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- DCK v2.x User's Guide
- (c) Copyright 1994-95 Zerius Development
- All Rights Reserved
- ----------------------------------------------------------------------
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- Notice of Copyright:
-
- DCK is a trademark of Ben Morris and Zerius Development.
- DOOM and DOOM 2 are trademarks of id Software.
- Heretic is a trademark of Raven Software and id Software.
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- Table of contents
-
- Introduction ........................................................3
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- About this Documentation ............................................3
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- Interface ...........................................................3
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- DCK's Menu System ...................................................4
- The Map Display .....................................................4
- Dialog Boxes ........................................................5
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- Creating maps with DCK ..............................................7
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- Working with Files ..................................................7
- Drawing Tools .......................................................8
- The Region Tool ....................................................8
- Regions that don't touch existing lines ..........................9
- Regions that touch existing lines ................................9
- Splitting Sectors ................................................9
- The Rectangle Tool ................................................10
- The Polygon Tool ..................................................10
- Marking and Editing objects ........................................12
- Using the Texture Browser .........................................12
- Editing Lines .....................................................13
- Editing Sectors ...................................................13
- Editing Things ....................................................14
- Creating Things ....................................................15
- Drag-and-Drop ......................................................15
- Deleting Objects ...................................................16
- Automated Tag Features .............................................17
- The Vertex Tool ....................................................17
- Automatic Door, Lift and Stair Tools ...............................18
- The Door Tool .....................................................18
- The Lift Tool .....................................................18
- The Stair Tool ....................................................19
- Texture Alignment ..................................................20
- The Format Painter .................................................21
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- Other Features .....................................................22
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- Motifs .............................................................22
- The Map Checker and Debugger .......................................22
- The WAD Manager ....................................................24
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- Reference: Editing Commands ........................................26
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- Page 2 DCK User's Guide
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- Introduction
-
- Welcome to DCK - one of the easiest and most powerful map editors for
- DOOM, DOOM 2 and Heretic.
-
- DCK is based on the idea that, while it can't do everything for
- you, DCK can automate the simple and often-done tasks involved in
- creating a doom level. DCK affords you complete control over the
- design of your maps, but retains a level of usability that makes it
- very quick and intuitive to learn.
-
- Getting started with DCK is simple: If your copy came on a disk
- or a CD-ROM, run the install program in the DCK directory and follow
- the instructions. After doing so, run the batch file "DCK.BAT" and
- select the video driver for your system.
-
- The first time you run DCK, it will do several things:
-
- 1. You must tell DCK what kind of Video Card you have installed on
- your system. This information should be readily available in
- your computer's manual. DCK supports about 18 different video
- cards, including the VESA standard - if you don't see your card
- listed, load the VESA driver that came with it and select that
- option from the video card menu.
-
- 2. DCK will search your system for any of the three games that it
- recognizes by default. If it can't find any of them (for
- shame!), you won't be able to run DCK - it requires data from
- at least one of the games.
-
-
-
- About this Documentation
-
- This User's Guide explains how to use DCK; it does not explain the
- proper structure of DOOM levels. This knowledge is generally not
- required when using DCK, because its automated tools take care of a
- lot of the tasks involved in maintaining the proper structure required
- by DOOM.
-
- Invariably, however, this information will be useful in the
- future. I suggest reading the DOOM Specs by Matt Fell
- (msfell@aol.com), which explain in great detail all the rules and many
- nuances of designing DOOM levels.
-
-
-
- Interface
-
- DCK's interface is similar to that of many modern "GUIs", or Graphical
- User Interfaces, such as Windows. The layout of DCK's screen remains
-
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- Page 3
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- largely the same no matter what you're doing at the time. The screen
- is separated into three distinct parts, presented here in top-down
- order:
-
- The Menu Bar: This bar, at the top of the screen, contains the
- titles of several submenus. Submenus are organized by the
- subject of the features they activate so, for example, the
- "File" menu facilitates loading and saving files.
-
- The Map Display: Between the Menu Bar and the Status Bar, the
- map display takes up most of the screen. As the name implies,
- it's where the map you're working on is displayed.
-
- The Status Bar: At the bottom of the screen, the status bar
- displays information about DCK's status- such as which features
- are turned on, about the map you're editing, and details about
- the area of the map the mouse cursor is in.
-
- DCK's interface is centered around the mouse: Most of DCK's
- features can be activated by a click or two and moving the mouse
- around.
-
-
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- DCK's Menu System
-
- The menu system can be used with the mouse or the keyboard. Move the
- mouse to the menu you want to activate and hold down the left mouse
- button. Move around the mouse to access each different menu, and
- release the button to activate the highlighted feature.
-
- Press ESC to activate the menu from the map editor and ESC
- again to deactivate it. Use the cursor keys to navigate the menu, and
- ENTER to choose the highlighted selection. Any other keys will
- activate the item with the same hotkey, which is displayed in red.
-
-
-
- The Map Display
-
- This is where most of the work in DCK is done. DCK always displays the
- map lines, but makes bright only the parts of the map which can be
- edited with the current tool:
-
- - With the Line tool, you can edit each line and change its
- textures and attributes, such as settings for "Blocks Sound",
- and "Impassable." Press "L" or choose "Line Mode" from the
- edit menu to change to this tool.
