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- Renegade Graphics DoomED Deluxe v. 2.20
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-
- If you haven't run the installation yet, run install.exe from windows.
-
- USE MORE THAN 256 COLOR MODE IN WINDOWS IF AT ALL POSSIBLE!!!
- The overhead for palette management is horrible and brings things
- to a crawl, so use a better graphics mode, buy more graphics ram,
- get a real computer.
-
- DON'T USE 16 COLOR DRIVERS. If the editor looks *really* bad it's
- because you are using windows in only 16 colors. Run windows
- setup and choose a 256 color or more driver.
-
- Read the installation notes and be sure to at least browse through this
- file once. Don't miss reading the controls guide at the end of this file!
-
- IMPORTANT INSTALLATION NOTES:
- *Copy RUNBSP.BAT and BSP.EXE to your Doom directory or
- anyplace you intend to save WAD files.
-
- *The following files were placed in your editor directory, if
- you don't already have copies of these in your WINDOWS\SYSTEM
- directory you should move them there. Then delete them from
- the editor directory. VBRUN300.DLL, COMMDLG.DLL, CMDIALOG.VBX
- and THREED.VBX. In many cases you will already have these files.
-
- *If at all possible, use a graphic mode under windows with more
- than 256 colors available. It will be much faster. If you
- can use 32k or 64k colors it will be great. 1024x768 with
- 64k colors and you will be in heaven.
-
- *ATI Mach users (and possibly others). If you are using a
- utility that lets you change graphics modes 'on-the-fly'
- (without restarting windows) you may experience some
- re-draw errors. This is due to incompatibilities with
- the graphics drivers and can't be helped. Turn off the
- 'winswitch' feature on your ATI Desktop to avoid this.
-
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-
- Welcome to the EASIEST to use editor for Doom and Doom II. This editor
- has been created with ease of use and simplicity of action in mind. You
- don't have to deal with arcane commands and numbers or difficult to
- use tools.
-
- After you play with the editor a little bit, be sure to at least read
- the quick documentation part of the manual. Otherwise you are sure to
- be missing out on some important features.
-
- There are two cheat codes in DOOM II which are helpful when editing,
- IDCLIP replaces IDSPISPOPD (yay!) to allow you to walk through walls
- and inspect things faster or to get around problems in the level.
-
- IDFA [Fun Ammo :-)] is similar to IDKFA except you don't get the keys,
- this is useful for testing the flow of levels since you still have
- to get any keys but don't have to waste time in dispatching monsters.
-
- Don't forget the -nomonsters Doom command line option when you just want
- to look at structure.
-
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- FEATURES
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-
- * indicates new
-
-
- Edit Doom or *Doom II* seamlessly
-
- * Fast wad conversion converts from Doom to Doom II useable wads
- by clobbering any invalid textures
-
- MAP Navigation
-
- Use arrow keys to move around map
- Control+O to turn object labels on and off.
- Coordinates of mouse or closest object are displayed on status bar
- +/- to zoom in and out
- Control+C to get a 'centering' cursor, next clicked postion becomes
- center of display
- Mini-map control shows reduced view of map and viewport for fast
- selection of display
-
- Object Editing
-
- Control+I to insert new object (select attrib and type from pop-up)
- then click on map to place as many as you like
- Control+D for Delete mode, any object clicked will be deleted
- Right-click (inspect) an item to change it's attributes or type
- Continuous display of object types and coordinates
- Easy and natural drag and drop object placement
-
- Texture/Attribute editing
-
- Lines which have a special associated with them are highlighted blue
- Click on the center of a line to select it and its zone
- Floor/Ceiling heights in blue boxes
- Brightness in white box
- Zone Special and tag in green boxes
- Line Special and tag in red boxes
- Press '?' near specials to get a menu and inspect or change value
- Press '?' near tag to highlight zone/line with same(link) tag value
- Press 'Next' near tag to automatically assign next available tag
- Drag and Drop flat texture assignment
- For wall texture slots, press 'U' to used the texture in the
- combo box below, '-' to assign no texture.
