6. Sector effector reference 7. Sector tag reference 8. Long SE reference 9. Colors
The purpose of mouse in 2D mode is pointing, selecting and moving objects in a map.
Every time mouse is pointing at one of these:
Some commands work differently depending on the currently selected object.
Press ALT to work with a wall or sprite instead of any adjacent sectors.
RIGHT-SHIFT | Select vertex/sprites |
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RIGHT-ALT | Select sectors |
WHEEL | Zoom |
WHEEL+ALT | Move camera and zoom |
LEFT BUTTON | Drag sectors/vertex/sprites |
RIGHT BUTTON | Move camera |
RIGHT MIDDLE | Move camera |
LSHIFT | Show coordinates |
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F1 | Show help |
F9 | Show the Sector Tags help |
M | Set extra of sector |
M+ALT | Set extra of wall/sprite |
/ | Reset panning, size and flags to defaults |
/+SHIFT | Make square - set xrepeat to yrepeat |
KeyPad 4 | Scaling sprite horizontally |
KeyPad 6 | Scaling sprite horizontally |
KeyPad 2 | Scaling sprite vertically |
KeyPad 8 | Scaling sprite vertically |
+KeyPad 5 | Speed up |
R | Cycle sprite alignment |
' S | Set sprite size |
' F | Function 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-sided blocking for a wall |
F+ALT | Set the first wall of a sector |
O | Ornament sprite flat 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 |
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 |
P | Set sector palette |
E | Set sprite status list |
TAB | Show sector data |
TAB+SHIFT | Show wall/sprite data |
TAB+CTRL | Show wall/sprite data |
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 (see samples/tiles.cfg for customization) |
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 clipping |
S+CTRL | Save map |
L+CTRL | Load map |
The mouse pointer always points at one of these objects:
It's important to understand this concept.
Some commands work differently depending on the “current object”, the object the mouse points at.
Some commands only manipulate the “current object”, but other commands manipulate the sprites and sectors which are “selected” in 2D mode.
Other commands work globally.
Mouse buttons:
LEFT | Lock the current object. The current object won't change as long as the button is pressed. |
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LEFT+MIDDLE | Toggle mouselook |
WHEEL | Change shade/visibility |
LEFT+WHEEL | Change tile |
RIGHT+WHEEL | Move object up/down |
Additionally, there is UnrealEd-style mouse navigation in 3D mode (toggle it with F5) with the following bindings:
RIGHT | mouselook |
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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 |
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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 |
UP | Move forward |
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DOWN | Move backward |
LEFT+RCTRL | Move left |
RIGHT+RCTRL | Move right |
A | Move up |
Z | Move down |
F4+ALT | Toggle showing the first wall |
+LSHIFT | Speed up movements |
LEFT | Turn left |
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RIGHT | Turn right |
A+CTRL | Look down |
Z+CTRL | Look up |
' V | Set sector visibility |
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; V | Set sector visibility on all selected sectors |
V | Choose tile |
3 | Toggle “sector over sector”. |
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 Sector Effector help |
F7 | Toggle automatic sector tag help |
, | Rotate sprite |
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. | 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 |
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CAPS LOCK | Cycle zmode |
' Z | Cycle zmode |
' M | Set the extra of the current object |
1 | Toggle one-sided flag of sprite/wall |
2 | Toggle bottom wall swapping |
O | Set top or bottom orientation of wall |
O | Ornament sprite flat onto wall |
M | Toggle masked wall |
H | Toggle hitscan sensitivity |
H+SHIFT | Toggle one side hitscan sensitivity for the wall |
' H | Set hitag of the current object |
KP_MINUS | Darkens shade of individual sector/wall/sprite or selected sectors |
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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 | Lightens shade 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.
+/- | Cycle tile |
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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 selected sprites or sectors up |
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PAGE DN | Move selected sprites or sectors down |
PAGE UP+CTRL | Move selected sprites to ceiling |
PAGE DN+CTRL | Move selected sprites to floor |
+CTRL | Speed up movement |
+END | Slow down movement |
+HOME | Slow down movement even more |
Note: CTRL, HOME, END are modifiers, so they work with the mouse too.
