Build/Mapster32 Keyboard Commands

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3D Mode: Mouse

The purpose of mouse in 3D mode is pointing at some objects in a map and looking around (F3 toggles mouse look).

Mouse pointer always points (see info about it at the bottom of the screen) at one of these objects:

  1. wall
  2. ceiling of sector
  3. floor of sector
  4. sprite
  5. masked wall (non-transparent or semi-transparent wall between sectors)

It's important to understand this concept:

  • Some commands work differently depending on the current object (the object the mouse points at).
  • Some commands manipulate only the current object
  • Some commands manipulate the selected (also called "highlighted") sprites/sectors in 2D mode
  • Some commands work globally.

Mouse buttons

LEFT lock the current object. The current object won't be changing as long as the button is pressed.
WHEEL change shade (+CTRL: in increments of 4)
WHEEL+ALT change visibility
LEFT+WHEEL change tile
RIGHT+WHEEL move object up/down
MIDDLE temporary mouse look (when not in UnrealEd-style mouse mode)

Additionally, there is UnrealEd-style mouse navigation in 3D mode (toggle it with F5), with the following bindings:

RIGHT mouse look
LEFT x: turning
y: move forward/back
LEFT+RIGHT x: strafe left/right
y: move up/down
MIDDLE y: move in viewing direction

The console variable pk_uedaccel changes the speed of navigation exponentially (valid values are 0-5).

It is possible to move around objects using the mouse and holding down specific modifier keys:

LEFT+ALT move object up/down (+CTRL: in larger increments)
LEFT+SHIFT move sprite in horizontal plane (+CTRL: grid-aligned)

The two preceding controls also work on a set of sprites highlighted in 2D mode.

LEFT+SHIFT pan ceiling/floor/wall texture
LEFT+CTRL scale wall texture or size of sprite
LEFT+CTRL change slope of floor/ceiling

3D Mode: Selecting Tile Mode

After pressing the V key in 3D mode, Mapster32 switches to "select tile" mode.

Keys

UP/DOWN,
LEFT/RIGHT,
PGUP/PGDN,
HOME/END
movements (CTRL modifies some commands)
KP / zoom in
KP * zoom out
Z toggle tile zoom


G goto specified tile
U goto start of user defined art (3584)
A goto start of Atomic edition's art (4096)
E goto start of extended art (6144,9216)
S Search for a named tile. When ^ is entered as the first character, anchor string at the beginning.
V select from all tiles
T select from pre-defined tile group which can be edited in tiles.cfg or added from within the tile selector. For this, press SPACE on the tiles to be grouped (CTRL-SPACE to select a range from starting from the last selection with SPACE). When you're ready, press Ctrl-G and you'll be queried for a group hotkey and name. The new tile group should now be saved persistently in tiles.cfg.
ESC cancel
ENTER accept

Mouse

LEFT select
CTRL+WHEEL zoom
WHEEL scroll
RIGHT smooth scrolling

3D Mode: Keys

UP move forward
DOWN move backward
LEFT+RCTRL move left
RIGHT+RCTRL move right
A move up
Z move down
+LSHIFT speed up movements
LEFT turn left
RIGHT turn right
A+CTRL look down
Z+CTRL look up
F1 toggle help
F3 toggle mouselook
F4 toggle ambience sounds
F5 toggle UnrealEd-style mouse navigation
F6 toggle automatic SECTOREFFECTOR help
F7 toggle automatic sector tag help
F9 load and activate/deactivate maphacks
F11 brightness
F12 screenshot
F12+SHIFT inverted screenshot
' V set sector visibility
; V set sector visibility on all selected sectors
V choose tile
3 toggle Sector over Sector. See documentation here: http://www.users.on.net/~triforce/cduke3d/
' BACKSPACE clear all flags for wall/sprite
BACKSPACE clear nextwall ("red wall") link for aimed at wall
' P paste palette to all selected sectors
; P paste palette to all selected sectors & sprites
S insert sprite
DEL delete sprite
, rotate sprite
. rotate sprite
< slowly rotate sprite
> slowly rotate sprite

. (period): search & fix panning of the wall to the right (, (comma): to the left), has 3 modifiers:

