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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:
-
-