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- Table of Contents
-
- [1] LEGAL STUFF.......................................................1
- [2] ABOUT DMAPEDIT....................................................2
- [3] INTRODUCTION......................................................3
- [4] FEATURES OF DMAPEDIT..............................................4
- [5] GETTING STARTED...................................................5
- [5.1] SETUP.............................................................5
- [5.2] DEMO FEATURE......................................................6
- [5.3] EDITING BASICS....................................................7
- [6] SETTING UP A VIDEO DRIVER.........................................8
- [7] HOW DO I PLAY A MAP I JUST MADE?..................................8
- [8] KEYBOARD COMMANDS.................................................9
- [8.1] GLOBAL COMMANDS (AVAILABLE IN ALL EDIT MODES).....................9
- [8.2] LINE EDIT MODE....................................................11
- [8.3] INSIDE OF A WINDOW................................................12
- [9] POP-UP WINDOWS....................................................12
- [10] THING DISPLAY FILTER..............................................13
- [10.1] COMMON FILTER SETTINGS............................................13
- [11] THING EDITING MODE................................................14
- [12] LINE EDITING......................................................15
- [12.1] ADDING A LINE.....................................................15
- [12.2] DELETING A LINE...................................................15
- [13] SECTOR EDITING....................................................15
- [14] RECTANGLE CREATION MODE...........................................16
- [15] MARKING...........................................................17
- [16] MAKING MAPS FROM SCRATCH..........................................17
- [17] MULTIPLE MAPS.....................................................18
- [18] POLYGON GENERATOR.................................................18
- [19] CONVERT SECTOR TO DOOR............................................19
- [20] STAIRCASE GENERATOR...............................................19
- [21] 3D PREVIEW MODE...................................................19
- [22] MISCELLANEOUS.....................................................20
- [22.1] CHANGING A MAP'S EPISODE AND MISSION NUMBER.......................20
- [23] ALTERNATE VIDEO MODES.............................................20
- [24] THANKS............................................................21
-
- Note: If you can, I highly recommend reading (or better yet, printing out)
- the MS-Word 6.0 version of this file, 'dmapedit.doc' instead.
-
- ---------------
- [1] Legal Stuff
- ---------------
- DMapEdit is my trademark
- Doom is a trademark of id Software Inc.
- UniVesa - Universal VESA TSR is copyright (C) 1993 Kendall Bennett.
- Ms-Windows is a trademark of Microsoft
-
- Copyright (C) 1994 Jason Hoffoss. All rights reserved.
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published
- by the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version. Since I am not a lawyer myself, I
- do not know exactly what is allowed and what isn't. Therefore, in
- addition to GNU General Public License (refered to as GPL from
- this point on in this document), the following restrictions also apply.
- In the event that I am not allowed to enforce further restrictions on
- my product under the GPL, this program is not under the terms of the
- GPL. Should any legal events occur requiring a determination be
- made on weather or not DMapEdit falls under the terms of the GPL,
- it can be determined at that time.
-
- So, here are the further restrictions. You may not sell this program
- for more than $5, if you decide to do so at all. This is only if you
- sell it as a stand-alone product. If you sell it as part of a package
- (more than one program), this does not apply, and you may set
- whatever price you deem appropriate for the package. (`Program', as
- I am using the term here, refers to individual products, and not
- individual files.) In either case, this is still my program, and you
- may not modify it and redistribute it, claim ownership or authorship
- of it, etc. You may modify and/or create other programs based on
- DMapEdit, however if you plan to distribute any such derived
- works, they must follow the restriction listed within the source code.
- Each source file that is part of the DMapEdit program has a header
- that explains the restrictions on it.
-
- This program is distributed in the hope that it will be useful, but
- WITHOUT ANY WARRANTY; without even the implied warranty
- of MERCHANTABILITY or FITNESS FOR A PARTICULAR
- PURPOSE. See the GNU General Public License for more details.
- Even if DMapEdit doesn't in fact fall under the GPL, there is still no
- warranty on DMapEdit.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- id Software's "data utility license":
-
- "DOOM(tm) is a trademark of id Software, Inc. The
- Doom(tm) characters and the id Software logo are
- trademarks of id Software, Inc. Doom(tm) Copyright(c)
- 1993. id Software, Inc. All rights reserved. This utility
- product is not a product of id Software, Inc. and has not
- been approved by id Software, Inc. id Software will not
- provide technical support for this product. The purchaser
- of this utility product may not distribute for money or other
- consideration any software data created and/or modified by
- the use of this utility product."
-
- This Editor is not a product of id Software and id Software cannot
- and will not provide support for it, nor for maps created with it, nor
- for DOOM itself if you modify the DOOM.WAD or DOOM2.WAD
- (IWAD) files. Same is true for the HERETIC.WAD and
- HEXEN.WAD files.
-
- If any lawyer types happen to notice any "holes" in this section,
- please feel free to let me know about it. As I said, I am not a lawyer,
- and so really don't know much about lawyery things.
-
- ------------------
- [2] About DMapEdit
- ------------------
-
- Welcome to DMapEdit. DMapEdit is a true, full-featured map
- editor. It allows full editing of original and add-on doom maps, and
- creation of new maps from scratch.
-
- My philosophy in writting DMapEdit is to create a map editor that is
- BOTH very powerful and easy to use. Many people seem to believe
- that you can't have both, and that one cancels out the other. I,
- however, believe that it can be done, and DMapEdit is my proof of
- this. It is a little harder to accomplish such a programming feat, but
- far from impossible. It can do almost anything any other editor can,
- and usually easier. If it can't, it's probably something that I haven't
- gotten around to adding just yet (DMapEdit has really only one
- programmer working on it: myself), or it has little value in map
- making. Basically, you have full control over everything of value,
- while the computer does everything else for you, allowing maps to be
- built more quickly, easily, and reliably. If DMapEdit doesn't do
- something that you want it to, and have an idea on how it should be
- done, ideas are always welcome (email prefered).
-
- DMapEdit is a map editor, and as such, it isn't designed to editing
- everything under the sun related to Doom. Things it isn't designed
- to do, and probably never will be unless the programming staff is
- expanded, include texture editing, sound effects editing, background
- music editing, sprite editing, or exe file editing. For doing these
- related tasks, there are many fine programs available out there, which
- can probably do a much better job of it, since it can specialize in
- only that task. DMapEdit is a map editor, and benefits from
- specializing only in map editing. If programmers out there wish to
- join this product in an effort add other areas of editing, or just help
- with the workload, I'd be more than happy to have you on, and work
- with you. In order to maintain the high quality of DMapEdit, I will
- act as quality control, however, and review your work before adding
- it to the source code. If I have problems with any code, you may
- either modify it yourself, or I can if you wish.
-
- DMapEdit is a shareware product. Though it is no longer crippled
- in any way, you are required to register this product if you decide to
- use it. You may evaluate it for a period of 15 days, after which you
- must decide if you wish to register, or delete it from your system.
- Registeration is only $10, which should present no major financial
- problem for anyone. (If you can afford to use a computer, $10
- shouldn't be outside your budget!) To register this program, simply
- send me a $10 check, money order or whatever.
-
- My address is:
-
- Jason Hoffoss
- 10321 110th st. N.
- Stillwater, MN 55082
-
- When I receive your order, I will include your name to my list of
- registered users. You only ever need to register once, as this will
- last for the life of this program. I would also request that you let me
- know what your email address (if you have one) is and current
- version of DMapEdit you are using when you register. If the version
- you are using is not the latest version, or if you explicitly request it, I
- will sent you the latest version at that time. There is no `registered'
- version, however. If you ask me to send you a copy of DMapEdit on
- disk (3.5" only) when you already have the latest version, they will
- be identical.