- Combo boxes at top and bottom contain the floor and wall palettes
- Select wall or floor icons to edit the pallete and manage palettes
- + Detail box shows raw line/sidedef/sector numbers for special changes
- Interactively change current sector floor hight with Ins/Del keys
- Interactively change current sector ceiling hight with Home/End keys
- * Interactively change current sector hights with PgUp/PgDn keys
- * Interactively change current sector brightness with [/] keys
- Paint tool lets you quickly change textures and other attributes
-
-
- Structure editing
-
- * Improved display techniques allow faster redraw and reduce display
- errors when manipulating nodes
- Ruler tool shows horizontal, vertical and diagonal distance
- between points
- Sector delete tool removes an entire sector
- Copy attributes tool makes contiguous rooms and halls easier to edit
- Delete individual line segments by moving vertices on either
- end of a line together making the line dissapear
- Combo drop downs containing the user palette make default
- texture selection faster
- Sectors for insertion of voids on contained sectors is easier,
- simply click on the center of the sector to be
- selected from the sector tool.
- * Interactively change current sector floor hight with Ins/Del keys
- * Interactively change current sector ceiling hight with Home/End keys
- * Interactively change current sector hights with PgUp/PgDn keys
- * Interactively change current sector brightness with [/] keys
- If no sector is selected you are changing attribs for NEXT sector
- to be drawn.
-
- Bitmap Fiddler
-
- Larger picture size for easier viewing
- Optional 2x zoom when viewing graphics
-
- Explanation of Delete Functions:
- --------------------------------
- The Renegade Graphics editor is deliberately designed to hide the technical
- complexities of level design. This is why you will never have to deal with
- sector, sidedef and line numbers. It is also the reasoning behind the
- behavior of the sector insertion tool, you always have complete sectors,
- there is never a possibility of an incomplete sector or stranded line.
-
- Following this same principle there are two delete abilities, one for
- lines, the other for sectors. Removing an unwanted line is very simple,
- move one of the vertices on the end of a line to meet the other vertice.
- Now that line is gone and the sector has one fewer sides.
-
- To remove an entire sector, choose the sector tool in structure mode, then
- click on the center of the line segment of the sector you want to remove.
- This selection is identical to selecting sectors in the attribute/texture
- mode. If the line belongs to two sectors, selecting with the second
- mouse button will select the second sector. Then click the delete sector
- button (the red x) and the sector will be removed.
-
- Any lines that also belonged to another sector are NOT removed. This means
- that if you delete a sector which is completely within another sector,
- you will be left with a void where that sector was. If you now wish to
- remove the void, simply delete individual lines by moving vertices together.
- You will simplify it down to a triangle, then a line, then a stranded
- vertice. Ignore this vertice, it will be cleaned up the next time you
- edit the level or run it through the bsp.
-
- Fixed from previous versions:
- -----------------------------
- Problem with more than 1100 sidedefs per level fixed. Problem manifested
- itself as the BSP reporting no sidedefs and the editor failing with an 'out
- of range' error when the level was next loaded. This problem is fixed.
-
- Occasionally a single vertice from a loaded level would inexplicably be at
- completely wrong coordinates. Fixed.
-
- Previously fatal condition "Can't find the PNAMES in the Master WAD file..."
- is no longer fatal.
-
- Texture Palette save and load features now 100% reliable
-
- Bitmap Fiddler able to display 100% of Doom graphics
-
- A BMPS directory is no longer created. This saves a great deal of disk
- space at a small cost in speed when editing palettes.
-
-
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- KEYBOARD REFERENCE
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-
- (Keystrokes are read by the map screen itself, occasionally if a control
- is selected that control might not be passing on the keystrokes and you
- will have to click on the map first, this is rare.)
-
- Control+S is a quicksave. This dumps the current level to
- a file called QUIKSAVE.BSP in your editor directory, then
- you can continue working.
