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- *KEYHELP
- DCK Map Editor Key Help
-
- Display Commands / Toggles
- + / - Zoom/unzoom map
- Z Fast-zoom on cursor position
- ] / [ Increase/decrease grid scale
- Arrows Move map around
- Ctrl+G Center map
-
- G Toggle grid on/off
- ' Toggle fine mode on/off
- J Toggle auto-join mode on/off
- P Toggle snap to grid on/off
- B Toggle clipboard rectangle on/off
- , and . Decrease / increase selection leniency
-
- Marking Commands
- Space Mark/unmark object under cursor
- Left-Click Mark/unmark object
- C Clear all marks
- Alt+F Find and mark objects
-
- Clipboard Commands
- Alt+Grey Plus Copy marked objects to clipboard
- Alt+Grey Minus Cut marked objects to clipboard
- Alt+Grey Star Copy clipboard to map
-
- Texture field commands (any field that requires a wall
- or floor/ceiling texture)
- F2 Access texture browser
- Alt+F Search for a texture
- / Search again forward
- \ Search again backward
-
- Edit Commands
- The following commands are starred with a * if they
- operate on marked objects as well as the cursor object.
-
- V,L,T,S Edit mode: Vertex, Line, Thing, Sector
- Home/End Previous / Next mode
- Del * Delete objects
-
- Ctrl+A * Scale objects
- Ctrl+O * Rotate objects
- Ctrl+X * Align objects to cursor (X axis)
- Ctrl+Y * Align objects to cursor (Y axis)
- Ctrl+V * Snap objects to grid
- Ctrl+P * Format painter
-
- Alt+C Run Consistency checker
- Alt+G Go to object number
- Alt+M Select motif
- Alt+F Find and mark objects
-
- Right Button * Edit object
- or [Enter]
-
-
- Mode: Thing
- Double-Click Create a new thing
- Double-Click Copy things to a new location
- and Drag
-
- Mode: Vertex
- Double-Click Create a new vertex (if on a line and
- auto-join mode is on, the line will be
- split at the new vertex's location.)
- Ctrl+J * Delete vertex and join lines
-
- Mode: Line
- Ctrl+B Combine lines
- Ctrl+C * Split line(s) in center
- Ctrl+E * Apply current motif
- Ctrl+F * Flip lines
- Ctrl+R * Flip sidedefs
- Ctrl+I * Add required textures
- Ctrl+U * Remove unrequired textures
- Ctrl+J * Delete line and join sectors
- Ctrl+Z Create stairZ
- Ctrl+T * Automatic tag set
- Ctrl+N * "Normalize" line
- Alt+1 * Edit side 1
- Alt+2 * Edit side 2
- Alt+R * Search and replace textures
-
- Mode: Sector
- Ctrl+D Create door from sector
- Ctrl+E * Apply current motif to sector
- Ctrl+L Create lift from sector
- Ctrl+T * Automatic tag set
- Alt+O * Apply sector object
-
- File Commands
- Alt+S Save the current file
- Alt+X Exit DCK
- Alt+E Edit a different map
- F9 Run map in DOOM
-
- Menu System
- ESC Activate menu bar
-
- The [Enter] Key
- The enter key performs a different action depending on
- what it is you're doing at the time you press it: --
-
- Box Mark Mode:
- Marks all the objects in the box.
-
- Drag Mode (including scale/rotate):
- Drops the dragged objects at the new location.
-
- Normal Edit Mode:
- Edits the settings of the selected + marked object(s).
-
- Mouse Control
- Click and release the left mouse button to mark/unmark
- the object under the cursor. To drag the object (and all
- marked objects), hold the button down and move the objects
- to the desired location before releasing it. You can press
- ESC at any time to abort the drag operation.
-
- To mark a box of objects, click and drag the left button
- while not on an object.
-
- If you click and release the left mouse button when NOT on
- an object, all the marks will be cleared.
-
- Double-left click:
- Thing : Create a new thing.
- Vertex: Split line and add vertex, otherwise nothing.
- Line : Create new region (see documentation.)
- Sector: No effect.
-
- Click and release the right mouse button to edit the marked
- object(s). Click and drag the right mouse button to
- unmark all objects in a box.
-
- *TEXHELP
- Texture browser keys
-
- Up/Dn Scroll through textures
- Hm/End First / last in list
- Enter Choose this texture
- ESC Keep original texture
- Alt+F Begin a new search forward
- / Search again forward
- \ Search again backward
- T Toggle tile mode (wall)
-
- *CS_L_2SNOSD2
- "Line is 2S but has no second sidedef"
-
- In order for a line to be two-sided, it must
- have its 2S flag set AND have a second
- sidedef. If one of these conditions is set
- without the other, the DOOM engine will
- behave strangely.
-
- Fix: Removes the line's 2S bit, and sets the
- impassable bit if not already set.
-
- *CS_L_NO2SSD2
- "Line is NOT 2S but has a second sidedef"
-
- This line has a second sidedef but its 2S
- flag is not set. This means that the line
- will block projectiles, but will be
- see-through.