-
- - The Vertex tool allows you to add and delete vertices, and drag
- existing vertices to new locations. Press "V" or choose "Vertex
- Mode" from the edit menu to select this tool.
-
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- Page 4 DCK User's Guide
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- - With the Sector editor, you can change sectors' floor and
- ceiling textures, and set their floor and ceiling heights.
- Press "S" or choose "Sector Mode" from the edit menu to change
- to this tool.
-
- - The Thing tool allows you to place new Things and move existing
- ones around. You can also edit things' settings, such as the
- settings for which skill levels the thing appears on, and
- settings for making monster things deaf. Press "T" or choose
- "Thing Mode" from the edit menu to select the tool.
-
- In addition to the four main tools, there are three other tools
- that you can use to add to the map quickly. These tools are discussed
- under "Drawing Tools", page .
- 8
-
- Except the vertex editor, each tool allows you to edit the
- settings of more than one object at a time using "marked" objects.
- This is explained in detail under "Marking and Editing Objects", page
- .
- 12
-
- The mouse plays an important role in each mode: each mouse
- action's results vary depending on which tool you're using at the
- time. For example, double-clicking in vertex mode adds a vertex to the
- closest line, and double-clicking with the thing tool adds a thing at
- the current mouse position.
-
- Moving the mouse around in any of the modes, DCK will highlight
- the object that is closest to the cursor and display information about
- it on the bottom status bar. You can edit this information by clicking
- and releasing the right mouse button.
-
-
-
- Dialog Boxes
-
- Throughout DCK, Dialog Boxes are displayed which you must enter
- information into in order to proceed. You can navigate them with the
- following keys:
-
- To do this... Press this key
-
- Move to the next field Tab
-
- Move to the previous field Shift+Tab
-
- Toggle a checkbox or radio field Spacebar
-
- Text: Move around Left and Right arrow
-
- Text: Previous and next word Ctrl+Left and Ctrl+Right
-
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- 5
- Page
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- Text: Start and end of text Home and End
-
- Text: Delete cursor letter Del (Delete)
-
- Text: Delete previous letter Backspace
-
- Save the Dialog Box and proceed F10 or "OK"
-
- Cancel the Dialog Box ESC or "Cancel"
-
- Some of the fields in a dialog box may be blank - this usually
- happens when you're editing multiple objects and they don't share the
- same data for a particular field. For example, if you were editing
- several "Thing" objects, each of different types, the Thing Edit
- dialog box would display a blank "Thing Type:" field. If you set any
- field to be blank, DCK will ignore the field and not make any changes
- to the data represented therein.
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- Page 6 DCK User's Guide
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- Creating maps with DCK
-
- Creating maps is quick and easy using DCK's powerful drawing tools.
- With the tools, creating new areas on your map is as easy as a few
- mouse clicks and moves. You can easily:
-
- - make a pit of monsters that rises when the player walks over a
- line
-
- - create a hidden staircase that rises with the flick of a switch
-
- - make a walkway in a pit of lava that starts to sink as soon as
- the player steps onto it
-
- Areas that you create with the tools look the same as the areas
- around them - so it's easy to make additions to the map without having
- to make sure the appearance is consistent. And once you get into
- seriously detailing your map, DCK's editing tools make the job quick
- and easy. It's a simple feat to:
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- - change the texture on a set of walls with a few keystrokes
-
- - add dimension to your map with architecturally detailed areas
-
- - make nasty monster arrangements sure to surprise the player
-
-
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- Working with Files
-
- When you load an existing map or create a new one, you must choose the
- game that the map is to be used with. On loading a map, DCK examines
- the map's tag and searches its list of games for a matching tag. If it
- finds that the tag is valid in more than one game, it displays a menu
- of the possible choices for you to select from. If the map tag is
- unique to one game, DCK loads the map without any prompting.
-
- For example, DOOM 2 uses map tags in the format "MAPxx",
- whereas DOOM 1 and Heretic (the other two games that DCK recognizes as
- of 2.2) use the format "ExMx". If you load a map with a "MAPxx" tag,
- DCK knows it's for DOOM 2 and switches to that game.
-
- Creating a new map requires that you choose a game before
- editing the map.
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- Page 7
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- Drawing Tools
-
- DCK features three drawing tools, each suited for a certain job: The
- Region tool, the Rectangle tool, and the Polygon tool.
-
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- The Region Tool
-
- The region tool is accessed by pressing "L", and doubles as the line
- edit mode.
-
- Using the tool, you draw a series of lines - the entire series
- is called a region. The region can be of any shape and size - for
- example a square, a diamond or the outline of the Taj Mahal. When
- you're done drawing, DCK analyzes what you've drawn and turns the
- region into play space, by creating the game objects (such as
- vertices, linedefs and sidedefs) that are needed by DOOM in order for
- the map to run properly.
-
- Since DCK is not an artificial intelligence (yet!), there are a
- few limitations to the region tool, and rules that you should follow
- in order to get the results you want. These rules are explained in
- detail further down.
-
- The region tool looks to the mouse for instructions:
-
- 1. Double-click the left mouse button to start a new region.
