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back2root:archives:duke3d:mapster32

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Mapster32 Help

6. Sector effector reference 7. Sector tag reference 8. Long SE reference 9. Colors

2D mode mouse reference

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:

  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 currently selected object.

Press ALT to work with a wall or sprite instead of any adjacent sectors.

RIGHT-SHIFT Select vertex/sprites
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

2D mode keyboard reference

LSHIFT Show coordinates
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

3D mode mouse reference

The mouse pointer always points 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 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.
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
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 keyboard reference

UP Move forward
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
RIGHT Turn right
A+CTRL Look down
Z+CTRL Look up
' V Set sector visibility
; 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
. 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 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
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. |

3D mode tile selector reference

After pressing V in 3D mode, the editor enters tile browsing.

KP_/ Zoom in 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 T Select from pre-defined tileset (tiles.cfg) Z Tile zoom ESC Cancel ENTER Accept

LEFT select CTRL+WHEEL zoom WHEEL scroll RIGHT smooth scrolling

Sector effector reference

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

Sector tag reference

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

Long SE reference

Colors

Foreground colors:

0,15 0 1,0 1 2 2 3 3 4 4 5 5 6 6
8 8 9 9 10 1011 1112 1213 1314 14

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 0,10 100,11 110,12 120,13 130,14 14
back2root/archives/duke3d/mapster32.1684615996.txt.gz · Dernière modification : 2023/05/20 22:53 de frater