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- ;HELP.TXT for EdMap v1.10+
- ;
- ;lines starting with ";" are ignored
- ;
- ;help entry format:
- ; =========
- ; <keyword>
- ; =========
- ; <text>
- ;["see_also"
- ;<keywords>]
- ;
- ;the "===" line must contain nothing but "=", of any length>0
- ;
- ;<keyword> is the name EdMap will search for to find any entry
- ; from the menus, the function name is the keyword (ex."New Map")
- ;
- ;<text> is the body of the help message. there cannot be
- ; and <CR>s in the text unless it is used to start a new
- ; paragraph, which should be indented with a tab (#8).
- ;
- ;if there are reference keywords to other help entrys,
- ; "see_also" must mark the end of the text and the start of the
- ; keyword list. keywords are one per line, no characters other
- ; than the actual letters (numbers, etc: #32..#122?).
- ; not case sensitive; lowercase is made uppercase
- ;
- ;
- ;of course, after editing this file, MAKEHELP.EXE must be run
- ; to create the index file used to read this file.
- ;
- ============
- EdMap basics
- ============
- Editing in EdMap is done in one of four modes: vertices, linedefs
- (walls), sectors (rooms), and things. Normally the nearest object
- to the mouse at that moment is highlighted, this is the Current
- ```object. If enter is pressed, the current```object becomes the
- Selected```object and remains selected until enter is pressed again
- or the mode is changed. Most editing is done on the current object,
- but some operations require a selected object. Multiple-selection
- allows a list of objects to be edited instead of one at a time.
- Holding the Control key down and tapping Enter or the first mouse
- button toggles whether objects are on the multiple-select list.
- see_also
- creating sectors
- merging sectors
- object basics
- add/split
- delete
- multiple select
- editing objects
- menu commands
- display arrangement
- help
-
- =============
- Menu commands
- =============
- The menu in the upper left (in standard view) is controlled by
- pressing the first key of the desired selection or by clicking on
- the selection with the mouse. For example, to check the map for any
- errors, press "C" for the "Check" menu, the press "E" to check
- everything.
- see_also
- mouse control
-
- ================
- Creating sectors
- ================
- To create a new area, like a room or a different part of a room,
- insert a sector. While in sectors mode, press insert (or the mouse
- command) and a new 64x64 sector will appear under the mouse pointer.
- Note that this is usually done outside any other sector, when the
- object information panel shows no sector.
- see_also
- merging sectors
- sectors
-
- ===============
- Merging sectors
- ===============
- Sectors are merged when they share a LineDef. To make two sectors
- merge, a line from one must be moved ontop of a line from the other
- so that the vertices connect. When both pairs of vertices fuse
- together, the two lines will merge into one two-sided linedef
- marking the boundary of both sectors.
- see_also
- sectors
-
- ===================
- Display arrangement
- ===================
- While in normal view, EdMap displays information to the left while
- the rest of the screen shows the map. The top half of this is the
- main menu. Below the menu is a small square for general information
- (filename, memory, position, etc) and a mode bar highlighting the
- current mode. The bottom half is the object information bar. This
- provides data about the currently marked object.
- If the screen is set to full-view, all information to the left is
- removed, leaving the entire screen to display the map. The menu can
- still be used in this mode with the keyboard.
- To switch between normal and full screen, either use the hotkey:
- Ctrl-S, the menus: press "D" (Display) and "F" (Full screen), or the
- mouse pad.
- see_also
- Using the menus
- Mouse pad
-
- ===============
- Using the menus
- ===============
- To choose a selection from a menu, either click on the menu with the
- mouse or press the key of the first letter of that selection. For
- example, to bring up "Map Utilites" press "M" and the Map Utilities
- menu will appear. From here, pressing "S" would choose "Shift Map"
- instead of "Sectors" from the main menu. To return to the main menu,
- Press backspace or escape.
- In full-screen the menus still appear when brought up (as by pressing
- "M") but are not displayed when not in use.
-
- =========
- Mouse pad
- =========
- The mouse pad in EdMap is a tiny menu that appears under the mouse
- pointer which can be used to quickly change modes and clear the
- multiple-selection list without using the keyboard. While holding
- the first mouse button, move the mouse slightly to bring up the pad.