' D | Cycle skill level |
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' 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 in the clipboard. It works separately for sectors/walls/sprites depending on the current object. |
' 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 |
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' LENTER | Paste picnum only |
LENTER+SHIFT | Paste shade and palette onto the current object |
LENTER+CTRL | Paste picnum, shading, and palette onto the current object |
LENTER | Paste all properties onto the current object |
' A | Toggle autosave. The interval is configurable in the .cfg. (by default: every 3 minutes) |
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' N | Toggle clipping for the camera |
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N+CTRL | Toggle clipping for sprites |
S+CTRL | Save map |
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L+CTRL | Load map |
ESC | Quit |
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F11 | Brightness |
F12 | Screenshot |
F12+SHIFT | Inverted screenshot |
F9 | Reload and activate maphacks |
F10 | Disable maphacks |
C | Toggle center sprite (cstat 128) |
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ALT+C | Replace all tiles in the map with the clipboard |
[ | Increases slope quickly |
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[+RSHIFT | Increases slope with medium speed |
[+LSHIFT | Increases slope slowly |
[+ALT | Align slope to the floor of an adjoining sector |
] | Decreases slope quickly |
]+RSHIFT | Decreases slope with medium speed |
]+LSHIFT | Decreases slope slowly |
]+ALT | Align slope to the ceiling of an adjoining sector |
KP_4 | Pan floor/ceiling horizontally |
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KP_6 | Pan floor/ceiling horizontally |
KP_2 | Pan floor/ceiling vertically |
KP_8 | Pan floor/ceiling vertically |
KP_4 | Scale wall/sprite horizontally |
KP_6 | Scale wall/sprite horizontally |
KP_2 | Scale wall/sprite vertically |
KP_8 | Scale wall/sprite vertically |
+SHIFT | Force panning (for walls) |
+KP_5 | Increase speed |
/ | Reset panning, size and flags to defaults |
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/+SHIFT | Make square - set xrepeat to yrepeat |
P | Enable/disable parallax |
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P+CTRL | Change parallax type (only in 8-bit classic renderer) |
P+ALT | Change palette of sector/wall/sprite |
D+ALT | Adjust clipping distance of the sprite |
T | Translucence for sprites/masked walls |
S | Insert sprite |
KP_ENTER | Switch to 2D mode |
After pressing V in 3D mode, the editor enters tile browsing.
Keys:
KP_/ | Zoom in |
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KP_* | Zoom out |
UP/DOWN/LEFT/RIGHT/PAGE UP/PAGE DOWN | movements |
G | Go to specified tile |
U | Go to start of user defined art (3584) |
A | Go to start of Atomic edition's art (4096) |
E | Go to start of extended art (6144, 9216) |
V | Select from all tiles |
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T | Select from pre-defined tileset (tiles.cfg) |
Z | Tile zoom |
ESC | Cancel |
ENTER | Accept |
Mouse:
LEFT | select |
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CTRL+WHEEL | zoom |
WHEEL | scroll |
RIGHT | smooth scrolling |
effect ID | Description |
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0 | Rotating Sector |
1 | Pivot Sprite for SE 0 |
2 | Earthquake |
3 | Random Lights After Shot Out |
4 | Random Lights |
6 | Subway |
7 | Teleporter |
8 | Up Open Door Lights |
9 | Down Open Door Lights |
10 | Door Auto Close (Hitag = Delay) |
11 | Rotate Sector Door |
12 | Light Switch |
13 | C-9 Explosive |
14 | Subway Car |
15 | Slide Door (ST 25) |
16 | Rotate Reactor Sector |
17 | Elevator Transport (ST 15) |
18 | Incremental Sector Rise/Fall |
19 | Explosion Lowers Ceiling |
20 | Stretch (ST 27) |
21 | Drop Floor (ST 28) |
22 | Teeth Door Prong (ST 29) |
23 | One-Way Teleporter Destination |
24 | Conveyor Belt or Water Current |
25 | Engine Piston |
27 | Demo Camera |
28 | Lightning |
29 | Float (for Waves) |
30 | Two-Way Train (ST 31) |
31 | Floor Rise/Fall |
32 | Ceiling Rise/Fall |
33 | Earthquake Debris |
36 | Projectile Shooter |
Tag ID | Descriptions |
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1 | Above Water (SE 7) |
2 | Underwater (SE 7) |
9 | Sliding Star Trek Doors |
15 | Elevator Transport (SE 17) |
16 | Elevator Platform Down |
17 | Elevator Platform Up |
18 | Elevator Down |
19 | Elevator Up |
20 | Ceiling Door |
21 | Floor Door |
22 | Splitting Door |
23 | Swinging Door |
25 | Sliding Door (SE 15) |
26 | Splitting Star Trek Door |
27 | Stretch (SE 20) |
28 | Drop Floor (SE 21) |
29 | Teeth Door Prong (SE 22) |
30 | Rotate and Rise Bridge |
31 | Two-Way Train (SE 30) |
10+++ | One-Time Sound |
32767 | Secret Room |
65534 | End Of Level with Message (sector hitag: sound #) |
65535 | End Of Level |
SE 0/1: ROTATED SECTOR
SE1: pivot Ang: up--clockwise, down--counterclockwise SE0: a sector to rotate Hi = SE1 Hi
SE 2: EARTHQUAKE
In quake sector, modeled as after the quake, insert additionally: MASTERSWITCH Lo=X In other sector: TOUCHPLATE Lo=X Anywhere: SE33: scraps Hi=X
SE 3: RANDOM LIGHTS AFTER SHOT OUT
Light is wall: 2-way, blockable? Lo=X Light is ceiling: sector Hi=X SE 3 in affected sector: Hi=X Shades/pals: sectors/walls: when off SE: when on
SE 4: RANDOM LIGHTS
Hi: random blink num. ^0(research!) Shades/pals: sectors/walls: when off SE: when on
SE 5: ?
