTE:</strong> Take heed of the displayed
        warning. viDOOM makes no pretence at doing a proper
        conversion - linedef types will be wrong and any entered
        SCRIPTS will be lost.</p>
        </td>
    </tr>
</table>

<hr>

<p><a href="index.htm">Back to index</a></p>

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