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Home Edutainment Collection 4: Games & Extensions
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Aztech-HomeEdutainmentCollection-Vol4-3DGamesExtensions.iso
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dck.hlp
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1994-08-01
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*KEYHELP
DCK Map Editor Key Help
Display Commands / Toggles
+ / - Zoom/unzoom map
Z Fast-zoom on cursor position
] / [ Increase/decrease grid scale
Arrows Move map around
Ctrl+G Center map
G Toggle grid on/off
' Toggle fine mode on/off
J Toggle auto-join mode on/off
P Toggle snap to grid on/off
B Toggle clipboard rectangle on/off
, and . Decrease / increase selection leniency
Marking Commands
Space Mark/unmark object under cursor
Left-Click Mark/unmark object
C Clear all marks
Alt+F Find and mark objects
Clipboard Commands
Alt+Grey Plus Copy marked objects to clipboard
Alt+Grey Minus Cut marked objects to clipboard
Alt+Grey Star Copy clipboard to map
Texture field commands (any field that requires a wall
or floor/ceiling texture)
F2 Access texture browser
Alt+F Search for a texture
/ Search again forward
\ Search again backward
Edit Commands
The following commands are starred with a * if they
operate on marked objects as well as the cursor object.
V,L,T,S Edit mode: Vertex, Line, Thing, Sector
Home/End Previous / Next mode
Del * Delete objects
Ctrl+A * Scale objects
Ctrl+O * Rotate objects
Ctrl+X * Align objects to cursor (X axis)
Ctrl+Y * Align objects to cursor (Y axis)
Ctrl+V * Snap objects to grid
Ctrl+P * Format painter
Alt+C Run Consistency checker
Alt+G Go to object number
Alt+M Select motif
Alt+F Find and mark objects
Right Button * Edit object
or [Enter]
Mode: Thing
Double-Click Create a new thing
Double-Click Copy things to a new location
and Drag
Mode: Vertex
Double-Click Create a new vertex (if on a line and
auto-join mode is on, the line will be
split at the new vertex's location.)
Ctrl+J * Delete vertex and join lines
Mode: Line
Ctrl+B Combine lines
Ctrl+C * Split line(s) in center
Ctrl+E * Apply current motif
Ctrl+F * Flip lines
Ctrl+R * Flip sidedefs
Ctrl+I * Add required textures
Ctrl+U * Remove unrequired textures
Ctrl+J * Delete line and join sectors
Ctrl+Z Create stairZ
Ctrl+T * Automatic tag set
Ctrl+N * "Normalize" line
Alt+1 * Edit side 1
Alt+2 * Edit side 2
Alt+R * Search and replace textures
Mode: Sector
Ctrl+D Create door from sector
Ctrl+E * Apply current motif to sector
Ctrl+L Create lift from sector
Ctrl+T * Automatic tag set
Alt+O * Apply sector object
File Commands
Alt+S Save the current file
Alt+X Exit DCK
Alt+E Edit a different map
F9 Run map in DOOM
Menu System
ESC Activate menu bar
The [Enter] Key
The enter key performs a different action depending on
what it is you're doing at the time you press it: --
Box Mark Mode:
Marks all the objects in the box.
Drag Mode (including scale/rotate):
Drops the dragged objects at the new location.
Normal Edit Mode:
Edits the settings of the selected + marked object(s).
Mouse Control
Click and release the left mouse button to mark/unmark
the object under the cursor. To drag the object (and all
marked objects), hold the button down and move the objects
to the desired location before releasing it. You can press
ESC at any time to abort the drag operation.
To mark a box of objects, click and drag the left button
while not on an object.
If you click and release the left mouse button when NOT on
an object, all the marks will be cleared.
Double-left click:
Thing : Create a new thing.
Vertex: Split line and add vertex, otherwise nothing.
Line : Create new region (see documentation.)
Sector: No effect.
Click and release the right mouse button to edit the marked
object(s). Click and drag the right mouse button to
unmark all objects in a box.
*TEXHELP
Texture browser keys
Up/Dn Scroll through textures
Hm/End First / last in list
Enter Choose this texture
ESC Keep original texture
Alt+F Begin a new search forward
/ Search again forward
\ Search again backward
T Toggle tile mode (wall)
*CS_L_2SNOSD2
"Line is 2S but has no second sidedef"
In order for a line to be two-sided, it must
have its 2S flag set AND have a second
sidedef. If one of these conditions is set
without the other, the DOOM engine will
behave strangely.