-
- MAP NAVIGATION (All Modes)
-
- To zoom in and out use + and -. You can zoom faster by holding
- the control or alt keys.
-
- To move around the map use the arrow keys, this will pan 1/4
- screen in a given direction.
-
- Center the screen at a new point by pressing 'C' and then
- clicking on the new center. Shift+C will cause a zoom and
- center.
-
- Preset Zoom levels Shift+F1=10%, Shift+F2=50%, Shift+F3=100%,
- Shift+F4=200%.
-
- Redraw Screen by pressing the SpaceBar. Occasionally the
- screen will become clutter, especially in structure mode,
- and you can quickly redraw the screen by slapping the space.
-
- To toggle the gridlines on and off press G. Change the
- spacing of the lines with Shift+G.
-
- MODE CHANGING (All modes)
-
- Key Action
- === ============================================================
- T Go to thing(object) mode and/or set to inspect (not ins/del)
- I Go to thing mode and/or set to object insert/delete mode
- V 'vertice' mode. Go to structure mode and/or set
- to vertice tool.
- P Go to special/line(paint) mode.
- L/S Go to structure mode ready to insert sectors or switch
- to sector tool.
-
- THING/OBJECT MODE
-
- Control+O toggles labels on screen.
- I sets to insert/delete, T sets to move/inspect.
-
- SPECIAL/TEXTURE MODE
-
- The floor/ceiling heights and brightness of the currently
- selected sector can be changed with keyboard controls for
- speed. All of these normally increment by 8, but holding
- Shift causes the increment to be 1, Alt causes it to be 32.
-
- [/] Decrease/Increase sector brightness
- Ins/Del Raise/Lower Floor height
- Home/End Raise/Lower Ceiling height
- PgUp/PgDn Raise/Lower Floor AND Ceiling height, moving entire
- room up or down.
-
- Control 1/2/3/4
- Switch to the corresponding palette if they have
- been created and saved with the palette editors.
-
- STRUCTURE MODE
-
- The same controls used to modify the current sector in
- special/texture mode can be used to modify the settings of
- the next sector to be drawn.
-
- D will delete the currently selected sector.
-
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- RGDOOMED.INI
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-
- These items can be set in your RGDOOMED.INI.
-
- ;Sound on and off
- ClickSound=True/False
- ;If you have a B&W printer try color once anyway, you might
- ;like the settings better, especially if you have a decent laser.
- Printer=Color/B&W
- ;Startup zoom level
- MapZoom=50
- ;Forces the editor to ask you for location of your DOOM.WADs again.
- Installing=T/F
- ;Startup GridSize
- GridSize=64
- ;Startup SnapSize
- SnapSize=8
- ;Turn grid or point snap on automatically
- SnapOn=True/False
- GridOn=True/False
- ;Color of gridlines
- GridColor=&HFFFF& ;Yellow
- GridColor=&HFFFF00 ;Cyan
- ;Automatically load this wad file
- AutoLoad=d:\doom2\whatever.wad
- ;default dir for saving wads
- WadDir=d:\doom2
-
-
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- QUICK GUIDE
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-
- You will find this editor to be much easier to use than the old ones.
- Every aspect of the program has change, with the exception of its ease
- of use. That was always good.
-
- Look at structure mode (start a new map, it goes right to it).
-
- It's much easier to draw structures now. Just start drawing, it will
- be pretty obvious what to do. Just draw out rooms, draw sectors in
- rooms, draw hallways connecting them... it's all almost 100% automatic.
-
- You will notice that the map is really easy to understand, the outside
- walls or edges of a column/void are drawn a darker black. (Print out
- a map, sexy eh?). If two sectors are joined properly the line between
- will be thin. This is an obvious visual cue that sectors are or aren't
- joined.
-
- Notice that you can set the textures and heights/brightness of the next
- sector you are going to draw, and you can 'pick up' the attributes of
- a sector on the map just by clicking on it. Make it a habit to click
- on the sector you are going to attach the next sector to, then make
- adjustments to the floor/ceilng heights etc and draw the sector. This
- makes designing a level as you go really easy, almost too easy!
