Build/Mapster32 Keyboard Commands: Difference between revisions
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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''' - mouselook).<br> | |||
The purpose | |||
Mouse pointer always points(see info about it at the bottom of the screen) at one of these object:<br> | Mouse pointer always points(see info about it at the bottom of the screen) at one of these object:<br> | ||
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== | == 3D Mode: Selecting Tile Mode == | ||
After pressing '''V''' key in 3D mode, mapster32 switches to "select tile" mode.<br> | |||
After pressing V key in 3D mode, mapster32 switches to "select tile" mode.<br> | |||
Keys:<br> | Keys:<br> | ||
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== 3D Mode == | == 3D Mode: Keys == | ||
'''UP''' move forward<br> | '''UP''' move forward<br> | ||
'''DOWN''' move backward<br> | '''DOWN''' move backward<br> | ||
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'''LEFT''' turn left<br> | '''LEFT''' turn left<br> | ||
'''RIGHT''' turn right<br> | '''RIGHT''' turn right<br> | ||
'''A+CTRL''' look | '''A+CTRL''' look down<br> | ||
'''Z+CTRL''' lood | '''Z+CTRL''' lood up<br> | ||
'''' V''' set sector visibility<br> | '''' V''' set sector visibility<br> | ||
'''; V''' set sector visibility on all selected sectors<br> | '''; V''' set sector visibility on all selected sectors<br> | ||
'''V''' choose tile<br> | '''V''' choose tile<br> | ||
'''3''' toggle | '''3''' toggle Sector over Sector. See documentation here(http://www.users.on.net/~triforce/cduke3d/)<br> | ||
'''F3''' toggle mouselook<br> | '''F3''' toggle mouselook<br> | ||
'''' BACKSPACE''' clear all flags for wall/sprite<br> | '''' BACKSPACE''' clear all flags for wall/sprite<br> | ||
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'''M''' toggle masking wall<br> | '''M''' toggle masking wall<br> | ||
'''H''' toggle hitscan sensitivity<br> | '''H''' toggle hitscan sensitivity<br> | ||
'''H+SHIFT''' toggle hitscan sensitivity for | '''H+SHIFT''' toggle one side hitscan sensitivity for the wall<br> | ||
'''' H''' set hitag of the current object<br> | '''' H''' set hitag of the current object<br> | ||
'''KP_MINUS''' shades down individual sector/wall/sprite or selected sectors<br> | '''KP_MINUS''' shades down individual sector/wall/sprite or selected sectors<br> | ||
'''KP_MINUS+ALT''' decreases | '''KP_MINUS+ALT''' decreases visibility of sector or selected sectors<br> | ||
'''KP_MINUS+ALT+SHIFT''' | '''KP_MINUS+ALT+SHIFT''' slowly decreases visibility of sector or selected sectors<br> | ||
'''KP_MINUS+ALT+CTRL''' decreases global | '''KP_MINUS+ALT+CTRL''' decreases global visibility<br> | ||
'''KP_PLUS''' shades up individual sector/wall/sprite or selected sectors<br> | '''KP_PLUS''' shades up individual sector/wall/sprite or selected sectors<br> | ||
'''KP_PLUS+ALT''' increases | '''KP_PLUS+ALT''' increases visibility of sector or selected sectors<br> | ||
'''KP_PLUS+ALT+SHIFT''' | '''KP_PLUS+ALT+SHIFT''' slowly increases visibility of sector or selected sectors<br> | ||
'''KP_PLUS+ALT+CTRL''' increases global | '''KP_PLUS+ALT+CTRL''' increases global visibility<br> | ||
Note: '''ALT,CTRL, SHIFT''' are modifiers so they work with mouse too.<br> | Note: '''ALT,CTRL, SHIFT''' are modifiers so they work with mouse too.<br> | ||
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'''G''' set picnum<br> | '''G''' set picnum<br> | ||
'''B''' toggle blocking<br> | '''B''' toggle blocking<br> | ||
'''B+SHIFT''' toggle blocking for | '''B+SHIFT''' toggle one side blocking for the wall<br> | ||
'''T''' cycles | '''T''' cycles translucence for sprites/masked walls<br> | ||
'''LENTER+CTRL+SHIFT''' autoshade wall<br> | '''LENTER+CTRL+SHIFT''' autoshade wall<br> | ||
'''' LENTER''' paste picnum only<br> | '''' LENTER''' paste picnum only<br> | ||