Fix: Removes the line's 2S bit, and sets the
impassable bit if not already set.
*CS_L_NO2SSD2
"Line is NOT 2S but has a second sidedef"
This line has a second sidedef but its 2S
flag is not set. This means that the line
will block projectiles, but will be
see-through.
Fix: Sets the line's 2S bit.
*CS_L_VSAME
"Line's vertex references are the same"
The line in question starts and ends at the
same VERTEX. This is a leftover product
from other editors.
Fix: Deletes the line.
*CS_L_NOSD1
"Line has no first sidedef"
In order for the DOOM engine to function
properly, every line must have a first
(or "right") sidedef.
Fix: If the line has a second sidedef and is
impassable/not 2S, reverses the sidedefs.
Otherwise, does nothing.
*CS_L_TYPENOTAG
"Line has a type but no sector tag"
In order for this line's type field to
operate properly, it must have a sector tag
of greater than 0, and at least one sector
must have the same tag.
Fix: Sets the line type to "Normal." If
this is not desired, press 'G' to go to the
object and set the sector tag.
*CS_L_TAGNOTYPE
"Line has a sector tag but no type"
This is just a reminder that a sector tag
has been set, but the line's type will not
use that tag.
Fix: Removes the line's sector tag.
*CS_L_TAGNOSEC
"Linedef's sector tag is not shared by a sector."
The line's sector tag has been set, but there is
no sector with the same tag.
You may have forgotten to set the desired
sector's tag.
Fix: Removes the line's sector tag and sets
the line's type to Normal.
*CS_SD_MISSTEX
"Sidedef is missing [...] texture"
This sidedef may require the missing
texture(s).
Fix: Adds the required textures to the
sidedef.
*CS_S_NOTCLOSED
"Sector is not closed."
Fatal error.
This sector is not closed. For the DOOM
engine to display a level correctly, all
sectors must start and end on the same
vertex, with a series of linedefs and
sidedefs that reference the sector along a
path.
Fix: This error cannot be fixed
automatically.
*CS_SD_FULLNOTTRANS
"Sidedef's full texture is not transparent-able."
In order for a two-sided linedef's sidedef to have
a full (normal) texture, that texture must be made
up of no more than one wall patch (marked as TRANS
in the texture browser.)
Fix: Removes the full texture.
*CS_S_G1000
"Sector's ceil/floor diff is greater than 1000."
The DOOM engine can handle a difference of
approximately 1000 between a sector's floor
and ceiling heights.
Fix: Lowers the ceiling height to accommodate
this limit.
*CS_S_TAGNOLINE
"Sector's tag is not shared by a linedef."
The sector's tag has been set, but there is no
linedef with the same tag.
You may have forgotten to set the desired
linedef's tag.
Fix: Removes the sector's tag.
*CS_T_NOSECTOR
"Thing is not in a sector."
Now, how did it get out there?
Fix: Deletes the thing.
*CS_T_TOOHIGH
"Thing is too high for its sector."
The thing is too high for its sector, and
will likely be displayed incorrectly and/or
not move correctly if it's a monster.
Fix: Deletes the thing.
*CS_T_COLLIDE
"Thing collides with other things."
The thing's radius extends into the area of
the surrounding things. This will cause the
thing to be "stuck" if it's a monster.
Fix: Deletes the thing.
*CS_T_INWALL
"Thing is partially inside a wall."
The thing's radius extends into a
surrounding wall (line.) This will cause
the thing to be "stuck" if it's a monster.
Fix: Deletes the thing.
*CS_M_NOP1
"No player 1 start."
Well, you need one of these.
*CS_M_NOP234
"Too few player starts."
There are fewer than four player starts in
this level. The level will not be playable
in networked cooperative mode.
*CS_M_NODM
"Too few DEATHMATCH starts."
There are fewer than four deathmatch starts
in the level. It will not be playable in
networked DEATHMATCH mode.
*CS_M_NOEXIT
"Missing an exit line."
There is no exit line in this level. You
should add one.
*CS_M_NOTEXIT
"Teleporter line has no tele-exit."
In order for a teleporter line to work
properly, the sector that shares its tag
must have a "teleporter exit" THING in it.
This line's tagged sector does not.
*CS_S_BADTEX
"Sector's [floor/ceiling] texture is invalid."
DCK couldn't find the sector's floor or
ceiling texture.
Fix: Sets the appropriate texture to the
current default.
*CS_F_VSAME
"Object n is at the same point as object n"
Two vertexes are at the same point.
Fix: Replaces one with the other and deletes
the remaining.