-
- When later versions become available, I will distribute them
- electronically through the Internet and Bulletin Board systems. If
- you can't get it through these methods, or don't want to wait for it to
- show up on your BBS's, you can send me more than $10, and I will
- send you upgrades by postal mail when they become available. Each
- upgrade I send will cost $2.50, so $15 gets your 2 upgrades, $20 gets
- you 4, and $25 gets you 6, etc.. If you want me to send it by some
- special method (Express Overnight or whatever), then make sure you
- send me enough money to cover such mailing methods, or else it
- goes by postal mail (about a dollar goes to mailing by this method).
- I have bubble-lined mailing envelopes I use, by the way, so you don't
- need to send me an envelope to use or anything.
-
- And hey, send me a letter if you want. Tell me you love/hate this
- editor, or whatever. I don't have unlimited ideas, and many
- improvements and idea for DMapEdit come from the users. Tell me
- how to make it better for you! E-Mail can be send to me on this
- BBS:
-
- Erebus BBS (612) 439-7808
-
- Or on the internet, my account is hoffo002@gold.tc.umn.edu for
- anyone wishing to leave me email there. I read my internet email
- roughly daily, while I don't call BBS's really at all anymore. Why
- bother when you have internet? There is also an official DMapEdit
- WebPage:
-
- http://www.umn.edu/nlhome/g253/hoffo002/dmapedit/dmapedit.html
-
- The latest version (or beta version) of DMapEdit is guarenteed to be
- available there. When I can get through, I also upload versions (and
- beta versions) to ftp.cdrom.com. As the directory structure changes
- from time to time, and I don't have control over where files I upload
- are placed, you'll have to look around for them. It should be
- somewhere off of /pub/doom/ however, most likely.
-
- The naming I use for official releases of DMapEdit is either
- `dmapedXX.zip' or `dmeXXX.zip', depending on the length of the
- version number (v3.01 was DME301.ZIP for example). Beta
- versions are named `dmeXbtY.zip', where X is the major version
- number, and Y the beta number, or `dmeXbY.zip', if I can't use the
- previous method (because it exceeds 8 characters). This naming will
- be used everywhere, whether on a BBS or on the internet. While
- Unix machines (such as ftp.cdrom.com) can use longer names, I'll
- still use this naming, as DMapEdit is a Dos program, and Dos is
- limited to 8 characters (and anyone tempted to mention Win95 long
- filenames at this point, don't bother please).
-
-
- ----------------
- [3] Introduction
- ----------------
-
- So, what all can you do with this editor? Well, you can edit things,
- Vertexes, Lines and Sectors, etc, in order to create a new and unique
- map that can then be played in Doom. If you are lost already, you
- should go and read the "concepts.txt" file before reading any further
- in this file, and then come back here. You can also generate the
- internal structures that doom needs to operate (Nodes, Sub Sectors,
- Segments and a Blockmap), which will all need to be made (or
- remade) in order to play any new or modified map with Doom. You
- can edit (or just examine) existing maps (from doom, or from
- PWADs created by other people). Be sure to follow the pwad's
- author's copyrights for such maps. (id software doesn't want any
- modified maps made from their original doom levels to be
- distributed. In fact, they don't want their unmodified maps to be
- distributed either, except for with the shareware doom package.)
-
- Map making is rather a complex task. There is a lot that goes into
- making a map, and being able to just "slap a few lines down, make
- the nodes and run" really isn't possible. All any editor really does is
- make the task of creating maps easier, by doing a lot of the work for
- you. This can cut down on what the user is required to know, but
- there will still be much that he/she will still need to know.
- Furthermore, the more you know about making maps, the better your
- maps will tend to be. Therefore, I strongly recommend reading the
- file "concepts.txt", included with this package. It will give you an
- understanding of all the basic concepts of map building. Even if you
- think you already know it all, I still recommend you read it. You
- might just find something that you didn't know yet. My goal in
- writting DMapEdit is to make map generation as simple as possible,
- while still having the ability to do everything you could possible
- want to do. Having the ability to do exactly what you want is the
- main goal. If you think you can't do something, you probably can,
- but just don't know exactly how to go about it. In such a case, you
- can read through `dmapedit.faq' to see if it's covered there. If not,
- you can read through this file and see if you can find any info about
- it. If that still doesn't help, you can contact me and I will help you.
- Please check this file first, though. If it's not in here, and you need
- to contact me, I will add it to this file (correcting the oversite). At
- present, I feel that this editor is easier to use than any other out
- there, while still being nearly equally powerful, and becoming more
- powerful with every release. If you disagree, and have ideas on how
- I can make it better (or can just point out what some other editor
- does better), please let me know.
-
- If you ever run into problems or have questions that this document
- can't help you with, you should check out the DMapEdit FAQ
- (frequently asked questions). It's filename is `dmapedit.faq'
- (surprise). If that doesn't help either, you'll have to contact me
- directly.
-
- ------------------------
- [4] Features of DMapEdit
- ------------------------
-
- When it comes to selecting the best map editor for Doom from the
- many editors available out there, it's useful to know what features an
- editor supports without having to dig through the program to find
- out. That's what this section is all about.
-
- * Doom, Doom II and Heretic support (Hexen is comming soon),
- all in one editor. You can use any of these formats for maps,
- and you don't need to quit and restart to switch formats or
- anything of that nature.
-
- * Full editing ability for things, vertexes, lines, line sides and
- sectors in six editing modes: thing edit mode, vertex edit mode,
- line edit mode, sector edit mode, side edit mode, and rectangle
- mode.
-
- * Very fast and ultra reliable node generator. With all the node
- generators out there claiming to be the "fastest on the planet"
- these days, it's hard to say which truely is. DMapEdit's node
- generator has beaten all such generators that I have compared it
- to. DMapEdit's node generator was also written from scratch
- by myself, with some help later from Robert Forsman. As such,
- it really is a completely different generator from most of them
- out there, which are all based originally on DEU's node
- generator. Thus, errors you may have encountered with these
- various other generators probably will not cause any problems
- for DMapEdit's.
-
- * Extensive error detection and correction, both while you are
- working, and selectable whenever you wish to fully check out
- your map.
-
- * Menus and toolbar available for easy access to DMapEdit's
- many functions.
-
- * Easy to use and intuitive controls. Manipulating objects with
- DMapEdit is extremely simple and powerful, allowing you to
- quickly and easily get the job done. DMapEdit tries to do as
- much of the busy work for you, instead of making you do it all
- yourself as many other editors force you to do.
-
- * Marking of objects, so that objects can be manipulated as a
- group, simplifying and speeding up your work.
-
- * Copying and pasting of marked objects, to and from the same
- map, or between different maps. You can even edit the
- clipboard as a normal map as well as load and save the clipboard
- to a wad file.
-
- * Multi-map, meaning several maps can be loaded at once into
- memory. Just as you can have multiple documents open in
- Word, for example, you can have multiple maps loaded in
- DMapEdit, being able to switch between them at will. Maps
- can be linked together as well, meaning several windows
- looking into the same map. Changing the map in one window
- will be reflected in all linked windows of the map.
-
- * Polygon generator allows you to create regular polygon objects
- of any size or number of sides. DMapEdit allows you to see
- what it will look like and adjust it before you place it as well,
- allowing you to get it just right.
-
- * Automatic staircase generator allows you to quickly and easily
- build staircases in your maps.
-
- * Doom spawning, which means you can launch Doom to play the
- map you are working on and return to the editor when you quit
- Doom.
-
- * Fully configurable through an initialization file called
- "dmapedit.ini". This is just a plain ASCII text file, which you
- can read and change with any text editor, such as the MS-Dos
- `edit' command.
-
- * Things displayed as un-obtrusive icons, allowing you to see how
- things are layed out at a glance.