  • +SHIFT: auto-align at most one wall
  • +ALT: (since r4361: don't) copy over texel width in world units (i.e. "how much the wall is stretched")
  • +' (quote): align immediate upper and lower TROR neighbors
SPACE lock to object (same as left mouse button)
PGUP/PGDN+ALT when aiming at red wall, select the floor or ceiling of the nextsector (useful for e.g. raising a lowered door when standing near it), depending on whether the aim is at the top or bottom of the wall
CAPS LOCK cycle zmode
' Z cycle zmode
' L change the coordinates of the current object
' M set the extra of the current object
1 toggle one sided sprite/wall
2 toggle bottom wall swapping
O set top or bottom orientation of wall
O ornament sprite onto wall
M toggle masking wall
H toggle hitscan sensitivity
H+SHIFT toggle one side hitscan sensitivity for the wall
' H set hitag of the current object
KP_MINUS shades down individual sector/wall/sprite or selected sectors
KP_MINUS+ALT decreases visibility of sector or selected sectors
KP_MINUS+ALT+SHIFT slowly decreases visibility of sector or selected sectors
KP_MINUS+ALT+CTRL decreases global visibility
KP_PLUS shades up individual sector/wall/sprite or selected sectors
KP_PLUS+ALT increases visibility of sector or selected sectors
KP_PLUS+ALT+SHIFT slowly increases visibility of sector or selected sectors
KP_PLUS+ALT+CTRL increases global visibility

Note: ALT, CTRL, SHIFT are modifiers so they work with mouse too.

PLUS/MINUS cycle tile
E toggle sector texture expansion
R toggle sector texture relativity alignment
R cycle sprite aligment between: wall aligned, floor aligned, view aligned
' R toggle framerate
F flip the current object (+SHIFT: reverse direction)
F+ALT set the first wall of sector
PAGE UP move up selected sprites or sectors
PAGE DN move down selected sprites or sectors
PAGE UP+CTRL put selected sprites on ceiling
PAGE DN+CTRL put selected sprites on ground
+CTRL speed up movement
+END slow down movement
+HOME slow down movement even more

Note: CTRL, HOME, END are modifiers so they work with mouse too.

N toggle 'no-autoshade'-bit of sprite
' I toggle sprite invisibility
' D cycle skill level
' X toggle sprite shade and SE light effect preview
' W toggle sprite display by class (no effectors/actors)
' Y toggle purple background
' C copy shade from the clipboard to all objects in the map which are the same tile as the tile of the object that in the clipboard. It works separately for sectors/walls/sprites depending on the current object. (I hope somebody who understands this, will clarify this)
' T set lotag
' H set hitag
' S set shade
G set picnum
B toggle blocking
B+SHIFT toggle one side blocking for the wall
T cycles translucence for sprites/masked walls (and ceilings/floors for ROR)
F2 toggle clipboard preview
F2+SHIFT toggle current sprite preview
TAB copy to the clipboard
LENTER+CTRL+SHIFT autoshade wall
' LENTER paste picnum only
; LENTER on ceilings/floors, auto-align with reference in TABbed clipboard (incomplete for relative-aligned references)
LENTER+SHIFT paste some visual (shading+pal) properties of the clipboard on sector/wall/sprite
LENTER+CTRL paste some visual (picnum+shading+pal) properties of the clipboard on sector/wall/sprite
LENTER paste all (picnum+shading+pal+flags+tags+extra) properties of the clipboard on sector/wall/sprite

Note: some fields are only pasted if the type of 'thing' in the clipboard (wall/sprite/sector) equals that of the aimed at object

C toggle center sprite
ALT+C replace all tiles in the map with one from the clipboard
' A toggle autosave. The interval is configurable (default: every 3 minutes)
' N toggle noclip for the camera
N+CTRL toggle noclip for sprites
[ slopes up fast
[+RSHIFT slope up with medium speed
[+LSHIFT slope up slowly
[+ALT align slope to the floor of adjoining sector
] slope down fast
]+RSHIFT slope down with medium speed
]+LSHIFT slope down slowly
]+ALT align slope to the ceiling of adjoining sector
KP_4 panning floor/ceiling horizontally
KP_6 panning floor/ceiling horizontally
KP_2 panning floor/ceiling vertically
KP_8 panning floor/ceiling vertically
KP_4 scaling wall/sprite horizontally
KP_6 scaling wall/sprite horizontally
KP_2 scaling wall/sprite vertically
KP_8 scaling wall/sprite vertically
+SHIFT or +ALT force panning (for walls); the latter is an alternative if Shift-KP5-KP*-combinations are dead.
+KP_5 speed up
/ Reset panning, repeat and flags to defaults
/+SHIFT set xrepeat to yrepeat (makes square)
P enable/disable parallax
P+CTRL change parallax type (works only in classic render, not saved into maps)
P+CTRL Playtest map from current position
P+ALT+CTRL Playtest map from start position
P+ALT change pal of sector/wall/sprite
D+ALT adjust clip distance of the sprite
RENTER switch to 2D mode
S+CTRL save map
L+CTRL load last saved map
ESC quit

2D Mode: Mouse

The purpose of mouse in 2D mode is pointing, selecting, moving object in a map.

