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-----------------------------------------
Shadow Warrior BUILD Editor Documentation
Compiled And Edited By Keith Schuler
(c) 1997 3D Realms Entertainment
-----------------------------------------
┌──────────────────────────────────────────────────────────────────────┐
│ This information is provided as is. It is very possible to corrupt │
│ your copy of Shadow Warrior, so make backups!!! 3D Realms & Apogee │
│ cannot and will not support the use of this program. If you choose │
│ to use it, you do so on your own. We cannot help with questions │
│ about this program or its use. │
└──────────────────────────────────────────────────────────────────────┘
IN ORDER TO USE BUILD, YOU MUST COPY THE ENTIRE CONTENTS OF YOUR
\GOODIES\TOOLS DIRECTORY FROM THE CD-ROM TO THE DIRECTORY YOU HAVE
SHADOW WARRIOR INSTALLED TO ON YOUR HARD DRIVE. BUILD WILL NOT WORK
CORRECTLY UNLESS YOU DO THIS! SEE INSTALL.TXT FOR MORE INFORMATION.
This document was designed to help you learn to use the BUILD map editor
included with Shadow Warrior. The first part, "Shadow Warrior BUILD
Tutorial," is a tutorial to help you create your own Shadow Warrior levels
right away, and is primarily intended for beginners. If you are already
familiar with the Duke Nukem 3D BUILD editor, then you may wish to skip to
the second part, "Shadow Warrior BUILD Reference." This is a reference guide
to the controls used in Shadow Warrior BUILD. There are several minor
differences between Shadow Warrior and Duke Nukem 3D mapping, and this
section will help you get acquainted with them.
Refer to these documents in the \GOODIES\DOC directory on your Shadow
Warrior CD for other important information:
ADVANCED.TXT - Brief explanations of room-over-room, sector objects, and
other advanced Shadow Warrior mapping topics.
EDITART.TXT - Instructions and reference for using the EDITART program.
EXAMPLE.TXT - Documentation to accompany EXAMPLE.MAP, which includes
demonstrations of almost all of Shadow Warrior's map functionality.
SLABSPRI.TXT - Instructions and reference for using the SLABSPRI program.
SWSOUNDS.TXT - An index of the sound effects and ambient sounds.
SPRITAGS.TXT - Sprite tagging reference. Your guide to all the special
sprites in Shadow Warrior and how to use them.
SWBUILD.TXT - A tutorial and reference guide to using the BUILD editor.
WALLTAGS.TXT - Wall and sector tagging reference. These are all the wall and
sector tags used in Shadow Warrior.
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
Table of Contents
-----------------------------------------------------------------------------
I. PART 1: Shadow Warrior BUILD Tutorial
The BUILD Editor And Basic Level Editing: 1
Two Editing Modes: 2D and 3D 1.1
Level Basics: Sectors, Walls, Vertices, and Sprites 1.2
Sector, Wall, and Sprites Attributes 1.2.1
2D Editor Mode 1.3
2D Grid and Resizing the Grid 1.3.1
2D Grid Locking Feature 1.3.2
2D Zooming In and Out 1.3.3
3D Editing 1.4
Building A Basic Level: 2
Sectors and Walls 2.1
Build a Simple Sector 2.2
Start up BUILD 2.2.1
Make Your First Sector 2.2.2
Backtracking in Line Draw Mode 2.2.3
Single-sided and Double-sided Walls 2.3
Placing the Player's Start Position (IMPORTANT) 2.4
Quitting BUILD and Saving, Loading, Renaming Levels 2.5
Building A Better Level: 3
Modifying Wall, Floor, and Ceiling Textures 3.1
Selecting Textures 3.1.1
Shading Textures 3.1.2
Resizing Textures 3.1.3
Panning Textures 3.1.4
Relative Textures (Floors/Ceilings) 3.1.5
Parallax Floors and Ceilings 3.1.6
Splitting and Removing Walls 3.2
Resizing and Moving Sectors 3.3
Altering Floor and Ceiling Heights...and Textures again 3.4
Splitting, Joining, Adding, and Deleting Sectors 3.5
Splitting Sectors 3.5.1
Joining Sectors 3.5.2
Adding a Sector 3.5.3
Adding an Independent Sector 3.5.3.1
Adding an Extension Sector 3.5.3.2
Adding a Sector in a Sector (island) 3.5.3.3
Adding a Sector in a Sector (peninsula) 3.5.3.4
Deleting a Sector 3.5.4
Incremental Backups of Your Level 3.6
Sprites: 4
Adding Sprites 4.1
Adding Weapons and Goodies 4.1.1
Adding Bad Guys 4.1.2
Bad Guy Frames 4.1.2.1
Modifying Sprites 4.2
Resizing and Shading Sprites 4.2.1
Making Copies of Sprites 4.3
Moving Sprites 4.4
Deleting Sprites 4.5
Flipping Sprites and Sprite Angles 4.6
Advanced Sector Stuff: 5
Cut-and-Pasting Sectors 5.1
Within the Same Level 5.1.1
Between Different Levels 5.1.2
Overlapping Sectors 5.2
Miscelleanous: 6
Sector's "First" Wall and Relative Floors/Ceilings 6.1
Slopes 6.2
Multi-Player/Co-Op Start Points 6.3
Multi-Play Weapons 6.4
Okay, What Next? 6.5
II. PART 2: Shadow Warrior BUILD Reference
Description of 2 Dimensional mode (sector editing mode): 7
Grid 7.1
Mouse Cursor 7.2
Player Position 7.3
Vertices 7.4
Lines/Walls 7.5
Sectors 7.6
Sprites 7.7
Signs 7.8
Colors 7.9
Editing in 2 Dimensional Mode (Sector Editing Mode) 8
Control in 2D Mode 8.1
Mouse Control 8.1.1
Keyboard Control 8.1.2
Keyboard Commands for 2D Mode 8.2
Esc Menu 8.2.1
Basic 2D Editing Commands 8.2.2
Line and Sector Drawing Commands in 2D Mode 8.2.3
Sprite Editing Commands in 2D Mode 8.2.4
Group Selection Commands in 2D Mode 8.2.5
Advanced 2D Mode Editor Functions 8.2.6
Description of 3 Dimensional mode (game view editing mode) 9
Cursor 9.1
Frame Rate Counter 9.2
Floors/Ceilings 9.3
Walls 9.4
Sprites 9.5
3 Dimensional mode (game view editing mode): 10
Control in 2D Mode 10.1
Mouse Control 10.1.1
Keyboard Control 10.1.2
Keyboard Commands for 3D Mode 10.2
Basic 3D Mode Editing Functions 10.2.1
Texture Editing in 3D Mode 10.2.2
Sprite Editing in 3D Mode 10.2.3
Shade,Visibility and Palette Editing in 3D Mode 10.2.4
Copy and Paste Functions in 3D Mode 10.2.5
Tagging, and Advanced 3D Mode Functions 10.2.6
Shadow Warrior Map Authoring Template: 11
-----------------------------------------------------------------------------
I. PART 1: Shadow Warrior BUILD Tutorial
-----------------------------------------------------------------------------
----------------------------------------------
1. The BUILD Editor & Basic Level Editing
----------------------------------------------
This section gives detailed info on several ways to edit levels in BUILD.
If you would like to see an index of everything you can do in BUILD, please
see "PART 2: Shadow Warrior BUILD Reference."
1.1 Two Editing Modes: 2D and 3D
There are two modes with which to make your levels: 2D and 3D. 2D mode is a
2 dimensional view of your level and making a level in this mode is like
drawing on grid paper. 3D mode is 3 dimensional and is similar to the game
itself (switches, doors, some light effects, etc. don't work like in
the game).