-
- * Grid support, allowing for easy placement and alignment of
- objects, or as a measuring tool.
-
- * Map is scrollable using the mouse. It is not auto-scrolling,
- however! I, personally, hate it when you accidently scroll the
- map off the screen when all you wanted to do was get the mouse
- out of the way, or access a menu or something. The map does
- not scroll unless you actually press a mouse button at the edge
- of the screen, giving you control over scrolling, instead of not
- giving you such control. Using the left mouse button only
- scrolls it one position over, allowing you finer control over
- scrolling, while the right mouse button scrolls continuously
- until you release it.
-
- * Thing types and linetypes are selectable from a `picklist'. It
- displays a list of all known types, and you select the one you
- want from that list. You can also manually select the type by
- number if you wish, or are using an unlisted type.
-
- * Texture picklists as well, with previews of the textures. Simply
- selecting a texture by name isn't all that useful most of the time,
- but being able to see the actual textures, you can pick the one
- that is exactly right for your needs. Texture previewing is also
- extremely fast, and draws as a background operation, so you
- don't have to wait on it to finish.
-
- * 3D preview mode, allowing you to view either the entire map, or
- simply what you have marked, in 3 dimentional space. Various
- options allow you to view walls as transparent or solid, texture
- average colored or gray, invisible backsides or not, and some
- others. Fast as well, assuming you have a math co-processor. If
- not, it is simply too slow to be useful.
-
- A full history of changes made to DMapEdit in the various versions
- can be found in the file "history.txt".
-
- Interested in beta testing the next version of DMapEdit? There's
- only one requirement if you are not on the internet: You must be a
- registered user. So, there's a good reason to register. If you are
- already registered and are interested in a beta, just let me know. Of
- course, you'll have to handle shipping charges if you want me to
- mail it to you. Modem transfer is a much better method, if you have
- a modem. Internet users can always get the latest version or beta
- version from my WWW homepage:
-
- http://www.umn.edu/nlhome/g253/hoffo002/dmapedit/dmapedit.html
-
- Want the source code? Maybe you want to tweak some things for
- yourself, or help out with the DMapEdit project, or maybe just learn
- from what I did. The only requirement is that you must be a
- registered user. If you are, just request a copy from me, or if you are
- on the net, it's available from the DMapEdit homepage.
-
- -------------------
- [5] Getting started
- -------------------
-
- [5.1] Setup
- -----------
-
- Ok, running this program is pretty easy. All the files that DMapEdit
- comes with should all be in the same place. You can run it without
- it being in the current directory, if you wish. If Doom.wad,
- Doom2.wad or Heretic.wad isn't in the current directory, you will
- need to tell DMapEdit where it can find these files. This is done by
- giving the path to it with the -i (for Doom), -I2 (for Doom 2) and -I3
- (for Heretic) switches, like so:
-
- dmapedit -i/doom/doom.wad
-
- or
-
- dmapedit -i/doom/doom.wad -i2/doom2/doom2.wad
-
- or
-
- c:\wherever/it\is\dmapedit -ic:\and/doom\is/here/
-
- or by adding (or more likely just changing) a line to the INI file like
- so:
-
- doom path = c:/doom
- doom 2 path = c:/doom2
- heretic path = c:/heretic
-
- Note that either `/' or `\' can be used. You should beware of using a
- `\' as the last character of the path (before a space) in the command
- line. The compiler sees this as an override, making the space and the
- next switch part of the current switch. Also note that the path that
- you give should either point to the directory the IWAD can be found
- (an IWAD is what the file `doom.wad' is) or point to the IWAD file
- itself.
-
- There are many other options you can change within the
- `dmapedit.ini' file, which the file itself explains in detail. I will
- assume for the remainder of this section that you have not changed
- anything beyond the path lines mentioned above. If you have made
- further changes, your results may vary from those mentioned here.
- Just so you know.
-
- Dmapedit defaults to VESA SVGA 640x480x256 colors. If you
- don't have a VESA card but you do have SVGA, try running univesa
- to create a VESA interface for your card. If that doesn't work for
- you, I would recommend trying to get a VESA driver specific to your
- card from your card's manufacturer, or whatever dealer you bought
- the card from. They should be able to provide you with this. If you
- don't even have SVGA, why not? I mean really, a 386+ without a
- SVGA card? If you want to use a different graphics interface, or
- resolution, refer to the Alternate Video Modes section near the end
- of this file.
-
- Once the program is up and running, you should see the main editing
- screen, which includes a white menu bar across the top of the screen,
- a tan toolbar just below the menu bar, and a gray infobar along the
- bottom of the screen (further information on each of these can be
- found in the appropriate sections). An introduction pop-up window
- should also be displayed at this point. One you have finished
- reading it, you can press a key or click a mouse button.
-
- Now, you should be face to face with a blank map. You may now
- either load an original IWAD map, load a map from a PWAD, or
- simply begin on a new map from scratch.
-
- [5.2] Demo feature
- ------------------
-
- If you are not familiar with DMapEdit yet, you may wish to watch a
- demo before you start playing around with DMapEdit. Demos are
- readl-time demonstrations within DMapEdit that show you around
- the editor, or how how to go about doing various things.
-
- To play a demo in DMapEdit, start DMapEdit with the -play (or -
- demo) switch:
-
- dmapedit -play <-- Play the demo demo.rec
- dmapedit -play controls <-- Play the demo controls.rec
-
- All demos use the `.rec' filename extension, so this is how you can
- identify which files are demos (i.e. dir *.rec). This extension
- isn't required for the -play switch, however using it won't cause any
- problems either.
-
- Playback can be halted at any time by pressing the ESC key. During
- the course of a playback, informational windows (info windows) will
- appear to tell you things. The demo is suspended at this point, and
- will remain so until you instruct it to continue, by either pressing a
- key or clicking a mouse button.
-
- [5.3] Editing basics
- --------------------
-
- There are six editing modes in DMapEdit: thing edit mode, vertex
- edit mode, line edit mode, side edit mode, sector edit mode, and
- rectangle mode. Each is described in individual sections. Most of
- these modes operate in a similar fashion, and have things in
- common.
-
- First are the 4 mouse functions: add/move, delete, edit, and mark.
- These functions work closely with the mouse, and thus these
- functions can be accessed with the mouse button. Each function
- also has a key equivilent: insert key = add/move, delete key = delete,
- spacebar = edit, and M key = mark.
-
- Since there are only 3 mouse buttons (2 on many mice), and 4
- functions, having each function correspond to a mouse button isn't
- practical. Thus, the mouse buttons are configurable. Each mouse
- button can correspond to any one of the 4 mouse functions, and
- these assignments can be changed at any time. The only restriction
- is that 2 mouse buttons cannot correspond to the same mouse
- function.
-
- The current mouse button to function assignments are displayed on
- the toolbar. There are 4 buttons corresponding to the 4 mouse
- functions. Below each is the mouse button that performs that
- function. Note that on some mice, the right mouse button is seen by
- DMapEdit as the middle mouse button. This is a problem with your
- mouse driver, and not in DMapEdit. You will need a new driver, or
- just need to remember that the right mouse button is actually the
- middle mouse button.
-
- To change the assignment of a mouse button, all you need to do is
- click on the function button using the mouse button you wish to
- assign to that function. For example, lets say you wanted to make
- the middle mouse button perform the add/move operation. You
- could move the mouse pointer to the add button on the toolbar, and
- click on it using the middle mouse button. This tells DMapEdit you
- wish to use the middle mouse button for adding/moving.
-
- Mouse functions have both instant actions, if you click and release
- the mouse button right away, and drag actions, where you click and
- hold the mouse button down, move (or drag) the mouse to a new
- location, and release the button. The key equivilents of the mouse
- functions normally perform the instant actions. In order to perform
- the drag actions from the keyboard, you need to hold down the Alt
- key when pressing the key equivilant. At that point, you will enter
- the drag mode for that function and remain in it until you press a key
- or click a mouse button.