- Release the button to select. To use LineDef mode, for example,
- hold the first button and slide the mouse to left and release.
- see_also
- Mouse control
- Multiple select
-
- =============
- Object basics
- =============
- Objects are the basic components of maps; vertices, linedefs (walls),
- sectors and things are all objects. Vertices are the points on the
- map that all other structures are built from. Each LineDef connects
- two vertices together. Sectors are useable areas on the map,
- bordered by LineDefs. Everything happens within sectors; no players
- or monsters should exist outside sectors in the void. Things are
- actual objects in the game; monsters, weapons and player starts are
- all things.
- see_also
- Vertexes
- LineDefs
- Sectors
- Things
- editing objects
- EdMap basics
-
- ====
- Info
- ====
- This provides general information about the map and the status of
- EdMap itself. Also the Preferences panel can be used to adjust some
- of the defaults in the config file that are not accessable from
- EDMAPCFG.
- see_also
- Calculator
- Map Information
- System Information
- About EdMap
- Preferences
- =
- help
- =
- This help panel provides assistance for the current feature. While
- in almost every panel, F1 may be pressed to activate the help panel.
- Clicking on the "Ok" button, pressing Enter or ESC will leave help
- and return to the previous function. If memory is low a disk file
- will be created to store memory, unless there is too little memory
- to do even this.
- Whenever in any panel, buttons on the panel are used to input
- information. Use these buttons by moving the mouse arrow over them
- and click the left button (unless the buttons are switched). ESC
- may be pressed from any panel to abort, and Enter may be pressed to
- accept.
- If a panel is active and an error occurs, but the active panel must
- stay in the foreground, the message "error" will appear. (Messages
- are in a red box in below the menu in normal view). When the panel
- is done the error will appear in a normal panel.
- see_also
- EdMap basics
- =
- Map Information
- =
- The Map Information panel displays statistics about the map.
- see_also
- Info
- =
- System Information
- =
- System Resources provides information concerning the state of the
- operating system, including memory usage.
- see_also
- Info
- =
- About EdMap
- =
- The About panel displays version information about EdMap.
- see_also
- Info
- =
- Preferences
- =
- The Preferences panel can be used to customize the editor. The
- Play``map skill level, mouse x/y sensitivity and double-speed
- threshold, error checking and some verify options are set from
- Preferences. Changes are saved to the config file.
- see_also
- Info
- =
- File (map)
- =
- The File/Map menu handles the currently loaded map and control out
- of EdMap. This menu controls only the current PWAD; see WAD``list
- for more on managing the active PWADs.
- see_also
- New map
- Open map file
- Load PWAD map
- Rename map
- Save map data
- Hard copy (print)
- Build & save map
- Play map
- Quit to DOS
- WAD list
- =
- New Map
- =
- New Map will clear the memory of the current map and start fresh
- with a new map. The new map is a 64x64 room (using the current
- styles) with the Start-1 object at the origin.
- see_also
- File (map)
- =
- Open map file
- =
- This displays all the *.WAD files in the pwad directory (as
- specified in EDMAPCFG), so a PWAD map file may be chosen and loaded.
- The files may be sorted by name or timestamp (last save).
- Files may also be deleted from this panel. Highlight the map to be
- deleted with the mouse and press delete.
- see_also
- File (map)
- =
- Load PWAD map
- =
- This displays all the maps (E1M1 to E3M9) and loads one according to
- the PWAD list.
- see_also
- File (map)
- =
- Rename map (ExMy)
- =
- Renames the map to a different episode/mission. Generally single
- maps are E1M1; the first mission. If seperate maps are
- concatenated, however, each must be under a seperate mission.
- see_also
- File (map)
- =
- Save map data
- =
- Saves the current map to the PWAD directory. If the map has no
- filename a panel will ask for one. The main DOOM.WAD file will
- not be written to. (DOOM.WAD should be read-only to prevent
- anything from accidentally changing it.)
- Saving the map does not build the BSP data necessary to play the
- map. See Build & save map about creating the BSP.
- see_also
- Build & save map
- File (map)
- =
- Hard copy (print)
- =
- (may not be availible yet)
- Prints the current map to the printer on the port specified in
- EDMAPCFG.