Every time mouse is pointing at one of these:

  1. Nothing
  2. Sector
  3. Sector and wall
  4. Sector and sprite
  5. Wall (wall without sector - map is corrupt)
  6. Sprite (sprite without sector - map is corrupt)

Some commands work differently depending on the current object (the object the mouse points at).

To solve the ambiguity between sectors and walls/sprites, one usually must press ALT to work with walls/sprites instead of sectors.

RSHIFT (select vertices/sprites) modifiers

  • ;: set difference
  • ' (quote character): set union

(note that they have to be depressed when RSHIFT is released)

  • RCTRL select only sprites (not walls)
  • END select from all sectors, even grayed out ones

RALT (select sectors) modifiers

  • ;: set difference
  • ' (quote character): set union

(note that they have to be depressed when RALT is released)

  • when RCTRL is pressed at RALT release time, then for a sector to be selected, it must be "inside" the mouse pointer instead of being surrounded by the rectangle
  • when holding RSHIFT, will select all sectors, even grayed out ones

See the TROR section for HOME and END modifiers.

  • WHEEL zoom
  • WHEEL+ALT move camera and zoom
  • LEFT BUTTON drag sectors/vertices/sprites
  • RIGHT BUTTON move camera
  • RIGHT MIDDLE move camera
  • LSHIFT+LMB (with RSHIFT-highlighted points) interactively scale highlighted points (+CTRL forces square aspect)
  • LSHIFT+RMB (with RSHIFT-highlighted points) interactively rotate highlighted points

If LSHIFT is released before the mouse button, the interactive scaling/rotation is canceled.

2D Mode: Keys

F1 show help
F2 show sound index
F3 enter/quit side-view mode
in side-view mode:

  • Q, W: orbit around center
  • A, Z: change azimuth
  • MMB: change "player" z
  • RMB: change "player" x/y

F4 toggle first wall preview
F5 show item count
F6 show actor count when pointed at wall
F6 show Sector Effector help when pointed at sprite
F7 edit sector data
F8 edit wall/sprite data
F9 show the Sector Tags help
F12 screenshot
F12+SHIFT inverted screenshot

SCROLL LOCK set starting position

LSHIFT show coordinates/linking sprites
LSHIFT+[, LSHIFT+] cycle linking sprites

M set extra of sector
M+ALT set extra of wall/sprite
/ Reset panning, repeat and flags to defaults
/+SHIFT set xrepeat to yrepeat (makes square)

KP_4 scaling sprite horizontally
KP_6 scaling sprite horizontally
KP_2 scaling sprite vertically
KP_8 scaling sprite vertically
+KP_5 speed up

R cycle sprite alignment
' S set sprite size
' F function menu
F7+ALT search sector lotag
F8+ALT on wall: search wall lotag
F8+ALT on sprite: generic sprite search
[ search backward
] search forward
G cycle grid size
G+SHIFT cycle grid size backward
' L set sprite/wall coordinates
' 3 cycle modes of showing object's name
' 7 swap lotag and hitag of wall/sprite
' J jump to position of object (asks for sector/wall/sprite, or x,y)

[+ALT goto previous corruption
]+ALT goto next corruption

X flip selected sectors in x
Y flip selected sectors in y
X+ALT mirror selected sectors in x
Y+ALT mirror selected sectors in y

B toggle blocking
B+SHIFT toggle one side blocking for wall
F+ALT set the first wall of sector
O ornament sprite onto wall

, rotate sprite/selected sectors
. rotate sprite/selected sectors
< [i.e. ,+SHIFT] slowly rotate sprite/selected sectors
> [i.e. .+SHIFT] slowly rotate sprite/selected sectors
,+ALT, .+ALT rotate highlighted sectors by a manually entered angle

T set sector lotag
T+ALT set wall/sprite lotag
T+CTRL toggle show tags

H set sector hitag
H+ALT set wall/sprite hitag
H+CTRL toggle hitscan sensitivity
H+CTRL+SHIFT toggle hitscan sensitivity

