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OS/2 Help File
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1995-01-15
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85KB
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2,461 lines
ΓòÉΓòÉΓòÉ 1. Using Help ΓòÉΓòÉΓòÉ
DoomEdit/PM (DEPM) allows you to request help in three ways:
the Help Menu provides you with several options allowing you to request general
help for some aspects of DEPM;
help buttons on dialogs generally allow you to request help for the dialog; and
F1 provides help for individual controls and menu choices.
ΓòÉΓòÉΓòÉ 2. Keys Help ΓòÉΓòÉΓòÉ
DoomEdit/PM (DEPM) is designed to be operated with a mouse. Although an
attempt has been made to provide keyboard functionality, the very nature of
DEPM prevents it from being operable by keyboard alone.
Accelerator Keys:
Esc discards the applicator.
F1 provides help for individual controls and menu choices.
F2 selects the Save PWAD menu item.
F3 selects the Quit menu item.
F5 selects the Check Map menu item.
F6 selects the Thing menu item.
F7 selects the Next thing menu item.
F9 invokes the Texture Palette once the texture rendering process is
complete.
Delete delete the map object currently pointed at.
Arrow Keys scroll the Map Window one "line" in the arrow's direction.
Pg Up and Pg Dn scroll the Map Window one "page" up or down.
Home and End scroll the Map Window one "page" left or right.
Keys 1 through 0 set the zoom to a preset scale (10, 20, 30, 40, 50, 60, 70,
80, 90, 100).
ΓòÉΓòÉΓòÉ 3. General Help for DoomEdit/PM ΓòÉΓòÉΓòÉ
If you are new to DoomEdit/PM, please use the Tutorial to learn the basic
methods behind map construction.
DoomEdit/PM (DEPM) will run properly with a 256-colour display ONLY. It will
not render textures properly on 16-colour displays. With 64k-colour drivers,
DEPM renders nicely (wood comes out looking brown instead of slightly pinkish).
The DEPM main window provides you with a menu bar allowing you to access:
o the File menu
o the Edit menu
o the Locate menu
o the Convert menu
o the Preferences menu
o the Help menu
DEPM is intended to be operated with a mouse. If you want to try it with a
keyboard only, I wish you the best of luck.
ΓòÉΓòÉΓòÉ 3.1. The File Menu ΓòÉΓòÉΓòÉ
The File menu provides you with a number of choices which allow you to perform
operations at a PWAD level. These choices are:
o New PWAD
o Open PWAD...
o Import PWAD...
o Extras...
o Save PWAD
o Save PWAD as...
o Save Palette
o Memory Owned
o Quit
ΓòÉΓòÉΓòÉ 3.1.1. New PWAD ΓòÉΓòÉΓòÉ
Selecting the New PWAD item will clear the current PWAD from memory. If the
current PWAD has changed since it was saved, you will be asked if you are sure
you want to clear it.
ΓòÉΓòÉΓòÉ 3.1.2. Open PWAD... ΓòÉΓòÉΓòÉ
Selecting the Open PWAD... item will allow you to load a PWAD into the editor.
If the current PWAD has changed since it was saved, you will be asked if you
are sure you want to clear it.
The File Selection dialog will be displayed. If DEPM has a problem loading the
specified file, you will be informed. Some editors produce PWADs with invalid
or empty directory entries; when DEPM loads a file of this type, it will
attempt to salvage all the resources for which valid directory entries exist.
You will be informed when this happens.
If Compress has been selected, DEPM will decompress the PWAD as it loads it.
If you are unsure whether a PWAD has been compressed, it is always safest to
load it with Compress selected.
ΓòÉΓòÉΓòÉ 3.1.3. Import PWAD... ΓòÉΓòÉΓòÉ
Selecting the Import PWAD item will allow you to load a PWAD into the editor,
merging it with the PWAD already in memory.
The File Selection dialog will be displayed. If DEPM has a problem loading the
specified file, you will be informed. Some editors produce PWADs with invalid
or empty directory entries; when DEPM loads a file of this type, it will
attempt to salvage all the resources for which valid directory entries exist.
You will be informed when this happens.
If Compress has been selected, DEPM will decompress the PWAD as it loads it.
If you are unsure whether a PWAD has been compressed, it is always safest to
load it with Compress selected.
If conflicts are detected between maps or extras, you will be asked if you want
to replace the one in memory with the one being loaded.
The File Selection dialog will be displayed again, to allow you to import
another PWAD. Dismiss the File Selection dialog to end the import process.
ΓòÉΓòÉΓòÉ 3.1.4. Extras... ΓòÉΓòÉΓòÉ
Selecting the Extras... item will cause the Extras dialog to be displayed.
This dialog allows you to delete or rename extras in memory.
ΓòÉΓòÉΓòÉ 3.1.5. Save PWAD ΓòÉΓòÉΓòÉ
Selecting the Save PWAD item will save the PWAD in memory to disk. If there
are maps in your PWAD which need rebuilding, you will not be able to play them.
If the map being displayed needs to be rebuilt, you will be given the option of
doing so.
ΓòÉΓòÉΓòÉ 3.1.6. Save PWAD As... ΓòÉΓòÉΓòÉ
Selecting the Save PWAD as... item will save the PWAD in memory to disk under a
new name. If there are maps in your PWAD which need rebuilding, you will not
be able to play them. If the map being displayed needs to be rebuilt, you will
be given the option of doing so.
The File Selection dialog will be displayed, allowing you to select a new name
for your PWAD.
ΓòÉΓòÉΓòÉ 3.1.7. Save Palette ΓòÉΓòÉΓòÉ
Once the palette rendering process is complete, you may elect to save the
palette to disk to avoid re-rendering it each time you start up DEPM. This
will require approximately 15 meg of disk space.
Selecting the Save Palette item will cause the textures palette to be saved to
disk.
The textures palette will be reloaded the next time you start DEPM.
ΓòÉΓòÉΓòÉ 3.1.8. Memory Owned ΓòÉΓòÉΓòÉ
Selecting the Memory Owned item will cause DEPM to display the amount of memory
it currently owns, and an estimated amount of memory used by the palette. This
does not include memory used by the operating system for bitmaps and other
resources which are not visible to DEPM.
ΓòÉΓòÉΓòÉ 3.1.9. Quit ΓòÉΓòÉΓòÉ
Selecting the Quit item (or dismissing DEPM by using the System Menu) will
clear the current PWAD from memory, and will terminate DEPM. If the current
PWAD has changed since it was saved, you will be asked if you are sure you want
to clear it.
ΓòÉΓòÉΓòÉ 3.2. The Edit Menu ΓòÉΓòÉΓòÉ
The Edit menu provides you with a number of choices which allow you to perform
operations at a map level. These choices are:
o New map...
o Edit map...
o Alter ExMx...
o Drop map...
o Close map
o Check map
ΓòÉΓòÉΓòÉ 3.2.1. New Map... ΓòÉΓòÉΓòÉ
Selecting the New map... item will allow you to create a new map from scratch.
The Map Selection dialog will be displayed to allow you to select which map you
wish to create a new map for.
Once you have selected a target map, DEPM will enter Things Mode and the Editor
and Map windows will be displayed.
ΓòÉΓòÉΓòÉ 3.2.2. Edit Map... ΓòÉΓòÉΓòÉ
Selecting the Edit map... item will allow you to edit an existing map.
The Map Selection dialog will be displayed to allow you to select which map you
wish to edit.
Once you have selected a target map, DEPM will enter Things Mode and the Editor
and Map windows will be displayed.
ΓòÉΓòÉΓòÉ 3.2.3. Alter ExMx... ΓòÉΓòÉΓòÉ
Selecting the Alter ExMx... item will allow you to change the target episode
and map for a patched map.
The Map Selection dialog will be displayed to allow you to select which map you
wish to change.
Once you have selected a source map, the Map Selection dialog will be displayed
again, to allow you to select the target episode and map.
Once the target map has been selected, the patched map will be moved.
ΓòÉΓòÉΓòÉ 3.2.4. Drop Map... ΓòÉΓòÉΓòÉ
Selecting the Drop map... item will allow you to delete a patched map from
memory.
The Map Selection dialog will be displayed to allow you to select which map you
wish to drop.
Once you have selected a map, the Map Selection dialog will be displayed again,
to allow you to drop another map. This process continues until the Map
Selection dialog is cancelled.
ΓòÉΓòÉΓòÉ 3.2.5. Close Map ΓòÉΓòÉΓòÉ
Selecting the Close map item will allow you to dismiss the Editor and Map
windows. If the map needs to be rebuilt, you will be given the option of doing
so.
ΓòÉΓòÉΓòÉ 3.2.6. Check Map ΓòÉΓòÉΓòÉ
Selecting the Check map item will cause DEPM to check your map for errors. The
tests performed will depend on which mode the editor is in:
o Things Mode
o LineDefs Mode
o Sectors Mode
ΓòÉΓòÉΓòÉ 3.2.6.1. Things Mode ΓòÉΓòÉΓòÉ
In Things Mode, DEPM looks for:
o unknown thing types;
o four (4) player starts; and
o four (4) deathmatch starts.
ΓòÉΓòÉΓòÉ 3.2.6.2. LineDefs Mode ΓòÉΓòÉΓòÉ
In LineDefs Mode, DEPM looks for:
o missing sidedefs;
o missing or invalid textures;
o incorrect flag settings;
o no way to end the map;
o unknown types;
o DOOM2 linedefs in DOOM PWADs; and
o missing sector tags.
ΓòÉΓòÉΓòÉ 3.2.6.3. Sectors Mode ΓòÉΓòÉΓòÉ
In Sectors Mode, DEPM looks for:
o at least two (2) sectors;
o sector closure;
o unknown sector effects;
o missing or invalid textures;
o unreferenced sidedefs; and
o unreferenced sectors.
ΓòÉΓòÉΓòÉ 3.3. The Locate Menu ΓòÉΓòÉΓòÉ
The Locate menu provides you with a number of choices which allow you to search
a map for one of the following:
o Free tag
o Thing
o Next thing
ΓòÉΓòÉΓòÉ 3.3.1. Free Tag ΓòÉΓòÉΓòÉ
Selecting the Free tag item will cause DEPM to find the first unused sector tag
on the map, starting from "1".
ΓòÉΓòÉΓòÉ 3.3.2. Thing ΓòÉΓòÉΓòÉ
Selecting the Thing item will cause DEPM to display the Find Thing dialog.
