Build/Mapster32 Keyboard Commands

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Revision as of 10:52, 11 November 2008 by 217.83.108.37 (talk) (Mapster32 keys as tables: small corrections)
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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).

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.
LEFT+MIDDLE toggle mouse look
WHEEL change shade/visibility
LEFT+WHEEL change tile
RIGHT+WHEEL move object up/down

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

LEFT+ALT move object up/down
LEFT+SHIFT pan ceiling/floor/wall
LEFT+SHIFT move sprite in horizontal plane
LEFT+CTRL scale wall texture or size of sprite
LEFT+CTRL Change slope of sector


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

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
F4 Toggle showing the first wall
+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
' 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. The interval is configurable in the mapster32(by default: every 3 minutes)

' N toggle noclip for the camera
N+CTRL toggle noclip sprites

S+CTRL save map
L+CTRL load map

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)+CTRL Playtest map from current position (from map start position) [20080924]
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 function menu
F7+ALT search sector lotag
F8+ALT on wall: search wall lotag
F8+ALT on sprite: generic sprite search [20080924]
[ 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 when pointed at wall
F6 show Sector Effector help when pointed at sprite
F7 edit sector data
F8 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)

LCTRL+RSHIFT 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, 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 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 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(+ALT)+CTRL Playtest map from current position (from map start position) [20080924]


Mapster32 keys as tables

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.
typ: type of command: i=informational, e=editing, n=navigation, d=display, m=miscellany.
se,sp,w: in case of an editing command, whether it potentially acts on sectors, sprites, or walls.
spw: same as above in a different representation
adv: whether the command is 'advanced'. This is set somewhat arbitrarily.
new: whether the functionality of the command is new to Mapster32. x means that it has been enhanced.
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 typ se sp w spw adv new N
F1 help i n y 1
UP/DOWN
LEFT/RIGHT
  +LShift
move forward/back
turn left/right (+RCtrl: strafe)
speed up movements
n n n 2
RENTER toggle between 2D and 3D modes m n n 3
B toggle blocking of wall/sprite (+Shift: one-sided) e x x -pw n n 4
R cycle sprite aligment e x -p- n n 5
,/. rotate sprite (+Shift: slowly) e x -p- n n 6
DEL delete sprite e x -p- n n 7
/ reset panning, repeat and flags e x x -pw n n 8
Alt+F set first wall of sector e x s-- n n 9
/+Shift set xrepeat to yrepeat (make square) e x -p- y y 10
'N toggle camera clipping n y y 11
Ctrl+N toggle sprite clipping through floors/ceilings e y y 12
'A toggle autosave (interval configurable in mapster32.cfg) m y y 13
(Shift+)F12 capture (inverted) screenshot m n n 14
Ctrl+L load map m n n 15
Ctrl+S save map m n n 16
Ctrl+P playtest map from current position m n y 17
Ctrl+Shift+P playtest map from starting position m n y 18


Mapster 32 keys — 2D mode
key/keys description typ se sp w spw adv new N
A/Z zoom in/out d n n 1
L toggle grid lock e n n 2
G (+Shift) cycle grid size (backwards), set auto grid e n x 3
S insert sprite
(prefix 1-0 on upper row: set picnum to 1-10, resp.)
e n x 4
O ornament sprite onto wall e x -p- n n 5
J join sectors e x s-- n n 6
P set sector pal e x s-- n n 7
Ctrl+H toggle hitscan sensitivity e x x -pw n n 8
T (+Alt) set lotag of sector (wall/sprite) e x x x spw n n 9
H (+Alt) set hitag of sector (wall/sprite) e x x x spw n n 10
KP4/6/2/8 scale sprite (+KP5: speed up) e x -p- n n 11
SPACE draw sector; end circle drawing e n n 12
BACKSPACE remove last wall when drawing sector e n n 13
INS add vertex to wall e x --w n n 14
DEL+Ctrl delete sector e x s-- n n 15
C
KP+/KP-
start circle drawing from wall
increase/decrease amount of walls in circle
e x --w n n 16
Alt+S make inner sector from loop e n n 17
RShift select group of walls and sprites e n n 18
RAlt select group of sectors e n n 19
INS or C duplicate selected sectors/sprites e n n 20
SCROLLLOCK set starting position e n n 21
TAB show sector data i n n 22
TAB+Ctrl show wall/sprite data i n y 23
LShift show coords i n y 24
M (+Alt) set extra of sector (wall/sprite) e x x x spw n y 25
E set sprite status list e x -p- n n 26
Ctrl+T toggle show tags d y n 27
'3 cycle modes of showing object's name d y n 28
'7 swap lotag and hitag of wall/sprite e x x -pw y y 29
'J jump to position (X,Y) m y y 30
'S set sprite size e x -p- y y 31
'L set wall/sprite coordinates e x x -pw y y 32
'F special functions menu e y y 33
X/Y (+Alt) flip (mirror) selected sectors in x/y e x s-- y y 34
F4 toggle first wall highlighting d y y 35
F5 show item count i y n 36
F6 show actor count (when pointed at sprite: SE help) i y n 37
F7 edit sector data e x s-- y y 38
F8 edit wall/sprite data e x x -pw y y 39
F9 show ST help i y n 40
Alt+F7 search sector by tag i y n 41
Alt+F8 search wall by tag/search sprite i y x 42
]/[ search forward/backward i y n 43
LCtrl+RShift select all walls of current sector
(point at a wall and holding LCtrl, press RShift)
e y y 44
LENTER check pointers for current sector
(+LCtrl+LShift: check ALL pointers)
e y n 45