-
- Fix: Sets the line's 2S bit.
-
- *CS_L_VSAME
- "Line's vertex references are the same"
-
- The line in question starts and ends at the
- same VERTEX. This is a leftover product
- from other editors.
-
- Fix: Deletes the line.
-
- *CS_L_NOSD1
- "Line has no first sidedef"
-
- In order for the DOOM engine to function
- properly, every line must have a first
- (or "right") sidedef.
-
- Fix: If the line has a second sidedef and is
- impassable/not 2S, reverses the sidedefs.
- Otherwise, does nothing.
-
- *CS_L_TYPENOTAG
- "Line has a type but no sector tag"
-
- In order for this line's type field to
- operate properly, it must have a sector tag
- of greater than 0, and at least one sector
- must have the same tag.
-
- Fix: Sets the line type to "Normal." If
- this is not desired, press 'G' to go to the
- object and set the sector tag.
-
- *CS_L_TAGNOTYPE
- "Line has a sector tag but no type"
-
- This is just a reminder that a sector tag
- has been set, but the line's type will not
- use that tag.
-
- Fix: Removes the line's sector tag.
-
- *CS_L_TAGNOSEC
- "Linedef's sector tag is not shared by a sector."
-
- The line's sector tag has been set, but there is
- no sector with the same tag.
-
- You may have forgotten to set the desired
- sector's tag.
-
- Fix: Removes the line's sector tag and sets
- the line's type to Normal.
-
- *CS_SD_MISSTEX
- "Sidedef is missing [...] texture"
-
- This sidedef may require the missing
- texture(s).
-
- Fix: Adds the required textures to the
- sidedef.
-
- *CS_S_NOTCLOSED
- "Sector is not closed."
-
- Fatal error.
-
- This sector is not closed. For the DOOM
- engine to display a level correctly, all
- sectors must start and end on the same
- vertex, with a series of linedefs and
- sidedefs that reference the sector along a
- path.
-
- Fix: This error cannot be fixed
- automatically.
-
- *CS_SD_FULLNOTTRANS
- "Sidedef's full texture is not transparent-able."
-
- In order for a two-sided linedef's sidedef to have
- a full (normal) texture, that texture must be made
- up of no more than one wall patch (marked as TRANS
- in the texture browser.)
-
- Fix: Removes the full texture.
-
- *CS_S_G1000
- "Sector's ceil/floor diff is greater than 1000."
-
- The DOOM engine can handle a difference of
- approximately 1000 between a sector's floor
- and ceiling heights.
-
- Fix: Lowers the ceiling height to accommodate
- this limit.
-
- *CS_S_TAGNOLINE
- "Sector's tag is not shared by a linedef."
-
- The sector's tag has been set, but there is no
- linedef with the same tag.
-
- You may have forgotten to set the desired
- linedef's tag.
-
- Fix: Removes the sector's tag.
-
- *CS_T_NOSECTOR
- "Thing is not in a sector."
-
- Now, how did it get out there?
-
- Fix: Deletes the thing.
-
- *CS_T_TOOHIGH
- "Thing is too high for its sector."
-
- The thing is too high for its sector, and
- will likely be displayed incorrectly and/or
- not move correctly if it's a monster.
-
- Fix: Deletes the thing.
-
- *CS_T_COLLIDE
- "Thing collides with other things."
-
- The thing's radius extends into the area of
- the surrounding things. This will cause the
- thing to be "stuck" if it's a monster.
-
- Fix: Deletes the thing.
-
- *CS_T_INWALL
- "Thing is partially inside a wall."
-
- The thing's radius extends into a
- surrounding wall (line.) This will cause
- the thing to be "stuck" if it's a monster.
-
- Fix: Deletes the thing.
-
- *CS_M_NOP1
- "No player 1 start."
-
- Well, you need one of these.
-
- *CS_M_NOP234
- "Too few player starts."
-
- There are fewer than four player starts in
- this level. The level will not be playable
- in networked cooperative mode.
-
- *CS_M_NODM
- "Too few DEATHMATCH starts."
-
- There are fewer than four deathmatch starts
- in the level. It will not be playable in
- networked DEATHMATCH mode.
-
- *CS_M_NOEXIT
- "Missing an exit line."
-
- There is no exit line in this level. You
- should add one.
-
- *CS_M_NOTEXIT
- "Teleporter line has no tele-exit."
-
- In order for a teleporter line to work
- properly, the sector that shares its tag
- must have a "teleporter exit" THING in it.
-
- This line's tagged sector does not.
-
- *CS_S_BADTEX
- "Sector's [floor/ceiling] texture is invalid."
-
- DCK couldn't find the sector's floor or
- ceiling texture.
-
- Fix: Sets the appropriate texture to the
- current default.
-
- *CS_F_VSAME
- "Object n is at the same point as object n"
-
- Two vertexes are at the same point.
-
- Fix: Replaces one with the other and deletes
- the remaining.
-