-
- 2. Click the left mouse button once to finish the line you're
- drawing and start a new one.
-
- 3. Click the right mouse button once to complete the region.
-
- The start- and end-points of the region (that is, where you
- start and finish drawing) are very important when DCK is deciding what
- to do with the new area. For example, if you start and finish on an
- existing line, DCK assumes you want to create a new area connected to
- the line, and makes sure that the line can be passed through by the
- player.
-
- Note: You can't start and end the region in different ways; that is,
- if you start on a line, you must finish on the same line, and if you
- start by not touching any lines, you must finish on the first point
- of the region.
-
- The only points of the region that can touch existing lines are the
- start- and end-points. All points drawn between the start- and end-
- points must not touch anything!
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- Page 8 DCK User's Guide
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- Regions that don't touch existing lines
-
- When you create a region that doesn't touch any existing lines:
-
- If the new region is outside of any existing sectors, the area
- lines will be one-sided; the player cannot pass from the new area into
- "blank space." The area will be decorated with the currently selected
- Motif (see page .)
- 22
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- If the new region is inside an existing sector, the area lines
- will be two-sided; the player can move into the new area from the
- surrounding sector.
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- Regions that touch existing lines
-
- When you create a region that touches an existing line, DCK splits the
- line (the contact line) at the start- and end-points of the region.
-
- If the new region is outside of any existing sectors, the area
- lines will be one-sided; the player cannot pass from the new area into
- "blank space." The contact line will be made passable, so the player
- can move into the new area from the contact line's sector.
-
- If the new region is inside an existing sector, the area lines
- will be two-sided; the player can move into the new area from the
- surrounding sector. The contact line will remain "as-is" - if it was
- originally impassable, it will stay impassable.
-
- Note: All regions created inside an existing sector take on the
- appearance and floor and ceiling heights of that sector. Likewise,
- regions that touch existing sectors (but are essentially "outside"
- of any sector) will take on that sector's attributes.
-
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- Splitting Sectors
-
- Using the region tool, you can split a sector into two parts by
- drawing a single line from one wall in the sector to another. For
- example: to split a square sector in two, double-click on, say, the
- leftmost line of the sector. Then, move the "X" to the rightmost line
- and click the right button once.
-
- At this point, DCK will ask you whether you'd like to split the sector
- or create a simple two-sided line; select "Sector Split", and DCK
- splits the sector along the line you drew.
-
- Of course, splitting sectors works with sectors of all shapes and
- sizes - not just square sectors.
-
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- Page 9
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- The Rectangle Tool
-
- Press "R" to access the rectangle tool, or select the rectangle icon
- from the mouse toolbox.
-
- The advantages of the rectangle tool are many: It can overlap
- as many lines from as many sectors as you wish, and will always
- produce a valid new area. For example, you can use it to create a
- window between two sectors simply by drawing a box between the two
- that touches their lines - an operation that would require many more
- clicks and movements with the region tool.
-
- The disadvantage is that the rectangle tool can only draw four-
- sided boxes. Although the tool is very useful in this respect - when
- you NEED a rectangle - maps drawn entirely in 90 degree angles tend to
- be a little boring. The other two tools - region and polygon - are
- much more suited to creating abstract areas.
-
- Using the rectangle tool is simple: Hold down the left mouse
- button, drag out the rectangle that you want, and release the button.
- If the rectangle overlaps any existing lines, DCK will make them
- passable so that the player may move into the new area. Make sure none
- of the rectangle lines cross any existing lines.
-
- In addition, the following actions can be taken while you're
- drawing the rectangle:
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- - Hold down the right mouse button to move the origin of the
- rectangle.
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- The Polygon Tool
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- Press "N" to access the polygon tool, or select the polygon icon from
- the mouse toolbox.
-
- The polygon tool is used in the same way as the rectangle tool,
- but it can create a shape with from three to 64 sides. The tool also
- splits and combines any lines it overlaps.
-
- The following actions can be taken while you're drawing a
- polygon:
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- - Hold down the right mouse button to move the origin of the
- polygon.
-
- - Hold down the CTRL key to constrain the polygon to a circle
- instead of an oval.
-
- - Press 'Q' to decrease the number of sides in the polygon.
-
- - Press 'W' to increase the number of sides in the polygon.
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- Page 10 DCK User's Guide
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- - Press 'A' to rotate the polygon to the left.
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- - Press 'E' to rotate the polygon to the right.
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- Page
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- Marking and Editing objects
-
- Except vertices, each type of object has a series of attributes that
- you can modify to give it a different appearance and function.
-
- A line that borders two sectors, for example, can be set to be
- impassable so that the player cannot move across it. This is useful
- for those lines where you've set up a middle "bar" texture, which can
- normally be walked straight through.
-
- In addition to editing a single object, DCK allows you to
- change an entire set of objects by first marking the objects you want
- to change and then editing them all together.
-
- Marking objects is simple: move the mouse cursor over the
- object you want to mark and click the left mouse button once. Marked
- objects are outlined in Red.
-
- You can unmark all the objects by pressing "C", for "Clear
- Marks."