'''LENTER+SHIFT''' paste some visaul( | '''LENTER+SHIFT''' paste some visaul(shading+pal) properties of the clipboard on sector/wall/sprite<br> | ||
'''LENTER+CTRL''' paste some visaul(picnum+shading+ | '''LENTER+CTRL''' paste some visaul(picnum+shading+pal) properties of the clipboard on sector/wall/sprite<br> | ||
'''LENTER '''paste all(picnum+shading+ | '''LENTER''' paste all(picnum+shading+pal+flags+tags+extra) properties of the clipboard on sector/wall/sprite<br> | ||
'''' A''' toggle autosave(every 3 minutes)<br> | '''' A''' toggle autosave(every 3 minutes)<br> | ||
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''']+ALT''' align slope to the ceiling of adjoining sector<br> | ''']+ALT''' align slope to the ceiling of adjoining sector<br> | ||
'''KP_4''' panning floor/ceiling horizontally | '''KP_4''' panning floor/ceiling horizontally<br> | ||
'''KP_6''' panning floor/ceiling horizontally | '''KP_6''' panning floor/ceiling horizontally<br> | ||
'''KP_8''' panning vertically<br> | '''KP_2''' panning floor/ceiling vertically<br> | ||
'''KP_2''' panning | '''KP_8''' panning floor/ceiling vertically<br> | ||
'''KP_4''' scaling wall/sprite horizontally<br> | |||
'''KP_6''' scaling wall/sprite horizontally<br> | |||
'''KP_2''' scaling wall/sprite vertically<br> | |||
'''KP_8''' scaling wall/sprite vertically<br> | |||
'''+SHIFT''' force panning(for walls)<br> | |||
'''+KP_5''' speed up<br> | '''+KP_5''' speed up<br> | ||
'''/''' Reset panning, repeat and flags to defaults<br> | '''/''' Reset panning, repeat and flags to defaults<br> | ||
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'''P+CTRL''' change parallax type(works only in classic render)<br> | '''P+CTRL''' change parallax type(works only in classic render)<br> | ||
'''P+ALT''' change pal of sector/wall/sprite<br> | '''P+ALT''' change pal of sector/wall/sprite<br> | ||
'''D+ALT''' | '''D+ALT''' adjust clip distance of the sprite<br> | ||
'''T''' | '''T''' translucence for sprites/masked walls<br> | ||
'''S''' insert sprite<br> | '''S''' insert sprite<br> | ||
'''RENTER''' switch to 2D mode<br> | '''RENTER''' switch to 2D mode<br> | ||
== | == 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:<br> | |||
1. Nothing<br> | |||
2. Sector<br> | |||
3. Sector and wall<br> | |||
4. Sector and sprite<br> | |||
5. Wall (wall without sector - map is corrupt)<br> | |||
6. Sprite (sprite without sector - map is corrupt)<br> | |||
Some commands work differently depending on the current object(the object the mouse points at).<br> To solve ambiguous between sector and wall/sprite, one usually must press ALT to work with wall/sprite instead of sectors.<br> | |||
'''RSHIFT''' select vertex/sprites<br> | |||
'''RALT''' select sectors<br> | |||
'''WHELL''' zoom<br> | |||
'''WHELL+ALT''' move camera and zoom<br> | |||
'''LEFT BUTTON''' drag sectors/vertex/sprites<br> | |||
'''RIGHT BUTTON''' move camera<br> | |||
'''RIGHT MIDDLE''' move camera<br> | |||
' + | == 2D Mode: Keys == | ||
'''LSHIFT''' show coords<br> | |||
'''F1''' show help<br> | |||
'''F9''' show the Sector Tags help<br> | |||
'''M''' set extra of sector<br> | |||
'''M+ALT''' set extra of wall/sprite<br> | |||
'''/''' Reset panning, repeat and flags to defaults<br> | |||
'''/+SHIFT''' set xrepeat to yrepeat(makes square)<br> | |||
'''KP_4''' scaling sprite horizontally<br> | |||
'''KP_6''' scaling sprite horizontally<br> | |||
'''KP_2''' scaling sprite vertically<br> | |||
'''KP_8''' scaling sprite vertically<br> | |||
'''+KP_5''' speed up<br> | |||
' + | '''R''' cycle sprite alignment<br> | ||
'''' S''' set sprite size<br> | |||
'''' F''' func menu<br> | |||
'''F7+ALT''' search sector lotag<br> | |||
'''F8+ALT''' search wall/sprite lotag<br> | |||
'''[''' search backward<br> | |||
''']''' search forward<br> | |||
'''G''' cycle grid size<br> | |||