This dialog is used to define the type of thing you want to find, and will
search for the first thing of that type.
ΓòÉΓòÉΓòÉ 3.3.3. Next Thing ΓòÉΓòÉΓòÉ
Selecting the Next thing item will cause DEPM to search for the next occurrence
of the type of thing defined in the Find Thing dialog.
ΓòÉΓòÉΓòÉ 3.4. The Convert Menu ΓòÉΓòÉΓòÉ
The Convert menu provides you with two choices which allow you to convert
textures between DOOM and DOOM2 maps:
o Walls
o Floors
ΓòÉΓòÉΓòÉ 3.4.1. Walls ΓòÉΓòÉΓòÉ
Selecting the Walls item will cause DEPM to display the Convert Textures
dialog. This dialog allows you to find wall textures which do not exist in the
IWAD, and to change them for the entire map.
ΓòÉΓòÉΓòÉ 3.4.2. Floors ΓòÉΓòÉΓòÉ
Selecting the Floors item will cause DEPM to display the Convert Textures
dialog. This dialog allows you to find floor textures which do not exist in
the IWAD, and to change them for the entire map.
ΓòÉΓòÉΓòÉ 3.5. The Preferences Menu ΓòÉΓòÉΓòÉ
The Preferences menu allows you to change some of the ways in which DEPM
behaves. The following items can be selected:
o Colours...
o BSP tuning...
o Map behavior...
o Textures...
o Autobuild
o Compress
o Backup
o Palette
ΓòÉΓòÉΓòÉ 3.5.1. Colours... ΓòÉΓòÉΓòÉ
Selecting the Colours item will cause DEPM to display the Colour Preferences
dialog. This dialog allows you to change the colours used to display the map
on the Map Window.
ΓòÉΓòÉΓòÉ 3.5.2. BSP Tuning... ΓòÉΓòÉΓòÉ
Selecting the BSP tuning item will cause DEPM to display the BSP Tuning dialog.
This dialog allows you to change the behavior of the node builder.
ΓòÉΓòÉΓòÉ 3.5.3. Map Behavior... ΓòÉΓòÉΓòÉ
Selecting the Map behavior item will cause DEPM to display the Map Behavior
dialog. This dialog allows you to change the behavior of the Map Window.
ΓòÉΓòÉΓòÉ 3.5.4. Textures... ΓòÉΓòÉΓòÉ
Selecting the Textures... item will cause DEPM to display the Textures dialog.
This dialog allows you to change the way textures are displayed in the SideDef
Properties and Sector Properties dialogs.
ΓòÉΓòÉΓòÉ 3.5.5. Autobuild ΓòÉΓòÉΓòÉ
Selecting the Autobuild item will toggle DEPM's automatic node builder.
When this item is checked, the node builder starts up whenever the map must be
rebuilt, and it is safe to do so.
When this item is not checked, the node builder does not start up unless you
choose to do so during Close map, Save PWAD as..., or Save PWAD.
ΓòÉΓòÉΓòÉ 3.5.6. Compress ΓòÉΓòÉΓòÉ
Selecting the Compress item will toggle DEPM's compress mode.
When this item is checked, DEPM will attempt to decompress PWADs when it loads
them in, and compress PWADs when it saves them to disk.
When this item is not checked, DEPM will not attempt to compress and decompress
PWADs.
Note that decompressing a PWAD which is not compressed will not cause a
problem; the PWAD will be examined and will be left alone if it is not
compressed. Loading a compressed PWAD with Compress not checked, however, will
cause problems during linedef editing and node building. If you do not know
whether a PWAD is compressed, it is always safest to load it in with Compress
checked.
ΓòÉΓòÉΓòÉ 3.5.7. Backup ΓòÉΓòÉΓòÉ
Selecting the Backup item will toggle whether DEPM saves a copy of a PWAD to
<name>.BWD when it loads it.
When this item is checked, DEPM will back up any PWADs loaded.
When this item is not checked, DEPM will not back up PWADs when it loads them.
ΓòÉΓòÉΓòÉ 3.5.8. Palette ΓòÉΓòÉΓòÉ
Selecting the Palette item will toggle whether DEPM renders textures into
bitmaps when it runs.
When this item is checked, DEPM will start a thread to render textures into
bitmaps. This provides you with faster texture displays in the SideDef
Properties and Sector Properties dialogs. When the rendering process
completes, you will be able to invoke the Texture Palette to apply textures to
linedefs quickly and easily. While the rendering thread runs, overall
performance will be slightly more "choppy".
When this item is not checked, DEPM will not render wall textures into bitmaps.
This means that textures will be displayed more slowly, and the Texture Palette
will be unavailable; however, it does have the advantage of smoother overall
performance during the first 30 minutes of runtime.
ΓòÉΓòÉΓòÉ 3.6. The Help Menu ΓòÉΓòÉΓòÉ
The Help menu provides you with a number of choices which allow you to request
assistance or information:
o Using help
o General help
o Editor Window
o Map Window
o Tutorial
o Product information
ΓòÉΓòÉΓòÉ 3.6.1. Using Help ΓòÉΓòÉΓòÉ
Selecting the Using help item will display an explanation of how to use OS/2's
help facility.
ΓòÉΓòÉΓòÉ 3.6.2. General Help ΓòÉΓòÉΓòÉ
Selecting the General help item will display an explanation of the File menu;
this panel can be used as a starting point for locating the information you
require by using DEPM's hypertext help.
ΓòÉΓòÉΓòÉ 3.6.3. Editor Window ΓòÉΓòÉΓòÉ
Selecting the Editor Window item will display an explanation of the Editor
Window; this panel can be used as a starting point for understanding how the
Editor Window operates, and what all the controls and tools do in the various
edit modes.
ΓòÉΓòÉΓòÉ 3.6.4. Map Window ΓòÉΓòÉΓòÉ
Selecting the Map Window item will display an explanation of the Map Window;
this panel can be used as a starting point for understanding how the Map Window
operates, and which drag-and-drop operations are supported in the various edit
modes.
ΓòÉΓòÉΓòÉ 3.6.5. Tutorial ΓòÉΓòÉΓòÉ
Selecting the Tutorial item will cause DEPM to start up the DoomEdit/PM
Tutorial as a separate process. This is intended to allow you to go through
the Tutorial and to perform the activities described therein.
ΓòÉΓòÉΓòÉ 3.6.6. Product Information ΓòÉΓòÉΓòÉ
Selecting the Product information item will cause DoomEdit/PM to display
version and copyright information about itself.
ΓòÉΓòÉΓòÉ 4. The Extras Dialog ΓòÉΓòÉΓòÉ
The Extras dialog allows you to delete or rename extras in a PWAD. The
controls provided are:
o Extras list box
o All button
o Delete button
o Rename button
o Help button
o Exit button
ΓòÉΓòÉΓòÉ 4.1. Extras List Box ΓòÉΓòÉΓòÉ
The Extras list box displays all extras in the current PWAD.
You may select any number of extras to delete or rename.
ΓòÉΓòÉΓòÉ 4.2. All Button ΓòÉΓòÉΓòÉ
To select all of the extras, press the All button.
ΓòÉΓòÉΓòÉ 4.3. Delete Button ΓòÉΓòÉΓòÉ
To delete the selected extras from memory, press the Delete button.
ΓòÉΓòÉΓòÉ 4.4. Rename Button ΓòÉΓòÉΓòÉ
To change the directory entries for the selected extras, press the Rename
button. The Rename dialog will be displayed to prompt you to enter the new
name for each extra selected.
ΓòÉΓòÉΓòÉ 4.4.1. Rename Dialog ΓòÉΓòÉΓòÉ
The Rename dialog allows you to enter a new name for a selected extra. The
following controls are provided:
o Name entry field
o OK button
o Abort button
ΓòÉΓòÉΓòÉ 4.4.1.1. Name Entry Field ΓòÉΓòÉΓòÉ
Type a new name for the extra into the entry field.
ΓòÉΓòÉΓòÉ 4.4.1.2. OK Button ΓòÉΓòÉΓòÉ
Press the OK button (or Enter) after typing the new name for the extra into the
Name entry field. If the new name is already in use, you will be informed, and
will be given the opportunity to try again.
ΓòÉΓòÉΓòÉ 4.4.1.3. Abort Button ΓòÉΓòÉΓòÉ
If you do not wish to change the name of the extra, press the Abort button.
ΓòÉΓòÉΓòÉ 4.5. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display help for the Extras dialog.
ΓòÉΓòÉΓòÉ 4.6. Exit Button ΓòÉΓòÉΓòÉ
Press the Exit button (or Esc) to dismiss the Extras dialog.
ΓòÉΓòÉΓòÉ 5. The Map Selection Dialog ΓòÉΓòÉΓòÉ
The Map Selection dialog will be displayed each time you are expected to tell
DEPM which map you want to perform some action on. It contains the following
controls:
o Radio Buttons
o OK Button
o Help Button
o Exit Button
ΓòÉΓòÉΓòÉ 5.1. Radio Buttons ΓòÉΓòÉΓòÉ
The radio buttons are used to select a map to perform an operation on. The
label beside each radio button tells you which episode and map will be chosen
when you select that button.
Maps which are patched by the PWAD in memory will be displayed in black; maps
which are not patched will be displayed in dark cyan.
You cannot perform the following actions on maps which are not patched by the
current PWAD:
o Alter ExMx...
o Drop map...
ΓòÉΓòÉΓòÉ 5.2. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to perform the desired action on the selected map.
ΓòÉΓòÉΓòÉ 5.3. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the Map Selection dialog.
ΓòÉΓòÉΓòÉ 5.4. Exit Button ΓòÉΓòÉΓòÉ
Press the Exit button to dismiss the Map Selection dialog.
ΓòÉΓòÉΓòÉ 6. The Convert Textures Dialog ΓòÉΓòÉΓòÉ
The Convert Textures dialog allows you to find textures which do not exist in
the IWAD, and to change them for the entire map. It contains the following
controls:
o Textures Combo Box
o OK Button
o Abort Button
o Help Button
ΓòÉΓòÉΓòÉ 6.1. Textures Combo Box ΓòÉΓòÉΓòÉ
The Textures combo box contains the valid textures in the IWAD. This control
is used to select a replacement for the texture which was not found.
ΓòÉΓòÉΓòÉ 6.2. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to change the current texture to the texture selected in
the Textures Combo Box and to search for the next missing texture.