-
- DCK includes a box mark and unmark mode, where all the objects
- in an enclosing box are affected. To mark all the objects in a box,
- hold down the left mouse button and drag out the box. To unmark, hold
- down the right mouse button until the toolbox disappears and drag out
- the box.
-
- To edit the marked objects, press ENTER or click and release
- the right mouse button. A different edit screen will appear depending
- on the type of object you've selected.
-
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- Using the Texture Browser
-
- DCK includes a browser that displays multiple textures, including
- floor and ceiling textures, for you to choose from. The browser also
- allows you to search the list of textures.
-
- You can access it directly by selecting the "Textures" menu
- item and pressing the "Browser" button. Or, you can press F2 in one of
- the dialog box fields that gives you access to the browser - such as
- the sidedef textures in the line edit box, or the floor and ceiling
- textures in the sector edit box.
-
- To search for a texture using part of its name, press Alt+F and
- enter the string to search for. Press / to search forward again, or \
- to search backwards.
-
- If you pressed F2 to access the browser, press ENTER to choose
- the highlighted texture or ESC to cancel the selection and keep the
- original texture. Alternately, double-click the mouse on the texture
- you want to use, or click the right mouse button to keep the original.
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- Page 12 DCK User's Guide
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- Editing Lines
-
- The main parts to the line edit dialog box are, top-down, the line's
- type, its attributes (flags) and its sidedef(s).
-
- The Line Type consists of three fields: a text field where you
- can type in a partial linetype or the type's number (if you've
- memorized it); A list of line type categories, split into sections
- like "door open", "door close", "teleporters", and so on; And the line
- types contained in the highlighted category.
-
- The Line's attributes are a series of checkboxes reflecting the
- flags that DOOM interprets for each line. You can set and unset these
- attributes freely: The "Two-Sided" and "Impassable" settings must be
- heeded according to the rules of the DOOM engine, which are discussed
- earlier in this book.
-
- The Line's two sides are the most complicated part of the
- dialog box: Only one is displayed at a time, to make room for the
- textures on each side. The three texture fields can be used to type in
- a texture's name directly, or you can press F2 to access the texture
- browser and pick one from there. The other three fields are the X and
- Y offsets of the texture, and the side's sector reference.
-
- If the line has no second side, DCK will give you the option of
- adding a second side by pressing a button. Conversely, you can delete
- the line's second side by pressing the Delete button after selecting
- side two. In either case, DCK will set or unset the Impassable and
- Two-Sided attributes to reflect the change.
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- Editing Sectors
-
- Each sector has settings for its type, its floor and ceiling textures
- and heights, and its light level and sector tag.
-
- The line type is fairly simple: choose the type you want from
- the list, or select the "Normal" type if you want a plain sector.
-
- Scroll through the floor and ceiling texture lists to select a
- texture, or use Alt+F and the search keys (/ and \) to find a texture
- using a partial name. Or, use the texture browser by pressing F2.
-
- The light value can be from 0 to 255.
-
- The sector tag associates the sector with all lines having the
- same tag. When one of those lines is activated, its type is "applied"
- to the sector and the sector is modified according to the type. This
- relationship is discussed in detail earlier in the book.
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- Page 13
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- Editing Things
-
- There are three parts to the edit thing dialog box: The thing type,
- the angle it faces, and its attributes.
-
- The thing type consists of three fields: The type string, where
- you can type in a partial name, such as "Player 1"; The thing type
- category list, which breaks the lower thing type list into distinct
- sections; and the type list itself, which contains all the thing types
- in the highlighted category.
-
- The thing's angle is a set of radio buttons; that is, only one
- can be selected (of course.) For monsters, this angle is only
- relevant until the monster is activated, at which time it starts
- moving around and its direction becomes unpredictable. If none of the
- buttons is set, it means that the multiple objects you're editing do
- not all face in the same direction.
-
- The thing's attributes consist of settings for when the object
- appears (that is, for which skill levels), if the object only appears
- in netgames and, for monsters, the "Deaf" setting, which means the
- monster will not respond to sound.
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- Page 14 DCK User's Guide
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- Creating Things
-
- Not a general term, "Things" means the objects in the game like the
- Player Starts, Weapons and Monsters.
-
- Creating a new Thing is simple: Double-click the left mouse
- button to create a Thing at the cursor. As an alternative, you can
- copy an existing Thing or series of Things by "double-click and
- dragging" the objects to a new location.
-
- The Thing Origin is useful for automatically setting the
- direction of new and dragged Things: Press 'O' to toggle it on and
- off. When it's on, Things that are created or dragged are
- automatically angled to point at the origin. This is useful, for
- example, to set an arrangement of monsters to point at a door so that
- when the player enters the room, they go kill 'em.
-
- The Thing Origin is only active when it's on-screen; if you
- move the map so that it is no longer visible, it is not used.
-
- You can tell DCK to display only those things with certain
- flags set by pressing the "D" key, or by selecting "Thing Display
- Mask" from the Object menu. When you select either the first time, DCK
- displays a dialog box of all the Thing Flags. Initially, the values
- are set to "Don't care" (displayed as a patterned checkbox), which
- means that DCK will not look at the value of that flag when deciding
- whether or not to display a Thing. If a particular flag is On, only
- those things whose corresponding flag is On will be displayed, and
- likewise with the Off setting.