'''G+SHIFT''' cycle grid size backward<br> | |||
'''' L''' set sprite/wall coordinates<br> | |||
'''' 3''' cycle modes of showing object's name<br> | |||
'''' 7''' swap lotag and hitag of wall/sprite<br> | |||
'''' J''' goto X,Y<br> | |||
' + | '''X''' flip selected sectors in x<br> | ||
'''Y''' flip selected sectors in y<br> | |||
'''X+ALT''' mirror selected sectors in x<br> | |||
'''Y+ALT''' mirror selected sectors in y<br> | |||
' + | '''F12''' screenshot<br> | ||
'''F12+SHIFT''' inverted screenshot<br> | |||
'''B''' toggle blocking<br> | |||
'''B+SHIFT''' toggle one side blocking for wall<br> | |||
'''F+ALT''' set the first wall of sector<br> | |||
'''O''' ornament sprite onto wall<br> | |||
''',''' rotate sprite/selected sectors<br> | |||
'''.''' rotate sprite/selected sectors<br> | |||
'''<''' slowly rotate sprite/selected sectors<br> | |||
'''>''' slowly rotate sprite/selected sectors<br> | |||
'''SCROLL LOCK''' set starting position<br> | |||
'''F5''' show item count<br> | |||
'''F6''' show actor count<br> | |||
'''F6''' show Sector Effector help when pointed at sprite<br> | |||
'''F7''' edit sector data<br> | |||
'''F7''' edit wall/sprite data<br> | |||
'''T''' set sector lotag<br> | |||
'''T+ALT''' set wall/sprite lotag<br> | |||
'''T+CTRL''' toggle show tags<br> | |||
'''H''' set sector hitag<br> | |||
'''H+ALT''' set wall/sprite hitag<br> | |||
'''H+CTRL''' toggle hitscan sensitivity<br> | |||
'''H+CTRL+SHIFT''' toggle hitscan sensitivity<br> | |||
' + | '''P''' set sector pal<br> | ||
'''E''' set sprite status list<br> | |||
'''TAB''' show sector data<br> | |||
'''TAB+CTRL''' show wall/sprite data<br> | |||
'''TAB+ALT''' show wall/sprite data (Windows may trigger on this shortcut)<br> | |||
'''CTRL+SHIFT''' select all walls of the current sector(point at a wall and holding CTRL, press SHIFT).<br> | |||
'''A''' zoom in<br> | |||
'''Z''' zoom out<br> | |||
'''L''' toggle grid lock<br> | |||
'''J''' join sectors<br> | |||
'''S''' insert sprite<br> | |||
'''S+ALT''' make inner sector<br> | |||
'''C''' duplicate sectors/sprites<br> | |||
'''C''' start circle attached to a wall<br> | |||
'''KP +''' increase amout of walls in circle<br> | |||
'''KP -''' decrease amout of walls in circle<br> | |||
'''SPACE''' start/end drawing of sector, end drawing of circle<br> | |||
'''LENTER''' check all pointers for the current sector<br> | |||
'''LSHIFT+LCTRL+LENTER''' check ALL pointers (manual attempt to recover map)<br> | |||
'''BACKSPACE''' remove the last wall during drawing sector<br> | |||
'''DEL''' delete sprite<br> | |||
'''DEL+CTRL''' delete sector<br> | |||
'''INS''' duplicate sectors/sprites<br> | |||
'''INS''' start circle attached to a wall<br> | |||
'''INS''' add vertix to wall<br> | |||
'''RENETER''' switch to 3D mode<br> | |||
'''ESC''' menu<br> | |||
'''' A''' toggle autosave(every 3 minutes)<br> | |||
'''' N''' toggle noclip<br> | |||
'''' S''' save map (WARNING! The latest released EDuke32 has a bug here which will be fixed in the next snapshot)<br> | |||
'''' 5''' something strange, I don't know yet. Some comments from the source code: "Motorcycle ha ha ha","What the f*** is this supposed to do?".<br> | |||
[[Category:Level editing documentation]] | [[Category:Level editing documentation]] |
Revision as of 09:06, 28 April 2008
3D Mode: Mouse
The purpose of mouse in 3D mode is pointing at some objects in a map and looking around(F3 - mouselook).
Mouse pointer always points(see info about it at the bottom of the screen) at one of these object:
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 with current object, and some commands manipulate with sprites/sectors selected(hereinafter referred to as "selected") in 2D mode, and some commands work globally.
Mouse buttons:
LEFT lock the current object. The current object won't be changing as long as the button pressed.
