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- HOW TO:
-
- Change Wall Floor and Ceiling Graphics
- ======================================
-
- THIS FILE INSTRUCTS ON USAGE OF THE LEVEL EDITOR. PLEASE
- READ THE LEVEL EDITOR KEY-GUIDE FOR BASIC INSTRUCTIONS.
-
-
- One of the more arcane and impenetrable stages of level editing is the defining of graphics
- for the walls, floors and ceilings of your levels. It is therefore imperative that the proper
- runes are cast and the traditional ceremonies carried out TO THE LETTER to avoid the incomparable
- wrath of the editor gods.
-
- Ok, so thats a lie. Graphics aren't that hard to include. However, it IS time consuming and rather
- dull, particularly when you're on level 15 of 16 and you really can't be arsed thinking too
- carefully about what you're doing, which is why I've included a shortcut or two for the lazier
- of you.
-
-
- WALLS:
- ------
-
- Walls are the most complicated things to define graphics for. The main ingredients cast into the
- cauldron for a successful wall graphic are:
-
- 1. Which wall file the graphics are to be drawn from
- 2. Which part of the file is to be mapped onto the wall
- 3. Whether the section of graphic is to be stretched so that an exact number of tiles of that
- strip fit onto the wall OR
- 4. Whether the section of graphic is to be squashed so that an exact number of tiles of that
- trip fit into the wall OR
- 5. Whether the strip of wall is to be drawn in strict 1x1 ratio regardless of the number of
- tilings.
- 6. Assorted eyes, toes, and the occsional spleen from small furry animals (optional)
-
- The procedure you should follow is this:
-
- 1. Select the 'define wall graphic' icon. This can be found near the right hand end of the icon
- bar on the middle row, and looks like a letter C with a red vertical bar and grey horizontal
- bars.
-
- 2. Move the cursor into the edit area. The icon bar will vanish and be replaced with a rather
- dotty and transparent vision of a wall graphic. Press 'v' to get a better look at it.
-
- 3. Use the '<' and '>' keys to scroll along the wall graphic, or if you want to select the
- next or previous graphic in series, press RSHIFT along with '<' or '>'. To change the
- length of the tile (multiply or divide it by two, in fact), press Q or W. Once the section
- of graphic visible corresponds to the part of the graphic you want pasted on the wall, move
- on.
-
- 4. Is it important that the wall contains a whole number of tiles of the graphic selected? Such
- cases arise with doors, where the door graphic must be stretched to fit the exact width of
- the door, and so on. If you want to STRETCH OUT the wall graphic so that a whole number of
- tiles covers the wall, pressing '-' toggles the effect on or off. Similarly, '+' toggles
- SQUASHING the graphic into the wall on/off.
-
- 5. Assuming all is OK, select the zone containing the wall to be pasted onto with the RIGHT
- MOUSE BUTTON. Clicking on the LEFTMOST point of the wall as you would see it in the game
- pastes the graphic onto that wall, eg:
-
-
- *---------------------* <- Clicking on THIS point...
- | |
- | |
- | |
- | |
- | | <- Changes THIS wall.
- | |
- | |
- | |
- | |
- *---------------------*
-
- OTHER TOOLS:
- ------------
-
- You can grab the graphic settings from a wall by selecting the zone with the right mouse button,
- holding the mouse pointer near to the left hand end of the wall as above, and pressing 'g'.
-
- You can fill all the walls in a zone with your graphic by selecting the zone with the
- right mouse button and pressing 'f'.
-
- THINGS TO REMEMBER:
- -------------------
-
- It is possible for a single wall to have two different textures on it, depending upon which
- side you are on. For example, this SIDE ON VIEW of a step:
-
-
- _____________________
- | |
- | Side A ->|
- | |_________________
- | . |
- | . |
- | . |
- | . |
- | . |
- |___________________. |
- | |
- |<- Side B |
- |________________|
-
- Hence you must define wall graphics from BOTH SIDES in cases like this.
-
- To help you in this task, pressing SHIFT and 'D' will redraw the level with all visible
- walls or steps still containing default graphics drawn in flickering grey, so you can see
- where you have missed.
-
- There is a corresponding DEFINE UPPER WALL GRAPHIC icon, which defines graphics for walls
- visible in the upper part of a zone (if it exists). It works in exactly the same way.
-
- FLOORS and CEILINGS:
- --------------------
-
- These are a little easier. Select the 'DEFINE FLOOR GRAPHIC' icon (near the right hand end of
- the scrollable icon bar; it looks like a letter C with a red bottom). Moving the cursor
- into the edit area replaces the icon bar with a picture of the graphic you are going to paste.
-
- Clicking in a zone with the RIGHT mouse button grabs the graphics already there.
-
- Q and W scale up or down the graphic by a factor of 2. This is shown next to the graphic by
- a number from -5 to +5. -5 is very, very big, and +5 very, very small.
-
- '<' and '>' scroll backwards and forwards through the available tiles.
-
- NB: When defining ceiling graphics, note that in addition to the 16 graphic textures, there
- an additional option of having no roof (ie 'sky'). This cannot be scaled.
-
- Clicking with the LEFT mouse button in a zone pastes the selected graphic into it. It is
- also possible to hold down the mouse button and 'smear' a texture over a number of zones without
- having to tediously click in each one. Useful for defining stairs and such like.
-
-