-
- When you press "D" again, DCK turns off the mask and displays
- all the Things.
-
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- Drag-and-Drop
-
- One of DCK's most useful features is its drag-and-drop function. You
- can use it to move any number of objects to a new location quickly -
- no muss, no fuss, and your money back guaranteed.
-
- Start dragging by highlighting an object and holding down the
- left mouse button. While holding down the button, move the mouse until
- the objects are in the desired position; then release the button to
- drop them.
-
- If any objects are marked, they will also be moved.
-
- If you're using Snap to Grid, the highlighted object is the
- only object that is snapped: the rest of the objects remain at their
- original distances from the highlighted object.
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- Page 15
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- Other things to know about:
-
- - You can press ESC at any time to abort the drag operation.
-
- - All of DCK's basic features can still be used during dragging:
- for example, zooming in and out, moving the map around,
- changing the grid size and snap to grid, and so on.
-
- - The coordinates at the top, right of the screen are displayed
- in Red when the objects are dragged back to their original
- positions.
-
- - When you're dragging "Things", press Home or End to toggle
- between copying the things and moving them.
-
- - When you're dragging other kinds of objects, DCK displays the
- lengths of the lines that are stretched by the operation with
- color-coded boxes and numbers on the status bar.
-
- - If you decide you liked the objects where they were before you
- dragged them, press Alt+Backspace to reverse the operation.
-
-
-
- Deleting Objects
-
- Although deleting objects is a fairly straightforward procedure, there
- are a few things you should know about how DCK handles it.
-
- Deleting vertices automatically joins the lines they separate.
- This can be a little surprising when you delete a series of vertices,
- expecting the lines that they connect to be deleted also - the result
- is not usually the desired one. If you want to delete lines, the best
- way is to do it from line mode, where DCK does not attempt to join
- anything.
-
- Deleting lines is the best way to to remove entire chunks of
- your map. From line edit mode, simply mark all the lines that you want
- to remove and press DEL. If there are any leftover vertices (ie:
- vertices that are no longer connected to any lines), they will also be
- removed.
-
- Deleting sectors: DCK examines each line that references the
- sector sector, and makes a decision based on what kind of line each
- is:
-
- - If the line is a one-sided line, DCK deletes it.
-
- - If the line has two sides, DCK removes the side that references
- the deleted sector and reverses the direction of the line if
- necessary.
-
- Again, the best way to delete entire parts of your map is by
- deleting all the lines in the area you want to remove. Deleting
- Page 16 DCK User's Guide
-
-
-
-
-
-
- vertices and sectors are specialized functions and should be used for
- specific cases.
-
-
-
- Automated Tag Features
-
- This tool allows you to visually set a "tag" relationship between a
- set of sectors or lines and an opposite object. Using the tool is
- straightforward: Mark the objects you want to tag, activate the auto-
- tag feature and select the opposite object.
-
- If the opposite object already has a tag, DCK will give you a
- menu choice: You can use the existing tag, or DCK can set a new one.
-
- Activating the auto-tag can be done in several ways:
-
- 1. Choose it from the "Object" menu.
-
- 2. Activate it from the keyboard with Ctrl+T.
-
- 3. Select it from the mouse toolbox - it's the "Tags" icon.
-
-
-
- The Vertex Tool
-
- With the vertex tool, you can split existing lines by adding vertices
- to them at any point, you can join two lines separated by a vertex,
- and you can drag around existing vertices to make small changes to the
- structure of your map.
-
- To select the vertex tool, press "V", or choose "Vertex Mode"
- from the Edit menu. Alternately, select the vertex icon from the mouse
- toolbox.
-
- Using the tool to add a vertex is simple: Double-click the left
- mouse button to add a vertex to the closest line at the cursor
- position. DCK will split the line by creating a new one that at the
- new vertex and ends at the original line's endpoint.
-
- Press the Del (Delete) key to delete the vertex "under" the
- cursor and join the two lines it separates. If the vertex is connected
- to more than two lines, the results may be unpredictable - DCK
- searches for the first two lines that the vertex separates and merges
- them into one line.
-
-
-
-
-
-
-
- Page 17
-
-
-
-
-
-
- Automatic Door, Lift and Stair Tools
-
- These tools automate creating some simple map structures. They don't
- create new areas; they work by changing existing areas into the type
- of object you select (a door, a lift, or a staircase.)
-
-
-
- The Door Tool
-
- The Door Tool turns an existing sector into a Door by setting
- its floor and ceiling heights to floor height of the neighboring
- sector with the lowest floor.
-
- Activate it by marking all the sectors you want to turn into
- doors (first switching to Sector mode), and pressing Ctrl+D or
- choosing "Create Door..." from the Object menu. DCK will display a
- menu of available door types for you to choose from.
-
- One-Sided lines in the door sector take on the "Door Trak"
- motif texture. Two-Sided lines take on one of the door textures -
- lines shorter than 65 take the Small door texture, and lines longer
- than 64 take the Large door texture. The exception is the Secret door
- type, whose sides take on one of the surrounding textures.