SE 6/14: SUBWAY
subway sectors: Hi=unique per train SE 6: SUBWAY FRONT CAR Ang: direction of first movement GPSPEED: Lo: speed (default: 256) SE 14: SUBWAY PULLED CARS Locators: starting with Lo=0, ascending Hi=1: train stops here
SE 7: TRANSPORT
Hi=X link
SE 8: UP OPEN DOOR LIGHTS (with ST 20)
SE 8 also in door sector Hi=X links with other SE8 sprites Shades: sectors/walls: when closed SE: when open Walls: Hi=1 means exclude this wall from changing shade
SE 9: DOWN OPEN DOOR LIGHTS (with ST 21)
analogous SE 8
SE 10: ?
SE 11: ROTATE SECTOR DOOR
Ang: up--clockwise, down--counterclockwise Hi: link doors to be opened simultaneously ST=23
SE 12: LIGHT SWITCH (preview with 'X)
Hi=X Shades: sectors/walls: when off SE: when on [switch]: Lo=X
SEENINE: C-9 BARREL
Hi=X Lo=delay ^0(>0? game ticks?) In all sectors with SEENINEs: MASTERSWITCH Lo=X [switch]: Lo=X
SE 13: C-9 EXPLOSIVE/BLASTABLE WALL
CRACKs/SEENINEs: Hi=X SE 13: Hi=X other SEENINEs: Hi=X Lo=delay
SE 15: SLIDING DOOR (ST=25)
Ang: opposite of direction of first movement GPSPEED: 2*Lo: how far (BUILD units)
SE 17: ELEVATOR TRANSPORT
Shade: darker on SE of starting sector Sectors: ST=15 Top floor sector Hi=1
SE 18: INCREMENTAL SECTOR RISE/FALL
Hi: units moved per activation (min: 1024?) Ang: up--floor affected down--ceiling affected Pal: 0: start at floor/ceiling height not 0: start at SE height [switch] & ACTIVATOR ^0(in same sector as SE?): Lo=X
SE 19: SHOT TOUCHPLATE CIELING DOWN
SE 20: BRIDGE/STRETCH SECTOR (ST 27)
Ang: direction ACTIVATOR Hi = SE Hi = [switch] Lo GPSPEED Lo: how far (BUILD units)
SE 21: DROP FLOOR (ST 28)
Ang: up: drop ceiling down: drop floor z: end z ^0(()) Sector: z: start z ^0(()) GPSPEED Lo: rate ^0(units?) ACTIVATOR Lo = [switch] Lo
SE 24: CONVEYOR BELT
Ang: direction GPSPEED: Lo=speed
SE 25: ENGINE PISTON (CRUSHER)
z: starting z Sector: piston travels between ceiling z and floor z
SE 27: CAMERA FOR PLAYBACK
Hi: radius (BUILD units?)
SE 28: LIGHTNING
Hi = tile #4890 Hi
SE 29: WAVES
Hi: start height (phase) GPSPEED Lo: amplitude (default: 256)
Based on
Foreground colors:
0 : white | 1 : black | 2: brown | 3 : grey | 4 : | 5 | 5 | 7 |
8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
Background colors:
15,0 0 | 0,1 1 | 0,2 2 | 0,3 3 | 0,4 4 | 0,5 5 | 0,6 6 |
---|---|---|---|---|---|---|
0,8 8 | 0,9 9 | 0,10 10 | 0,11 11 | 0,12 12 | 0,13 13 | 0,14 14 |