- see_also
- File (map)
- =
- Build & save map
- =
- Saves the current map and builds the BSP data necessary to play it.
- If the build fails to complete for any reason, the map will be
- automatically reload as it was prior to the build.
- see_also
- File (map)
- =
- Play map
- =
- Saves, builds, and plays the current map. Similar to
- Build``&``Save``map, but instead of returning directly to the
- editor, DOOM.EXE is loaded with the current map. DOOM will start in
- the map, skipping the demos. The skill level chosen is specified in
- the Preferences panel. If saving and/or building is unnecessary, it
- will be skipped. Additional parameters for DOOM may be added using
- EDMAPCFG.
- Note that id software is not responsible for any maps created or
- modified using this editor.
- see_also
- Preferences
- EDMAPCFG
- File (map)
- =
- Quit to DOS
- =
- Exits EdMap. If the map has unsaved changes, a panel will ask what
- to do.
- see_also
- File (map)
- =
- WAD list
- =
- This menu handles the PWAD files. Loading, creating and listing
- PWADs is done using WAD``list. While the File``(map) menu controls
- the current map/single PWAD, WAD``list handles all of the active
- PWAD files.
- see_also
- List WADs
- Remove PWAD
- Add PWAD file
- Save as PWAD...
- PWADs
- File (map)
- =
- List WADs
- =
- Lists the active PWAD files and the maps they contain (that are not
- outdated by other PWADs).
- see_also
- PWADs
- WAD list
- =
- Remove PWAD
- =
- (may not be implemented yet)
- Removes a PWAD from the PWAD list. This does not delete any files.
- see_also
- PWADs
- WAD list
- =
- Add PWAD file
- =
- Adds a file to the PWAD list as if it were included on the command
- line as a parameter. Open``map``file preforms the same function
- (and is easier to use).
- see_also
- Open map file
- WAD list
- =
- Save as PWAD...
- =
- Renames the map file and saves it. After this function, all saves
- will be to the new file.
- see_also
- WAD list
- =
- Edit
- =
- The Edit menu provides control for manipulating objects on the map.
- see_also
- Add/Split
- Delete
- Merge
- Find objects
- Goto object
- Next object
- Previous object
- Tag line to sector
- =
- Add/Split
- =
- This function serves different purposes for various modes.
- In Vertex mode this is a vertex-break. All sectors attached to the
- current vertex break and receed from the that vertex. This is
- extremely useful for correcting mistakes.
- In LineDef mode this will split the current linedef into two halves.
- In Sectors mode a new sector is created on insert. Normally sectors
- are created in the void and then added to the map, but if there is a
- sector currently highlighted during the insert, then the new sector
- will be made within that sector.
- In Things mode this will duplicate the current Thing object. If
- there is no current Thing, a new object is created.
- see_also
- Vertexes
- LineDefs
- Sectors
- Things
- Edit
- =
- Delete
- =
- Like Add/Split, the result of Delete depends on the mode.
- This does nothing in Vertex and LineDef mode.
- In Sectors mode, deleting removes the selected sector. If the
- sector is within another sector, void is left where the sector used
- to be, surrounded by 1-sided linedefs. If the sector was in void
- itself, nothing is left.
- In Things mode, the current Thing is deleted.
- see_also
- Vertexes
- LineDefs
- Sectors
- Things
- Edit
- =
- Merge
- =
- Merges stuff.
- see_also
- Edit
- =
- Find objects
- =
- Multiple-selects all objects that share some characteristic. The
- previous multiple-selection list will be cleared before this
- function is called.
- LineDefs may be selected by trigger (tag) number or action. Sectors
- by trigger, action or type. Thing-objects may be found by type.
- see_also
- Edit
- =
- Goto object
- =
- Locates the given object by number.
- see_also
- next object
- previous object
- Edit
- =
- Next object
- =
- Locate the next object (by number) if it exists.
- see_also
- previous object
- find
- Edit
- =
- Previous object
- =
- Locate the previous object (by number) if it exists.
- see_also
- next object
- find
- Edit
- =
- Tag line to Sector
- =
- Associates a LineDef to a Sector. This is needed for most LineDef
- actions.
- The LineDef that holds a switch, for example, could be tagged to a
- sector that lowers its floor.