ΓòÉΓòÉΓòÉ 6.3. Abort Button ΓòÉΓòÉΓòÉ
Press the Abort button to dismiss the Convert Textures dialog.
ΓòÉΓòÉΓòÉ 6.4. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the Convert Textures
dialog.
ΓòÉΓòÉΓòÉ 7. The Colour Preferences Dialog ΓòÉΓòÉΓòÉ
The Colour Preferences dialog allows you to define which colours DEPM will use
to display various components of the map in the Map Window. It contains the
following controls:
o Component List Box
o Colours Value Set
o OK Button
o Abort Button
o Help Button
o Reset Button
ΓòÉΓòÉΓòÉ 7.1. Component List Box ΓòÉΓòÉΓòÉ
The Component list box displays the various components for which you may define
the colour. Selection of an entry in this list box will set the Colours Value
Set control to the current colour for that entry.
ΓòÉΓòÉΓòÉ 7.2. Colours Value Set ΓòÉΓòÉΓòÉ
The Colours value set control displays the colours you can use to display the
various components. Selection of a colour in this control will set the colour
to use when drawing the entry selected in the Component List Box.
ΓòÉΓòÉΓòÉ 7.3. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to accept any changes you have made to the colours, and to
dismiss the dialog.
ΓòÉΓòÉΓòÉ 7.4. Abort Button ΓòÉΓòÉΓòÉ
Press the Abort button to abandon any changes you have made to the colours, and
to dismiss the dialog.
ΓòÉΓòÉΓòÉ 7.5. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the Colour Preferences
dialog.
ΓòÉΓòÉΓòÉ 7.6. Reset Button ΓòÉΓòÉΓòÉ
Press the Reset button to reset the colours to their default values.
ΓòÉΓòÉΓòÉ 8. BSP Tuning Preferences ΓòÉΓòÉΓòÉ
The BSP Tuning dialog allows you to change the way in which the node builder
selects partition lines by changing the weight given to avoiding sidedef splits
and to balancing the node tree. The weights are used against each other, so
assigning a weight of 9 to both is the same as assigning a weight of 1 to both.
The following controls are provided:
o Split Weight Slider
o Balance Weight Slider
o OK Button
o Abort Button
o Help Button
o Reset Button
ΓòÉΓòÉΓòÉ 8.1. Split Weight Slider ΓòÉΓòÉΓòÉ
The split weight slider allows you to control the weight given to avoiding
sidedef splits when the node builder rebuilds the map. The valid range is 0
(no attempt to avoid splits) to 9 (avoid splits as much as possible).
Assigning a high weight to avoiding splits will cut down on the number of
sidedefs the game engine must display, and may prevent the HOM (Hall of
Mirrors) effect in areas with a large number of two-sided sidedefs.
ΓòÉΓòÉΓòÉ 8.2. Balance Weight Slider ΓòÉΓòÉΓòÉ
The balance weight slider allows you to control the weight given to balancing
the tree created when the node builder rebuilds the map. The valid range is 0
(no attempt to balance) to 9 (balance as much as possible).
Assigning a high weight to balance may improve the performance of the game
engine; be aware, however, that more balance may cause more splitting.
ΓòÉΓòÉΓòÉ 8.3. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to accept any changes you have made to the Split Weight and
Balance Weight sliders, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 8.4. Abort Button ΓòÉΓòÉΓòÉ
Press the Abort button to abandon any changes you have made to the Split Weight
and Balance Weight sliders, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 8.5. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the BSP Tuning dialog.
ΓòÉΓòÉΓòÉ 8.6. Reset Button ΓòÉΓòÉΓòÉ
Press the Reset button to reset the Split Weight and Balance Weight sliders to
their defaults.
ΓòÉΓòÉΓòÉ 9. Map Behavior Preferences ΓòÉΓòÉΓòÉ
The Map Behavior dialog allows you to change the way in which the Map Window
behaves. The following controls are provided:
o Zoom Above Threshold
o Zoom Threshold
o Zoom Below Threshold
o Page Scroll
o Line Scroll
o Zoom On Find
o Autosave
o Sector X Size
o Sector Y Size
o OK Button
o Abort Button
o Help Button
o Reset Button
ΓòÉΓòÉΓòÉ 9.1. Zoom Above Threshold ΓòÉΓòÉΓòÉ
The Zoom Above Threshold slider is used to set the amount by which the scale of
the Map Window changes when a Zoom is performed and the current scale is above
the Zoom Threshold. This slider ranges from 1% to 25%.
ΓòÉΓòÉΓòÉ 9.2. Zoom Threshold ΓòÉΓòÉΓòÉ
The Zoom Threshold slider is used to set the scale at which the Zoom amount
changes. This allows you to customize the zoom behavior to your liking. This
slider ranges from 1% to 100%.
ΓòÉΓòÉΓòÉ 9.3. Zoom Below Threshold ΓòÉΓòÉΓòÉ
The Zoom Below Threshold slider is used to set the amount by which the scale of
the Map Window changes when a Zoom is performed and the current scale is below
the Zoom Threshold. This slider ranges from 1% to 25%.
ΓòÉΓòÉΓòÉ 9.4. Page Scroll ΓòÉΓòÉΓòÉ
The Page Scroll slider is used to set the percentage of the current view moved
off the screen when a page scroll is performed on the Map Window. This slider
ranges from 1% to 100%.
ΓòÉΓòÉΓòÉ 9.5. Line Scroll ΓòÉΓòÉΓòÉ
The Line Scroll slider is used to set the percentage of the current view moved
off the screen when a line scroll is performed on the Map Window. This slider
ranges from 1% to 100%.
ΓòÉΓòÉΓòÉ 9.6. Zoom On Find ΓòÉΓòÉΓòÉ
The Zoom On Find slider is used to set the scale to use for the Map Window when
an object is "found". This is used by the Check map item. Zoom on Find can be
disabled; if it is not disabled, it ranges from 1% to 200%.
ΓòÉΓòÉΓòÉ 9.7. Autosave ΓòÉΓòÉΓòÉ
The Autosave slider is used to set the amount of time which passes before the
Map Window saves the current map to disk in case of disaster. The map will be
saved as "AUTOSAVE.WAD" in DEPM's working directory. Autosave can be disabled;
if it is not disabled, it ranges from 1 minute to 30 minutes between saves.
ΓòÉΓòÉΓòÉ 9.8. Sector X Size ΓòÉΓòÉΓòÉ
The Sector X Size field is used to set the X size of new sectors dropped onto
the map from the Sector Template. The valid range for this field is 8 to 1024.
ΓòÉΓòÉΓòÉ 9.9. Sector Y Size ΓòÉΓòÉΓòÉ
The Sector Y Size field is used to set the Y size of new sectors dropped onto
the map from the Sector Template. The valid range for this field is 8 to 1024.
ΓòÉΓòÉΓòÉ 9.10. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to accept any changes you have made to the Map Behavior
preferences, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 9.11. Abort Button ΓòÉΓòÉΓòÉ
Press the Abort button to abandon any changes you have made to the Map Behavior
preferences, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 9.12. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the Map Behavior dialog.
ΓòÉΓòÉΓòÉ 9.13. Reset Button ΓòÉΓòÉΓòÉ
Press the Reset button to reset the Map Behavior preferences to the default
settings.
ΓòÉΓòÉΓòÉ 10. Textures Preferences ΓòÉΓòÉΓòÉ
The Textures dialog allows you to change the way DEPM deals with textures. The
following controls are provided:
o Red Compensation
o Green Compensation
o Blue Compensation
o Render Textures on Selection
o Render Textures into Bitmaps
o Preload Textures from IWAD
o OK Button
o Abort Button
o Help Button
o Reset Button
ΓòÉΓòÉΓòÉ 10.1. Red Compensation ΓòÉΓòÉΓòÉ
When DEPM renders a texture, it attempts to translate the IWAD palette to the
OS/2 system palette. DEPM allows you to adjust the way the palette is
translated, so that you can experiment to determine the best translation for
your system.
The Red Compensation slider is used to set the amount of red added to the
translated palette. This slider ranges from 0 to 99.
ΓòÉΓòÉΓòÉ 10.2. Green Compensation ΓòÉΓòÉΓòÉ
When DEPM renders a texture, it attempts to translate the IWAD palette to the
OS/2 system palette. DEPM allows you to adjust the way the palette is
translated, so that you can experiment to determine the best translation for
your system.
The Green Compensation slider is used to set the amount of green added to the
translated palette. This slider ranges from 0 to 99.
ΓòÉΓòÉΓòÉ 10.3. Blue Compensation ΓòÉΓòÉΓòÉ
When DEPM renders a texture, it attempts to translate the IWAD palette to the
OS/2 system palette. DEPM allows you to adjust the way the palette is
translated, so that you can experiment to determine the best translation for
your system.
The Blue Compensation slider is used to set the amount of blue added to the
translated palette. This slider ranges from 0 to 99.
ΓòÉΓòÉΓòÉ 10.4. Render Textures on Selection ΓòÉΓòÉΓòÉ
When a texture is selected in the SideDef Properties or Sector Properties
dialogs, DEPM will not render the texture unless the selection is
double-clicked. This is because the large size of the wall textures causes the
rendering process to take a few seconds.
If Render Textures on Selection is checked, DEPM will render textures as they
are selected in the SideDef Properties and Sector Properties dialogs. Unless
you are running a pentium with PCI or Local Bus video, I recommend you leave
this option unchecked.
When this checkbox is left unchecked, you can still cause textures to be
rendered by double-clicking on them.
ΓòÉΓòÉΓòÉ 10.5. Render Textures into Bitmaps ΓòÉΓòÉΓòÉ
If Render Textures into Bitmaps is checked, DEPM will render textures into
bitmaps as they are selected in the SideDef Properties and Sector Properties
dialogs. This bitmap will be used for subsequent displays of that texture.
ΓòÉΓòÉΓòÉ 10.6. Preload Textures from IWAD ΓòÉΓòÉΓòÉ
If Preload Textures from IWAD is checked, DEPM will load the textures from the
IWAD, into memory; this speeds up rendering operations, but requires a large
amount of memory (typically 3 to 4 meg).
If this option is left unchecked, DEPM will load the textures from the IWAD as
it needs them; this will save a large amount of memory, but may slow down the
texture rendering process slightly.