P set sector pal
E set sprite status list
TAB show sector data
TAB+SHIFT show wall/sprite data
TAB+CTRL enable/disable filling of aimed-at sector

LCTRL+RSHIFT select all walls of the current sector (point at a wall and holding LCTRL, press and release RSHIFT). Set ops (see RSHIFT above) work too.
A zoom in
Z zoom out
L toggle grid lock
J join sectors
S insert sprite, pressing a key from 1 to 0 on the upper row before pressing S will make the inserted sprite's picnum be 1 to 10, respectively
S+ALT make inner sector
C duplicate sectors/sprites
C start circle attached to a wall
KP + increase amount of walls in circle
KP - decrease amount of walls in circle

SPACE start/end drawing of sector, end drawing of circle
LENTER when having some walls drawn, insert points at intersections with existing walls; clear drawn walls then
LENTER check nextwall pointer for the highlighted line
LENTER when having drawn some walls, batch-insert points where the drawn lines intersect with non-grayed-out walls
LSHIFT+LCTRL+LENTER check ALL pointers (manual attempt to recover map)
BACKSPACE remove the last wall during drawing sector
DEL delete sprite
DEL+CTRL delete sector
DEL+CTRL+LShift delete highlighted sectors
INS duplicate sectors/sprites
INS start circle attached to a wall
INS add vertex to wall
RENTER switch to 3D mode
ESC menu

' A toggle autosave(every 3 minutes)
' N toggle noclip
S+CTRL save map
L+CTRL load map

P+CTRL Playtest map from current position
P+CTRL+ALT Playtest map from start position

R+CTRL manual grayout: if some sectors are highlighted, make the editable z range [min ceiling z, max floor z] of those; else reset z limits

TROR related keys

2D mode

E+CTRL sector extension prompt (sectors to extend must be highlighted)
E+CTRL make sandwich [needs better explanation]
E+CTRL punch loop through extension (loop points must be highlighted, e.g. with RSHIFT+LCTRL)

A+CTRL toggle auto-grayout of non-extended sectors
J+CTRL TROR-join sectors. The selection must consist of the two sets of sectors you wish to join.
U+CTRL Clear extension: delete the bunch (i.e. ceiling-floor connection) of the aimed-at sector's floor
PGUP/PGDN Change 'player' height in discrete steps in order to go through the different levels
TAB+CTRL Display one currently aimed at sector (of potentially many that lie under the mouse crosshair)
HOME and END (as modifiers to RALT): select all sectors whose floor's/ceiling's bunchnum equal the bunchnum of the aimed at sector (useful for further operations on whole bunches)

3D mode

I invisibility preview: toggle fake ROR texture on non-masked portals
LENTER+CTRL When aiming at an extended floor/ceiling, paste to all floors/ceilings of the bunch of the aimed at one
T, B and H work as with walls, though they set/toggle the bits only on one side

Some console commands/variables

See "help <console-command/var>" for help on a particular command/variable.

pk_quickmapcycling
pk_uedaccel
osd_tryscript
sideview_reversehorizrot
fixmaponsave_sprites
show_heightindicators
show_ambiencesounds
corruptcheck_noalreadyrefd
corruptcheck

Mapster32 keys as tables (unmaintained and obsolete)

Below are the Mapster32 keys as three sortable tables. They are sorted such that the more 'basic' keys are at the top.

The column headers have the following meaning:

key/keys: self-explanatory. Where a key starts with a '+' on a line of its own,
    it means that it should be pressed simultaneously with the first one in the same table row.
type: type of command: info=informational, edit=editing, navi=navigation, disp=display, misc=miscellany
sec, spr,wal: in case of an editing command, whether it potentially acts on sectors, sprites, and/or walls.
adv: whether the command is 'advanced'. This is set somewhat arbitrarily.
new: whether the functionality of the command is new to Mapster32. An e means that it's enhanced from BUILD.
N: a running number. To restore the original order, sort by it.

