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- --------------------------------
- EDITART Help Reference
- Original Docs By Ken Silverman
- Edited By Keith Schuler
- (c) 1997 3D Realms Entertainment
- --------------------------------
-
- This is a very brief reference guide to help you use the EDITART program,
- which is found in the \GOODIES\TOOLS directory on your Shadow Warrior CD.
- Use EDITART to import custom 2D artwork into Shadow Warrior.
-
- 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.
- -----------------------------------------------------------------------------
-
-
- ----------------------------------
- 1. Importing Art With EDITART
- ----------------------------------
-
- You can grab artwork from a 320x200x256 sized picture using the .PCX,
- .GIF, or .BMP format. You can grab all or part of a picture. It is also
- possible to create tiles larger than 320x200, as is the case with a parallax
- sky texture. This is done by grabbing parts of a tile and assembling them
- in EDITART.
-
- 1.1 The EDITART Keys:
-
- U - Use this to import a section of a 320*200*256 .BMP, .PCX, or
- .GIF file. After selecting a file on the menu, it will be
- displayed on the screen. You can then use the mouse to select
- a rectangular portion of the picture. You can press the
- following four keys in this mode:
-
- Enter - Convert the image that is inside the rectangular
- selection rectangle to the BUILD palette.
-
- Space - Convert the image that is inside the rectangular
- selection rectangle without remapping the palette.
-
- O - Place the mouse cursor anywhere in the texture you want to
- grab and press O. The texture must be drawn on a backdrop
- that uses the background color (255 - purple.) O will
- grab the texture or sprite in an optimal way with no extra
- border on any of the four sides.
-
- P - If in the picture selecting screen (after pressing U and
- loading the picture), you press P, then the palette of BUILD
- can be replaced by the palette of the displayed picture.
- I don't recommend doing this, as it will screw up the
- colors in all of Shadow Warrior's existing art.
-
- PGUP/PGDN - Select tile to edit
-
- G - GOTO a tile by typing in the tile number.
-
- S - Re-size tile. The X and Y sizes can be any unsigned short
- integer. X ranges from 0 to 1024, and Y ranges from 0 to 240.
-
- Delete - short cut key to set both the X and Y sizes to 0.
-
- "+" or "-" - Change the animation setting. (Default: NoAnm = 0.)
- To change the animation type, press "-" when the value
- is 0. For example, if you want an object to have 4 tiles
- of animation, you can animate it in 4 different
- sequences: (0 is the current tile)
- NoAnm=4 sequence: 0,0,0,0,0,0,0,0,0,0,0,...
- (i.e. no animation)
- Oscis=4 sequence: 0,1,2,3,2,1,0,1,2,3,2,... (oscillate)
- AnmFD=4 sequence: 0,1,2,3,0,1,2,3,0,1,2,... (forwards)
- AnmBK=4 sequence: 0,-1,-2,-3,0,-1,-2,-3,... (backwards)
-
- A - Set the animation speed of the tile. Press + and - to change the
- animation speed. There are 16 different animation speeds. The
- animation speed set here sets the speed for BUILD and Shadow
- Warrior also.
-
- ` - This key (located just above the TAB key) allows you to center a
- sprite. Simply use the arrow keys to get to the desired position.
-
- O - Optimize the size of an individual piece of artwork. Use this for
- tiles with invisible pixels on the sides. This is the same as
- "O" listed above.
-
- V - View and select a tile to edit. Same as BUILD editor. While in
- the "V" menu you can use the following keys:
-
- Space - To swap 2 tiles simply press space bar on the first
- tile, then space bar on the second.
-
- 1,2,3 - To swap a group of tiles, press 1 on the first tile,
- press 2 to remember the region between where you
- pressed 1 and 2. Press 3 at the place to where you
- want to swap all the tiles.
-
- ALT+U - Re-grab artwork from original pictures according to
- the CAPFIL.TXT script file. If you press ALT-U in the
- main screen, everything will be re-grabbed. If you
- press ALT-U in 'V' mode, then you should first select
- the range by pressing '1' and '2' on the range
- boundaries.
-
- ALT+R - Generate a Tile frequency report by scanning all maps
- in the directory with EDITART. Use in 'V' mode only.
-
- F12 - Screen capture (saves image as a *.PCX file, starting as
- filename CAPT0000.PCX and incrementing by 1 each time F12 is
- pressed.
-
- ESC - Quit
-
-
- ----------------------------------
- 2. Modifying Art With EDITART
- ----------------------------------
-
- C - Change all pixels on the tile having the same color under the
- graphics cursor to to selected color.
-
- Arrows / Mouse - Move graphics cursor.
-
- Shift + Arrows - Select color. (on bottom right corner of screen)
-
- Space - Plot a pixel with the selected color.
-
- T - Turn drawing trail on / off. Move the mouse and it will leave a
- trail of pixels in the current drawing color.
-
- Tab - Select the color under the graphics cursor.
-
- BACKSPACE - Set the color to color 255 (transparent color).
-
- F - Floodfill a region with the current color and with the current
- color as a boundary.
-
- M,P - Use M to back up a tile into a temporary buffer in memory and P
- to restore it. It may be wise to press M before a floodfill (F)
- (because sometimes you miss encapsulating the region by 1 pixel,
- and the whole picture gets killed, etc...)
-
- J - Randomly plots dots of current color over any pixels having the
- same color as the color under the tile cursor.
-
- [ - Random antialias of colors in color band under graphics cursor.
-
- ] - Non-random antialias of colors in color band under graphics cursor.
-
- ; - 3-Dimentionalize an image. Makes colors in different rows of the
- color bar either appear to stick out or stick in to the wall.
-
- ' - 3-Dimentionalize the other way.
-
- R - Rotate the tile in a specified direction.
-
- 1 - Mark the first corner of a rectangle for a copy/paste operation.
-
- 2 - Mark the other corner of a rectangle for a copy/paste operation.
-
- 3 - Paste the selected rectangle (Note: You must press 1 and 2 in that
- order first before pressing 3. Pretty simple 1-2-3 for copy&paste)
-
- 4 - Flip the copied rectangular region x-wise.
-
- 5 - Flip the copied rectangular region y-wise.
-
- 6 - Swap the x and y coordinates of the copied rectangular region.
-
- < > - Change the shade of the selected region.
-
- \ - Move the cursor to the center or the tile.
-
- | - Get the coordinates of the cursor.
-
-