Changes to this option will take effect the next time you load DEPM.
ΓòÉΓòÉΓòÉ 10.7. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to accept any changes you have made to the Textures
preferences, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 10.8. Abort Button ΓòÉΓòÉΓòÉ
Press the Abort button to abandon any changes you have made to the Textures
preferences, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 10.9. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the Textures dialog.
ΓòÉΓòÉΓòÉ 10.10. Reset Button ΓòÉΓòÉΓòÉ
Press the Reset button to reset the Textures preferences to the default
settings.
ΓòÉΓòÉΓòÉ 11. Thing Properties ΓòÉΓòÉΓòÉ
The Thing Properties dialog allows you to change a thing's type, angle, and
flags. The following controls are provided:
o Category List Box
o Type List Box
o Angle Radio Buttons
o Easy Checkbox
o Medium Checkbox
o Hard Checkbox
o Deaf / Ambush Checkbox
o Multi-Player Checkbox
o OK Button
o Abort Button
o Help Button
ΓòÉΓòÉΓòÉ 11.1. Category List Box ΓòÉΓòÉΓòÉ
The Category list box allows you to change the category into which the thing
falls. Things have been placed into categories to avoid having a list of all
possible things in the game. Note that I categorize a barrel as being a
weapon.
When you select a category, the Type List Box is loaded with thing types which
fall into that category.
ΓòÉΓòÉΓòÉ 11.2. Type List Box ΓòÉΓòÉΓòÉ
The Type list box allows you to select the thing's type. This list box will
display only those thing types which fall into the category selected in the
Category List Box.
ΓòÉΓòÉΓòÉ 11.3. Angle Radio Buttons ΓòÉΓòÉΓòÉ
The circle of radio buttons in the Angle group are used to change the direction
in which the thing is facing when the map begins.
Select one of these radio buttons to change the thing's angle.
ΓòÉΓòÉΓòÉ 11.4. Easy Checkbox ΓòÉΓòÉΓòÉ
When the Easy checkbox is checked, the thing will appear in Easy mode (skills 0
and 1).
ΓòÉΓòÉΓòÉ 11.5. Medium Checkbox ΓòÉΓòÉΓòÉ
When the Medium checkbox is checked, the thing will appear in Medium mode
(skills 1 and 2).
ΓòÉΓòÉΓòÉ 11.6. Hard Checkbox ΓòÉΓòÉΓòÉ
When the Hard checkbox is checked, the thing will appear in Hard mode (skills 3
and 4).
ΓòÉΓòÉΓòÉ 11.7. Deaf / Ambush Checkbox ΓòÉΓòÉΓòÉ
When the Deaf / Ambush checkbox is checked, the thing (monster only) will not
react until it sees the player.
ΓòÉΓòÉΓòÉ 11.8. Multi-Player Checkbox ΓòÉΓòÉΓòÉ
When the Multi-Player checkbox is checked, the thing will appear ONLY in
multi-player games (co-op or deathmatch).
ΓòÉΓòÉΓòÉ 11.9. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to accept any changes you have made to the thing's
properties, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 11.10. Abort Button ΓòÉΓòÉΓòÉ
Press the Abort button to abandon any changes you have made to the thing's
properties, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 11.11. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the Thing Properties
dialog.
ΓòÉΓòÉΓòÉ 12. LineDef Properties ΓòÉΓòÉΓòÉ
The LineDef Properties dialog allows you to change a linedef's type, flags,
sector tag, and sidedefs. The following controls are provided:
o Impassable Checkbox
o Monsters Cannot Pass Checkbox
o Two Sided Checkbox
o Upper Texture Unpegged Checkbox
o Lower Texture Unpegged Checkbox
o Secret Checkbox
o Sound Dampening Checkbox
o Invisible on Map Checkbox
o Mapped at Start Checkbox
o Category List Box
o Type List Box
o Right Side Button
o Left Side Button
o Sector Tag
o OK Button
o Abort Button
o Help Button
ΓòÉΓòÉΓòÉ 12.1. Impassable Checkbox ΓòÉΓòÉΓòÉ
When the Impassable checkbox is checked, the player will not be able to cross
the linedef.
ΓòÉΓòÉΓòÉ 12.2. Monsters Cannot Pass Checkbox ΓòÉΓòÉΓòÉ
When the Monsters cannot pass checkbox is checked, monsters will not be able to
cross the linedef.
ΓòÉΓòÉΓòÉ 12.3. Two Sided Checkbox ΓòÉΓòÉΓòÉ
When the Two sided checkbox is checked, shots and sound will travel across this
linedef. This implies that the linedef has two sidedefs; if it doesn't, you
will get the HOM effect and the game engine may slow to a crawl. Similarly, it
is dangerous to create linedefs where there are two sidedefs, but this checkbox
is not checked.
ΓòÉΓòÉΓòÉ 12.4. Upper Texture Unpegged Checkbox ΓòÉΓòÉΓòÉ
When the Upper texture unpegged checkbox is checked, the upper texture is
"unpegged": when the ceiling of the sector adjacent to this linedef moves up,
the upper texture will not move with it (used very rarely).
ΓòÉΓòÉΓòÉ 12.5. Lower Texture Unpegged Checkbox ΓòÉΓòÉΓòÉ
When the Lower texture unpegged checkbox is checked, the lower texture is
"unpegged": when the ceiling of the sector adjacent to this linedef moves up,
the lower and normal textures will not move with it (used mainly for door
tracks).
ΓòÉΓòÉΓòÉ 12.6. Secret Checkbox ΓòÉΓòÉΓòÉ
When the Secret checkbox is checked, the linedef appears on the player's
automap as a normal wall.
ΓòÉΓòÉΓòÉ 12.7. Sound Dampening Checkbox ΓòÉΓòÉΓòÉ
When the Sound dampening checkbox is checked, the linedef partially blocks
sound. It takes two such linedefs to silence noise such that monsters will not
react to it; this property is used only for two sided linedefs -- one sided
linedefs are inherently soundproof.
ΓòÉΓòÉΓòÉ 12.8. Invisible on Map Checkbox ΓòÉΓòÉΓòÉ
When the Invisible on map checkbox is checked, the linedef will not appear on
the player's automap.
ΓòÉΓòÉΓòÉ 12.9. Mapped at Start Checkbox ΓòÉΓòÉΓòÉ
When the Mapped at start checkbox is checked, the linedef will appear on the
player's automap as soon as the map begins.
ΓòÉΓòÉΓòÉ 12.10. Category List Box ΓòÉΓòÉΓòÉ
The Category list box allows you to change the category into which the linedef
falls. Linedefs have been placed into categories to avoid having a list of all
possible types in the game.
When you select a category, the Type List Box is loaded with linedef types
which fall into that category.
ΓòÉΓòÉΓòÉ 12.11. Type List Box ΓòÉΓòÉΓòÉ
The Type list box allows you to select the linedef's type. This list box will
display only those linedef types which fall into the category selected in the
Category List Box.
DEPM uses the following convention:
TAR Description
T indicates whether or not a sector tag is required; this will be "T" if a
sector other than the one on the left side of the line is affected, or " "
if the sector on the left side of the line will be affected.
A indicates the activation type; this will be "W" if the linedef is
activated when the player walks over it, "S" (switch) if the linedef is
activated when the player pushes on it, or "G" (gun) if the linedef is
activated when the player shoots it.
R indicates whether the event can take place more than once; this will be
"R" if the event is repeatable, or "1" if the event may take place once
only (the single exception is "animated wall" which takes place all the
time).
Types which begin with an asterisk ('*') are available in DOOM2 only (I could
be wrong).
ΓòÉΓòÉΓòÉ 12.12. Right Side Button ΓòÉΓòÉΓòÉ
The Right Side button label changes depending on whether or not a sidedef
exists for the right side of this linedef: it will be "Edit" if one exists,
"Add" if one does not exist.
To add or edit the sidedef on the right side of this linedef, press the Right
Side button: the SideDef Properties dialog will be displayed.
ΓòÉΓòÉΓòÉ 12.13. Left Side Button ΓòÉΓòÉΓòÉ
The Left Side button label changes depending on whether or not a sidedef exists
for the left side of this linedef: it will be "Edit" if one exists, "Add" if
one does not exist.
To add or edit the sidedef on the left side of this linedef, press the Left
Side button: the SideDef Properties dialog will be displayed.
ΓòÉΓòÉΓòÉ 12.14. Sector Tag ΓòÉΓòÉΓòÉ
The Sector Tag field allows you to enter the arbitrary sector tag to use for
this linedef to identify the sector(s) it affects.
This field accepts values from 0 (no tag) through 999.
ΓòÉΓòÉΓòÉ 12.15. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to accept any changes you have made to the linedef's
properties, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 12.16. Abort Button ΓòÉΓòÉΓòÉ
Press the Abort button to abandon any changes you have made to the linedef's
properties, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 12.17. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the LineDef Properties
dialog.
ΓòÉΓòÉΓòÉ 13. SideDef Properties ΓòÉΓòÉΓòÉ
The SideDef Properties dialog allows you to change a sidedef's texture offsets,
sector assignment, and textures. The following controls are provided:
o X Offset
o Y Offset
o Sector
o Upper Texture Combo Box
o Normal Texture Combo Box
o Lower Texture Combo Box
o OK Button
o Abort Button
o Delete Button
o Help Button
ΓòÉΓòÉΓòÉ 13.1. X Offset ΓòÉΓòÉΓòÉ
The X Offset field allows you to enter an offset for the game engine to use
when applying a texture to this sidedef.
A positive offset "shifts" the texture to the LEFT; a negative offset "shifts"
the texture to the RIGHT.
This field accepts values from -128 through 128.
ΓòÉΓòÉΓòÉ 13.2. Y Offset ΓòÉΓòÉΓòÉ
The Y Offset field allows you to enter an offset for the game engine to use
when applying a texture to this sidedef.
A positive offset "shifts" the texture UP; a negative offset "shifts" the
texture DOWN.
This field accepts values from -128 through 128.
ΓòÉΓòÉΓòÉ 13.3. Sector ΓòÉΓòÉΓòÉ
The Sector field allows you to manually correct which sector this sidedef is a
part of. If a group of sidedefs are assigned to the wrong sector, it is
prudent to correct them as soon as possible to avoid future problems.
This field accepts valid sector numbers only.