-
- [5.3.1] Add/Move
-
- The instant action for this mouse function is usually to add (or
- create) a new object, while the drag action is to move a selected
- object. Which of these 2 actions are available depends on the
- context you use it in, however. Refer to the appropriate edit mode
- section for further information on how this mouse function behaves
- within that mode.
-
- When you have marked objects, the move operation is always used,
- and operates on the group of marked objects.
-
- [5.3.2] Delete
-
- This performs the instant action of removing the selected object, or
- group of marked objects. There is no drag action defined for this
- mouse function. This mouse function is also often used to cancel
- other mouse functions currently in the drag action, should you
- change your mind in the middle of it.
-
- [5.3.3] Edit
-
- This performs the instant action of bringing up an edit window. The
- layout of the actual window will depend on the context you use the
- edit function in.
-
- [5.3.4] Mark
-
- and a pop-up window. The program defaults to thing edit mode at
- startup. At this point, you can move things around by pressing the
- left mouse button on a thing and dragging it to it's new location.
- Pressing the left mouse button while not on a thing will add a new
- thing (using the defaults) and placing it when you releast the button.
- The right mouse button is used to delete a thing. The middle button
- (if you have one) is used to change the information about a thing, or
- the default thing if you are not on a thing at the time you press the
- button. This is the standard mouse interface I use for this program,
- and editing vertexes and lines works the same way.
-
- -----------------------------
- [6] Setting up a video driver
- -----------------------------
-
- The graphics library used in DMapEdit, unfortunately, can only
- detect a very limited about of video cards. If yours happens to be
- one of the unlucky few, you can try explicitly telling the library what
- video driver to use. For this, you need to know what video chip your
- video card uses. If you don't know, you can look in your video card
- manual, open your machine up and look at the card, or if you really
- need to, try each one out to find one that works.
-
- SET GO32=DRIVER C:\DOOM2\DETH\DRIVERS\VESADRV.VDR <or your driver>
-
- ------------------------------------
- [7] How do I play a map I just made?
- ------------------------------------
-
- Once you have made a map, and saved it to a PWAD file, you need
- to create 3 structures required by Doom before it will run in Doom.
- These are the nodes, blockmap, and reject bitmap. Instead of
- generating each one individually, you can generate all three at once
- with the `compile, save and quit' item from the file menu. It will
- make all these structures, save it, and then quit you back to Dos.
- Now, you just start Doom up like so:
-
- doom -file pwad1.wad [pwad2.wad] [pwad3.wad] [...]
-
- In this example, you would have saved your PWAD with the name
- pwad1. If you used the name new, you would type:
-
- doom -file new.wad
-
- Another thing to note about the first example, you can use more than
- one PWAD file at once. This would be done for files that have
- different information in them. If they both use the same information
- (like both having E1M1 in them), you probably shouldn't do it this
- way, and really don't have any reason to. You would use this for
- something like pwad1 having E1M1, pwad2 having E1M2, and
- pwad3 having new sound effects. (by the way, files shown
- nonbolded and within [ ] are optional, in case you didn't know this.
- You wouldn't actually type the `[` or `]' either.)
-
- ---------------------
- [8] Keyboard commands
- ---------------------
-
- Below are all the keyboard commands available in DMapEdit. Each
- table describes a different context, or location, where these keys are
- available.
-
- [8.1] Global commands (available in all edit modes)
- ---------------------------------------------------
-
- ?
- Display key commands
-
-
- Arrow keys,
- Home, End,
- Page up, Page
- down
- Scrolls the map around on the screen
-
-
- =, +
- Zoom in
-
-
- - (minus)
- Zoom out
-
-
- _ (underscore)
- Center the map position of the mouse cursor on the screen
-
-
- Alt-_
- (underscore)
-
- Re-center the map on the screen
-
-
- Alt-Q, Alt-X,
- Escape
- Quit and exit editor
-
-
- Insert
- Add (same as left mouse)1
-
-
- Alt-Insert
- Sticky add2
-
-
- Delete
- Delete (same as right mouse button)1
-
-
- Spacebar
- Change/edit (same as middle mouse button)1
-
-
- Enter
- Copy selected objectdef to default objectdef
-
-
- M
- Mark/unmark selected object
-
-
- Alt-M
- Sticky mark (stretch-box marking)2
-
-
- A
- Mark all objects on map in current editing mode
-
-
- U
- Unmark all objects currently marked in all edit modes
-
-
- F1
- Select thing edit mode
-
-
- F2
- Select vertex edit mode
-
-
- F3
- Select line edit mode
-
-
- F4
- Select sector edit mode
-
-
- F5
- Select rectangle creation mode
-
-
- F6
- Select side edit mode
-
-
- F12
- Compile the map, save it, and quit DMapEdit3
-
-
- N
- Start a new map from scratch (erasing the currently displayed map)
-
-
- S
- Save map to a PWAD, promting for name first
-
-
- L
- Load map from a PWAD, promting for name first4
-
-
- Alt-S
- Save map to a PWAD
-
-
- Alt-L
- Load map from a PWAD4
-
-
- Alt-R
- Reload map from original Doom WAD file (IWAD)
-
-
- Ctrl-P
- Play/test the current map in Doom (or whichever game it goes with)
-
-
- C
- Change map position (episode and mission numbers)
-
-
- T
- Change displayed things icon size: squares, big, small, off5
-
-
- G
- Toggle grid display on and off
-
-
- Alt-G
- Change grid display intensity level
-
-
- >
- Increase grid size
-
-
- <
- Decrease grid size
-
-
- `.' (period)
- Increase roundoff level6
-
-
- `,' (comma)
- Decrease roundoff level6
-
-
- ' (apostrophe)
- Toggle roundoff usage on and off
-
-
- E
- Run all error checks on the map to detect any problems
-
-
- D
- Enter "convert sector to door" mode
-
-
- B
- Enter "staircase generator" mode
-
-
- #
- Enter 3D preview mode (see 3D preview mode section)
-
-
- 1 - 5
- Change displayed vertex point size
-
-
- 0
- Turn off vertex point display
-
-
- F
- Change thing display filter (see Thing display filter section)
-
-
- Alt-1
- through
- Alt-9
- Bring the selected map slot to the foreground to work on (see Multiple
- maps section)
-
-
- X
- Toggle the crosshair display on and off
-
-
- *
- Toggle bluebox display on and off
-
-
- Ctrl-A
- Display the About DMapEdit window
-
-
- Alt-N
- Generate a new Nodes structure for the map3
-
-
- Alt-B
- Generate a new Blockmap structure for the map3
-
-
- Alt-J
- Generate a new Reject bitmap structure for the map3
-
-
- `}'
- Increase right side indicator knob length
-
-
- `{'
- Decrease right side indicator knob length
-
-
- Alt-F1
- Select the normal line coloring scheme
-
-
- Alt-F2
- Select sector height-change line coloring scheme
-
-
- Alt-F3
- Select Doom automap line coloring scheme
-
-
- Z
- Show current statistics (object totals, and memory usage)
-
-
- \
- Change displayed lines size (thickness)
-
-
- Notes
-
- 1. These are the default mouse buttons. The mouse buttons can be
- re-configured with the <tab> key.
-
- 2. These keys simulate the effect of holding down the equivelant
- mouse button while moving the mouse around (called dragging).
- It will remain "stuck" until another key is pressed, or a mouse
- button.
-
- 3. Compiling a map means to generate the nodes, blockmap and
- reject structures, which are required by Doom to use any map.