- see_also
- Edit
- =
- Map Utilities
- =
- Allows map-wide editing of the map.
- Shifting the map (or origin), adjusting the map size and changing
- the light levels can be done using Map``utilities.
- see_also
- Shift map (X/Y/Z)
- Expand/reduce map
- Light adjustment
- Texture replace
- =
- Shift Map (X/Y/Z)
- =
- Shift map allows each Vertex and Thing object to be shifted on their
- X and Y coordinates. Sector floors and ceilings may also be shifted
- up or down (Z). Positive values shift right/east for X, north for Y,
- and up for Z.
- Centering the map will enter values to move the origin to the
- midpoint of the extreme vertices (not the mean average). After
- pressing the center button, the values may be changed before
- shifting.
- see_also
- Map Utilities
- =
- Expand/reduce map
- =
- Expanding (and reducing) the map is done by changing the X,Y, and Z
- percent values. Values above 100% expand the map on that axis,
- below 100% reduce, and a value of 100% will remain unchanged.
- see_also
- Map Utilities
- =
- Light adjustment
- =
- The overall light intensity for the entire map may be changed using
- the Map light adjustment panel. Two variables determine what each
- new sector light value will be. A (amplify) is a percent-value
- which is multiplied by the old light value, and B (brighten) is
- added to this product. The formula is:
-
- New``Light`=`Old``Light x A/100 + B.
- If A is 100% and B is zero, no light is changed.
- see_also
- Map Utilities
- =
- Texture Replace
- =
- Searches the entire map and replaces every occurance of a specified
- texture with another texture. This can be done by selecting the
- specific texture to find or by using a list to convert any texture
- on the list.
- TXTRCONV.TXT is a text file that contains the list of texture
- conversions.
- This feature can be useful for converting DOOM I maps that use
- textures not found in DOOM2.WAD to run in DOOM II.
- see_also
- Map Utilities
- =
- Sectors
- =
- Sectors are homogeneous areas on the map where DOOM is played.
- Each sector may have only one floor and one ceiling. Any space not
- in a sector is void and unaccessable. A single sector may be a
- simple room, but generally rooms are more than one. Sectors may
- also be inside other sectors.
- The sectors menu provides control for creating and editing sectors,
- it also controls sector styles.
- see_also
- Object basics
- Grab style
- Edit styles
- Texture style
- Align textures
- Polygon
- Rotate
- Size
- =
- Grab style
- =
- Examines the current sector (or LineDef) and guesses what the best
- style associated with that object is, and writes this data to the
- current style.
- see_also
- Sectors
- =
- Edit styles
- =
- The sector styles list may be edited in two ways: either
- adding/deleting records, or by rearranging existing records.
- Adding or deleting style records is done after selecting a one-sided
- LineDef. The Edit sector styles panel then displays the style
- associtated with that LineDef so it may be added to the list.
- Existing records may also be deleted from this panel, but a LineDef
- must still be selected to bring up the panel.
- Rearranging style records must be done in sectors mode. A list of
- all existing styles will appear, and the chosen style will be moved
- from its current place. Again the list will be displayed, and the
- chosen slot will be the destination for the first record. The two
- styles will swap places in the styles list. The first record will
- always be the default style when EdMap starts up.
- If there are no records in the styles file (or the file does not
- exist), a new file will be created when a style is added.
- see_also
- Sectors
- =
- Texture style
- =
- This function retextures the ceiling, floor, and all walls of the
- current sector with the sector style.
- see_also
- Align textures
- Sectors
- =
- align textures
- =
- Align texture automatically adjusts the x-offset of adjacent
- sidedefs whose textures are the same to make the wall texture appear
- as one. Use in either linedef or sectors mode.
- If done in sectors mode this will adjust all wall textures facing
- the sector. However, since every texture may not be correctable (as
- in a round room for example), this may leave "seams" where the last
- texture has already been aligned.
- If used in linedef mode, "seams" can be placed. In linedef mode the
- current (one-sided) line texture is used as the starting point,
- whose x-offset is 0. The next texture to the right is adjust
- accordingly, and so on, until the first texture is reached again or
- a new texture is used. This way the "seam" (if any) is always on
- the left of the inital texture.