-
- Finally, the two-sided lines are made to face out of the door
- sector, and their line types are set to the type you chose from the
- menu. In addition, the Secret door type sets the Secret flag on all
- two-sided lines.
-
-
-
-
-
- The Lift Tool
-
- The Lift Tool turns an existing sector into a Lift by setting
- its floor and ceiling heights to that of the highest neighboring
- sector's.
-
- Activate the tool by marking all the sectors you want to turn
- into lifts (first switching to Sector mode), and pressing Ctrl+L or
- choosing "Create Lift..." from the Object menu.
-
- Two-sided lines that border the sector are set to have a
- platform line type based on how the player can use the line: If the
- user can walk over the line INTO the lift sector, the line type is set
- to "Walk-Repeatable Platform." If the player cannot walk over the
- line (ie: the lift sector's floor is higher than the neighboring
- sector's floor), the line receives the "Use-Repeatable Platform" type
- - meaning the player has to press the use button to activate the line.
-
-
-
- Page 18 DCK User's Guide
-
-
-
-
-
-
- The Stair Tool
-
- The Stair Tool is the most complicated of the three, but its
- flexibility makes it very useful. To create stairs, you must select
- two lines, which will become the sides of the stairs. That is, the
- stairs run between the lines and along their length.
-
- After selecting two lines (from Line mode), press Ctrl+Z or
- choose "Create Stairs..." from the Object menu. DCK will display a
- dialog box to enter information about the stairs in. This dialog box
- contains a simple "preview" of the direction of the steps; the green
- circle indicates the first step, and the red circle indicates the
- last. The fields in the dialog box are:
-
- 1. Number of stairs: Enter the number of stairs you want to
- create.
-
- 2. Step height: Enter the height of each step. If you want to
- create a descending staircase, enter a negative value (like "-
- 8".)
-
- 3. First stair floor: Enter the height of the first step. DCK
- automatically sets this when you press Ctrl+Z, and you can
- change it to another value if you wish. If you change the "last
- stair floor" field, this field is automatically updated based
- on the number of steps and the step height.
-
- 4. First stair ceiling: Enter the height of the first step's
- ceiling.
-
- 5. Last stair floor: Enter the height of the last step's floor.
- DCK automatically calculates this when you press Ctrl+Z, or
- when you change the "first stair floor", "number of stairs", or
- "step height" fields.
-
- 6. Last stair ceiling: Enter the height of the last step's
- ceiling. If the "Stair Ceiling" checkbox is not set, this field
- is ignored and all stairs have the height of the first stair's
- ceiling.
-
- Options for the stair tool are in checkboxes:
-
- 7. Reverse direction: Check this box to flip the direction of the
- steps.
-
- 8. Stair ceiling: Check this to stair the ceiling as well as the
- floor. If unchecked, the stairs will all have the same ceiling
- height as the first stair.
-
- 9. Hidden: Check this box to make the staircase "hidden", so that
- it can be made to rise from the floor. In this case, DCK sets
-
-
- Page 19
-
-
-
-
-
-
- all the stair floor heights to the same as the first step's
- floor.
-
- After you've entered all the options, press F10 or click on OK
- to create the stairs. DCK will split each of the lines you've chosen
- with as many steps as you've specified, and create the step sectors
- with incremental floor and (optionally) ceiling heights.
-
- Notes:
-
- - Make sure that the lines you've selected form part of a whole
- sector. DCK creates the step sectors in between and along the
- lengths of the lines, which become the sides of the staircase.
-
- - The lines should have nothing in between them when you start
- the stairs. This does not include "Things", but other objects
- such as protruding lines will make the staircase wonky.
-
- - If the staircase isn't exactly what you wanted, press
- Alt+Backspace to delete what you've done and try again.
-
-
-
- Texture Alignment
-
- Proper texture alignment is a tricky issue, and DCK's automated
- feature will not handle every situation. However, for common
- scenarios, it does the job quickly and easily. Activating it can be
- done one of two ways:
-
- - Select "Align Textures" from the Object menu.
-
- - s Ctrl+W.
- Pres
-
- For example, suppose you had a circular room painted with a
- texture (from DOOM 1) such as "SKINSYMB", which does not repeat very
- well. Where each line ends and a new line begins, there will likely be
- a visible seam where the first line's texture ends and the second
- line's texture starts. This effect can be nullified by setting the
- lines' sides' "Texture X Offset", so that the room's walls form a
- seamless pattern of textures.
-
- In simple cases such as this, the sector alignment tool will
- probably do the job. Simply switch to sector mode, move into the
- sector you want to align, and activate the aligner - DCK does the
- rest.
-
- In those cases where the lines you want to align do not reside
- in a single sector - the sides of a staircase is the perfect example,
- because each step is an individual sector - alignment from Line mode
- is the only way to go. Switch to line mode, and mark the series of
- lines that you want to align. Then, activate the aligner. You can have
- multiple series of marked lines, and DCK will begin a new alignment
- for each.
- Page 20 DCK User's Guide
-
-
-
-
-
-
- In either case, DCK will prompt you as to which type of
- alignment you'd like to perform: Horizontal, Vertical, or Both.