Switching between the two modes is done with the Enter key on the numeric
pad (*not* the Enter key near all the regular keys). When in 2D mode, you're
current position within the level is indicated by the white arrow. The brown
arrow, if you can see it, is the player's starting position when the game
begins (this is explained later).
NOTE: Your current location (white arrow) must be within a valid sector
to enter 3D mode.
1.2 Level Basics: Sectors, Walls, Vertices, and Sprites
Your level will be made of a few basic elements: sectors, walls, vertices,
and sprites. Sectors are like rooms and hallways and outside areas. Sectors
are made up of a floor, a ceiling, and walls. Walls are just that - wall
space between the floor and the ceiling of a sector. The two points on
either side of the wall, as seen in 2D mode (seen as corners in 3D mode), are
its vertices.
Sprites are used for bad guys, goodies, sector effectors, etc.. They can
also be made to lay flat on walls, floors, and ceilings. These flattened
sprites can be used for switches, blood splats, and decorations.
1.2.1 Sector, Wall, and Sprites Attributes
You can see the attributes (shade, tags, tile number, etc.) of
sectors in 2D mode by pointing at them and hitting the TAB key.
You can do the same for walls and sprites with the Alt-TAB keys.
(NOTE: Alt-TAB is by default a Windows 95 system key. If you are
using BUILD in an MS-DOS box under Windows 95, you may wish to
uncheck the Alt-TAB key in your MS-DOS box properties.)
Since walls can be double-sided, make sure you point on the exact
side of the wall before hitting Alt-TAB.
1.3 2D Editor Mode
2D mode editing is used to lay out the basic level. It provides you with
a top view of your level and shows your level's walls and sprites on a grid.
It is very similar to a blueprint and most of a level's preliminary work is
done in this mode.
When editing in 2D mode, use the left mouse button to grab things (vertices,
sprites) and move them around the map. Use the right mouse button to move
your current position around the map.
You'll notice, in 2D mode, that the closest sprite, the closest vertex,
and the closest wall to the white arrow will blink. This indicates that
these particular objects will be acted upon by you. This will be more
important later when you start using high and low tags, and hit scan/
blocking. For now, though, you need to know that the blinking vertex is
the one you'll grab if the mouse's left button is used.
1.3.1 2D Grid and Resizing the Grid
There are seven gradations to the 2D mode's grid. The first six will
actually display a grid of six varying sizes and a seventh with no
grid at all. The six grid sizes give you varying control and
accuracy on sector wall and sprite placement. Detailed work on very
small spaces or tight sprite locations can be done at the sixth,
finest grid size, while more grand, room-sized leveling can be done
with the larger grid sizes. The seventh, gridless display is usually
only used to capture screen shots of levels for printing and
planning.
1.3.2 2D Grid Locking Feature
When drawing walls or placing sprites in 2D mode, you'll notice that
the wall's vertices, and the sprites, are placed exactly on grid
cross lines. This is very useful because almost everything you BUILD
will be rectilinear (square-shaped). You will also want to keep
areas symmetrical and proportioned with respect to sector sizes for
rooms, doors, windows, etc..
We don't recommend turning Grid Lock Mode off until you feel
comfortable with BUILD and level designing. When you want to make
crazy shapes with your sectors, or place sprites so precisely that
they need to be off the grid system, then use the "G" key to enable
and disable the Grid Lock feature.
1.3.3 2D Zooming In and Out
You can zoom in and out within the 2D mode by using the "A" key to
zoom in, and the "Z" key for zooming out. These two keys, along with
grid resizing, can greatly help when trying to develop differently
sized areas of your maps.
1.4 3D Editing
The 3D mode of editing is used to do most of your level's designing. This
mode resembles the actual game and therefore is more intuitive. You
will do your tile selections, shading, floor/ceiling elevations, etc. in
3D mode.
Holding the left mouse key after pointing at a sprite, wall, floor, or
ceiling in 3D mode will hold it as selected, even if the sprite moves beyond
the mouse's crosshair during an editing operation.
There three ways to control your altitude in 3D mode: Game Mode, Height
Lock Mode, and Float Mode. Game Mode is just like the game; you will be
affected by gravity. Height Lock Mode will let you move around the level
with no gravity and always at the same height above the current floor. Float
Mode will let you hover without gravity and your height will not be effected
by the floor's height below.
You can switch between these modes by hitting the CapsLock key. You can
change your altitude by hitting the "A" and "Z" keys.
------------------------------
2. Building A Basic Level
------------------------------
2.1 Sectors and Walls
A sector is the simplest and most fundamental of structures in your level.
It is made of walls, a floor, and a ceiling. You can control everything
about each sector including its size and shape, the height of its floor and
ceiling, the textures of its walls, and its shading and visibility.
2.2 Build a Simple Sector
2.2.1 Start up BUILD
At the DOS prompt and within your Shadow Warrior directory, type the
following: YOU MUST BE IN THE DIRECTORY BUILD IS IN TO DO THIS!
BUILD <map name>
If it's a new level, you'll start in 2D mode with an empty grid. If
the level already exists, then you'll start in 3D mode at the
player's start point.
2.2.2 Make Your First Sector
If you're not already there, go to 2D mode (numeric pad "ENTER" key).
Make a square sector by pointing the mouse at a starting point for
the first wall of the sector and hit the SPACE bar. You are now in
Line Drawing Mode and you will notice that a white line is now
following your mouse movements.
Drag the mouse to a second point where you want the first wall to end
and hit the SPACE bar again. Continue in this fashion until a square
is made with last point's position being exactly where the first
point was put. Line Drawing Mode will automatically stop when the
last point is connected to the first and your first sector is now
complete! ...it's a milestone, so enjoy it ;)
Go ahead and check out your new sector by placing the mouse's white
arrow inside the new sector and hit the numeric ENTER key. That's
it, your new sector. Check the size of the 3D view and compare it to
the 2D view so you can get a feel for the grid size in 2D relative to
the actual area it creates.
The size of the sector can be changed (bigger, smaller) in 2D mode by
grabbing the vertices with the left mouse button and dragging them.
You can select more than one vertex by first positioning the mouse
pointer and holding the right SHIFT key and moving the mouse. This
will create a purple "rubber band" with which to select multiple
vertices and sprites. Release the SHIFT key and the surrounded items
will flash, indicating that they have been selected. Point to any
of the flashing items and hold the left mouse button, then move the
mouse. All of the selected sprites and vertices will move together.
Press the Right SHIFT key again to un-select these items.
The walls will be a bright gray stone tile if the map is a new one.
The walls will be the last defaulted wall if the map is not new.
We'll change the textures later, right now it's back to 2D mode
(numeric ENTER key)...
2.2.3 Backtracking in Line Draw Mode
If you make a mistake while in Line Draw Mode and want to backtrack
a line or more, then simply hit the Backspace key. You'll see the
last placed point erased and the line it made removed. You can
completely undo all your lines and cancel Line Draw Mode by
backspacing all the way back to the first point.
2.3 Single-sided and Double-sided Walls
You'll notice, upon returning to 2D mode, that your sector is made of
white lines. These white lines are single-sided walls. A single-sided wall
only has player space on one side; the other side is "null" and can never be
occupied by the player or anything else. Your new sector has player space on
the inside, but not on the outside.
Double-sided walls are red in 2D mode and they have player space on both
sides. Double-sided lines always separate two sectors. We'll add more
sectors to our one-sector level in a bit.
2.4 Placing the Player's Start Position (IMPORTANT)
It is important to make sure that the player's start position, indicated
by a brown arrow in 2D mode, is within a sector (user space). The game will
not run properly if it tries to start the player in null space.