-
- If you want to draw a column/void inside a sector, it is easiest to
- draw it with the right mouse button, this makes the new area a void
- automatically. If you select a sector that is inside a sector and
- then delete it (press D) it becomes a void. If you are going to
- leave the void there, make sure you turn off the 'Two Sided' attribute
- of the lines that make it.
-
- To remove a void from a sector, move the vertices together deleting lines
- until you have a triangle. Then make a line, then a point. The void
- is now gone.
-
- Now look at special/texture mode. Displays will pop up as is appropriate
- to what is currently selected. If you click somwhere in a sector but
- not close to a line, the sector highlights and you can see the flat
- textures, special if any, heights, etc. Click on a line but not in a
- sector (on the outside side) and only the line is selected and only info
- about that line is shown and modifiable. Click on the side of a line
- in a sector and that sector, line and side are shown. Click on the
- other side of a two-sided line and that side and sector are shown.
-
- To change floor/ceiling textures hit the arrow icon next to the box in
- the upper left corner. A list of textures will appear (the current
- palette). Choose a texture by clicking on it or moving up and down
- and hitting enter. Notice you can see the actual texture. To assign
- the texture to the floor or ceiling grab onto it, drag it over and drop
- it on the floor or ceiling box.
-
- To change wall textures click on the list at the top of the side
- information and choose a texture. Now press the 'use' button next
- to the texture area you with to assign it to. To blank that texture
- section press the '-' button. Notice that only the texture segments
- that would be visible in the game are shown, so it is easy to see
- if you are looking at a step side or whatever.
-
- To assign a special to a sector; Select the sector, then hit the
- button that says 'special'. The current special assignment if any
- will be shown. To pick or change just click on the new one. Double
- click on it or hit enter.
-
- To assign a special to a line that affects a sector, first select the
- sector the special will affect. Hit the 'Get Tag' button, this will
- assign the next available tag number to the sector. Now pick the
- line that will affect this sector. Hit the 'Get Next Tag' button
- and the same number should be assigned to the line (this feature
- will not work right on a level which has been manually edited an
- messed up by another editor, then you will have to edit the
- tags manually). Then hit the special button and pick the special
- for this line.
-
- Some specials are sensitive to direction. If you find that the special
- you assigned doesn't seem to work the way it should (i.e. you can't get
- out of a teleporter) then select the line and press the 'flip line'
- button. This will change the direction of the activation. Note that
- this is the only reason you would ever want to flip a line.
-
- You can locate the line or sector associated with another sector or line
- with a tag easily. Pick the line or sector you are interested in and
- click the 'Find Tag' button. The associated line or sector will be
- highlighted.
-
- QUICK PAINT (sub mode)
-
- There is a nifty feature within the special/texture mode. It allows you
- to rapidly assign any combination of attributes to lines, sectors or
- sides.
-
- To use it select a sector and/or line and or/side and set the attributes
- as you want them to be. Now press the quick paint icon. A box will
- appear where you can select which attributes you want to use to 'paint'
- with. You may select any combination.
-
- Now click around the map 'painting'. Sectors and lines will be left
- highlighted so you can tell where you have been. When you are done or
- want to change the paint settings click on the quick paint icon again.
-
- THING/OBJECT MODE
-
- Great, simple, awsome. There are two submodes which are picked or
- switched between with T and I. In T mode you are moving or inspecting
- and changing objects. To move an object just grab it and move it
- somplace else. To inspect it or modify it click on it with the
- right mouse button. The rest is obvious.
-
- In I mode you can insert or delete items. The currently selected
- item type and attributes are shown in the upper left corner. Simply
- click anywhere on the map to insert the object there. FAST!
-
- To delete an item click on it with the right mouse button. POOF!
-
- Enjoy this thing! We put a hell of a lot of work into it, I didn't even
- get to finish Doom II yet and it ticks me off! So if you think this thing
- is cool, register it please so my wife doesn't leave me :-)
-
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