- Note that in addition to testing the main texture, both the
- upper/above and lower/below textures will be checked for a texture
- match in order to continue aligning.
- see_also
- Sectors
- Aligning using the viewer
- =
- polygon
- =
- After selecting polygon, the center of the polygon must be placed
- and the polygon panel will appear. The number of sides and the
- radius may then be entered. The number of sides can be no less than
- 3, and no more than 40. The number of sides should be as few as
- possible; more sides take resources: (size of the map is larger,
- DOOM may run slower, etc). The radius of the polygon is measured
- from the center to each vertex, not to the LineDefs.
- see_also
- Sectors
- =
- rotate
- =
- Sector rotation and resizing are handled similar to a normal drag.
- Once sector rotation is enabled, "rotate" will appear in the message
- window. A sector may be picked to rotate just as it would be picked
- up for dragging. The mouse will then snap to the lower right corner
- of the sector. The sector will pivot on its midpoint, following the
- mouse until it is dropped, just as dragging. A panel will verify
- that the change is to be kept. If rotation is enabled accidentally,
- selecting sector rotation again will return to normal drag. Some
- Thing objects may also be rotated.
- see_also
- size
- Sectors
- =
- size
- =
- Sector resizing and rotating are both handled similar to a normal
- drag. "Resize" appears in the message window when sector resizing
- is enabled. Just as dragging, the sector to be changed must be
- picked up, edited (by moving the mouse), and dropped again. When a
- sector is picked up for resizing, the mouse will snap to the lower
- right corner (as in rotating), and the sector will fit in the
- imaginary box whose lower right corner follows the mouse. Click to
- drop, and verify that the change is correct. The sector will not
- flip (to be mirror-image or upside-down), if the mouse passes the
- center of the sector, instead another corner of the box will follow
- the mouse. If resizing is enabled accidentally, selecting sector
- resizing again will return to normal drag.
- see_also
- rotate
- Sectors
- =
- Automatic
- =
- The Automatic menu can be used to convert or create complex
- structures on the map. All changes made in any of the panels are
- saved to the config file.
- see_also
- door
- stairs
- lift
- =
- Door
- =
- The Door feature converts the current sector into a door using
- specifications in the Door panel. All textures and other options in
- the Door panel are saved.
- Door texture is what the door will look like when closed. Sill
- texture is what the wall that the door slides up on will look like.
- The bottom texture is the texture on the bottom of the door when it
- is open. Key specifies what key, if any, is needed to open the
- door. Doors will 6 seconds after it opening unless it is set to
- stay open. A moving sill will rise with the door when it opens.
- see_also
- automatic
- =
- stairs
- =
- The Stairs option creates a new set of sectors that may either be a
- staircase or a floor that when triggered rises into a staircase.
- After accepting the Stairs panel, place the first step of the
- staircase. If created within an existing sector, only the floor
- will be changed; the ceiling will appear to be the same. If made in
- the void, the current sector style will be used for data not
- specified in the Stairs panel.
- The panel specifies textures, sizes, and other attributes needed to
- constuct the staircase. Step top and step side textures modify only
- the steps; walls are taken from the style. Rise, depth and width
- determine size of each step. Ceiling height (if created in void) is
- this value above the floor of the highest step. The staircase may
- go up, right, down or east.
- There are special considerations for staircases that rise out of the
- floor. First: each step must rise to 8 high. Second: Modifying the
- shape of the steps can disable its operation. Experiment; sometimes
- it will work, but it cannot be guaranteed.
- see_also
- automatic
- =
- lift
- =
- Not implemented yet.
- What? Can't you make a lift youreself?? *hehe..*
- see_also
- automatic
- =
- display
- =
- The display menu offers control over the normal viewing screen.
- Additional information may be displayed or changed from this menu.
- see_also
- Enhance map
- Full screen
- Snap/grid
- Grid on/off
- Origin on/off
- Center map
- =
- Enhance map
- =
- While in enhanced map mode, the normal map drawing routines will
- shift sectors according to altitude, and draw some lines for walls,
- for a 3-dimensional effect. Many operations are simplified in this
- view; breaks in one-sided walls are drawn easy to see, and merging
- sectors is easier since the wall disappears when the sectors are
- connected. Redrawing the map in enhanced view is not as fast as
- normal view because of the extra lines and calculations; this is
- may be noticeable when panning the map. The shifting is not
- proportional. It is always fixed so when the map is zoomed in, the
- walls do not extend off the screen, and so it is easier to determine
- between walls and floors.