WHELL change tile
LEFT+MIDDLE toggle mouse look
MIDDLE+WHELL change shade/visibility (see the 3D keys section for modifier keys)
RIGHT+WHELL move object up/down (see the 3D keys section for modifier keys)
3D Mode: Selecting Tile Mode
After pressing V key in 3D mode, mapster32 switches to "select tile" mode.
Keys:
KP / zoom in
KP * zoom out
UP/DOWN/LEFT/RIGHT/PAGE UP/PAGE DOWN movements
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)
V select from all tiles
T select from pre-defined tileset
Z tile zoom
ESC cancel
ENTER accept
3D Mode: Keys
UP move forward
DOWN move backward
LEFT+RCTRL move left
RIGHT+RCTRL move right
A move up
Z move down
F4 posy++
+LSHIFT speed up movements
LEFT turn left
RIGHT turn right
A+CTRL look down
Z+CTRL lood up
' 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/)
F3 toggle mouselook
' BACKSPACE clear all flags for wall/sprite
' P paste palette to all selected sectors
; P paste palette to all selected sectors & sprites
DEL delete sprite
F6 toggle automatic SECTOREFFECTOR help
F7 toggle automatic sector tag help
, rotate sprite
. rotate sprite
< slowly rotate sprite
> slowly rotate sprite
. search & fix panning of the wall to the right
' L change the coordinates of the current object
CAPS LOCK cycle zmode
' Z cycle zmode
' 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
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.
' D cycle skill level
' G cycle sprite preview in the clipboard
' X toggle sprite shade preview
' W toggle sprite display
' 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
F2 toggle clipboard preview
TAB copy to the clipboard
F1 toggle help
G set picnum
B toggle blocking
B+SHIFT toggle one side blocking for the wall
T cycles translucence for sprites/masked walls
LENTER+CTRL+SHIFT autoshade wall
' LENTER paste picnum only
LENTER+SHIFT paste some visaul(shading+pal) properties of the clipboard on sector/wall/sprite
LENTER+CTRL paste some visaul(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
' A toggle autosave(every 3 minutes)
' N toggle noclip
S+CTRL save map (WARNING! The latest released EDuke32 has a bug here which will be fixed in the next snapshot)
' 5 something strange, I don't know yet. Some comments from the source code: "Motorcycle ha ha ha","What the f*** is this supposed to do?".
ESC quit
F11 brightness
F12 screenshot
F12+SHIFT inverted screenshot
F9 reload and activate maphacks
F10 disable maphacks
C toggle center sprite
ALT+C replace all tiles in the map with one from the clipboard
[ 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 force panning(for walls)
+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)
P+ALT change pal of sector/wall/sprite
D+ALT adjust clip distance of the sprite
T translucence for sprites/masked walls
S insert sprite
RENTER switch to 2D mode
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 ambiguous between sector and wall/sprite, one usually must press ALT to work with wall/sprite instead of sectors.
RSHIFT select vertex/sprites
RALT select sectors
WHELL zoom
WHELL+ALT move camera and zoom
LEFT BUTTON drag sectors/vertex/sprites
RIGHT BUTTON move camera
RIGHT MIDDLE move camera
2D Mode: Keys
LSHIFT show coords
F1 show help
F9 show the Sector Tags help
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 func menu
F7+ALT search sector lotag
F8+ALT search wall/sprite lotag
[ 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 goto X,Y
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
F12 screenshot
F12+SHIFT inverted screenshot
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
< slowly rotate sprite/selected sectors
> slowly rotate sprite/selected sectors
SCROLL LOCK set starting position
F5 show item count
F6 show actor count
F6 show Sector Effector help when pointed at sprite
F7 edit sector data
F7 edit wall/sprite data
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+CTRL show wall/sprite data
TAB+ALT show wall/sprite data (Windows may trigger on this shortcut)
CTRL+SHIFT select all walls of the current sector(point at a wall and holding CTRL, press SHIFT).
A zoom in
Z zoom out
L toggle grid lock
J join sectors
S insert sprite
S+ALT make inner sector
C duplicate sectors/sprites
C start circle attached to a wall
KP + increase amout of walls in circle
KP - decrease amout of walls in circle
SPACE start/end drawing of sector, end drawing of circle
LENTER check all pointers for the current sector
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
INS duplicate sectors/sprites
INS start circle attached to a wall
INS add vertix to wall
RENETER switch to 3D mode
ESC menu
' A toggle autosave(every 3 minutes)
' N toggle noclip
' S save map (WARNING! The latest released EDuke32 has a bug here which will be fixed in the next snapshot)
' 5 something strange, I don't know yet. Some comments from the source code: "Motorcycle ha ha ha","What the f*** is this supposed to do?".