Place the player's start position by putting the mouse, and the white
arrow, where you want and hit "Scroll Lock". The brown arrow will now be
there (you'll have to move the mouse a bit to see it). The player's starting
direction will be the same as the brown arrow's.
2.5 Quitting BUILD and Saving, Loading, Renaming Levels
It's ALWAYS a good idea to test your level in stages as it grows. Don't
try to take on too much in any one editing session. Let's stop here and load
your new level into the game. Even this simple level will make you utter
"Cooool, I built this!" when you see it in the game.
Exit BUILD by hitting the "Esc" key in 2D mode. You can do a couple of
things here. We want to quit with the "Q" key and save our level by hitting
the "Y" key when it asks.
You can also simply save your level to disk with the "S" key and return
immediately to BUILD. We recommend that you do this often as you build more
complicated levels. You will often want to backtrack away from an idea and
reloading a previous version of your level is much easier than undoing the
idea.
Although you don't need to now, in the future you will want to load in
different levels during a single BUILD session. This can be done by hitting
the "L" key and selecting the level from the list.
Finally, you can rename your level by hitting the "A" key and providing
the new name.
-------------------------------
3. Building A Better Level
-------------------------------
Let's make our single-sectored, ugly-textured level a little better. We
can start adding rooms and splitting sectors but, first, let's fix those
textures.
3.1 Modifying Wall, Floor, and Ceiling Textures
3.1.1 Selecting Textures
Go to 3D mode and point at a wall in your sector. Hit the "V" key
and a screen will appear with textures. If this is your first level,
then only that gray stone texture will be showing. This first screen
of textures are all the ones that have been used in the current
level. Hit the "V" key again and the screen will fill with the
complete texture set.
Look for a texture that's cool and one that fits the level's motif.
You can peruse the textures with the arrow keys and PgUp/PgDn keys.
You can also go directly to a texture if you know its number. Hit
the "G" key and enter the tile number. This will be more helpful
later when you know where everything is.
Do the same for the other walls; or, if the same texture is to used
on all four walls (do this for now), simply point at the first wall
(3D mode), hit the TAB key, point at other walls, and hit the ENTER
key on each.
Select a texture for the ceiling and floor by first pointing to each
in 3D and then hitting the "V" key just as you did with the walls.
Again, the first screen will be the ceiling/floor textures already
used in this level and, by hitting the "V" key a second time, you
can get to all the textures.
Floor and ceiling texture sizes *must* be a factor of 8 pixels in
size to look right. Most floor and ceiling textures are 64x64 or
128x128 pixels in size. You'll notice a weird effect after selecting
a texture that's not proportioned correctly.
3.1.2 Shading Textures
Walls, ceilings, and floors can be shaded individually by pointing at
each and hitting the numeric pad's "-" and "+" keys in 3D mode.
Shading a level can take tons of time and it is crucial to any good
level to have good shading. Don't spend too much time with it right
now; you can fine-tune the level later. ;)
3.1.3 Resizing Textures
The size of a texture can be changed (X and Y repeats for walls,
"expansion" and "compression" for floors and ceilings). Like
shading, you shouldn't do much more than play with this feature for
now.
To change the size of wall textures, point at each in 3D mode and hit
the numeric pad's 2, 4, 6, and 8. You can see the texture expand and
shrink. If you want to go back to the default repeat value, point at
the wall and hit the "/" key. This will reset most of the wall's
attributes to their defaults.
The effect of the numeric pad's "2", "4", "6", and "8" keys can be
incremented by a factor of four by holding the numeric pad's "5" key
down while hitting these keys.
To change the size of floor and ceiling textures, point at each and
hit the "E" key. Floors and ceilings only have two sizes: "expanded"
and "compressed" (the numeric pad's keys will not function).
3.1.4 Panning Textures
Textures can be panned by pointing at the them in 3D mode and hitting
the Shift key and the numeric pad's "2", "4", "6", and "8". You'll
see the texture shifting along in the direction of the numeric key.
Similar to texture sizing, you can hold the numeric pad's "5" key
down while hitting these keys to resize texture in increments of
four.
You shouldn't need to play with this feature too much for now and we
really only mention it early in case you've accidentally hit the
numeric pad without the "Shift" key (resizing texture) and wondered
what the heck happened to the texture.
3.1.5 Relative Textures (Floors/Ceilings)
A floor's/ceiling's texture can be oriented relative to a specific
wall. This can get a little confusing and we suggest you put it off
until later.
When you've finished this section, go ahead and make a triangular
sector and play with the floor's relative alignment by pointing at
the floor near one of the walls (in 3D mode) and hitting the
Alt-F keys. Go over to another wall and hit Alt-F again.
...cool, eh?
3.1.6 Parallax Floors and Ceilings
To make a ceiling texture look like an arching sky, point at it in 3D
mode and hit the "P" key. Most textures won't look good when set to
parallaxing; it's best to use the textures intended for parallaxing.
Floors can also be parallaxed for a weird effect. Parallax skies never
look quite right in the BUILD editor. You have to run the game to see
the parallax sky working correctly. Shadow Warrior also provides ways
to alter the behavior of parallax skies, but that will be addressed
elsewhere.
Things can get a little tricky once a ceiling or floor has been set
to parallaxing. When you start adding more sectors to your level,
especially ones that involve parallaxed ceilings/floors, some walls
will disappear or look weird in 3D mode. It's hard to explain in
text here, but you'll see what we mean and you'll see what to do to
muscle your way through.
3.1.7 Orienting Walls to the Floor or Ceiling
Walls will either be oriented to the sector's floor or its ceiling.
You can change the wall's orientation by pointing at it and hitting
the "O" key. The orientation of the wall determines whether the
wall's tile moves with the floor or the ceiling. To play with this,
simply point at a floor in your map and watch the wall as you raise
and lower the floor with the PgUp/PgDn keys. Now point at the wall
and hit the "O" key. Change the floor's elevation again and watch
the wall. Notice that the wall tile moved with the floor in one case
and didn't in the other. This will be more important when you start
using moving sectors.
3.2 Splitting and Removing Walls
You can split a wall into two, smaller walls (for texture changes, shading,
etc.) in 2D mode. To split an existing wall into two walls, point at the
desired location along the wall and hit the Insert key. A new vertex will be
added along the wall.
A split in a wall can be removed by dragging the undesired vertex to one of
its neighbor vertices with the mouse's left button. This will remove the
vertex and thus make a single wall of the original two.
3.3 Resizing and Moving Sectors
Remember, you can resize the sectors of your level in 2D mode and the left
mouse button. Also, you can grab more than one vertex when doing this.
Position the white arrow above and to the left of the desired group of
vertices. Hold the Right-Shift key down and you'll see a purple box grow and
shrink as you move the mouse. Make a box big enough to surround all of the
desired vertices and release the Right-Shift key. The selected vertices will
all blink now and you can move them all by moving one. To un-select the
vertices, simply hit the Right-Shift key again. Multiple sprites can be
selected and moved like this, too.
You can move entire sector groups by Right-Shifting them, but be careful to
notice that this moves the sector(s) by the vertices. If not all vertices
are selected, then some of the sectors can get deformed and twisted.
If you want to move sectors without regard to their vertices, then you can
can them with the Right-Alt key. A box similar to the Right-Shift selection
one will appear. This box will be green.
You will have to play with the two selection features, Right-Shift and
Right-Alt, to get a feel for their differences. Save this for later.
3.4 Altering Floor and Ceiling Heights ...and Textures again
You can raise and lower floors and ceilings by pointing at each, in 3D
mode, and hitting the PgUp/PgDn keys. You can also, now, change the texture
of the different floors and ceilings with the "V" key.