ΓòÉΓòÉΓòÉ 13.4. Upper Texture Combo Box ΓòÉΓòÉΓòÉ
The Upper Texture combo box allows you to change the texture applied to the
area of this sidedef above the ceiling of the sector on the other side of the
linedef.
To view the texture you have selected, double-click on the selection. Textures
will be displayed when you select them if the Render Textures On Selection
checkbox has been checked in the Texture Preferences dialog.
ΓòÉΓòÉΓòÉ 13.5. Normal Texture Combo Box ΓòÉΓòÉΓòÉ
The Normal Texture combo box allows you to change the texture applied to the
area of this sidedef between the floor and ceiling of the sector which it is a
part of.
To view the texture you have selected, double-click on the selection. Textures
will be displayed when you select them if the Render Textures On Selection
checkbox has been checked in the Texture Preferences dialog.
ΓòÉΓòÉΓòÉ 13.6. Lower Texture Combo Box ΓòÉΓòÉΓòÉ
The Lower Texture combo box allows you to change the texture applied to the
area of this sidedef below the floor of the sector on the other side of the
linedef.
To view the texture you have selected, double-click on the selection. Textures
will be displayed when you select them if the Render Textures On Selection
checkbox has been checked in the Texture Preferences dialog.
ΓòÉΓòÉΓòÉ 13.7. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to accept any changes you have made to the sidedef's
properties, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 13.8. Abort Button ΓòÉΓòÉΓòÉ
Press the Abort button to abandon any changes you have made to the sidedef's
properties, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 13.9. Delete Button ΓòÉΓòÉΓòÉ
Press the Delete button to delete this sidedef, and to dismiss the dialog.
Note that this button should be used only to correct an error; you should never
have to use this button.
ΓòÉΓòÉΓòÉ 13.10. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the SideDef Properties
dialog.
ΓòÉΓòÉΓòÉ 14. LineDef Menu ΓòÉΓòÉΓòÉ
The LineDef Menu allows you to change the direction of a linedef, to swap its
sidedefs., or to delete it. The following items are provided:
o Help
o Flip
o Swap
o Delete
ΓòÉΓòÉΓòÉ 14.1. Help ΓòÉΓòÉΓòÉ
Select the Help item to display a help message about the LineDef Menu.
ΓòÉΓòÉΓòÉ 14.2. Flip ΓòÉΓòÉΓòÉ
Select the Flip item to reverse the linedef's from and to vertexes and to swap
its sidedefs.
ΓòÉΓòÉΓòÉ 14.3. Swap ΓòÉΓòÉΓòÉ
Select the Swap item to swap the linedef's sidedefs.
ΓòÉΓòÉΓòÉ 14.4. Delete ΓòÉΓòÉΓòÉ
Select the Delete item to delete the linedef from the map.
ΓòÉΓòÉΓòÉ 15. Delete Menu ΓòÉΓòÉΓòÉ
The Delete Menu allows you to delete things, vertexes, and sectors from the
map. The following items are provided:
o Help
o Delete
ΓòÉΓòÉΓòÉ 15.1. Help ΓòÉΓòÉΓòÉ
Select the Help item to display a help message about the Delete Menu.
ΓòÉΓòÉΓòÉ 15.2. Delete ΓòÉΓòÉΓòÉ
Select the Delete item to delete the object from the map.
ΓòÉΓòÉΓòÉ 16. Sector Properties ΓòÉΓòÉΓòÉ
The Sector Properties dialog allows you to change a sector's floor and ceiling
heights, floor and ceiling textures, light level and effects. The following
controls are provided:
o Ceiling Height
o Ceiling Texture Combo Box
o Floor Height
o Floor Texture Combo Box
o Effects List Box
o Light Level
o Sector Tag
o OK Button
o Abort Button
o Help Button
ΓòÉΓòÉΓòÉ 16.1. Ceiling Height ΓòÉΓòÉΓòÉ
The Ceiling Height field allows you to change the ceiling height for this
sector.
This field will accept values from -16384 to 16383.
ΓòÉΓòÉΓòÉ 16.2. Ceiling Texture Combo Box ΓòÉΓòÉΓòÉ
The Ceiling Texture combo box allows you to change the texture applied to the
ceiling of this sector.
To view the texture you have selected, double-click on the selection. Textures
will be displayed when you select them if the Render Textures On Selection
checkbox has been checked in the Texture Preferences dialog.
ΓòÉΓòÉΓòÉ 16.3. Floor Height ΓòÉΓòÉΓòÉ
The Floor Height field allows you to change the floor height for this sector.
This field will accept values from -16384 to 16383.
ΓòÉΓòÉΓòÉ 16.4. Floor Texture Combo Box ΓòÉΓòÉΓòÉ
The Floor Texture combo box allows you to change the texture applied to the
floor of this sector.
To view the texture you have selected, double-click on the selection. Textures
will be displayed when you select them if the Render Textures On Selection
checkbox has been checked in the Texture Preferences dialog.
ΓòÉΓòÉΓòÉ 16.5. Effects List Box ΓòÉΓòÉΓòÉ
The Effects list box allows you to change the special effect which takes place
in this sector. Light effects generally alternate between the light level of
the sector and the light level of a neighbouring sector.
ΓòÉΓòÉΓòÉ 16.6. Light Level ΓòÉΓòÉΓòÉ
The Light Level field allows you to change the brightness of the sector; this
can range from 0 to 255.
ΓòÉΓòÉΓòÉ 16.7. Sector Tag ΓòÉΓòÉΓòÉ
The Sector Tag field allows you to enter the arbitrary sector tag to use for
this sector(s) to identify the linedefs which affect it.
This field accepts values from 0 (no tag) through 999.
ΓòÉΓòÉΓòÉ 16.8. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to accept any changes you have made to the sector's
properties, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 16.9. Abort Button ΓòÉΓòÉΓòÉ
Press the Abort button to abandon any changes you have made to the sector's
properties, and to dismiss the dialog.
ΓòÉΓòÉΓòÉ 16.10. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the Sector Properties
dialog.
ΓòÉΓòÉΓòÉ 17. The Editor Window ΓòÉΓòÉΓòÉ
The Editor Window appears whenever you are editing a map.
This window is used to control the Map Window, and provides a number of tools
and indicators. These controls, tools, and indicators include:
o Map Identifier
o Things Radio Button
o LineDefs Radio Button
o Sectors Radio Button
o Zoom Spin Button
o Grid Spin Button
o Thing Template
o Vertex Template
o Sector Template
o Rendering Icon
o Node Builder Icon
o Shredder Icon
o Mouse X, Y
ΓòÉΓòÉΓòÉ 17.1. Map Identifier ΓòÉΓòÉΓòÉ
The map identifier appears in the upper left corner of the Editor Window, and
displays the current episode and map shown in the Map Window.
For DOOM, this label will read ExMy where x is the episode and y is the map.
For DOOM2, this label will read MAPxx where xx is the map (in DOOM2, there is
one episode only).
ΓòÉΓòÉΓòÉ 17.2. Things Radio Button ΓòÉΓòÉΓòÉ
Pressing the Things radio button puts DEPM into things mode; in this mode, the
Map Window will display the things on the map.
When a thing is identified, the thing's type will be displayed at the bottom of
the Edit Window, along with its set flags.
In things mode the Thing Template becomes active.
ΓòÉΓòÉΓòÉ 17.3. LineDefs Radio Button ΓòÉΓòÉΓòÉ
Pressing the LineDefs radio button puts DEPM into linedefs mode; in this mode,
the Map Window will display the linedefs and vertexes on the map.
When a linedef is identified, the following information is displayed:
LineDef x (y)
RU, RN, RL, LU, LN, and LL textures.
X is the linedef's sequential number and y is the length (in map units) of the
linedef. RN, RL, RU, LN, LL and LU indicate whether or not a texture is
defined for Right Normal, Right Lower, Right Upper, Left Normal, Left Lower,
and Left Upper sidedef slots; if the indicator appears, then that texture is
defined.
When a vertex is identified, the following information is displayed:
Vertex x
where x is the vertex's sequential number.
In linedefs mode the Vertex Template becomes active.
ΓòÉΓòÉΓòÉ 17.4. Sectors Radio Button ΓòÉΓòÉΓòÉ
Pressing the Sectors radio button puts DEPM into sectors mode; in this mode,
the Map Window will display the sectors on the map.
When a sector is identified, the following information is displayed:
Sector x
C: Ceiling Texture (height).
F: Floor Texture (height)
L: Light Level
where x is the sector's sequential number.
In sectors mode the Sector Template becomes active, unless the node builder is
running.
ΓòÉΓòÉΓòÉ 17.5. Zoom Spin Button ΓòÉΓòÉΓòÉ
The zoom spin button is used to change the scale of the map displayed in the
Map Window.
Press the up arrow to increase the magnification. Press the down arrow to
decrease the magnification.
Alternately, the 1 through 0 keys will set the zoom amount to a preset scale
(10, 20, 30, 40, 50, 60, 70, 80, 90, 100).
ΓòÉΓòÉΓòÉ 17.6. Grid Spin Button ΓòÉΓòÉΓòÉ
The grid spin button is used to change the display and snap of the grid
displayed in the Map Window.
Press the up arrow to increase the spacing between grid lines (sparser grid).
Press the down arrow to decrease the spacing between the grid lines (denser
grid).
The available grid densities are none, 8, 16, 32, 64, 128, 256, 512 and 1024.
ΓòÉΓòÉΓòÉ 17.7. Thing Template ΓòÉΓòÉΓòÉ
The Thing template is used to create new things on the map in things mode: To
create a new thing from the Thing template, place the mouse pointer on the
template and hold down the right mouse button to drag the new thing to the
desired location on the map:
ΓòÉΓòÉΓòÉ 17.8. Vertex Template ΓòÉΓòÉΓòÉ
The Vertex template is used to add new vertexes to linedefs on the map in
linedefs mode: To create a new vertex from the Vertex template, place the mouse
pointer on the template and hold down the right mouse button to drag the new
vertex to the desired linedef location on the map:
ΓòÉΓòÉΓòÉ 17.9. Sector Template ΓòÉΓòÉΓòÉ
The Sector template is used to add new sectors to the map in sectors mode: To
create a new sector from the Sector template, place the mouse pointer on the
template and hold down the right mouse button to drag the new sector to the
desired location on the map:
ΓòÉΓòÉΓòÉ 17.10. Rendering Icon ΓòÉΓòÉΓòÉ
When you start DEPM (or change the Textures Preferences), it will begin to
render the textures into bitmaps for quicker display. While this is happening,
the Rendering Icon will be displayed: While DEPM is rendering textures, you can
continue to use the editor as usual. Selected textures will be rendered more
slowly if they have not been converted to bitmaps yet. Once the texture has
been converted, it will be rendered almost instantly.