Mapster 32 keys — shared keys for 2D and 3D mode
key/keys description type sec
spr
wal
adv
new
N
F1 help info
n
y
0
UP/DOWN
LEFT/RIGHT
  +LShift
move forward/back
turn left/right (+RCtrl: strafe)
speed up movements
navi
n
n
1
RENTER toggle between 2D and 3D modes misc
n
n
2
B toggle blocking of wall/sprite (+Shift: one-sided) edit
x
x
n
n
3
R cycle sprite aligment edit
x
n
n
4
,/. rotate sprite (+Shift: slowly) edit
x
n
n
5
DEL delete sprite edit
x
n
n
6
/ reset panning, repeat and flags edit
x
x
n
n
7
Alt+F set first wall of sector edit
x
n
n
8
/+Shift set xrepeat to yrepeat (make square) edit
x
y
y
9
\'N toggle camera clipping navi
y
y
10
Ctrl+N toggle sprite clipping through floors/ceilings edit
y
y
11
\'A toggle autosave (interval configurable in mapster32.cfg) misc
y
y
12
(Shift+)F12 capture (inverted) screenshot misc
n
n
13
Ctrl+L load map misc
n
n
14
Ctrl+S save map misc
n
n
15
Ctrl+P playtest map from current position misc
n
y
16
Ctrl+Alt+P playtest map from starting position misc
n
y
17


Mapster 32 keys — 2D mode
key/keys description type sec
spr
wal
adv
new
N
A/Z zoom in/out disp
n
n
0
L toggle grid lock edit
n
n
1
G (+Shift) cycle grid size (backwards), set auto grid edit
n
e
2
S insert sprite
(prefix 1-0 on upper row: set picnum to 1-10, resp.)
edit
n
e
3
O ornament sprite onto wall edit
x
n
n
4
J join sectors edit
x
n
n
5
P set sector pal edit
x
n
n
6
Ctrl+H toggle hitscan sensitivity edit
x
x
n
n
7
T (+Alt) set lotag of sector (wall/sprite) edit
x
x
x
n
n
8
H (+Alt) set hitag of sector (wall/sprite) edit
x
x
x
n
n
9
KP4/6/2/8 scale sprite (+KP5: speed up) edit
x
n
n
10
SPACE draw sector; end circle drawing edit
n
n
11
BACKSPACE remove last wall when drawing sector edit
n
n
12
BACKSPACE cycle 2D display mode (textured/non-textured) disp
y
y
13
INS add vertex to wall edit
x
n
n
14
DEL+Ctrl delete sector edit
x
n
n
15
C
KP+/KP-
start circle drawing from wall
increase/decrease amount of walls in circle
edit
x
n
n
16
Alt+S make sector from inner loop edit
n
n
17
RShift
   +;/'
select group of walls and sprites
set difference/union
edit
n
n
18
RAlt
   +;/'
  +RCtrl
select group of sectors
set difference/union
point sector selection
edit
n
n
19
INS or C duplicate selected sectors/sprites edit
n
n
20
SCROLLLOCK set starting position edit
n
n
21
TAB show sector data info
n
n
22
TAB+Ctrl
(or TAB+Shift)
show wall/sprite data info
n
y
23
LShift show coords info
n
y
24
M (+Alt) set extra of sector (wall/sprite) edit
x
x
x
n
y
25
E set sprite status list edit
x
n
n
26
Ctrl+T toggle show tags disp
y
n
27
'3 cycle modes of showing object's name disp
y
n
28
'7 swap lotag and hitag of wall/sprite edit
x
x
y
y
29
'J jump to position (X,Y) misc
y
y
30
'S set sprite size edit
x
y
y
31
'L set wall/sprite coordinates edit
x
x
y
y
32
'F Special functions menu
Replace invalid tiles
Delete all spr of tile #
Set map sky shade
Set map sky height
Global Z coord shift
Resize selection
Global shade divide
Global visibility divide
edit
y
y
33
X/Y (+Alt) flip (mirror) selected sectors in x/y edit
x
y
y
34
F2 show sound index (root CON file to fetch sound
definitions from can be specified at startup;
default is GAME.CON)
info
y
y
35
F4 toggle first wall highlighting disp
y
y
36
F5 show item count info
y
n
37
F6 show actor count (when pointed at sprite: SE help) info
y
n
38
F7 edit sector data edit
x
y
y
39
F8 edit wall/sprite data edit
x
x
y
y
40
F9 show ST help info
y
n
41
Alt+F7 search sector by tag info
y
n
42
Alt+F8 search wall by tag/search sprite info
y
e
43
]/[ search forward/backward info
y
n
44
LCtrl+RShift select all walls of current sector
(point at a wall and holding LCtrl, press RShift)
edit
y
y
45
LENTER check pointers for current sector
(+LCtrl+LShift: check ALL pointers)
edit
y
n
46