3.5 Splitting, Joining, Adding, and Deleting Sectors
We're now ready to split, add, and delete sectors. From here you will be
able to add rooms, windows, doors, whatever to your level. Most of this
designing will be in 2D mode and keep Grid Locking "ON".
3.5.1 Splitting Sectors
Let's split our single-sectored level into a two-sectored room.
Add a vertex to two of the opposing walls in the sector; that is,
split two of the walls. Point at either of these two new
vertices and hit the Space bar. You are in Line Drawing mode and
should point the mouse at the other new vertex and hit Space bar.
Your original sector is now split into two. Go into 3D mode for
a moment and play with the two different floors and ceilings.
3.5.2 Joining Sectors
You can join the two new sectors back into their original single
sector by pointing at one of the sectors in 2D mode and hitting
the "J" key. At this point you can cancel the join operation only
by going into 3D mode. If you do want to join two sectors, point
to the second sector and hit the "J" key again.
3.5.3 Adding a Sector
In effect, we added a sector when we split the original sector just
before. There are a few more ways that we can add sectors to our
level. We can create a new, stand-alone sector independent of an
existing one, we can add a new sector along the outside of an
existing one, and we can make a sector inside an existing one.
3.5.3.1 Adding an Independent Sector
To add a new, independent sector to your level, simply follow
the stages that you did above. You can decide to connect
independent sectors later, if you wish.
3.5.3.2 Adding an Extension Sector
You can add a new extension to your level by starting Line
Drawing at one of the vertices in 2D mode. Draw three lines,
outside the original sector, with the third ending at the
vertex on the original sector such that a square is made by
the three new lines and one of the lines in the original
sector. Notice the line between the two vertices of the first
sector has turned red indicating that it now separates two
sectors. The original single-room sector is now bigger and
made of two sectors.
3.5.3.3 Adding a Sector within a Sector (island)
Draw a sector within an existing sector the same way you did
with the original sector. When the four walls are connected
and the inner sector is established, it will be made of
single-sided (white) walls. This means that the space inside
the new sector is null and the original sector is now
doughnut-shaped.
If you want to make an actual sector-in-a-sector, then
position the mouse cursor inside the inner sector and hit
Alt-S. This will change the inner sector into valid
player space.
3.5.3.4 Adding a Sector within a Sector (peninsula)
You will probably need to insert connection points for the
new sector. Add the new sector by starting at one of the
newly inserted vertices and drawing 3 lines inside the
original sector, ending at the other newly added vertex.
This new sector will automatically be made of double-sided
lines and the new sector will be a valid sector.
3.5.4 Deleting a Sector
You can delete a sector, in 2D mode, by placing the white arrow in
it and hitting the Ctrl-Delete keys. Be careful! There is no
"undo" feature in BUILD, so its usually a good idea to do a quick
Esc-and-Save before deleting sectors.
3.6 Incremental Backups of Your Level
As your level gets bigger and more complicated, I highly recommend that
you quit and save it in it's growing versions as you go. That is, use the
"Save (A)s" feature to give your map incremental filenames. For instance,
while working on the Bath House map, I saved my working copies as BATH1.MAP,
BATH2.MAP, and so on. The final version I renamed $BATH.MAP. It's a good idea
to make progressive, incremental backup copies of a level at least once an
hour. With these backup copies, not only can you backtrack to previous
versions of a level if an idea goes bad, but you can also try different
variations of the same level.
You should play with sectors now and get a good feel for their basic
layout. Try adding rooms and hallways. Change some floor and ceiling
heights. Play with the textures. Next we'll start adding sprites (weapons,
goodies, bad guys, etc.) and you can actually "play" your level.
----------
4. Sprites
----------
Sprites are used for bad guys, weapons, ammo, goodies, switches, and
decoration. You probably noticed while you were looking for wall textures
before, that the art work for these things were there, too. When you start
adding sprites, take a look around within the textures again; there are lots
of sprites and they're often good for inspiring ideas for the level.
In 2D mode, sprites will appear as little dots with a tail. If the sprite
has a name assigned to it, such as "shotgun", this will be displayed if you
are zoomed in enough. The tail of the sprite tells you its orientation. The
sprite will point in the direction of the tail when it's initiated by the
game.
4.1 Adding Sprites
You will usually use 2D mode for sprite placement because it's more
accurate and seems more convenient with a top view. Go to 2D mode, point at
a place for the sprite and hit the "S" key. The "S" key will work in 3D mode
in the same way - point at the spot on the floor or ceiling where you want
the sprite and hit "S".
Go to 3D mode and look at the sprite. If this is a new map, or at least
one without any sprites, you won't see it. This is a mysterious quirk of
Shadow Warrior BUILD. Return to 3D mode and press "ESC" to bring up the ESC
menu. Press "Q" to quit, and press "Y" when prompted to save. Once in DOS,
run BUILD again and reload your level. Now, when you enter 3D mode, you'll
be able to see your sprite. It will appear as the default gray stone texture.
You can select the right texture for the sprite in the same way that you
selected wall textures.
Point at sprite hit the "V" key. The first screen are the sprites already
used in current map and hitting the "V" key again will show all the textures.
Use the arrow keys and PgUp/PgDn to move around the textures and hit Enter
when you see the one you want.
You can leave the sprite on the floor or move it up and down with the
PgUp/PgDn keys in 3D mode. Ctrl-PgUp and Ctrl-PgDn, while pointing at the
sprite, will put the sprite directly on the ceiling or floor, respectively.
4.1.1 Adding Weapons and Goodies
You'll find all of the weapons, ammo, and goodies starting at texture
1765. Select one of these.
4.1.2 Adding Bad Guys
The bad guys are scattered arbitrarily throughout the textures set.
You'll notice, when you find them, that all of the poses of each
character is there. When placing a bad guy, you'll usually be using
his first walking frame. If you use the wrong frame, then the actor
won't animate when you run the game.
4.1.2.1 Bad Guy Frames
You will usually select the first sprite texture (called a
"frame" because these frames are used to animate the bad guy
within the game) for the bad guy. This is not always the
case, however. Here is a quick reference list of the correct
frames to use for bad guys in Shadow Warrior:
Tile # / Actor
800 - Hornet
817 - Bouncing Betty
820 - Accursed Head
1210 - Sumo Boss
1300 - Serpent Boss
1400 - Coolie
1441 - Coolie Ghost
1469 - Green Guardian
1580 - Little Ripper
3780 - Fish
4096 - Evil Ninja
4162 - Crouching Evil Ninja
4320 - Big Ripper
5162 - Female Warrior
5426 - Zilla Boss
4.2 Modifying Sprites
4.2.1 Resizing and Shading Sprites
The size of the sprite can be changed by pointing at it in 3D mode
and hitting the "2", "4", "6", and "8" keys on the numeric pad just
the way you did to resize wall textures. You will probably want to
resize most of the sprites to what looks good to you, but beware,
always be consistent and keep all similar sprites the same size
throughout the level.
You can also shade the sprite in 3D mode with the "-" and "+" keys on
the numeric pad. It's usually a good idea to keep the shade setting
at zero and let the sector's shade take control during the game,
except in certain special cases, like a light sprite or fire.
4.3 Making Copies of Sprites
If you want to make exact copies of a sprite, you can point at it in 3D mode,
hit the TAB key and now, each time you hit the "S" key to add a sprite, it
will generate a copy (size, shading, and all).
4.4 Moving Sprites
Sprites can be moved around the level in 2D mode by pointing at the sprite
and holding the left mouse button down. Remember that more than one sprite
can be selected with the Right-Shift key.