The speed of this process depends heavily on your CPU; on a 486/DX50 it takes
about 15 minutes for DOOM, and about 20 minutes for DOOM2. It also depends on
how much work you are doing while it is running; for example, running the node
builder will slow it down considerably.
It is a good idea to leave DEPM running if you intend to use it (minimize it
instead of closing it when testing your maps). This will avoid making DEPM
render all the textures again.
ΓòÉΓòÉΓòÉ 17.11. Node Builder Icon ΓòÉΓòÉΓòÉ
When the node builder is running, the Node Builder Icon will be displayed:
While the node builder is active, you cannot enter linedefs mode; nor can you
add or delete sectors.
ΓòÉΓòÉΓòÉ 17.12. Shredder Icon ΓòÉΓòÉΓòÉ
The Shredder icon is used to delete things, vertexes, linedefs, and sectors. It
operates just like the OS/2 workplace shell shredder. To delete an object from
the map, place the mouse pointer on the object and hold down the right mouse
button to drag the object to the shredder icon.
ΓòÉΓòÉΓòÉ 17.13. Mouse X, Y ΓòÉΓòÉΓòÉ
The Editor Window reports the position of the mouse on the Map Window by
placing the map coordinates of the mouse into the "X : " and "Y : " fields.
ΓòÉΓòÉΓòÉ 18. The Map Window ΓòÉΓòÉΓòÉ
The Map Window appears whenever you are editing a map.
This window is used to display and edit the map using direct manipulation. Two
scroll bars are provided:
o Vertical Scrollbar
o Horizontal Scrollbar
Drag and Drop allows you to perform different operations depending on the edit
mode:
o Things Mode
o LineDefs Mode
o Sectors Mode
ΓòÉΓòÉΓòÉ 18.1. Vertical Scrollbar ΓòÉΓòÉΓòÉ
The Vertical scrollbar allows you to reposition the map vertically in the Map
Window by using line scrolls, page scrolls, and by dragging the thumb tab.
ΓòÉΓòÉΓòÉ 18.2. Horizontal Scrollbar ΓòÉΓòÉΓòÉ
The Horizontal scrollbar allows you to reposition the map horizontally in the
Map Window by using line scrolls, page scrolls, and by dragging the thumb tab.
ΓòÉΓòÉΓòÉ 18.3. Things Mode ΓòÉΓòÉΓòÉ
The following direct operations are supported in things mode:
o Adding a Thing
o Moving a Thing
o Deleting a Thing
o Cloning a Thing
o Editing a Thing
ΓòÉΓòÉΓòÉ 18.3.1. Adding a Thing ΓòÉΓòÉΓòÉ
To add a new thing to a map, position the mouse pointer on the Thing Template
and hold down the right mouse button to drag the new thing to the desired map
location.
The new thing created will be a duplicate of the last thing saved.
ΓòÉΓòÉΓòÉ 18.3.2. Moving a Thing ΓòÉΓòÉΓòÉ
To move a thing on a map, position the mouse pointer on the thing you wish to
move, and hold down the right mouse button to drag the thing to the desired map
location.
ΓòÉΓòÉΓòÉ 18.3.3. Deleting a Thing ΓòÉΓòÉΓòÉ
To delete a thing from a map, position the mouse pointer on the thing you wish
to delete, and hold down the right mouse button to drag the thing to the
Shredder Icon.
Alternately, position the mouse pointer on the thing you wish to delete, click
the right mouse button, and select the Delete item on the Delete Menu.
Alternately, position the mouse pointer on the thing you wish to delete, and
press the Delete key.
ΓòÉΓòÉΓòÉ 18.3.4. Cloning a Thing ΓòÉΓòÉΓòÉ
To clone a thing on a map, position the mouse pointer on the thing you wish to
clone, and hold down the Ctrl key and the right mouse button to drag the
thing's clone to the desired map location.
ΓòÉΓòÉΓòÉ 18.3.5. Editing a Thing ΓòÉΓòÉΓòÉ
To edit a thing on a map, position the mouse pointer on the thing you wish to
edit, and click the left mouse button. The Thing Properties dialog will be
displayed. Use the OK Button to save the changed thing.
ΓòÉΓòÉΓòÉ 18.4. LineDefs Mode ΓòÉΓòÉΓòÉ
The following direct operations are supported in linedefs mode:
o Adding a Vertex
o Moving a Vertex
o Deleting a Vertex
o Cloning a Vertex
o Merging Vertexes
o Drawing a LineDef
o Deleting a LineDef
o Editing a LineDef
o Cloning a LineDef
o Flipping a LineDef
o Swapping SideDefs
o Texture Palette
ΓòÉΓòÉΓòÉ 18.4.1. Adding a Vertex ΓòÉΓòÉΓòÉ
To add a new vertex to a linedef on a map, position the mouse pointer on the
Vertex Template and hold down the right mouse button to drag the new vertex to
the desired map location on the linedef you wish to split.
The linedef will be split by the new vertex; the two new linedefs will be
duplicates of the one which was split.
ΓòÉΓòÉΓòÉ 18.4.2. Moving a Vertex ΓòÉΓòÉΓòÉ
To move a vertex on a map, position the mouse pointer on the vertex you wish to
move, and hold down the right mouse button to drag the vertex to the desired
map location.
Be careful not to drop the vertex on a linedef because the linedef will be
split (be extra cautious when using the grid).
ΓòÉΓòÉΓòÉ 18.4.3. Deleting a Vertex ΓòÉΓòÉΓòÉ
To delete a vertex from a map, position the mouse pointer on the vertex you
wish to delete, and hold down the right mouse button to drag the vertex to the
Shredder Icon.
This will also delete any linedefs which use the vertex as an endpoint, so be
careful.
Alternately, position the mouse pointer on the vertex you wish to delete, click
the right mouse button, and select the Delete item on the Delete Menu.
Alternately, position the mouse pointer on the vertex you wish to delete, and
press the Delete key.
ΓòÉΓòÉΓòÉ 18.4.4. Cloning a Vertex ΓòÉΓòÉΓòÉ
To clone a vertex to a linedef on a map, position the mouse pointer on the
vertex you wish to clone, and hold down the Ctrl key and the right mouse button
to drag the cloned vertex to the desired map location on the linedef you wish
to split.
Note that this is the same as adding a vertex from the Vertex Template.
The linedef will be split by the new vertex; the two new linedefs will be
duplicates of the one split.
ΓòÉΓòÉΓòÉ 18.4.5. Merging Vertexes ΓòÉΓòÉΓòÉ
To merge two vertexes on a map, position the mouse pointer on the vertex you
wish to remove, and hold down the right mouse button to drag the new vertex to
the desired vertex you wish to merge it into.
Any linedefs connected to the removed vertex will become connected to the
vertex it was merged into, so be careful. Any linedefs which existed between
the two vertexes will be deleted.
This is a good way to remove linedefs: just merge the vertexes at either end
of it. This allows you to keep sectors intact.
ΓòÉΓòÉΓòÉ 18.4.6. Drawing a LineDef ΓòÉΓòÉΓòÉ
To draw a new linedef on a map, position the mouse pointer on the vertex you
wish to be the from vertex, and click the left mouse button. The mouse pointer
will become a drawing tool: Next, position the mouse pointer on the vertex you
wish to be the to vertex, and click the left mouse button. The linedef will be
drawn.
If the linedef bisects a sector, the sector will be split; DEPM will start with
the left sidedef of the new linedef, and will travel clockwise along the
outside wall to reassign the sidedefs to the new sector. The sector created on
the left will be a copy of the sector on the right. Sectors and obstacles
within the new left sector will NOT be reassigned, and must be assigned
manually.
ΓòÉΓòÉΓòÉ 18.4.7. Deleting a LineDef ΓòÉΓòÉΓòÉ
To delete a linedef from a map, position the mouse pointer on the linedef you
wish to delete, and hold down the right mouse button to drag the vertex to the
Shredder Icon.
Alternately, position the mouse pointer on the linedef you wish to delete,
click the right mouse button, and select the Delete item on the LineDef Menu.
Alternately, position the mouse pointer on the linedef you wish to delete, and
press the Delete key.
If the last linedef separating two sectors is deleted, the sectors will be
merged; DEPM will start with the left sidedef of the deleted linedef, and will
travel clockwise along the outside wall to reassign the sidedefs to the sector
on the right. The left sector will then be deleted. Sectors and obstacles
within the left sector will NOT be reassigned, and must be assigned manually.
ΓòÉΓòÉΓòÉ 18.4.8. Editing a LineDef ΓòÉΓòÉΓòÉ
To edit a linedef on a map, position the mouse pointer on the linedef you wish
to edit, and click the left mouse button. The LineDef Properties dialog will
be displayed. Use the OK Button to save the changed linedef.
The LineDef Properties dialog allows you to edit the sidedefs as well.
ΓòÉΓòÉΓòÉ 18.4.9. Cloning a LineDef ΓòÉΓòÉΓòÉ
To clone a linedef on a map, position the mouse pointer on the linedef you wish
to clone, hold down the Ctrl key and click the left mouse button. The mouse
pointer will become an applicator: Next, position the mouse pointer on the
linedef you wish to apply the original linedef's properties to, and click the
left mouse button. The properties of the original linedef (and its sidedefs)
will be copied to the target. You can then apply the properties to another
linedef by continuing to use the left mouse button, or you can press the Esc
key to discard the applicator (stop cloning).
ΓòÉΓòÉΓòÉ 18.4.10. Flipping a LineDef ΓòÉΓòÉΓòÉ
To flip a linedef's from and to vertexes, position the mouse pointer on the
linedef you wish to flip, and click the right mouse button. The LineDef Menu
will be displayed. Select the Flip item to flip the linedef.
The sidedefs will be swapped as well.
ΓòÉΓòÉΓòÉ 18.4.11. Swapping SideDefs ΓòÉΓòÉΓòÉ
To swap the sidedefs for a linedef, position the mouse pointer on the linedef
whose sidedefs you wish to swap, and click the right mouse button. The LineDef
Menu will be displayed. Select the Swap item to swap the sidedefs.