Mapster 32 keys — 3D mode
key/keys description typ se sp w spw adv new N
A/Z
  +Ctrl
  +LShift
move up/down
look down/up
speed up movements
n n n 1
CAPSLOCK or 'Z cycle zmode n n n 2
KP+/KP- change shade e x x x spw n n 3
KP+/KP-+Alt
  +Alt+Shift
  +Ctrl+Alt
change visibility
change visibility in smaller increments
change global visibility
e x s-- n n 4
]/[
  +RShift
  +LShift
slope down/up
smaller increments
smallest increments
e x s-- n n 5
[+Alt align slope to floor of adjoining sector e x s-- n n 6
]+Alt align slope to ceiling of adjoining sector e x s-- n n 7
PGUP/PGDN
  +END
  +HOME
move object up/down (+Ctrl on sectors: 4x)
1/2 of normal increments
1/4 of normal increments
e x x sp- n n 8
PGUP+Ctrl put sprite on ceiling e x -p- n n 9
PGDN+Ctrl put sprite on ground e x -p- n n 10
KP4/6/2/8
  +KP5
pan floor/ceiling or scale wall/sprite (+Shift: force pan)
speed up
e x x x spw n n 11
V choose tile e x x x spw n n 12
S insert sprite e n n 13
G set picnum e x x x spw n y 14
E toggle sector texture expansion e x s-- n n 15
F flip texture e x x x spw n n 16
R toggle sector texture relativity e x s-- n n 17
'T set lotag e x x x spw n n 18
'H set hitag e x x x spw n n 19
'S set shade e x x x spw n n 20
Alt+P set pal e x x x spw n n 21
1 toggle one sided sprite/wall e x x -pw n n 22
2 toggle bottom wall swapping e x --w n n 23
M toggle masking wall e x --w n n 24
O toggle wall orientation e x --w n n 25
O ornament sprite onto wall e x s-- n n 26
C toggle sprite centering e x -p- n n 27
H toggle hitscan sensitivity (+Shift: one-sided) e x x -pw n n 28
T cycle translucence e x x -pw n n 29
P toggle parallax e x s-- n n 30
'V set sector visibility e x s-- n n 31
Ctrl+P (obsolete) change parallax type (classic renderer only) e n n 32
. search & fix panning of the wall to the right e x --w n n 33
'L set coordinates e x x sp- n y 34
'M set extra e x x x spw n y 35
+/- cycle tile e x x x spw n y 36
TAB copy to clipboard e n n 37
LENTER paste all (picnum+shading+pal+flags+tags+extra) e x x x spw n n 38
'LENTER paste picnum only e x x x spw y n 39
LENTER+Shift paste shading+pal e x x x spw y n 40
LENTER+Ctrl paste picnum+shading+pal e x x x spw y n 41
Alt+C replace all "same" tiles with clipboard tile e x x x spw y n 42
Alt+D adjust clipping distance of sprite e x -p- y n 43
;V set sector visibility on all selected sectors e x s-- y y 44
3 toggle Sector over Sector
(see http://www.users.on.net/~triforce/cduke3d/)
d y y 45
'BACKSPACE clear all flags for wall/sprite e x x -pw y y 46
'P set palette of all sprites/walls/floors/ceilings
(respectively) in all selected sectors
e x x x spw y y 47
;P set palette of all sprites/walls/floors/ceilings
in all selected sectors
e x x x spw y y 48
Ctrl+Shift +LENTER autoshade wall e x --w y n 49
F2 toggle clipboard preview i y y 50
F2+Shift toggle current tile display i y y 51
F3 toggle mouselook m y y 52
F5 toggle mouse navigation n y y 53
F6 toggle automatic SE help i y y 54
F7 toggle automatic ST help i y y 55
F9 reload and activate maphacks d y y 56
F10 disable maphacks d y y 57
F11 cycle brightness m n n 58
'D cycle skill level d y n 59
'X toggle sprite shade preview d y y 60
'W toggle sprite display d y n 61
'Y toggle purple background d y n 62
'C copy shade from clipboard to all "same" objects e y n 63
'R toggle framerate display i y n 64
Ctrl+T when pointing on a letter sprite: text entry tool
(alphabets are configurable in mapster32.cfg)
e y y 65