- see_also
- Display
- =
- Full screen
- =
- Full screen display removes the menu and the information bar,
- leaving the entire screen to displaying the map. The menu may still
- be used with the keyboard. The object information bar will either
- still edit objects or it will be locked to prevent accidental
- changes. Whether or not it is locked is set using EDMAPCFG.
- Switching between full and normal views can be done using the mouse
- pad, the menus: "D" (Display) "F" (Full screen), or the hot-key:
- Ctrl-S.
- see_also
- mouse pad
- Display
- =
- Snap/grid
- =
- Using the Grid/snap sizes panel, the blue dot grid and the drag snap
- grids may be adjusted.
- The grid is a grid of blue dots draw on the map to help align
- objects. If the map is zoomed out too far so the grid dots become
- too dense, the grid will not be drawn. (This also means that a
- grid of 2 points may never be drawn.) The grid may also be turned
- off using Grid``on/off.
- The snap grid is used when dragging any object. All vertices of the
- current object (or Thing) will snap to the closest point on the snap
- grid while moving. This helps with merging since dragging need only
- be as accurate as the size of the snap grid. Although the minimum
- size is 2 points, it is generally best to keep the snap grid between
- 4 (or 8) and 32 points. Too low and merging vertices becomes
- difficult, too high and new sectors snap into oblivion. The snap
- grid is unrelated to the normal dot grid.
- see_also
- Grid on/off
- Display
- =
- Grid on/off
- =
- The normal dot grid may be toggled on or off with this function.
- The screen refresh may be slightly faster and a small amout of
- memory is freed when the grid is off.
- see_also
- Snap/grid
- Display
- =
- Origin on/off
- =
- Toggles drawing the origin (0,0) on the map. Will not noticably
- affect preformance or memory.
- see_also
- Snap/grid
- Grid on/off
- Display
- =
- Center map
- =
- Centers the map on the mean average of all vertices.
- see_also
- Display
- =
- Check
- =
- EdMap can test for several errors that may make the map less
- playable.
- Transparent textures, multi-patch textures, hanging textures, short
- textures, short lines, long lines, missing tags, missing things,
- thing heights, and map exits can all be checked.
- see_also
- Error list
- Quick check
- Check all
- Textures
- Associations
- Heights/widths
- LineDefs
- Begin & end
- =
- Error list
- =
- Compiles a list of all errors found on the map by calling the
- individual checks. Warnings may be disabled using the Preferences
- panel.
- see_also
- Preferences
- Check
- =
- Quick check
- =
- Quick check browses over the map, but does not check for every
- possible error.
- see_also
- Check
- =
- Check all
- =
- Checks the entire map for errors.
- After each error, the check may be stopped or resumed to find the
- next error, if any.
- see_also
- Check
- =
- Textures
- =
- Checks textures:
- Hall of Mirrors/Missing textures, if a texture is used, the texture
- name will be checked to see that it exists in DOOM.
- Medusa effect: a multi-patch texture on a 2S (2-sided) main wall.
- Tutti-Fruitti effect: (1) short texture on main, cannot be tiled
- evenly, (2) transparent textures on above/below surfaces.
- see_also
- Check
- =
- Associations
- =
- Tests that all LineDefs that activate sectors and need a trigger are
- tagged to at least one sector. Also tests for appropriate
- teleporter destinations.
- see_also
- Check
- =
- Heights/widths
- =
- Tests Thing objects (mosters, players, teleporter destinations,
- etc.) that must be in a sector at least as tall as they are.
- Widths are not tested.
- see_also
- Check
- =
- LineDefs
- =
- LineDefs are walls that bound sectors and are bound by vertices.
- Each LineDef has one or two SideDefs, one for each side. Two-sided
- LineDefs (2S) seperate two sectors, while one-sided (1S) lines
- border void and one sector.
- The LineDef check tests LineDefs:
- Long Wall Error (LWE): LineDefs that are very long (1000 units) can
- cause problems in the DOOM engine. Split them into shorter lines to
- prevent any problem. This is a warning, not an error.