Mapster 32 keys — 3D mode
key/keys description type sec
spr
wal
adv
new
N
A/Z
  +Ctrl
  +LShift
move up/down
look down/up
speed up movements
navi
n
n
0
CAPSLOCK or 'Z cycle zmode navi
n
n
1
KP+/KP- change shade edit
x
x
x
n
n
2
KP+/KP-+Alt
  +Alt+Shift
  +Ctrl+Alt
change visibility
change visibility in smaller increments
change global visibility
edit
x
n
n
3
]/[
  +RShift
  +LShift
slope down/up
smaller increments
smallest increments
edit
x
n
n
4
[+Alt align slope to floor of adjoining sector edit
x
n
n
5
]+Alt align slope to ceiling of adjoining sector edit
x
n
n
6
PGUP/PGDN
  +END
  +HOME
move object up/down (+Ctrl on sectors: 4x)
1/2 of normal increments
1/4 of normal increments
edit
x
x
n
n
7
PGUP+Ctrl put sprite on ceiling edit
x
n
n
8
PGDN+Ctrl put sprite on ground edit
x
n
n
9
KP4/6/2/8
  +Shift or +Alt
  +KP5
pan floor/ceiling or scale wall/sprite
force panning
speed up
edit
x
x
x
n
n
10
V choose tile edit
x
x
x
n
n
11
S insert sprite edit
n
n
12
G set picnum edit
x
x
x
n
y
13
E toggle sector texture expansion edit
x
n
n
14
F flip texture edit
x
x
x
n
n
15
R toggle sector texture relativity edit
x
n
n
16
'T set lotag edit
x
x
x
n
n
17
'H set hitag edit
x
x
x
n
n
18
'S set shade edit
x
x
x
n
n
19
Alt+P set pal edit
x
x
x
n
n
20
1 toggle one sided sprite/wall edit
x
x
n
n
21
2 toggle bottom wall swapping edit
x
n
n
22
M toggle masking wall edit
x
n
n
23
O toggle wall orientation edit
x
n
n
24
O ornament sprite onto wall edit
x
n
n
25
C toggle sprite centering edit
x
n
n
26
H toggle hitscan sensitivity (+Shift: one-sided) edit
x
x
n
n
27
T cycle translucence edit
x
x
n
n
28
P toggle parallax edit
x
n
n
29
'V set sector visibility edit
x
n
n
30
Ctrl+P (obsolete) change parallax type (classic renderer only) edit
n
n
31
. search & fix panning of the wall to the right edit
x
n
n
32
'L set coordinates edit
x
x
n
y
33
'M set extra edit
x
x
x
n
y
34
+/- cycle tile edit
x
x
x
n
y
35
TAB copy to clipboard edit
n
n
36
LENTER paste all (pic+shade+pal+flags+tags+extra) edit
x
x
x
n
n
37
'LENTER paste picnum only edit
x
x
x
y
n
38
LENTER+Shift paste shading+pal edit
x
x
x
y
n
39
LENTER+Ctrl paste picnum+shading+pal edit
x
x
x
y
n
40
Alt+C replace all "same" tiles with clipboard tile edit
x
x
x
y
n
41
Alt+D adjust clipping distance of sprite edit
x
y
n
42
 ;V set sector visibility on all selected sectors edit
x
y
y
43
3 toggle Sector over Sector
(see http://www.users.on.net/~triforce/cduke3d/)
disp
y
y
44
'BACKSPACE clear all flags for wall/sprite edit
x
x
y
y
45
'P set palette of all sprites/walls/floors/ceilings
(respectively) in all selected sectors
edit
x
x
x
y
y
46
 ;P set palette of all sprites/walls/floors/ceilings
in all selected sectors
edit
x
x
x
y
y
47
Ctrl+Shift
+LENTER
autoshade wall edit
x
y
n
48
F2 toggle clipboard preview info
y
y
49
F2+Shift toggle current tile display info
y
y
50
F3 toggle mouselook misc
y
y
51
F4 toggle ambient sounds misc
y
y
52
F5 toggle mouse navigation navi
y
y
53
F6 toggle automatic SE help info
y
y
54
F7 toggle automatic ST help info
y
y
55
F9 reload and activate maphacks disp
y
y
56
F10 disable maphacks disp
y
y
57
F11 cycle brightness misc
n
n
58
'D cycle skill level disp
y
n
59
'X toggle sprite shade preview disp
y
y
60
'W toggle sprite display disp
y
n
61
'Y toggle purple background disp
y
n
62
'C copy shade from clipboard to all "same" objects edit
y
n
63
'R toggle framerate display info
y
n
64
Ctrl+T when pointing on a letter sprite: text entry tool
(alphabets are configurable in tiles.cfg)
edit
y
y
65