-
-
-
- The Format Painter
-
- Most often used with sectors, the format painter is useful for
- ensuring consistency in appearance where it's needed. It works like
- this: Mark the objects you want to change, activate the format
- painter, and select the object you want to copy . Activating the
- from
- format painter can be done one of several ways:
-
- - Choose it from the "Miscellaneous" menu.
-
- - Activate it from the keyboard with Ctrl+P.
-
- - Select it from the mouse toolbox - it's the paint can icon.
-
- After selecting the object to copy from, DCK will give you a
- menu of combinations to copy, based on common sitauations. At this
- time, you can select one of the combinations or press ESC to abort the
- format painter operation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
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-
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-
-
- Page 21
-
-
-
-
-
-
- Other Features
-
- DCK also includes other useful features, such as the ability to run
- DOOM from within itself, and the ability to combine single levels and
- virtually any data from your disk into a single WADfile. It also
- includes one of the most powerful and comprehensive map checkers at
- the time of writing.
-
- This section also discusses Motifs, DCK's method of managing
- the appearance of areas on the map.
-
-
-
- Motifs
-
- A Motif is a series of settings for things like wall, ceiling and
- floor textures, which DCK uses to decorate new areas and redecorate
- existing areas on the map.
-
- Access the Motif Designer with Alt+M, or choose "Select Motif"
- from the Edit Menu.
-
- Each game has its own set of Motifs.
-
- The current Motif is displayed on the main status bar, next to
- the current Zoom setting.
-
- You can "apply" the current motif to a series of sectors or
- lines by pressing Ctrl+E or selecting "Apply Motif" from the Object
- menu. On lines, DCK sets their textures to those in the motif. On
- sectors, all the lines that reference the sector get the wall textures
- in the Motif and, in addition, the sector gets the Motif's floor and
- ceiling textures and light level.
-
-
-
- The Map Checker and Debugger
-
- Over time, little errors may creep into your map. Most of them won't
- cause any big problems, but it's always nice to know that they're
- easily found and fixed - with DCK's error checker, most are.
-
- After activating it, the checker runs through every object in
- the map and checks it against a series of rules that have been set up
- to detect flaws in the map's structure: Deviations from the rules set
- down by the DOOM engine's limitations, situations that may have
- undesired effects, and so on. A list of all the errors the map checker
- catches can be found at the end of this section.
-
- Those objects that DCK finds as problematic are added to a list
- of errors, which is displayed when all the checks are complete. From
- this list, most of the errors can be "zoomed in on" and fixed with a
- couple keystrokes. However, some errors (such as the "Sector not
-
- Page 22 DCK User's Guide
-
-
-
-
-
-
- Closed" error) cannot be fixed automatically because of their complex
- nature.
-
- To activate the checker, choose it from the Miscellaneous menu
- or press Alt+C. The dialog box that is subsequently displayed is a
- list of options for the checker: it will only perform the kinds of
- checks that are selected here.
-
- The checker displays the list of errors, from which you can:
-
- Get help on the current error by pressing F1. This option
- displays a detailed description of the error, explaining how it
- is fixed or how to fix it manually.
-
- Jump to the object in error by pressing 'G'. DCK will switch to
- the appropriate edit tool and zoom in and center on the object.
- This option is not always available; for example, the error
- "Too few player starts" is a general error and cannot be zoomed
- in on.
-
- Fix the error by pressing 'F'. If the error is a simple one,
- such as a line missing a texture, DCK will fix it and change
- the error list to reflect the fixed object. If you want to get
- information on what automatically fixing a particular error
- does, press F1. Some errors can't be fixed because of their
- complex nature, such as: "Sector is not closed" and "Too few
- DEATHMATCH starts."
-
- Here is a complete list of the errors that DCK's map checker
- can pinpoint:
-
- Line Checks
-
- Linedef is 2S but has no second sidedef.
-
- Linedef is NOT 2S but has a second sidedef.
-
- Linedef's vertex references are the same.
-
- Linedef has no first sidedef.
-
- Linedef has a line type but no sector tag.
-
- Linedef has a sector tag but no line type.
-
- Linedef's tag is not shared by a sector.
-
- Side Checks
-
- Sidedef n is missing upper/lower textures.
-
-
-
- Page 23
-
-
-
-
-
-
- Sidedef n is missing a full texture.
-
- Sidedef n's full tex not "transparent-able."
-
- Sidedef n has a bad texture.
-
- Sidedef n's transparent full texture is too high.
-
- Sector Checks
-
- Sector is not closed (ends at vertex n.)
-
- Sector's tag is not shared by a linedef.
-
- Sector's floor texture is invalid.
-
- Sector's ceiling texture is invalid.
-
- Thing Checks
-
- Thing is not in a sector.
-
- Thing is too high for its sector.
-
- Thing collides with other things.
-
- Thing collides with a line.
-
- Unknown thing.
-
- Miscellaneous Checks
-
- No player 1 start.
-
- Too few player starts.
-
- Too few deathmatch starts.
-
- Missing an exit line.
-
- Tele-line's tagged sector has no Tele-exit.
-
- Vertex n is at the same point as vertex n.