- Short/zero-length lines: walls too close together can cause
- problems. zero-length is obviously an error and should never occur,
- however since the snap grid pulls lines around on its own, sometimes
- two vertices can occupy the same point (but this is rare).
- =
- Level begin & end
- =
- Tests for all start positions on the map. Start 1-4 and at least 4
- deathmatch starts should be included. Also tests for at least one
- exit.
- see_also
- Check
- =
- Object Info bar
- =
- The object information bar displays data for the current object and
- allows editing this data.
- To change a field, press the key associated with that line. For
- example, press "7" to change the direction of the current thing
- object. Not all fields are editable; the "two-sided" bit for
- linedefs is handled automatically and cannot be edited.
- see_also
-
- editing objects
- =
- Editing objects
- =
- There are two parts to editing most objects: the location of the
- object and the data about the object.
- Changing the location of an object can be done simply by dragging
- the object: click the first mouse button when the desired object is
- highlighted and the object will be "picked up" for the mouse to
- move. Click again to drop the object. Sectors also may be rotated
- and resized.
- To edit the object data use the object info bar. Press the key
- beside the line of the field to be changed.
- see_also
- object info bar
- =
- mouse control
- =
- Many functions are built into the mouse.
- First-button commands: (object manipulation)
- Tap the first button to pick-up and object for moving. Tap again to
- drop the object where it is.
- Hold the first button and move the mouse to use the mouse-pad.
- Hold the first button and tap the second to insert an object.
- Different modes use insert differently.
- Second-button commands: (display control)
- Hold the second button and move the mouse to pan across the map.
- Panning control is not proportional: at far zooms, the control is
- less sensitive.
- While holding the second button press and hold the first button.
- This enables zooming adjustment. Push the mouse forward to zoom in
- and pull back to zoom out. Be sure to hold the second button first
- since pressing the first button, then the second is add/split.
- see_also
- mouse pad
- add/split
- =
- choose an angle
- =
- Select the direction the Thing is to face by moving the mouse cursor
- relative to the center of this panel. Click to accept, ESC aborts.
-
- =
- choose a thing
- =
- All of the Thing objects in DOOM are displayed on this panel.
- Choose by clicking the mouse on the desired type or press ESC to
- abort.
- =
- choose sector style
- =
- Any of the styles in the sector styles file may be chosen from this
- panel.
- see_also
- edit sector styles
- =
- choose sector type
- =
- Each sector may have one of several special properties, as displayed
- on this panel. Flickering lights and damaging floors are examples
- of sector types.
- =
- choose an action
- =
- LineDefs can trigger sectors to perform actions, such as raising a
- ceiling (door), lowering a floor (lift), or even teleporting.
- Actions that are repeatable (marked by an "r") may be triggered more
- that once, while others may only work a single time.
- Switch-operated actions (marked by a "s") can only be activated by
- walking in front of the LineDef and pressing the USE key (as when
- opening doors). Most other actions are triggered by walking over
- the LineDef (and a couple must be shot).
- Almost all actions must be tagged to a Sector (mark the line, press
- F7, click on the sector). Some actions, however, do not need a
- trigger number. "MDoor"/manual doors (except for the shoot-to-open
- MDoor #46), exits and scrolling walls do not need to be tagged.
-
- =
- choose wall texture
- =
- All of the wall textures in DOOM are displayed and may be chosen
- from this panel.
- The desired texture may be chosen by either clicking texture name
- on the panel or by using the viewer.
- To activate the viewer press F10. There should be 90k free memory
- for the viewer to load. Select the displayed wall texture by
- pressing Enter.
- Pressing ESC from either screen will abort.
- While in the viewer, the texture offsets may be adjusted.
- see_also
- viewer
- Aligning using the viewer
- =
- choose floor/ceiling texture
- =
- All of the floor (ceiling) textures in DOOM are displayed and may be
- chosen from this panel.
- The desired texture may be chosen by either clicking texture name on
- the panel or by using the viewer.
- To activate the viewer press F10. There should be 90k free memory
- for the viewer to load. Select the displayed floor texture by
- pressing Enter.
- Pressing ESC from either screen will abort.
- see_also
- viewer
- =
- viewer
- =
- The viewer displays wall, floor (ceiling), sprite, and patch
- graphics exactly as they would appear in DOOM.