4.5 Deleting Sprites
Sprites can be deleted in either 2D or 3D mode by pointing at it and
hitting the Delete key.
4.6 Flipping Sprites and Sprite Angles
You can flip the sprite's texture in 3D mode by pointing at it and hitting
the "F" key.
------------------------
5. Advanced Sector Stuff
------------------------
As you start trying more difficult level designing, keep in mind that many
of the things you want to do are already done in other levels. You should
load some of our levels into BUILD and see how we did things. There are tons
of tricks and neat things in BUILD, and we can't mention most of them here.
5.1 Cut-and-Pasting Sectors
You can cut-and-paste a sector or group of sectors. This can save you
lots of time when making multiple copies of doors, elevators, and other
sector gizmos. You can also grab sections of other levels and copy them into
your current level.
5.1.1 Within the Same Level
Sector-select (Right-Alt key in 2D mode) the group of sectors that
you want to copy. While the desired sectors are blinking green,
point the mouse within the group and hold the left button down.
(Be careful not to move the group while holding the mouse button
down.) Hit the Insert key and the group of sectors will be copied.
Keep the left mouse button depressed and move the new group of
sectors to their new location. When the new group is relocated,
hit the Right-Alt key again to un-select the group.
Notice that everything was copied: sprites, walls, tags, everything.
You may have to re-assign switch tags and check weapons and goodies.
5.1.2 Between Different Levels
You can also copy sectors from one level to another. Grab and copy
the group of sectors the same way as described above (Right-Alt
select group in 2D mode, hit Insert key while holding left mouse
button down over sector group). While the new, copied sector group
is still blinking green, hit the Escape key and load in the second
level. When it is loaded into BUILD, the copied sector group will
be overlaid and you can re-position it.
It's always a good idea to do a quick Escape/Save after copying a
group of sectors into another level. After copying and positioning
the group, un-select it (Right-Alt) and save the level.
5.2 Overlapping Sectors
BUILD will let you overlap sectors and you can do some really cool things
by doing so. Overlapping is one of the more powerful abilities of the BUILD
engine, allowing multiple floors over floors. Two extreme examples in
Shadow Warrior are Bath House and Water Torture, although you'll find minor
uses of overlapping sectors in almost every map. Two restrictions are:
1) You can never see 2 overlapping floors/ceilings in 3d mode. The sectors
can be cut to get around this.
2) Overlapping sectors can never share a double-sided (red) wall
----------------
6. Miscelleanous
----------------
6.1 Sector's "First" Wall and Relative Floors/Ceilings.
The wall between the first two points of a sector is the sector's first
wall. You can select the sector's first wall by pointing at the floor or
ceiling, in 3D mode, just in front of the desired wall and hitting the Alt-F
keys. More times than not, you will not need to re-assign sector first
walls.
If you want to align the floor/ceiling textures along a specific wall,
usually to make the pattern in the texture match the direction of the wall,
you can make the floor/ceiling texture "relative". To toggle between
relatively aligned textures and normally aligned textures, point at the floor
or ceiling in 3D mode and hit the "R" key.
You may also want to make floors/ceilings relative when you start playing
with moving sectors.
6.2 Slopes
You can slope a floor or ceiling by pointing to it with the cursor in 3D mode
and pressing the "[" or "]" keys.
You can make a slope align perfectly with the next sector's floor or ceiling
by using the Alt-[ and Alt-] keys.
6.3 Multi-Player/Co-Op Start Points.
Refer to ST1.TXT for more information regarding how to place multiplayer
and co-op start points in Shadow Warrior BUILD.
For multiplay, spread the starting positions around the level in good
places where none of the players will have an advantage over the others (near
a good weapon, etc.). For co-op, place all the player starts right near the
single-play start position (brown arrow in 2D mode) so that the co-op team
will be together at the start of the game.
NOTE: Never forget to place a multiplayer and co-op start point for player
zero. In Shadow Warrior, this is very important, and a network game may go
out of sync if you forget.
6.4 Multi-Play Weapons
Most weapons and items, as well as switches and a few other things, can be
made to appear only in WangBang. To do this, go into 2D mode and point to the
sprite you wish to make multiplayer-only. Press F8, then select "2".
The sprite's sign will now read "MULTI." If you later decide to make the
sprite appear in solo and co-op play, repeat this process and the "MULTI"
flag will be turned off.
6.5 Okay, What Next?
That's it for this tutorial, which hopefully acquainted you with a few of
BUILD'S most basic features. Now you might want to peruse the second part
of this document, which is a complete reference guide to the BUILD editor's
functions, and contains some information not covered in the tutorial. From
there you might want to take a look at EXAMPLE.MAP, which contains simple
demonstrations of almost all of Shadow Warrior's map functionality. Also be
sure to look at ST1.TXT, which is a reference to all of Shadow Warrior's
extensive sector effector library, and TAGS.TXT, which is another
reference, to Shadow Warrior's sector and wall tags. Good luck!
-----------------------------------------------------------------------------
II. PART 2: Shadow Warrior BUILD Reference
-----------------------------------------------------------------------------
-------------------------------------------------
7. 2 Dimensional Mode (Sector Editing Mode):
-------------------------------------------------
Shadow Warrior's BUILD is comprised of two basic editing modes: 2 dimensional
and 3 dimensional. These modes are also sometimes referred to as sector
editing mode, and game view mode.
2d mode is one half of the total editor. It is necessary to use 2d mode in
the construction of any map as it is 2d mode that is used to draw and modify
physical sectors. The screen in 2d mode displays the edit area (looks like a
grid), the command line (where menu's appear and where you'd type input when
needed, just to the right of the message: BUILD, By Ken Silverman), the
information area (displays pertinent information about selected objects),
and the statistics bar (includes cursor position and angle, and resource
information like used and total available sectors, walls and sprites). The
edit area is where most of your work in 2d mode is done. On the 2d mode
edit area you will see the following:
7.1 Grid: This is the graph-like series of lines that overlay the edit
area. The intersection points of these lines are the points on the grid that
the cursor will lock to when placing or moving objects like sprites and
vertices.
7.2 Mouse Cursor: This is indicated by a red or white cross in the edit
area and can be moved with the mouse.
7.3 Player Position: This is from where your view would be in 3d mode. It
appears as a white arrow which points in the direction the view will face in
3d mode.
7.4 Vertices: These are the endpoints of lines and the corners of
sectors. They are represented by small green boxes.
7.5 Lines/walls: Lines define walls and divisions between sectors. A
white line is a one sided wall that has valid player space on only one side,
while a red line is a two sided wall that has valid player space on both
sides.
7.6 Sectors: An area enclosed by white or red lines (or a combination of
both) is a sector. A sector can be made up of any number of lines/walls and
can take on any geometric shape.
7.7 Sprites: Sprites are objects in the game. They are represented by
colored dots with a long tail. The tail points in the direction the Sprite is
facing (default: north).
7.8 Signs: Signs appear within sectors, along lines/walls, and over
sprites whenever those objects have been tagged with a palette, HiTag or
LoTag greater than zero.
7.9 Colors: There are color codes that are useful in determining the type
of effect that has been placed on the objects found in 2d mode. These color
codes vary depending on the object. Generally, a pink object (wall or sprite)
is a solid (impassable, blockable) object, and a double thickness pink/blue
line is also attributed as having "HitScan." A red cursor appears when grid
locking is on, and a white one appears when grid locking is off. A white
line is a one sided wall, while red lines have two sides. Note: While a line
is pink, it will not also indicate visually in red as being a two sided wall
as it is assumed that only two sided walls can be made to be blockable.
