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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.
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
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
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
Foreground colors:
0,15 0 | 1,0 1 | 2 2 | 3 3 | 4 4 | 5 5 | 6 6 |
---|---|---|---|---|---|---|
8 8 | 9 9 | 10 10 | 11 11 | 12 12 | 13 13 | 14 14 |
Background colors:
15,0 0 | 0,1 1 | 0,2 2 | 0,3 3 | 0,4 4 | 0,5 5 | 0,6 6 |
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0,8 8 | 0,9 9 | 0,10 10 | 0,11 11 | 0,12 12 | 0,13 13 | 0,14 14 |