-
-
-
- The WAD Manager
-
- Accessible from the File menu or by pressing Alt+W, DCK's WAD manager
- allows you to edit and view .WAD files much like you'd do with a DOS
- directory navigator. With it, you can:
-
- - Add entries to a WAD file from data in other WAD files or from
- raw files anywhere on your system.
- Page 24 DCK User's Guide
-
-
-
-
-
-
- - Rename existing entries in WAD files.
-
- - Delete existing entries from WAD files.
-
- The WAD manager works with a "Source List" and a "Destination
- List." The Source list is the list of files in the current directory,
- or the list of entries in a WAD file. The Destination list is the
- directory of the final WAD file, which is what is manipulated and
- saved at the end of the session.
-
- Navigate the source list with the arrow keys, and change to a
- new source location with ENTER. If you press ENTER while the source
- list is highlighting a WAD file, the contents of the file will be
- displayed for you to browse and add to the destination, if you wish.
-
- Build up the destination list by copying data items (files or
- WAD entries) from the source list into the destination. You can load
- an existing WAD into the destination by pressing Alt+L, and save the
- destination list to a WAD file with Alt+S.
-
- To view an entry in either of the lists, press ENTER. If the
- entry is a map, it will be displayed. Otherwise, DCK will give you the
- choice of displaying the entry as a "binary dump" or as a game
- picture.
-
- To add the highlighted source entry into the destination list,
- press P or click on the "Put" button. DCK will, by default, save the
- data as its original name - if it's a file, the filename without the
- extension; if it's a WAD entry, it will use the name from the .WAD.
-
- If the entry you're placing in the destination already exists,
- and the "Replace Entries" checkbox is not set, DCK will ask you if
- you'd like to overwrite the existing entry, rename the new one, or not
- save it at all.
-
- To save an entry from either the destination list or the source
- list to a raw file, press X.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 25
- Page
-
-
-
-
-
-
- Reference: Editing Commands
-
- The following lists of commands are for your reference. Please note
- the conventions used in the table:
-
- 'Ctrl+Key' means hold down the Ctrl key and press the key afterward;
- for example, Ctrl+N means hold down the Ctrl key and press 'N' at the
- same time. The same applies for 'Alt'.
-
- System Commands (File and Menu)
-
- Save the current map Alt+S
-
- Edit a different map Alt+E
-
- Configure DCK Alt+N
-
- File Manager Alt+W
-
- Exit DCK Alt+X
-
- Playtest the current map F9
-
- Menu system ESC
-
- Changing the size and position of the map display
-
- Move the Map around Arrow keys
-
- Center the map Ctrl+G
-
- Zoom in or out on the cursor + (in), - (out)
-
- Zoom presets 1 through 9
-
- Fast Zoom Z
-
- Toggles, Grid and Marking Commands
-
- Fine Mode Toggle ` (beside the '1' key)
-
- Auto-Join Mode Toggle J
-
- Crosshair Cursor Toggle *
-
- Grid Display Toggle G
-
- Change the Grid size [ and ]
-
- Snap to Grid P
-
- Mark the object under the cursor Left Mouse Click
-
- Clear all marks C
- Page 26 DCK User's Guide
-
-
-
-
-
-
- Clipboard and Delete Commands
-
- Copy marked objects to the Clipboard Ctrl+Insert
-
- Cut to the Clipboard Ctrl+Delete
-
- Paste from the Clipboard Insert
-
- Delete marked objects Delete
-
- Editing Commands: All Edit Modes
-
- Scale (resize) marked objects Ctrl+A
-
- Rotate marked objects Ctrl+O
-
- Align objects horizontally Ctrl+X
-
- Align objects vertically Ctrl+Y
-
- Snap objects to the grid Ctrl+V
-
- Format Painter Ctrl+P
-
- Editing Commands: Thing Edit Mode
-
- Create a new Thing Double Left-Click
-
- Copy marked Things Double Left-Click+Drag
-
- Toggle Thing Origin O
-
- Toggle Thing Graphics T
-
- Adjust Thing Display D
-
- Editing Commands: Vertex Edit Mode
-
- Split a Line with a new Vertex Double Left-Click
-
- Join lines separated by a vertex Del
-
- Editing Commands: Line Edit Mode
-
- Split lines Ctrl+C
-
- Apply the current motif to lines Ctrl+E
-
- Flip lines Ctrl+F
-
- Flip side references Ctrl+R
-
-
- 27
- Page
-
-
-
-
-
-
- Add required textures Ctrl+I
-
- Remove unrequired textures Ctrl+U
-
- Normalize lines (remove tags/types) Ctrl+N
-
- Automatic tag-set Ctrl+T
-
- Align Textures Ctrl+W
-
- Create Stairs from two lines Ctrl+Z
-
- Edit first side Alt+1
-
- Edit second side Alt+2
-
- Search and Replace textures Alt+R
-
- Editing Commands: Sector Edit Mode
-
- Create door Ctrl+D
-
- Create lift Ctrl+L
-
- Apply current motif to sectors Ctrl+E
-
- Raise/lower sectors Ctrl+H
-
- Normalize sectors (remove tags) Ctrl+N
-
- Automatic tag-set Ctrl+T
-
- Align textures Ctrl+W
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
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- Page 28 DCK User's Guide
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-