- DMapEdit, however, does not require these structures for
- normal operation. Because of this, and because compiling a
- map tends to take a while to do, it is usually a final step you do
- in an editing session, and then only if you plan to play or test
- the map. If the map isn't finished and you intend to come back
- later to work on it, there's no reason to compile it yet.
-
- 4. It will try to load a map from the current PWAD. If that map
- doesn't exist in that PWAD, however, it will load the map from
- the IWAD.
-
- 5. Thing icons can't be turned off while in thing edit mode. There
- is also a setting that shows circles. This represents the size of
- the object and is useful to see if monsters overlap, are stuck in
- walls, etc.
-
- 6. This is used to round off all map coordinates, so things can be
- placed with a more symetrical feel. This is also called "snap-to
- grid" in some other editors. A value of 1 will not produce any
- roundoff. The crosshair shows the rounded-off position. The
- grid display intersections also show the roundoff positions,
- unless the spacing drops below 8 between the lines, in which
- case every other line/4th line/8th line/etc will be displayed to
- meet this condition. This is to not clutter up the screen.
-
- [8.2] Line Edit Mode
- --------------------
-
- F
- Flip line
-
-
- Alt-F
- Flip line and sidedefs8
-
- Notes
-
- 7. Flipping a line swaps the direction the line points (if you look
- at if from a vector viewpoint). This causes what was the left
- side to be the right side, and vice verse. If the sidedefs aren't
- swapped, the the right sidedef is still on the right side, but
- looking at it in the editor, it now appears to be on the other side
- of the line. Swapping the sidedefs along with the line makes the
- sidedefs appear to not change sides (even though they did).
-
- 8. There are some limitations on what side a sidedef may be on for
- lines. If the line only has one side, the sidedef must be on the
- right side of the line. If there are 2 sides, but only one of the
- sidedefs has any wall textures, then that sidedef must be on the
- right side as well. If swapping the sidedefs isn't allowed
- because of one of these conditions, the sidedefs won't be
- swapped.
-
- [8.3] Inside of a Window
- ------------------------
-
- Enter
- Accept and close window (Same as clicking the `Ok' button, if present)
-
-
- Alt-Q, Alt-X,
- Escape
- Exit out of the window (same as clicking the `Cancel' button)
-
-
- Tab
- Move mouse pointer to next button position
-
-
- Page-up,
- Page-down
- In windows with 2-way scroll buttons, scrolls the list
-
- ------------------
- [9] Pop-up windows
- ------------------
-
- Pop-up window manipulation has become a little complex, so I
- figured I should put in a section to cover it. Pop-up windows are
- rectangles with a yellow boarder that appear with information inside
- it. There are two basic types. The first doesn't have an `Ok' or
- `Cancel' button. This is an informational window, and just gives
- you information. Pressing any key or clicking the mouse anywhere
- on the screen will make it go away. The second type is the
- interactive window (also called an edit window), and will have a
- `Cancel' button, and usually an `Ok' button as well. To close this
- type of window, you must click on either the `Ok' button or the
- `Cancel' button. If an `Ok' button isn't there, making a selection
- from inside the window can act like an `Ok' operation.
-
- The `Ok' button will exit the window, using the window's current
- information. Selecting `Cancel', however, will ignore any changes
- made in the window. Another function these buttons can be used for
- is for confirmation of some operation you selected. In this case, you
- must select `Ok' to proceed.
-
- A similar sort of button you may see is the `big button'. This button
- also has text inside it, but is white, and is always inside the window.
- Selecting such a button will perform the action the text describes.
-
- Usually, edit windows will have small, circular buttons, which is the
- main form of doing any `editing' in the window. Just click the
- button next to what you are interested in changing. These `radio'
- buttons do one of two things: switch states (`on' or `off' condition),
- or select item. Buttons that select an item will never be filled in
- (`on' state).
-
- Inactive radio buttons will be displayed as dimmed (dark gray
- instead of white). This doesn't always mean you can't select them,
- however. Try clicking on it to see. When editing a group of marked
- items, only the non-dimmed items will be changed when you select
- `Ok'. So, this being the case, you need to be able to change what's
- dimmed and what isn't. To do this, you can select the button
- normally, and it will activate automatically, or you can click on the
- button with the middle mouse button (or Spacebar) to toggle the
- active status of the button. Only buttons that can logically be
- toggled will be allowed to be toggled.
-
- -------------------------
- [10] Thing display filter
- -------------------------
-
- Things are not always on every difficulty level. Generally, harder
- difficulty levels tend to have more monsters running around. The
- thing display filter is to allow you to display only what you want to
- display, such as only level 1 things. Using this filter is a little tricky,
- however.
-
- There are 5 different flags used by all things in doom:
-
- flag 1: Skill level 1 & 2
- flag 2: Skill level 3
- flag 3: Skill level 4 & 5
- flag 4: Multiplayer mode (cooperative or deathmatch)
- flag 5: Deaf monster (see explanation below)
-
- Skill level 1 being the easiest ("don't hurt me") and 5 being the
- hardest ("Nightmare"). If a skill level flag is set, then this thing will
- appear to a player playing on that skill level. If the multiplayer mode
- flag is set, then this thing will only appear when playing a
- multiplayer mode game. Note that this flag is in addition to the skill
- level flag. If you just set the multiplayer mode flag and leave all
- three skill level flags cleared, then the thing will never appear in any
- deathmatch mode game, since you must be in one of the difficulty
- settings if you are playing.
-
- The deaf monster flag is only useful with monsters. If it is set, then
- monster will only "activate" (come alive) upon spoting a player or
- being damaged. If the monster isn't deaf, then it will also "activate"
- whenever it hears a players weapon being used (even punching air
- will do it).
-
- There are 2 switches for each of these flags in the display filter.
- There are a total of 4 possible combinations for these 2 switches (per
- flag). The first switch is used as a matching state. The second
- switch is set if you want to force the first switch to match a thing's
- flag exactly. This may be confusing, so I will detail the 4 possible
- switch combinations..
- Combination 1: both switches off (O O)
- With this combination, the flag is ignored and doesn't contribute to
- a thing being displayed. If all 4 flags have this combination, no
- things will be displayed, since nothing is telling the program to
- display anything.
- Combination 2: first switch on, second off (* O)
- This will display a thing if that thing's flag is set. If the flag isn't
- set, the thing may still be displayed if another condition directs the
- thing to be displayed. This is a basic OR situation between flags. If
- this flag is set, OR another condition directs the thing to be
- displayed, it will be displayed.
- Combination 3: first switch off, second on (O *)
- For a thing to be displayed with this combination, the thing's flag
- must be off. If the flag is on, the thing will not be displayed,
- regardless of the other flag settings. This is used to hide what you
- don't want displayed. Basically, this is your NOT operation.
- Combination 4: both switches on (* *)
- With this combination, similar to combination 3, a thing's flag must
- be on to display that thing. Unlike combination 2, a thing will not
- be displayed if the flag is off. Thus, this acts as a "must be on state"
- for this flag. It also acts as a basic AND operation.