-----------------------------------------------------------
8. Editing in 2 Dimensional Mode (Sector Editing Mode)
-----------------------------------------------------------
Below are all the functional keys for 2 Dimensional Mode in Shadow Warrior's
BUILD.
8.1 Control in 2D Mode
8.1.1 Mouse: Movement of the mouse will position the cursor in the
edit area window.
Left button Click: Used to select an object.
Left button Click and drag: Used to manipulate a vertex or sprite.
Dragging the mouse with the left click held will move the nearest
object with the mouse cursor.
Right button Click: Used to place the Player Position Cursor.
Right button Click and drag: Used to move the Player Position Cursor
as you move the mouse.
8.1.2 Keyboard Control: The following keys will also move the
Player Cursor.
Arrow Keys: Used to rotate and move the Player Position Cursor (white
arrow).
Left Alt: Used with arrow keys to strafe the Player Position Cursor
left or right. [Note: The default key in BSETUP for strafing is
Right-CTRL]
Left Shift: Used to increase the movement speed of the Player
Position Cursor. Hold left-shift while using the arrow keys for
movement faster movement.
A: Used to zoom in on the map (higher detail, less view area).
Z: Used to zoom out on the map (lower detail, more view area).
8.2 Keyboard Commands for 2D Mode
Most commands are initiated with the keyboard. The following is a list of
commands available in 2d mode. Note: a command that starts with "Num" is
only activated with the numeric keypad.
8.2.1 Esc Menu
Esc: Gives you the file menu with the following commands: New, Load,
Save, Save as, and Quit.
(N)ew: Starts a new map (asks for confirmation).
(L)oad: Loads a map from the list of all maps found in edit
directory. Loading a new map will not give you an automatic
opportunity to save current work as in most applications.
(S)ave: Saves whatever map you're working on as its current
title. Un-named maps will be saved as "NEWBOARD.MAP".
Save (A)s: Allows you to choose a file name for the map you
are working on and saves it as that filename. Note: Do not
include the .map filename extension with your file name
input. The .map extension is automatically appended to the
filename when you hit Enter. Also, using this feature to
save a map that already exists with that name will
automatically overwrite the file without a warning.
(Q)uit: Will allow you to escape to the operating system. An
option of saving your work is given after you confirm your
desire to exit BUILD.
8.2.2 Basic 2D Editing Commands
NumEnter: Toggles mode from 2d to 3d.
Scroll Lock: Used to set the starting position for the Shadow Warrior
in game mode. A brown arrow (similar to player position cursor) is
left wherever the player position cursor was placed.
G: Used to cycle through the various grid resolutions. There are six
different settings from no grid to 16x. The default size is 4x and
each size is exponential (twice the next size in area).
L: Used to toggle "grid locking". When grid locking is on the mouse
cursor is red and all objects will snap to grid points. When grid
locking is off the mouse cursor is white and all objects will float
free (true placement).
B: Sets "Blocking" on walls and sprites under the mouse cursor.
The object will now appear pink.
Shift B: Sets one-way blocking on walls. Will only block the wall
from one direction (side on which the blocking bit was set).
Ctrl H: Sets "Hitscan" on wall and sprites under the mouse cursor.
The object will glow, and lines will be double thickness.
Tab: Use this key to display the attributes of a sector. Attributes
appear in the information window.
Alt-Tab: Used to see the attributes of sprites and walls. NOTE: By
default this is a Windows 95 system key. If you are running BUILD in
a Windows 95 MS-DOS box, Alt-Tab will return you to the desktop. To
avoid this, uncheck the Alt-Tab option in your MS-DOS box properties.
Enter: Displays "Highlighted line pointers checked" Will check
pointers under cursor.
Lt Shift Lt Ctrl Enter: Checks and Fixes all pointers in map. Usually
fixes mis-referenced lines and sectors. In very large maps you will
find yourself needing to do this now and then.
8.2.3 Line and Sector Drawing Commands in 2D Mode
Space: Used to place vertices when drawing sectors. The space bar
will always create a new vertex unless the mouse is directly over an
existing vertex when it is pressed. There are other conditions that
will prevent a newly placed vertex from sharing or linking with an
existing vertex including but not limited to non-grid locking mode,
and trying to build a sector in sector that meets the outer sector
at only one (starting) vertex.
Backspace: Use the backspace when drawing new sectors (spacebar) to
remove the last vertex you placed. You can use multiple backspace
keypresses to completely undo the sector creation.
Insert: Inserts a new point along an already existing line when the
mouse cursor has highlighted the line. Also can be used to copy or
duplicate a group of sectors that have been selected with the "Right
Alt" key. Also can be used to copy or duplicate a group of sprites
that have been selected with the "Right Shift" key.
Rt Ctrl Delete: Used to delete sectors. Recommend saving map before
attempting sector deletes. Can also be used to delete an entire group
of sectors selected with the "Right Alt" key.
J: Used to join two sectors. Press J once over first sector and a
second time over the second sector you wish to join. Note: This
function is the best (cleanest) way to delete "red" sectors when you
wish to keep the sector area as valid player space. If you
accidentally hit J once, and want to cancel the join operation,
change to 3D editing mode and back again hitting the NumEnter key.
Alt S: Used inside a white walled sector to create valid player space
on both. sides. This command will turn the walls of a newly placed
sector in a sector with red lines.
C: Change a line into a circle. After first press move the mouse to
choose the size of the circle, use -/+ to change the number of
vertices around the circle. Press "C" again to cancel the selection
or use spacebar to change the map by adding the indicated curved
line.
Alt F: Use Alt-F to set the "first wall" of a sector. The
"first wall" is used in determining the pivot point (hinge) for
angled floors and ceilings in 3D Mode. Also, the floor and ceiling
textures align themselves from the "first wall" if "relative
alignment" mode is on (press R on floor/ceiling in 3D Mode).
T: Use inside of a sector to add a "LoTag" (Tag 2) to that sector.
You will then input your LoTag value in the "Command Line" window
(center of screen). Use this command again if you wish to change
your LoTag value.
Alt T: Use to add a "LoTag" (Tag 2) to a wall. Use the mouse to
highlight the wall you desire to change the "LoTag" for. When
highlighting walls, make sure a sprite isn't also highlighted to
adjust wall tag. Move cursor to one end of wall. Also note: Walls
can be tagged on each side of line.
H: Used inside of a sector to add a "HiTag" (Tag 1) to that sector.
Alt H: Used to affect "HiTag" (Tag 1) for walls.
8.2.4 Sprite Editing Commands in 2D Mode.
S: Creates a sprite at the mouse cursor position.
Delete: Used to delete sprites.
< and >: Changes the angle of a sprite. Use the mouse cursor to
highlight the sprite first.
Shift < or >: Changes the angles of sprites in smaller increments.
Alt T: Use to add a "LoTag" to a sprite. Use the mouse to highlight
the sprite you desire to change the "LoTag" of.
Alt H: Used to affect "HiTag" for sprites.
' 1 - 0: Will allow you to adjust the 1-10 tag number for the
highlighted sprite. NOTE: Tag 4 is also the sprites angle.
Shift ' 1 - 5: Allows you to adjust the 11-15 tag number for the
highlighted sprite.
; 1 - 0: Used to adjust the boolean tag 1-10 for the
highlighted sprite.
Shift ; 1: Used to adjust the boolean tag 11 for the highlighted
sprite.
' V: Toggles verbose sign information attached to tagged sprites.
There are several different levels of verbosity.
' K: Toggles through the 4 skill levels for actors.
8.2.5 Group Selection Commands in 2D Mode
Right Shift: Hold this key as you drag the mouse (left click and
hold) to select a group of vertices and sprites for movement. Selected
objects will blink. You may then move all of the selected objects as
one by clicking and dragging any of the highlighted objects.