ΓòÉΓòÉΓòÉ 18.4.12. Texture Palette ΓòÉΓòÉΓòÉ
Once the textures have been rendered, the Texture Palette becomes available.
The Texture Palette can be invoked from the Map Window by pressing the F9 key,
or by clicking both the left and right mouse buttons simultaneously.
ΓòÉΓòÉΓòÉ 18.5. Sectors Mode ΓòÉΓòÉΓòÉ
The following direct operations are supported in sectors mode:
o Adding a Sector
o Deleting a Sector
o Editing a Sector
o Cloning a Sector
ΓòÉΓòÉΓòÉ 18.5.1. Adding a Sector ΓòÉΓòÉΓòÉ
To add a new sector to a map, position the mouse pointer on the Sector Template
and hold down the right mouse button to drag the new sector to the desired map
location.
The new sector created will be a duplicate of the last sector saved.
If you are adding a sector inside another sector, the linedefs defining the
sector will be made two sided.
If you are adding a sector outside of all other sectors, try to drop the new
sector close to an existing sector in one of the cardinal directions (up, down,
left or right); DEPM searches the map for the closest sidedef by spiralling
outward until it finds one (this can take a few seconds if the search is a long
one).
ΓòÉΓòÉΓòÉ 18.5.2. Deleting a Sector ΓòÉΓòÉΓòÉ
To delete a sector from a map, position the mouse pointer on the sector you
wish to delete, and hold down the right mouse button to drag the sector to the
Shredder Icon.
Alternately, position the mouse pointer on the sector you wish to delete, click
the right mouse button, and select the Delete item on the Delete Menu.
Alternately, position the mouse pointer on the sector you wish to delete, and
press the Delete key.
If you delete a sector from within a sector, the linedefs defining the deleted
sector will be changed to define an obstacle.
ΓòÉΓòÉΓòÉ 18.5.3. Editing a Sector ΓòÉΓòÉΓòÉ
To edit a sector on a map, position the mouse pointer on the sector you wish to
edit, and click the left mouse button. The Sector Properties dialog will be
displayed. Use the OK Button to save the changed sector.
ΓòÉΓòÉΓòÉ 18.5.4. Cloning a Sector ΓòÉΓòÉΓòÉ
To clone a sector on a map, position the mouse pointer on the sector you wish
to clone, hold down the Ctrl key and click the left mouse button. The mouse
pointer will become an applicator: Next, position the mouse pointer on the
sector you wish to apply the original sector's properties to, and click the
left mouse button. The properties of the original sector (floor and ceiling
textures, light level, effect and tag) will be copied to the target. You can
then apply the properties to another sector by continuing to use the left mouse
button, or you can press the Esc key to discard the applicator (stop cloning).
ΓòÉΓòÉΓòÉ 19. Find Thing ΓòÉΓòÉΓòÉ
The Find Thing dialog allows you to select a type of thing to search for, and
to find the first occurrence of that thing on the map. The following controls
are provided:
o Category List Box
o Type List Box
o OK Button
o Abort Button
o Help Button
ΓòÉΓòÉΓòÉ 19.1. Category List Box ΓòÉΓòÉΓòÉ
The Category list box allows you to change the category into which the thing
falls. Things have been placed into categories to avoid having a list of all
possible things in the game. Note that I categorize a barrel as being a
weapon.
When you select a category, the Type List Box is loaded with thing types which
fall into that category.
ΓòÉΓòÉΓòÉ 19.2. Type List Box ΓòÉΓòÉΓòÉ
The Type list box allows you to select the thing's type. This list box will
display only those thing types which fall into the category selected in the
Category List Box.
ΓòÉΓòÉΓòÉ 19.3. OK Button ΓòÉΓòÉΓòÉ
Press the OK button to dismiss the Find Thing dialog, and to find the first
thing of the selected type.
ΓòÉΓòÉΓòÉ 19.4. Abort Button ΓòÉΓòÉΓòÉ
Press the Abort button to dismiss the Find Thing dialog.
ΓòÉΓòÉΓòÉ 19.5. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the Find Thing dialog.
ΓòÉΓòÉΓòÉ 20. Texture Palette ΓòÉΓòÉΓòÉ
The Texture Palette allows you to set up textures to apply to linedefs. The
following controls are provided:
o Right Upper
o Right Normal
o Right Lower
o Left Upper
o Left Normal
o Left Lower
o Textures
o Scrollbar
o Apply Button
o Cancel Button
o Help Button
ΓòÉΓòÉΓòÉ 20.1. Right Upper ΓòÉΓòÉΓòÉ
The Right Upper sidedef slot contains the name of the texture which is set for
application to that property of the linedef.
To copy the contents of this field to another sidedef slot, position the mouse
pointer on this slot and left-click. The mouse pointer changes to indicate
that the texture has been taken. Position the mouse pointer on the desired
sidedef slot, and left-click to change the slot's texture.
ΓòÉΓòÉΓòÉ 20.2. Right Normal ΓòÉΓòÉΓòÉ
The Right Normal sidedef slot contains the name of the texture which is set for
application to that property of the linedef.
To copy the contents of this field to another sidedef slot, position the mouse
pointer on this slot and left-click. The mouse pointer changes to indicate
that the texture has been taken. Position the mouse pointer on the desired
sidedef slot, and left-click to change the slot's texture.
ΓòÉΓòÉΓòÉ 20.3. Right Lower ΓòÉΓòÉΓòÉ
The Right Lower sidedef slot contains the name of the texture which is set for
application to that property of the linedef.
To copy the contents of this field to another sidedef slot, position the mouse
pointer on this slot and left-click. The mouse pointer changes to indicate
that the texture has been taken. Position the mouse pointer on the desired
sidedef slot, and left-click to change the slot's texture.
ΓòÉΓòÉΓòÉ 20.4. Left Upper ΓòÉΓòÉΓòÉ
The Left Upper sidedef slot contains the name of the texture which is set for
application to that property of the linedef.
To copy the contents of this field to another sidedef slot, position the mouse
pointer on this slot and left-click. The mouse pointer changes to indicate
that the texture has been taken. Position the mouse pointer on the desired
sidedef slot, and left-click to change the slot's texture.
ΓòÉΓòÉΓòÉ 20.5. Left Normal ΓòÉΓòÉΓòÉ
The Left Normal sidedef slot contains the name of the texture which is set for
application to that property of the linedef.
To copy the contents of this field to another sidedef slot, position the mouse
pointer on this slot and left-click. The mouse pointer changes to indicate
that the texture has been taken. Position the mouse pointer on the desired
sidedef slot, and left-click to change the slot's texture.
ΓòÉΓòÉΓòÉ 20.6. Left Lower ΓòÉΓòÉΓòÉ
The Left Lower sidedef slot contains the name of the texture which is set for
application to that property of the linedef.
To copy the contents of this field to another sidedef slot, position the mouse
pointer on this slot and left-click. The mouse pointer changes to indicate
that the texture has been taken. Position the mouse pointer on the desired
sidedef slot, and left-click to change the slot's texture.
ΓòÉΓòÉΓòÉ 20.7. Textures ΓòÉΓòÉΓòÉ
The Textures slots display textures available for you to use, along with the
names and sizes of the textures.
To move one of these displayed textures to a sidedef slot, position the mouse
pointer on the desired texture and left-click. The mouse pointer changes to
indicate that the texture has been taken. Position the mouse pointer on the
desired sidedef slot, and left-click to change the slot's texture.
ΓòÉΓòÉΓòÉ 20.8. Scrollbar ΓòÉΓòÉΓòÉ
The Scrollbar allows you to reposition the textures horizontally in the Texture
Palette by using line scrolls, page scrolls, and by dragging the thumb tab.
ΓòÉΓòÉΓòÉ 20.9. Apply Button ΓòÉΓòÉΓòÉ
Press the Apply button to dismiss the Texture Palette, and to begin applying
the defined textures to linedefs. While the applicator is active, left-click
on the desired linedef to apply the textures. To discard the applicator, press
the Esc key.
ΓòÉΓòÉΓòÉ 20.10. Cancel Button ΓòÉΓòÉΓòÉ
Press the Cancel button to dismiss the Texture Palette.
ΓòÉΓòÉΓòÉ 20.11. Help Button ΓòÉΓòÉΓòÉ
Press the Help button to display a help message about the Texture Palette.
ΓòÉΓòÉΓòÉ 21. Glossary ΓòÉΓòÉΓòÉ
This online help (and the Tutorial) uses terminology that may be unfamiliar to
you:
Thing An object in the game "world".
Vertex A point in two-dimensional space which defines the end-point of
one or more two-dimensional lines.
Linedef A two-dimensional line which connects exactly two (2) vertexes.
Sidedef A plane into the third dimension along one side of a linedef.
Sector A map area bounded by sidedefs.
Sector Tag An arbitrary number used to assign linedef effects to sectors.
Texture The game appearance of a floor, ceiling, or wall.
Episode In DOOM, a grouping of nine (9) maps; in DOOM2 there is one
episode only.
Map A group of things, vertexes, linedefs, sidedefs and sectors which
define a scenario for game play; also known as a "level".
Extra A resource for sound, music, wall texturing, and so on.
IWAD A large file containing all resources needed for basic play;
distributed by id Software with the game.
PWAD A smaller file which is used to "patch" the IWAD; can contain
maps and/or extras.
Node Builder A program which "compiles" a map into a form which the game
engine uses while rendering the game "world".
Compress a process by which duplicate sidedefs are removed from a PWAD to
reduce its size.
ΓòÉΓòÉΓòÉ 21.1. Things ΓòÉΓòÉΓòÉ
A thing is an object (for example, a monster) that exists in the game world,
but does not DEFINE the game world. Things do not have to be visible, and may
not always appear. Examples of things are: monsters, teleport exits, weapons,
ammo, decorations, player starting points, and bonus items.
A thing has the following properties:
Type What the thing is (teleport exit, monster, ammo, and so on).
Angle The direction in which the object is facing when the map begins.
This applies to monsters, player starts, and teleport exits. It is
not important, for example, which way a shotgun is facing -- it will
always look the same.
Flags A number of on/off bits that determine the object's behavior and when
it appears:
Easy Thing appears in EASY mode (skill 0).
Medium Thing appears in MEDIUM mode (skills 1 and 2).