-
- [10.1] Common filter settings
- -----------------------------
-
- O = off, * = on
-
- Display level 1 & 2 things:
- Skill level 1 & 2: * O
- Skill level 3: O O
- Skill level 4: O O
- Multiplayer mode: O O
-
- Display only level 4 things, non-deathmatch mode:
- Skill level 1 & 2: O O
- Skill level 3: O O
- Skill level 4: * O
- Multiplayer mode: O *
-
- Display all things:
- Skill level 1 & 2: * O
- Skill level 3: * O
- Skill level 4: * O
- Multiplayer mode: * O
-
- Display only multiplayer mode things:
- Skill level 1 & 2: O O
- Skill level 3: O O
- Skill level 4: O O
- Multiplayer mode: * O
-
- Display only things unique to level 4:
- Skill level 1 & 2: O *
- Skill level 3: O *
- Skill level 4: * O
- Multiplayer mode: O O
-
- -----------------------
- [11] Thing editing mode
- -----------------------
-
- Editing things is very easy. If you want to move a thing to
- somewhere else on the map, just click on it with the add/move mouse
- button (the default for this is the left mouse button), and drag it to
- it's new location while holding the button down and release the
- button at the destination. You can also do this by selecting the thing
- to move (place mouse cursor on top of the thing, so it is hilighted)
- and pressing Alt-Insert. Then, move the mouse to the destination
- and press the add/move, mark or edit mouse button or press the
- Spacebar or Enter or some other harmless key (don't use Delete, as
- this will cancel the move operation!) To delete something from the
- map, click on it with the delete mouse button (the default for this is
- the right mouse button), or press Delete while it's selected. To add a
- new thing to the map, click the left mouse button while the mouse
- isn't on a thing (no thing is selected). It will be placed when you
- release the button, so you can drag it around too. You can tell if you
- are on a thing by a "hilight box" around the thing (it pulsates green).
- If you see this box around it, then that is the thing currently selected.
- Information about this currently selected thing is displayed in the
- "bluebox" in the corner of the screen.
-
- To change/edit the currently selected thing, press the edit mouse
- button (the default for this is the middle button) or the Spacebar.
- This will bring up all information about the thing. If you didn't
- select a thing, the default thing will be used instead, which is used as
- the model for all new things you add. To change any of this
- information, simply select the proper button for it.
-
- Pressing the Enter key while in thing edit mode will scan the
- selected thing's information into the default thing. This is useful if
- you want to add duplicates of some existing object. Simply scan
- that thing into the default thing, and any more things you add will
- use have all this thing's characteristics.
-
- -----------------
- [12] Line editing
- -----------------
-
- I have tried to make the line editing mode as useful and intuative as
- possible. I have also tried to put as many abilities in this one mode
- as I could. As a result, you shouldn't need to use vertex edit mode
- very much, if at all. To use this mode effectively, however, you need
- to know how to use it properly. So, here goes..
-
- When you move the mouse cursor around the screen, it will lock
- onto the closest line, and the closest vertex, if it's not too far away.
- If you have a line selected, you can use the Spacebar (or edit mouse
- button) to edit that line's characteristics (linedef, or line definition),
- and it's sidedefs. Also, when a line is selected, information about it
- is displayed at the "bluebox" at the corner of the screen. Sidedef
- info is also displayed. Each line has 2 sidedefs (or possible
- sidedefs, anyway), a left sidedef and a right sidedef. Whichever side
- of the line the mouse cursor is on is also indicated, by a small dot in
- the top corner of one of the 2 sidedef areas in the bluebox. This dot
- will also mark the sidedef when in the line edit window as well.
-
- Note: When a linedef that triggers an event is hilighted, the effected
- sector(s) are also hilighted, using dotted lines.
-
- [12.1] Adding a Line
- --------------------
-
- A line is added by pressing the add/move mouse button at the
- starting point, and releasing the button at the ending point. Pressing
- the button when a vertex is selected (hilighted) will start the line at
- this vertex. If a vertex is not selected, a new vertex is added, and
- becomes the starting point for the line. Releasing the button when a
- second vertex is selected will make that vertex the ending point.
- Otherwise, a vertex is added and is used for the ending point.
-
- One last possible situation is having a line selected, but not a vertex.
- When you press the left mouse button here, a vertex is added,
- spliting the line into two parts, and you can drag this vertex around
- until you release the mouse button.
-
- [12.2] Deleting a Line
- ----------------------
-
- Simply select the line you wish to delete, and press the delete mouse
- button. Doing this will leave a gap where the line was. If you use
- the vertex edit mode to delete a vertex, it will reroute all the line that
- went to that vertex to the closest vertex along one of that vertexes
- lines (deleting this line in the process, since with this vertex
- rerouting, the line would start and end on the same vertex, so it has
- no length anyway).
-
- Please note that lines may switch sides from time to time. This is
- because Doom is very picky about having the `important sidedef' on
- the right side. This means that if you only have one sidedef, it must
- be on the right side, so DMapEdit will flip the line around if needed
- to make it so. You don't have to worry about these details, just edit
- your map however you want to, and DMapEdit will make these
- changes as needed.
-
- -------------------
- [13] Sector editing
- -------------------
-
- Once you have all your lines in place, all forming closed polygon
- shapes, you need to make sectors. Any location (polygon) a player
- or monster is allowed to be in needs to be a sector. A sector
- definition tells doom what heights the floor and ceiling is at for the
- polygon, as well as how much light there is there. If you are making
- a new map, and have put in all the lines, but have done nothing with
- the sectors yet, select "generate sectors" from the advanced options
- menu. This will examine your map and automatically assign a sector
- to every polygon that needs one. (Be sure your lines are set up
- correctly, however. Use "fix lines" or "error check lines" first)
- Then, you can simply edit the various sectors to your liking.
-
- Sector edit mode is selected with the F4 key. In this mode, the
- mouse will hilight whatever sector the mouse is in (if the sectors
- aren't damaged). Information about the sector is displayed in the
- bluebox at the corner of the screen. The Spacebar or edit mouse
- button will let you edit this sector information.
-
- Note: When you hilight a sector that is triggered with a linedef(s),
- the linedef(s) will be hilighted too, using a dotted line.
-
- If you want to make a new sector where there currently isn't one (no
- lines hilighted), or want to fix a damaged sector (only some lines of
- closed polygon hilight), simply press the add/move mouse button (or
- insert key) to create a new sector there. It will remove whatever
- sector(s) were there, if any. The sector will have the characteristics
- of whatever sector most of the lines seemed to be part of. If it was
- totally empty, the new sector will take on the default sector
- definition.
-
- If you want to remove a sector (making a pillar solid, for example, so
- a player can't be inside it) simply press the delete mouse button (or
- delete key) while the sector is hilighted. If a sector is damaged for
- some reason, you should remake it first (add/move mouse button)
- and then remove it.
-
- In order for a player or monster to fit inside the sector, there must be
- a difference of 7 between the floor and the ceiling. This is the
- minimum. A difference of 6 will make it impossable to enter the
- sector. This is for players and typical monsters. Some monsters are
- a lot taller, and need even more room. If you find a monster doesn't
- move around when attacked, it's probably stuck in the ceiling or a
- wall. Also, a floor height difference of 3 can be climbed, but a
- difference of 4 is too high a step to climb. The player can fall down
- a step of any height, however.
-
- Another option available in sector edit mode is the blend/copy
- function. You press B while in sector edit mode to get the
- blend/copy setup screen. Information from the hilighted sector is
- used to fill in information on this screen. You can change the initial
- sector information to be used, though, on this screen. You will also
- see adjustment factors to the right. This is how much it will change
- the initial values by each time. For example, having a floor height of
- 4, and an adjustment factor of +2 will make the first sector floor
- height 4, the next 6, the next 8, etc.. Using an adjustment factor of
- zero will basically perform a copy operation (the initial value never
- changes). This can be useful to set a bunch of sectors to one light
- value, or ceiling height, or whatever. If you select the button that's
- already on, you will turn it off, so that no adjustment factor is
- selected. When you do this, this Sector characteristic is ignored, and
- thus not changed when you blend/copy. This can let you change
- only the floor heights, for example, and not the light or ceiling
- levels. Or, you can simple change the ceiling to the sky texture for a
- group of sectors without changing anything else about the sectors.
- As you can see, this can be quite handy.