- Wall graphics are the textures used on every wall in DOOM. Some
- textures are partially transparent and some are animated.
- Transparent graphics may only be used on the main texture for
- 2-sided linedefs, where a texture is unnecessary.
- Every sector must have two floor graphics: one on the floor and one
- on the ceiling. Some floor textures are also animated and F_SKY
- appears transparent by showing scenery.
- Sprites are any graphic images of Things that are displayed within a
- room in DOOM. Monsters, weapons, obstables, etc. are all sprite
- graphics.
- Switch between display modes by pressing left and right, choose
- textures by pressing up/down/PgUp/PgDn or by pressing the first
- letter of the texture name. Press Enter to select, ESC to abort.
-
- see_also
- Aligning using the viewer
- =
- Sidedef panel
- =
- The SideDef panel displays information about the selected SideDef.
- This panel can be used to adjust the X and Y offsets of the textures
- it uses. In Addition to the numbers of the associated objects
- (supporting LineDef, SideDef and facing Sector numbers), this panel
- also indicates the size of each texture surface.
- =
- Things
- =
- Thing objects are monsters, players, weapons, ammunition, corpses,
- pillars, lamps, spikes, etc; anything that is not part of the walls
- or floors in DOOM is a Thing object.
- see_also
- Vertexes
- LineDefs
- Sectors
- =
- Vertexes
- =
- Vertices mark the endpoint of every line on the map. Move them to
- alter the shape of the room.
- see_also
- LineDefs
- Sectors
- Things
- =
- PWADs
- =
- PWADs, or "Patch-WADs" are the files DOOM and EdMap use to store map
- data. Each PWAD (*.WAD) file may contain several maps and other
- resources like sound effects and graphics. PWADs supplement the
- IWAD ("Internal-WAD"), DOOM.WAD, which contains all the resources
- necessary for normal game play. When a PWAD is added, the resources
- contained in the PWAD update those in the IWAD. Each time a PWAD is
- added to the list, some number of resources from the existing list
- are outdated, sometimes outdating an entire PWAD file.
- see_also
- List wads
- =
- EDMAPCFG
- =
- EDMAPCFG <config file>
- EDMAPCFG.EXE is the configuration program used to create a new
- config file. If no filename is given, EDMAPCFG will use the default
- config file. If the current file does not exist, a new file will be
- created. If EdMap is run with a corrupt or missing config file, it
- will prompt:
- ERROR:missing config file EDMAP.CFG.
- Abort, Ignore, Create (using EDMAPCFG)?
- If "Create" is chosen, EDMAPCFG will be loaded to enter the required
- settings, then EdMap will try to load again.
- =
- Sector in sector
- =
- If a sector is created within another sector, note that that sector
- cannot be moved out of its surronding sector. Nor can a sector
- created in the void be moved inside an existing sector.
- Of course, if a sector is created within another, the existing
- sector must be large enough to surround the new 64x64 sector.
- =
- Delete sector
- =
- Deleting a sector will erase that sector and all objects dependant
- on it (except Things, which are not associated with sectors).
- =
- Overwrite on save
- =
- Overwriting a file will erase all data the file currently holds and
- replace it with the data to be saved, no matter what the original
- file contains.
- =
- Multiple select
- =
- By selecting multiple objects at once allows many objects to be
- modified at once. Objects may be added to the multiple select list
- by pressing Control-Enter or by holding Control down while clicking
- on the object with the mouse (using the first button). Press Enter
- to clear the list or use the mouse pad.
- see_also
- Mouse pad
- =
- Aligning using the viewer
- =
- Wall textures may now be aligned while in the texture-viewer. From
- the Choose wall texture panel, pressing F10 will activate the
- viewer. A box will outline what part of the texture would be seen
- in DOOM. While holding down the shift key, arrows will adjust the
- box along the X and Y offsets.
- see_also
- Viewer
- SideDef panel
- =
- Dragging objects
- =
- While dragging, objects are attached to the mouse and can then be
- placed by moving the mouse and clicking either button or hitting
- enter. Pressing ESC will abort the drag and place the objects in
- their original positions.
- =
- xxx/this should be at the end of the file
- =
-