Hard Thing appears in HARD mode (skills 3 and 4).
Deaf / Ambush Thing (monster only) does not react until it sees the
player. If this bit is left off, the monster will react
when it hears shots.
Multi-Player Thing appears in multi-player (deathmatch or
cooperative) mode ONLY.
ΓòÉΓòÉΓòÉ 21.2. Vertexes ΓòÉΓòÉΓòÉ
A vertex is a point in two dimensional space which defines the end-point of one
or more two-dimensional linedefs. It has no attibutes other than its position
on the map.
ΓòÉΓòÉΓòÉ 21.3. LineDefs ΓòÉΓòÉΓòÉ
A linedef is a two-dimensional line which connects exactly two (2) vertexes.
Linedefs do not necessarily define walls (they CAN); they simply indicate a
line along which the map makes a transition from one "area" to another.
Linedefs travel from one vertex to another. This direction is very important
because a linedef may have two sides: a right side and a left side. If you
rotate the linedef so that it is pointing straight up (the from vertex is on
the bottom), the right side is the right side of the line. Linedefs can be used
to "trigger" events when the player crosses them, or pushes on them (switches,
doors, lifts). Some linedefs trigger the sector on their left sides, some
trigger a sector on neither side. A linedef which triggers an event in a
sector other than the one on its left side must be defined with a sector tag
which is used by the sector affected. For example, if linedef #231 causes
sector #21 to raise, both must have the same sector tag (for example, "13").
More than one sector and more than one linedef can have the same sector tag.
A linedef has the following properties:
Type What the linedef does when activated. DEPM uses the following
convention:
TAR Description
T indicates whether or not a sector tag is required; this will be "T" if
a sector other than the one on the left side of the line is affected,
or " " if the sector on the left side of the line will be affected.
A indicates the activation type; this will be "W" if the linedef is
activated when the player walks over it, "S" (switch) if the linedef is
activated when the player pushes on it, or "G" (gun) if the linedef is
activated when the player shoots it.
R indicates whether the event can take place more than once; this will be
"R" if the event is repeatable, or "1" if the event may take place once
only (the single exception is "animated wall" which takes place all the
time).
Attributes A number of on/off bits that determine the linedef's properties:
Impassable The player cannot cross this linedef.
Monsters cannot pass Monsters cannot cross this linedef.
Two Sided This linedef has two sides; monsters and
players can move and shoot through this
linedef.
Upper texture unpegged When the ceiling of the sector adjacent to
this linedef moves up, the upper texture will
not move with it (used very rarely).
Lower texture unpegged When the ceiling of the sector adjacent to
this linedef moves up, the lower and normal
textures will not move with it (used mainly
for door tracks).
Secret This linedef appears to be a normal wall on
the automap (used mostly for secret doors).
Sound dampening This linedef dampens sound. It takes two such
linedefs to silence noise such that monsters
will not react to it; this property is used
only for two sided linedefs -- one sided
linedefs are inherently soundproof.
Invisible on map This linedef does not appear on the automap.
Mapped at start This linedef appears on the automap at the
start of the map.
Sector Tag The arbitrary sector tag which is used by the sector(s) this
linedef affects.
Right Side The sidedef on the right side of the linedef.
Left Side The sidedef on the left side of the linedef.
ΓòÉΓòÉΓòÉ 21.4. Sidedefs ΓòÉΓòÉΓòÉ
A sidedef can be thought of as a plane into the third dimension along one side
of a linedef. It defines the appearance of its side of the linedef in the game
"world". A sidedef has the following properties:
X Offset The horizontal offset into the textures from the left. A
positive offset "shifts" the texture to the LEFT; a
negative offset "shifts" the texture to the RIGHT.
Y Offset The vertical offset into the textures from the bottom. A
positive offset "shifts" the texture UP; a negative offset
"shifts" the texture DOWN.
Sector The sector this sidedef is a part of.
Normal Texture The texture rendered between the ceiling and the floor in
the sector this sidedef is a part of.
Lower Texture The texture rendered in the sector this sidedef is a part
of, below the floor of the sidedef on the other side of the
linedef.
Upper Texture The texture rendered in the sector this sidedef is a part
of, above the ceiling of the sidedef on the other side of
the linedef.
ΓòÉΓòÉΓòÉ 21.5. Sectors ΓòÉΓòÉΓòÉ
A sector is an "area" on the map. It defines a region to which its properties
apply. A sector is defined by the sidedefs which are parts of it.
A sector has the following properties:
Floor Height The height of the floor; this can range from -16384 to
16383.
Floor Texture The texture rendered onto the floor of the sector. Note
that floor textures are aligned on a 64-unit grid.
Ceiling Height The height of the ceiling; this can range from -16384 to
16383, but must be greater than the floor height.
Ceiling Texture The texture rendered onto the ceiling of the sector. Note
that ceiling textures are aligned on a 64-unit grid.
Light Level The brightness of the sector; this can range from 0 to 255.
Sector Tag The arbitrary sector tag which is used by the linedef(s)
which affect this sector.
Effect A special effect which takes place in the sector. Light
effects generally alternate between the light level of the
sector and the light level of a neighbouring sector.
ΓòÉΓòÉΓòÉ 21.6. Sector Tags ΓòÉΓòÉΓòÉ
A sector tag is an arbitrary, usually unique number which is used to identify a
link between sectors and the linedefs which affect them.
More than one linedef can affect a sector; for example, one may start the floor
moving, another may stop the effect (or, more than one may lower a lift).
Likewise, more than one sector can be affected by a linedef; for example, a
linedef may cause a number of pillars to lower into the floor.
DEPM allows you to find the first free tag by using the "Locate" menu and
selecting "Free Tag".
ΓòÉΓòÉΓòÉ 21.7. Textures ΓòÉΓòÉΓòÉ
A texture is the graphical appearance of a wall, floor or ceiling. Floor and
ceiling textures are stored as simple 64 x 64 bit colour values, and the game
engine aligns them on a 64 x 64 grid.
Wall textures are composed of smaller "patches" of graphics information which
are rendered at different points along the wall; some walls are composed of a
single patch, some are composed of many.
ΓòÉΓòÉΓòÉ 21.8. Episodes ΓòÉΓòÉΓòÉ
In DOOM, an episode is a group of nine maps. There are three episodes.
In DOOM2, there is one episode only.
ΓòÉΓòÉΓòÉ 21.9. Maps ΓòÉΓòÉΓòÉ
A map is a group of things, vertexes, linedefs, sidedefs and sectors which
define a scenario for game play; it is also known as a "level".
A map must contain at least two sectors, must have four player start things,
must have at least four deathmatch start things, and must have some way to end
the map.
ΓòÉΓòÉΓòÉ 21.10. Extras ΓòÉΓòÉΓòÉ
An extra is a resource stored in a PWAD to alter the game environment by
changing sounds, music, wall patches, or sprites. DEPM does not allow the
creation or editing of extras, but it will allow you to copy them from one PWAD
to another, or to rename them (if you want to mess around with these, I
recommend you get the unofficial DOOM specs).
ΓòÉΓòÉΓòÉ 21.11. IWADs ΓòÉΓòÉΓòÉ
The IWAD is a large file containing all resources needed for basic play; it is
distributed by id Software with the game.
For DOOM, this file is named DOOM.WAD; if you select this IWAD when DEPM starts
up with a new profile, DEPM will run in DOOM mode.
For DOOM2, this file is named DOOM2.WAD; if you select this IWAD when DEPM
starts up with a new profile, DEPM will run in DOOM2 mode.
ΓòÉΓòÉΓòÉ 21.12. PWADs ΓòÉΓòÉΓòÉ
A PWAD is a smaller file which is used to "patch" the IWAD; it can contain maps
and/or extras.
DOOM PWADs will not work with DOOM2 and vice-versa; however, DEPM allows you to
load either type of PWAD in either mode, and makes the necessary adjustments.
DEPM does not change the contents of the PWAD, therefore changing a PWAD from
one game to the other still requires you to modify the PWAD contents (textures,
things, and extras).
ΓòÉΓòÉΓòÉ 21.13. Node Builder ΓòÉΓòÉΓòÉ
The Node Builder is a program which "compiles" a map into a form which the game
engine uses while rendering the game "world".
When you enter linedefs mode, DEPM clears the previously-built nodes from
memory (this removes "additional" vertexes from the map -- they are not
"linked" to any linedef and would be confusing if they appeared in the editor).
This means that before the map can be saved, the node builder must be run
again.
When the map needs to be rebuilt, and it is safe to do so, DEPM starts up a
separate thread to run the node builder. This allows you to continue working
in things mode and sectors mode. An indicator appears to let you know that the
node builder is running.
The node builder partitions each sector into sub-sectors which are concave
(that is, from any point within the sub-sector, you can see every point on
every sidedef that defines it). This requires some sidedefs to be split; a
binary tree is built which contains the sub-sectors and definitions of their
positions in two-dimensional space.
The node builder selects "partition lines" along which to split sectors into
sub-sectors by weighing the number of splits needed against the tree's overall
balance. You can change the weights assigned to avoiding splits and balancing
the tree.
ΓòÉΓòÉΓòÉ 21.14. Compress ΓòÉΓòÉΓòÉ
Many linedefs may have sidedefs which are identical. It is possible to make
these linedefs point to a single sidedef without affecting the way the game
engine operates (in fact, it may improve performance since the PWAD is
smaller).
Compress is a process by which duplicates are removed to reduce size.
If you select compress and load a PWAD, DEPM will search for linedefs which
point to a single sidedef, and will decompress these. This allows you to edit
as usual.
If you select compress and save a PWAD, DEPM will search for linedefs which
could point to a single sidedef, and will compress these.
If you load a compressed PWAD without decompressing it, you must not enter
linedefs mode because the node builder will build something that makes
absolutely no sense to the game engine.
If you don't know whether a PWAD is compressed, load it in with compression
selected; if the level was not compressed, DEPM won't do anything to it.
If you are going to use compression, I recommend you not compress while saving
until your "final cut"; loading and saving is MUCH faster when compression is
turned off.
ΓòÉΓòÉΓòÉ 22. Copyrights ΓòÉΓòÉΓòÉ
OS/2 is a trademark of the IBM Corporation.
DOOM and DOOM2 are trademarks of id Software.
DoomEdit/PM and DragonWare are names made up by Gerald Callow so please don't
steal them.
Gerald Callow is a product of Mom and Dad.