-
- Once you have the setup set properly, select the Engage button. You
- will now be in blend mode. The top line will display what values
- you are currently at. To set a sector to these values, simply click on
- the sector, and the sector will be updated. This will also adjust each
- value by it's adjustment factor, and you are now ready to update the
- next sector. This is very useful for making stairs. Simply click on
- each stair, in order, until you are done. To get out of blend mode,
- simply press Escape, or the right mouse button (or Delete key). To
- get back to the blend mode setup screen, press B again, or the edit
- mouse button (or Spacebar).
-
- ----------------------------
- [14] Rectangle Creation Mode
- ----------------------------
-
- This mode allows easy creation of polygons (rectangles, of course),
- essentially combining the steps of creating the lines and making a
- sector within them all into one step. If a rectangle is not be what you
- want in a situation, you can use vertex edit mode to move the
- vertexes around, and line edit mode to split lines, adding more sides
- to the polygon. To create a rectangle, simply press and hold the
- add/move mouse button at one corner point of the rectangle you wish
- to create, drag to the opposite corner point, and release the mouse
- button. It will instantly create the new rectangle.
-
- Creating a rectangle inside an existing sector, thereby forming a
- donut sector, will be correctly handled by DMapEdit. All 4 lines
- forming the rectangle will have 2 sidedefs.
-
- ------------
- [15] Marking
- ------------
-
- Objects can be marked to perform an operation on them as a group.
- Marking is done using the `m' key, or clicking on an object with the
- marking mouse button. By default, there isn't a mouse button for
- this, so you will have to reconfigure the mouse buttons with the Tab
- key. You can also mark objects with a stretch-box by dragging with
- the mouse button, or pressing `Alt-M'.
-
- Objects that you mark will also mark other objects that they affect.
- For example, if you mark a sector, it will also mark all the lines,
- sidedefs, and vertexes that sector uses. Thus, you can mark objects
- in one mode, and then switch to another mode to do an operation on
- it, such as marking a sector, and then switching to line edit mode to
- change the lines of that sector. The backspace key will unmark all
- objects currently marked.
-
- With a group of objects selected, you can move the whole group with
- the add button. You can delete the group (effect depends on the edit
- mode you are in) with the delete button. After you do a delete, there
- will not be any objects marked. And finally, you can edit the group
- of objects (vertexes can't be edited, since they have no properties).
- You would edit the objects just as if you were editing a single
- object, except changes will be made to all of the marked objects. To
- tell what will and won't be changed, the buttons will be normal or
- dimmed. If it is dimmed, this property will not be changed (changing
- only occurs when you exit the edit window). If you change
- something, but then decide you don't want to change this after all,
- you can toggle the button dimming with the middle mouse button
- (Spacebar).
-
- When you have a group of objects marked, you can copy them to the
- clipboard and paste them back into the same map elsewhere, or
- another map altogether. Map slot zero is reserved as the clipboard
- (see the `multiple maps' section for a discussion of map slots).
- Thus, you can switch to it as if it were a normal map and edit it.
- You can also save it to a PWAD once you have switched to it, or
- load a PWAD in, and that will now be what's on the clipboard, so
- you can paste it into other maps. While you are editing the
- clipboard, you have a different temporary clipboard which you can
- copy and paste from and to, but can't switch to, since you are already
- switched to the clipboard. Once you switch back to a real map and
- out of the clipboard, the temporary clipboard is destroyed and the
- normal clipboard you were just editing becomes the real clipboard
- again.
-
- -----------------------------
- [16] Making maps from scratch
- -----------------------------
-
- Map generation starts with putting vertexes and lines where you
- want them. This lays the foundation for everything else. Once all
- the lines are in place, you need to make sidedefs for these lines
- (unless you do so along the way while you are creating the lines).
- The easiest way to do this is to select the "Fix Lines" options from
- the advanced options menu (F9). If you already have sidedefs setup,
- then you should at least error check the lines, just to make sure it's
- all ok. Once this is done, you need to make all the Sectors. If you
- have all the sidedefs where you need them, you can use the
- "Generate Sectors" option from the advanced options menu. This
- will put make sectors for every polygon on the map. Another method
- you can use is to simply enter sector edit mode and add sectors
- manually to each polygon. One advantage to this method is that you
- don't need to have the sidedefs in place. It will create the sidedefs if
- it needs to for lines as it goes along.
-
- At this point, you have the vertexes, lines, sidedefs, and sectors all
- created. However, they are all most likely set to standard values
- (walls are all brown1 texture, sectors are all the same heights and
- textures, etc.), so you will need to go in and set them to the values
- you want them to be at. By the way, things can be added at any time
- along the process of making a new map. It's usually better to do so
- after the lines are drawn, though, so you know where to put them,
- but you are the boss.
-
- When you have everything set the way you want it, it's time to
- generate Nodes, and a Blockmap. Making a Blockmap is fairly
- quick, so you might want to do this first. I also recommend you save
- your map before you generate these two structure. In fact, I
- recommend you save your map often! Anyway, once you have made
- your Blockmap and Nodes, save your map, and enjoy playing your
- new map!
-
- Notes:
- Maps must have all areas enclosed by lines, forming a polygon. A
- map with only 3 lines, for example, in an open ended box shape,
- isn't complete. Keep in mind that a line doesn't have to be a wall.
- Lines are required anywhere you wish to:
-
- Change floor or ceiling height
- Change lines angle
- Change wall, floor, or ceiling patterns
- Change lighting
- Change floor hurt-player damage
-
- Also, every map should have a starting point for all four possible
- players. You should also have, minimum, 4 deathmatch mode
- starting points. And, of course, you should have an exit.
-
- ------------------
- [17] Multiple Maps
- ------------------
-
- As with most larger, more sophisticated programs, you are not
- limited in DMapEdit to just working on one map at a time. You can
- have several different `windows' open at once. DMapEdit doesn't
- really support `windows' as such, since a map view occupies the full
- screen. Thus, several different map views are contained in separate
- `map slots'. A different map slot can either be a completely different
- map, or simply a different view of the same map that exists in
- another slot. You can switch between these slots either from the
- `view' menu, or with Alt-0 through Alt-9 from the keyboard.
- Switching to an inactive (empty) slot will automatically make it a
- link to whatever map you just switched from, unless it is the
- clipboard (see below).
-
- When two or more slots share a common map, they are said to be
- linked. This means that they are simply different views of the same
- map. They can have different zoom levels and positions, be in
- different edit modes, etc. They all are working on the same map,
- however, and changing anything in the map in one of these slots is
- changing the map itself, so that it is seen in all the linked slots.
- Clearing the map (`new map' option in file menu), loading a new
- map position or loading a new map from a different PWAD will all
- unlink the current slot, and won't affect any linked slots.
-
- The current map slot number you are viewing is displayed at the
- bottom-right of the screen. You will see a number in brackets, like
- `<1>`, or `[3]'. This number is the map slot number you are viewing,
- and the brackets specify the linked state. If the number is
- surrounded with angle brackets (`< >`), then the slot is not linked. If
- it's surrounded with square brackets (`[ ]'), then the slot is linked
- with one or more slots. The checkmarks in front of map slots in the
- `view' menu represent what slots are active (not empty), and have
- nothing to do with which slot you are viewing.
-
- ----------------------
- [18] Polygon Generator
- ----------------------
-
- The polygon generator is designed to be easy to use. Once you have
- selected `create polygons...' from the miscellaneous menu, you are in
- `polygon' mode. From here, you must select the center point to
- build the polygon on in the map. Click the add/move mouse button
- on this point and drag the mouse until you have the size polygon you
- wish and release. While you are dragging out the size of the
- polygon, you can use the delete mouse button to cancel and exit
- polygon mode, or press the edit or mark mouse buttons and drag
- (along with the add/move button mind you) to adjust the polygon's
- center position, if you decide it's a little off. Once you release the
- add/move mouse button, the polygon is created. You will still
- remain in polygon mode, however. You can leave polygon mode by
- pressing the delete mouse button, pressing Escape on the keyboard,
- or switching to a another editing mode.