Insert: Will paste copies of any sprites selected with Right Shift.
Right Alt: Another group selection tool that can be used for
duplicating sectors, or moving them around. Used exactly like "Right
Shift". When objects are selected in this way the selected objects
are indicated with sectors filled in with green flashing lines. Left
click and dragging the mouse over a group of Right Alt selected
sectors will allow you to move the sectors by moving the mouse.
Note: Right Alt selected sectors will remain in their place in the
map area if new maps are created or loaded from the Esc Menu. By this
method sectors and sprites can be copied from one map to another.
Rt Ctrl Delete: Deletes all sectors selected with Right Alt.
Rt Ctrl Insert: Copies all sectors (and sprites) selected with the
Right Alt function. Holding the Left Mouse Button over the Group
Selected sectors before they are copied will allow you to move the
newly created sectors anywhere in the map area.
< and >: Rotates all sectors selected with Right Alt.
Lt Shift < and >: Rotates all sectors selected with Right Alt in
tiny increments.
8.2.6 Advanced 2D Mode Editor Functions
' M: Provides menu: 1) Plax Set, 2) Plax Adjust, 3) Shade Adjust,
4) Visibility. Used for adjusting global settings for parallax
floors/ceilings.
F5: Displays next available tag and sprite information. Useful when
populating. Some of the items tallied are no longer meaningful.
F6: Context sensitive help. Displays information about object under
cursor. If cursor is over an ST1 Sprite, specialized help menus
describe special effect functions. This help will usually be the same
documentation found in ST1.TXT. Sometimes particular tag will have
multiple pages of help, in which case you will be prompted to press
a key to see the next page, or the Q key to cancel context sensitive
help.
F7: Used to scroll through F8 search results.
F8: Brings up menu for use with sprites:
1) Skill level: Sets minimum skill level in which an actor will
appear (0-3).
2) Multiplayer item: Sets a switch, crack, lock, or item to only
appear in WangBang.
3) Find Sprite: Activates sprite search function. (See below)
4) Debug: Programmer's use only.
If option 3 is selected the following menu appears. Select the
criteria by which to search.
1) PicNum: Searches for matching Sprites by tile number when set to
"True."
2) HiTag: Searches for matching HiTag numbers when set to "True."
3) LoTag: Searches for matching LoTag numbers when set to "True."
At least one of the above options must be set to "True" to
activate search. Once the search is initiated, hit F7 to cycle
through each sprite that matches the search criteria.
----------------------------------------------------
9. 3 Dimensional mode (game view editing mode):
----------------------------------------------------
3D Mode gives you a view of the world you're editing as if you were actually
playing the game. This mode differs from the game, however, in that there is
no status bar, and you cannot interact with the world in game terms. You can
interact with the world in editing terms, however, as it is in this mode that
you will shape your world vertically. It is also in this mode that you will
select art and light levels for structure surfaces (sectors and walls) and
sprites (objects, monsters, etc).
In this view you'll find (in addition to whatever is in your world) a couple
of important things. The first is your editing cursor. It appears as a white
cross and is moved with the mouse. Also, in the upper left hand corner,
you'll see a number counter. This is the frame rate counter which constantly
updates the number of frames per second(fps) you're getting as you move
through your world in 3D Mode. FPS represent how many times per second the
screen is redrawn.
9.1 Cursor: This white cross floats about your screen as you move the
mouse and will serve as the main pointer to select surfaces and sprites to
affect in this mode. To choose an object or surface to modify, you may simply
move the mouse cursor over that object or surface and perform the function
you wish to apply.
9.2 Frame Rate Counter: This displays the current "frames per second."
The more complex the area within your view, the lower the frame rate will
become. Frame rate is very important to game play, so try to keep your frame
rate as high as possible when editing.
9.3 Floors/Ceilings: The top and bottom surfaces in 3D Mode are called
ceilings and floors, they carry a texture (tile), shade, and control
visibility for their sector. Floors and Ceilings are the 3D Equivalent of
sector areas.
9.4 Walls: Wall surfaces are the 3D Mode equivalent of lines. They
carry texture (tile) and shade information and may be tagged for special
functions.
9.5 Sprites: Objects in 3D Mode are sprites. They can be rotated flat
against walls or floors and ceilings, or they may remain as "rotating"
sprites. Sprites also will carry tag information for special events. Sprites
carry art (tile), shade and size information.
-----------------------------------------------------
10. 3 Dimensional mode (game view editing mode):
-----------------------------------------------------
Below are all the functional keys for 3D Mode in Shadow Warrior's BUILD.
10.1 Control in 3D Mode
10.1.1 Mouse
Movement of the mouse will position the cursor within the 3D view.
Lft Click/Drag: Will "hold" the selection even if the mouse is moved
from the surface or object. An object or surface that has been
"held" may be edited with almost any of the functions in 3D Mode even
if the object or surface is no longer under the cursor.
10.1.2 Keyboard Controls
The following keys will affect the player view and move the "camera"
through the world in 3D Mode.
Arrow Keys: Will move the view forward and back, and rotate left and
right.
Left Alt: Used with arrow keys to strafe the view left or right.
NOTE: The default key in BSETUP for strafing is Right-CTRL.
Left Shift: Used to increase the movement speed of the view. Hold
left shift while using the arrow keys for movement faster movement.
A: Used to adjust the vertical position of the camera upwards
according to what view mode is currently active (See: Caps Lock,
below).
Z: Used to adjust the vertical position of the camera upwards
according to what view mode is currently active (See: Caps Lock,
below).
Caps Lock: Changes vertical view mode. Setting are: Normal (A and Z
will cause view to "jump" and "crouch"), Floating (A and Z will
smoothly float view up or down), and Incremental (A and Z will
adjust view by increments up or down).
Lft Ctrl A: Will tilt the view upwards, as in looking up without
changing vertical position.
Lft Ctrl Z: Tilts the view down, as if you were looking down
without changing vertical position.
10.2 Keyboard Commands for 3D Mode
Most commands are initiated with the keyboard. The following is a list of
commands available in 3D Mode. Note: a command that starts with "Num" is only
activated with the numeric keypad.
10.2.1 Basic 3D Mode Editing Functions
NumEnter: Toggles back into 2D Mode.
Page Up: Moves the selected object or surface (floor or ceiling only)
up one unit.
Page Down: Moves the selected object or surface (floor/ceiling only)
down one unit.
[ and ]: Slopes the selected floor or ceiling surface along the
"first wall." (see above)
Lt Shift [ and ]: Slopes selected floors and ceilings in smaller
increments.
Lt Alt [ and ]: Aligns a sloped surface exactly to the height of the
next surface in the direction the camera is facing.
/: Resets default settings. If the cursor is pointing to a floor or
ceiling, it flattens slope, and resets the pan of texture. If the
cursor is pointing to a wall, it resets the pan and stretch of the
wall texture. If the cursor is pointing to a sprite, it resets the
stretching of the sprite.
V: Texture/art selection. The first press will bring up a tile menu
showing all textures currently within map on like surfaces to what
the cursor was pointing to. In other words, if you press V while the
cursor is pointing at a wall, you will see a list of all the other
wall textures used in the map. V can be used to select textures for
four different surface types: walls, floor/ceilings, sprites, and
masked walls. The number under each tile is the number of times it
appears in your map on that type of surface. Pressing V again while
in this menu will bring up a texture/art tile menu showing every
available piece of art.
G: (Tile Mode) Pressing "G" while in the tile view menu will allow
you to input a "goto" number. This will jump the cursor to a selected
tile number in the art file.