-
- Before you begin dragging out a polygon, you can press the edit
- mouse button or the Spacebar to change the characteristics your
- polygon will have, including the number of sides it will have, if the
- points or sides should be aligned with the zero degree ray, and an
- angle rotation offset if you wish.
-
- ---------------------------
- [19] Convert sector to door
- ---------------------------
-
- DMapEdit can automatically convert a sector into a door for you. It
- doesn't hurt to "fine tune" in from there, though. To convert a sector
- into a door, select this option from the miscellaneous menu, or press
- D. At this point, you will be asked to select the sector you wish to
- convert into a door. Just click on whatever sector you want.
-
- Before you select the sector, you may also press the edit mouse
- button or the Spacebar to change the characteristics of the door to
- be created.
-
- ------------------------
- [20] Staircase Generator
- ------------------------
-
- The staircase generator can be used to quickly and easily create
- staircases for you maps. You can only create staircases aligned in
- the X and Y directions, however, with the `rotate marked object'
- option from the edit menu, you will be able make your staircase in
- any direction you wish (when I finally implement the `rotate marked
- object' function).
-
- To make a staircase, first select `create staircase...' from the
- miscellaneous menu. You are now asked to specify the starting
- corner of the rectangular staircase you wish to create. Press the
- add/move mouse button and drag out your staircase. It will normally
- rise in the X direction, but you can switch it to rise in the Y
- direction by pressing the edit mouse button or the Spacebar. Once
- you have the staircase the right size, release the button, and you will
- go to the specifications screen, where you can set up the staircase
- with all the characteristics you wish.
-
- --------------------
- [21] 3D Preview Mode
- --------------------
-
- While the 2D top-view display is ideal for creating maps, it's not
- always easy to get a good idea of what the map is really like, because
- it has no depth. You can run your map in Doom and find out, but
- you have to rebuild the nodes and blockmap, wait for Doom to load
- up, and then finally twist your way around the map to get to where
- you want to look at. An alternative is to use the 3D previewer in
- DMapEdit to get a quick peek at the map without all that fuss.
-
- There are 2 ways to activate the 3D preview mode. The first is
- simply to select `3D preview' from the view menu. The other is by
- using the hotkey `#'. The difference in using the hotkey is that you
- can center the preview origin on whatever (x,y) position the mouse
- cursor is on. In order to select 3D preview mode from the menu, you
- have to use the mouse, and so an initial origin can't be set using the
- menu method.
-
- When you enter 3D preview mode, the zoom factor you were in is
- aproximated for the 3D view, so if you are zoomed out real far before
- going to 3D preview, the 3D preview will also be zoomed out real
- far. Also, the previewer will only render the lines/sectors you have
- marked, allowing you to narrow down what you want to see, so
- things don't get too cluttered, or to speed up rendering. If you don't
- have anything marked, the entire map will be rendered.
-
- The renderer will utilize a bsp tree (nodes), if available, to render the
- view. While this may not really speed up the rendering, it will
- ensure that it is rendered correctly. Not using a bsp tree may cause
- the renderer to detect one wall in front of another wall, while in fact
- it's not, making the view look like an optical illusion.
-
- While in the 3D preview mode, you can control the view in many
- ways. First, there are 3 mouse button functions to alter the view:
- rotation, scale, and position. These functions, their current values,
- and the button used for each, are shown at the top of the screen.
- You can click on one with another mouse button to make that mouse
- button control that function, just like you do with mouse button
- functions in normal editing mode.
-
- In addition, there's a bunch of keyboard keys to control the rendering
- options:
-
- W
- Select wireframe rendering mode
-
-
- S
- Toggle solid walls rendering mode
-
-
- X
- Toggle X-ray viewing mode of backs of walls1
-
-
- H
- Toggle hiding of backs of walls
-
-
- B
- Toggle between black/gray coloring of backs of walls
-
-
- O
- Toggle axis display
-
-
- C
- Toggle texture majority coloring of solid walls
-
-
- F
- Toggle flicker-free rendering mode
-
- Notes
-
- 1. Single-sided lines make single-sided walls, which mean you can
- only see the front of the wall. The back sides of these walls are
- never normally seen when running around in Doom. X-ray
- viewing lets you see right through these back sides, rendering
- them as wireframe, while the front sides of walls are rendered
- solid still. If X-ray viewing is off, you will see these back sides
- as solid as well.
-
- ------------------
- [22] Miscellaneous
- ------------------
-
- [22.1] Changing a map's Episode and Mission number
- --------------------------------------------------
-
- A commonly question asked, so I'll explain it, since it probably isn't
- that intuitive. Suppose you want to change a map from E1M1 to
- E2M2. How does one do this? Just press `C' or select `change map
- position' from the `file' menu. Now, select the episode/mission you
- want it to be. Once you do this, just click the `Ok' button as
- opposed to the `load map now' button, and now your map has a new
- episode/mission value. At this point you can save it to a PWAD or
- whatever. This can be useful for taking several one-map PWADs, all
- at E2M1 perhaps, and putting them all into one big PWAD (since
- saving is non-destructive, and won't wipe out everything else in the
- PWAD).
-
- You can also change the game type at this window. For example, if
- you have a Doom map, you can change it to a Doom 2 map by
- selecting the change game type button, and then selecting the game
- you wish to use from those available. A dimmed button means that
- DMapEdit detects you as not having that game type.
-
- --------------------------
- [23] Alternate video modes
- --------------------------
-
- DMapEdit defaults to 640x480x256 colors, svga. You can select
- other video modes if you wish, however. 640x400 is the minimum,
- however. DMapEdit will not run in resolutions lower than this. 256
- colors are also required. DMapEdit does not support more than 256
- colors. To make DMapEdit run in other video modes, use the `-v'
- switch.
-
- dmapedit -vmode
-
- Mode: This is a number, from 0 to 4. These are what each represents:
-
- 0: 320x200 (VGA/MCGA) (Mode not usable with DMapEdit)
- 1: 640x400
- 2: 640x480 (default)
- 3: 800x600
- 4: 1024x768
-
- -----------
- [24] Thanks
- -----------
-
- I'd just like to say thanks to the following people:
-
- * Bruce Benko: For his help in doing a little coding, editing data
- files, providing ideas, beta testing, etc. He is also responsible
- for all those lovely Heretic shapes!
-
- * John Bayley: For the XPD program, and general beta
- testing/idea suggesting.
-
- * Paul Hagstrom: For being my internet contact originally back
- before I had an account.
-
- * James Sterrett: For the very first registration I received.
-
- * Alistair Brown: For finding that insanity-causing bug in the
- node generator. I'm recovering quite nicely now..
-
- * Rod McCabe: For his great letter and ideas. (quite a while ago,
- though)
-
- * Pierre Fournier: For tracking down that intermittent bug in the
- picklist so well for me. I'd see it from time to time, but couldn't
- figure out how to re-create it, until Pierre came along.
-
- * DEU authors: For making their editor's source available. I
- learned a few tricks from it.
-
- * PWAD creators everythere: For making fun PWADs for me to
- play when I get bored!
-
- * Registered users: For registering!
-
- * Cameron Booth: Beta tester and idea suggestor.
-
- * joost schuur: Beta tester and idea suggestor.
-
- * Matt Fell: For creating the Unofficial Doom Specs, making this
- program even possible.
-
- * id Software: For creating Doom and Doom 2 in the first place.
- Great game guys.
-
- * Raven Software: For creating Hexen, and doing such an
- excellent job on it. Nice to see some true innovation, instead of
- just rehashing of old ideas. Thanks.
-