B: Sets the blocking bit to the object/surface under the cursor. If
set to a red line, the player will not be permitted to cross that
line.
Shift B: Sets a one way blocking wall.
H: Sets the hitscan bit to the object/surface under the cursor.
M: Creates a masking wall across the selected sector line.
Shift M: Creates a one way masking wall across the selected sector
line.
T: Sets the masking wall or sprite to a translucency level. Toggles
from normal to slightly translucent to very translucent and back to
normal again.
1: Creates a one way wall over the selected sector line. Non-blocking
one way walls may still be passed through.
2: Separates the texture information for above and below walls.
Allows mapper to define different textures for walls above and
below nearby floor and ceiling heights.
10.2.2 Texture Editing in 3D Mode
Shift 2,4,6,8(num): Used to pan a texture across a selected surface.
F: Flips texture or sprite (8 possible rotations for floors/ceilings,
4 for walls and sprites).
/: Resets texture to default settings (slope, pan and repeat values).
V: Initiates Tile Menu Mode (described above).
10.4.2.1 Floors and Ceilings
E: Expands or Unexpands the size of size of floor and ceiling
tiles.
R: Sets relative alignment on or off.
Alt-F: Rotates the "first wall" in 3D Mode for relative alignment
and sloping purposes. The wall the view is pointing at (not the
cursor) will become the first wall for that sector.
P: Sets parallax sky.
10.4.2.2 Walls
2,4,6,8 (num): Adjusts repeat values for wall textures. Effect is of
changing the apparent size of each pixel in the art, or "stretching"
the texture.
5(num): Holding this key while using the repeat value adjust keys
will align adjustments in multiples of 8 pixels.
O: Sets the orientation of the wall texture. Walls are oriented
from either the floor line or the ceiling line.
. or >: Will attempt to automatically align all like tiles to the
right of the selected tile.
10.2.3 Sprite Editing in 3D Mode
2,4,6,8 (num): Adjusts size of sprites.
5 (num): Holding this key will lock sprite size adjustments to
multiples of 4 pixels.
Ctrl Page Up: Instantly moves sprite against ceiling.
Ctrl Page Down: Instantly moves sprite against floor
' X: Toggles Voxels (3D sprites) on or off.
' Z: Toggles Voxel rotation on or off.
' M: Toggles Sprites visible or invisible. Toggles through three
modes: All Sprites Visible, Actors and ST1s Invisible, and No Sprites
Visible.
R: Rotates sprite. Toggles through three modes: Normal, Flat
Vertical, and Flat Horizontal.
O: Pushes a vertically rotated sprite against nearest wall behind it.
Sprite will move in the opposite direction it is pointing until it
runs into a wall. The sprite will slightly reorient itself to an
angle perpendicular to the wall.
< and >: Changes the angle a sprite is facing.
Shift < and >: Changes the angle of the sprite in tiny increments.
T: Toggles translucency levels of sprite.
' A: Toggles Sprite Autosizing on and off.
10.2.4 Shade, Visibility, and Palette Editing in 3D Mode
+/- (num): Adjusts shade of selected surface or object by one.
' S: Allows numerical input of shade value on selected object or
surface. Range is -128 to 128.
' + or ' -(num): Shades floor or ceiling but offsets sprites in
sector to balance.
Alt +/- (num): Adjusts visibility of sector by 16 units.
' V: Allows numerical input of visibility value on selected sector.
' P: Used to select palette number for selected surface/object.
Shadow Warrior Palette Number Reference:
0 Default (no palette adjustment)
1 Fog (White) Haze
4 Dark Gray
5 Heat (Red) Haze
7 Gray Swap - Brown
9 Water (Blue) Haze
11 Green
13 Blue
14 Red
16 Blue Swap - Tan
17 Blue Swap - Gray
18 Blue Swap - Purple
19 Blue Swap - Cool Red
20 Blue Swap - Yellow
21 Blue Swap - Olive
22 Blue Swap - Green
24 Blue Swap - Orange/Brown
25 Blue Swap - Warm Red
26 Blue Swap - Dark Gray
27 Blue Swap - Avocado
28 Blue Swap - Deep Blue
29 Blue Swap - Bright Orange
32 Night Vision
10.2.5 Copy, Paste and Group Editing Functions in 3D Mode
Tab: Will copy the tile information (to memory) below the cursor.
This includes tags, palette, shade, visibility, tile number, pan,
alignment, parallax, repeat and just about every other conceivable
setting a surface or sprite can have. Use of the "copied"
information is detailed in the commands below.
Enter: Pastes "Tab Selected" information to current surface or
sprite.
Alt C: Pastes "Tab Selected" art to all similar (Sprite, wall, floor,
ceiling, etc.) surfaces that match surface cursor is over.
Shift Enter: Copies "Tab Selected" shade, palette, and visibility
information, but nothing else, to the surface currently under the
cursor.
The following functions are used with in 3D mode with sectors,
sprites and areas selected with Right Alt in 2D Mode.
+/-(num): Adjusts the shade of all selected areas by one.
Alt +/-(num): Adjusts the visibility of all selected areas by 16.
' C: Copies a "Tab Selected" tile (art only) to all tiles within
selected group (Right Alt in 2D) that match currently selected surface. If no group is selected (Right Alt in 2D Mode), copy will be global.
' P: Copies "Tab Selected" palette information to every surface
selected with Right Alt in 2D Mode.
10.2.6 Tagging, and Advanced 3D Mode Functions
' T: Allows numerical setting of "LoTag" value (Tag 2) on walls,
sectors or sprites.
' H: Allows numerical setting of "HiTag" value (Tag 1) on walls,
sectors, or sprites.
' 1-0: Used to manually set tag numbers of walls, sectors, and
sprites from within 3D Mode. Works for tags 1-10. Walls only use
tags 1-4, and sectors only use tags 1-6. You will probably never need
to use any tags for walls or sectors besides hi- and lo- tags.
Shift ' 1-5: Used to manually set higher tag numbers 11-15 on
sprites.
; 1-0: Allows you to enter Boolean 1-10 tag values for sprites.
Shift ; 1: Allows you to enter a Boolean tag 11 value for sprites.
F11: Adjusts gamma correction brighter by one unit. There are 16
settings for gamma correction level. After the brightest level,
gamma is reset to lowest (default) level with one more key press
of F11.
3: Toggles Room over Room draw on and off. NOTE: Click and hold for
3D Mode editing is disabled while this function is toggled on.
WARNING: It is generally a bad idea to go into 2D mode
and create sectors while Room over Room draw is turned on. Also, when
you return to 3D edit mode, click and hold will still be disabled,
even though Room over Room draw is turned off. Turn Room over Room
draw on and off again to return to normal.
4: Moves view position through Room over Room mirror divider
when Room over Room is toggled on, and view is within a Room over
Room sector.
----------------------------------------------
11. Shadow Warrior Map Authoring Template
----------------------------------------------
When you upload your .MAP file(s) to FTP sites, BBS's and the like, you
are encouraged to include this file with the map, so that you can be
recognized for your work! We can't wait to see what you can come up with!
Shadow Warrior .MAP Authoring Template v1.0
================================================================
Title :
Filename : xxxx.MAP
Author : Your name here
Email Address :
Misc. Author Info :
Description :
Additional Credits to :
================================================================
* Play Information *
Episode and Level # :
Single Player : Yes/No
WangBang Level : Yes/No
Difficulty Settings : Yes/Not implemented
* Construction *
Base : New level from scratch/Modified Level #/xxx.MAP
Editor(s) used :
Known Bugs :
* Where to get this MAP file *
FTP sites:
BBS numbers:
Other: