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- Introduction
-
-
- Here's some really quick documentation on how to use DCK. This
- doc explains all the keys and mouse movements that can be used in
- DCK, and what their effects are.
-
- Please note that the menus aren't really operative; all the things
- that they'll be doing in the end are just mirrors of most of the
- keyboard functions anyway, so they'll be easy to add in.
-
- - Although there are no "critical" bugs that I know of, please be
- careful by saving your work often and under a new file name when
- working with beta copies of DCK .. just to be safe.
-
- Welcome to DCK!
-
- Thanks for taking the time to check out this beta copy of DCK.
- Before you read ahead, please take a few moments and browse the
- information in this section. It might just help you out!
-
- First of all, beta stuff. Please, please don't distribute this
- version of DCK. It's beta. It doesn't work fully. I don't want
- it out there just yet. Thanks.
-
- There are, of course, a couple things you won't find in the beta
- of DCK that other editors already have. This is temporary and I
- plan to add all the features of the best editors before I release
- v1.0 to the public. I'll list a few things that DCK doesn't have:
-
- The ability to create "pre-defined" objects such as stairs, n-
- 1.
- sided polygons, rectangles, etc.
- WADassist is not 100% functional.
- 2.
-
- Command-line parameters
-
- Command-line parameters must be preceeded by one of '-' or '/'.
-
- Usage: DCK [options]
- Options are: (* specifies a default option, append '-' to
- turn it off)
- /F file preloads specified PWAD(s)
- /E episode level edits specified level
- */R restores previous edit state
- /T force texture lookup table rebuild
- /KSB keep selection box on empty left click
- /FD floor texture display, then exit
- /TD wall texture display, then exit
-
- If /R- is not specified, the previous edit state is restored,
- including: All loaded WAD files, the current level being edited,
- the last map position and zoom values, and all toggles including
- grid and snap to grid.
-
-
- DCK Basics
- DCK Basics
- DCK Basics
- Page 2
-
-
-
- DCK Basics
-
- Please note: These documents do not contain information about
- building DOOM levels. I'm going to assume that you've had some
- experience building WAD files and understand the basics such as
- how vertices, linedefs and sidedefs go into creating a map. What
- they DO explain is how to create maps with DCK as efficiently as
- possible.
-
- What is DCK?
- DCK is a powerful, intuitive tool that will help you create DOOM
- maps. It can't do everything for you, but what it can do is make
- the process a whole lot easier by automating the many repetitive
- and time-consuming tasks that it takes in order to build a complex
- level.
-
- DCK, unlike some other editors, will not hide anything from you in
- an attempt to make it easier to use. As these ``other'' editors
- have shown, that approach only serves to constrain the level of
- detail that can go into a map.
-
- Instead, DCK takes a more logical approach with several unique
- features that are designed for the express purpose of creating
- complex maps in as little time as possible. Of these features,
- the most apparent and useful is WADassist.
-
- WADassist watches every editing step you take and, at your
- discretion, attempts to automate certain aspects of map creation.
- This includes fixing errors in the map design such as misplaced
- textures (e.g.: an upper texture is required on a particular
- sidedef but none is present) and completing operations such as
- sector creation (e.g.: you've drawn a series of lines and want to
- make a sector out of them). WADassist handles these and other
- situations quickly and automatically.
-
- When WADassist is active, its window (either a pop-up window or an
- area on the lower status bar) will contain information about
- exactly what it's doing, and it won't do anything without your
- permission -- there will be times when WADassist will not be
- required and even detrimental to map creation.
-
- - To access WADassist, click on its menu field on the main menu bar.
-
- Most of the editing you'll do in DCK will be from line edit mode.
- This mode implements DCK's powerful line drawing tool, which
- automates most of the tasks involved in creating lines. See
- ``Line Drawing'', page 14, for a detailed description of this
- tool.
-
-
-
-
-
- The User Interface
-
-
- DCK's user interface consists of a menu system, a button bar, a
- keyboard interface and popup dialog boxes. In version 1.0, DCK
- has only a ``
- modal'' interface; that is, when one element of the
- interface is active, the others cannot be used. For example, if a
- dialog box is onscreen, it must be exited before the menus or
- button bar can be used.
-
- This chapter describes how to navigate the interface, with a
- following section describing all the operations you can perform in
- DCK and how to access them through the keyboard and menu systems.
-
- The Menu Interface
-
- DCK's main menu is a bar on the top of the screen with several
- sub-menus. To access a menu, click and release the left mouse
- button once on its menu item. If the item has a ''
- sub
- `` menu,
- then it will be displayed. Otherwise, the action described in the
- menu item will be performed (if possible.)
-
- In a menu, the arrow keys are used to move the selection bar to
- the desired item. When moving around the menus, the status bar
- (at the bottom of the screen) displays a description of the
- currently highlighted item.
-
- Key Action
- Left/ Next / Previous item (on menu bar) or menu
- Right (in a submenu)
- Up/Down Next / Previous item
- ENTER Pull up submenu / activate item
- ESC Exit menu system
- (other) Activates item with this selection
- character
-
- The Button Bar
-
- The button bar is displayed just below the main menu bar. To
- activate a button, click the left mouse button once. When the
- mouse pointer is over a button, a description of the button's
- function is displayed on the status bar at the bottom of the
- screen.
-
- Not all buttons are available in each edit mode.
-
- Dialog Boxes
-
- At various locations in DCK, a dialog box will be displayed
- prompting you for information which you must enter before
- continuing. Dialog Boxes are simply grey boxes with a title and
- edit controls
- various , and usually OK and Cancel pushbuttons.
-
- To move from one edit control to another, use the TAB key (to move
- forward), and combined with the SHIFT key (to move backward.) Or,
- use the mouse and click once on the desired control. Following is
- a description of each type of edit control:
- Page 4
-
-
-
- Data Entry Fields
-
- Data entry fields accept either strings of text or a number,
- depending on the context of the field. The following keys can be
- used in a data entry field:
-
- Left/ Move cursor left / right
- Right
- Home/End Move cursor to beginning / end of field text
- Del Delete the character under the cursor
- Ins Toggle insert (small cursor) / overwrite (large
- cursor) mode
- Backspace Delete previous character
-
- Pushbuttons
-
- A pushbutton performs a specific action each time it is activated.
- Use the ENTER key while the button is highlighted to activate it,
- or click the left mouse button over the control.
-
- For example, the `` pushbutton in a dialog box will save the '' OK
- contents of the dialog box and exit it, continuing with whatever
- was going on before the dialog box was displayed.
-
- Check boxes
-
- A checkbox is a simple on/off `` toggle. When the box is ''
- checked `` , a white square appears in the rectangle. Otherwise, ''
- the box is empty.
-
- Some checkboxes have three possible settings: Checked, Unchecked,
- half `` and checked. The '' `` '' half setting is used when editing
- multiple objects; it means ``don't change.''
-
- Radio buttons
-
- Radio buttons are like checkboxes, with one exception: only one of
- the buttons in any given ``group'' can be checked at once. When a
- radio button is checked, the currently checked button in its group
- is first unchecked.
-
-
- Key controls
-
- The following section contains a list of all the keyboard
- functions you can perform in DCK. Each function begins with a
- line that contains a quick description of the function, the
- keyboard shortcut, and the menu you'll find it under (from DCK's
- main menu bar.) Most of the functions (and certainly, all the
- edit functions) are only available in map edit mode, and will not
- work from dialog boxes or menus.
-
- I've attempted to make logical the structure of the keyboard
- shortcuts, with the following kept in mind: Keys that are modified
- with the CONTROL button (such as Ctrl+X) are generally to do with
- modifying objects. Keys that use ALT (such as Alt+S) are to do
- with the system; eg: the clipboard, saving maps and exiting DCK.
- Keys that do not use modifiers (such as J and G) are toggle keys.
-
- To bring up the main menu system, press the ESC key when in the
- map editor (and ESC again to return to the editor.)
-
- Alt+Grey Plus Copy marked objects to the clipboard Edit
-
- Creates a duplicate of all marked objects in the `` clipboard , ''
- erasing whatever was already stored there, if anything.
-
- Several considerations should be made when copying objects. The
- clipboard will only copy those objects that are marked, plus the
- object under the cursor (if any.) Other references will be left
- undefined and must be corrected or the map will not function
- properly.
-
- For example, suppose you copied a sector with several two-sided
- linedefs that border on another sector. Those sidedefs that
- reference the other sector will be left unchanged (ie: they will
- still reference the original sector) when pasted.
-
- When copying any objects except , the copy is started in the things
- following chain and continues down to the last item:
-
- 1. Sectors
- Linedefs and Sidedefs 2.
- 3. Vertexes
-
- TIP
- DCK has two clipboards: One for things, and one for all other
- types of objects. The two clipboards are independent of each
- other.
-
- Alt+Grey Minus Cut marked objects to the clipboard Edit
-
- This will :
-
- Make a duplicate of the marked objects in the clipboard (see
- Copy marked objects to the clipboard, `` '' page 6.)
- Remove the marked objects from the map.
-
- Alt+Grey Star Paste clipboard objects to the map Edit
-
- The user interface The user interface The user interface
- Page 6
-
-
- Does not affect the contents of the clipboard (ie: the objects are
- retained) so you can paste the same objects multiple times.
-
- TIP
- The edit mode you're in when you paste the clipboard has an effect
- on what is pasted to the map. For example, if you copy some
- sectors into the clipboard, and then paste the clipboard in line
- mode, only the lines (and vertexes) will be pasted, and the sector
- information will not be copied.
-
- B Toggle display of the clipboard rectangle
-
- The clipboard rectangle is a rectangle the size of the area of all
- the clipped objects. It's useful for positioning the cursor
- before you paste the objects.
-
- , / . Decrease/increase selection leniency
-
- If you're having trouble selecting a particular object, try
- decreasing the leniency of the selector by pressing the ',' key.
- Use '.' to increase it again (0 is the default lenience.)
-
- ` Toggle fine edit mode
-
- Fine edit mode allows precise control over changes you make to the
- map. For example, scale objects [Ctrl+A) increases the scale by
- 0.025 units in "fine mode", as opposed to 0.1 units otherwise.
-
- Operations that are affected include: Zoom, Rotate and Scale.
-
- J Toggle auto-join mode
-
- In auto-join mode, DCK will automatically combine vertices when
- one is moved or created ``close'' to another. It will also
- automatically split a linedef on its closest point when a vertex
- is created or moved "close" to the line.
-
- U Use this feature with caution when working with zoomed-in areas!
-
- Ctrl+X/Y Align objects Object
-
- Aligns all marked objects on the same (X or Y) position as the
- cursor. This is useful for creating series of structured lines
- and vertices.
-
- C Clear object marks
-
- Not much to explain here.
-
- V/L/S/T Switch edit modes Edit
-
- Switches edit mode to one of: Vertex, Line, Sector or Thing.
- Clears all current object marks first.
-
- - You can't do this while performing a drag, scale, rotate or other
- similar operation. Finish the operation first by pressing ENTER to
- complete or ESC to abort it.
-
- +/- Increase / decrease zoom factor
-
-
- Zoom allows you to view more or less of the map, and allows
- greater editing control when zoomed in.
-
- Z Fast zoom
-
- Pressing Z while zoomed OUT will zoom IN on the cursor position to
- the high factor set in DCK.CFG. Pressing it again will zoom OUT
- to the low factor set in DCK.CFG. Great for quickly examining
- parts of the map and then returning to a wider view.
-
- Ctrl+V Snap marked objects to grid Object
-
- Snaps all marked objects to the grid. When working with lines and
- sectors, all vertexes that are referenced by the marked objects
- will be snapped to the closest grid points. This operation is
- still functional even with snap to grid mode off.
-
- - You'll get better results with frequent grid spacing.
-
- Spacebar Mark / unmark the object under the cursor
-
- Again, not much to explain here.
-
- Ctrl+A Start scaling operation Object
-
- All marked objects are considered and the focal point for the
- scale is set at the center of the marked area. Use the < and >
- keys to decrease / increase the scale of the objects, ENTER to
- save the changes, or ESC to abort.
-
- Ctrl+O Start rotation operation Object
-
- All marked objects are considered and the focal point for the
- rotation is set at the center of the marked area. Use the < and >
- keys to decrease / increase the rotation angle of the objects,
- ENTER to save the changes, or ESC to abort.
-
- Del Delete marked objects Edit
-
- Note that this works only in vertex, line and thing mode at the
- moment, and that this operation will only clear vertices that are
- not connected to any linedefs.
-
- Up/Down/Left/Right Move map Button-Bar
-
- Moves the map in the direction specified.
-
- Alt+F Search for and mark objects Search
-
- Pops up a search dialog (depending on the edit mode, the type of
- search box is different) and prompts for search information. When
- you exit the dialog box, DCK will search for all the objects
- matching the criteria you entered and mark them.
-
- If you want to mark ONLY those objects that match, press 'C'
- before you perform the search to clear the existing object marks.
-
- < / > Decrease / increase scale / rotation factor
- The user interface The user interface The user interface
- 8 Page
-
-
- Functional only while performing a Scale / Rotate operation, the <
- and > keys decrease and increase, respectively, the current scale
- factor or rotation angle.
-
- Alt+M Select a Motif
-
- (incomplete support documentation.)
-
- Displays a menu of the available motifs and allows you to select a
- new one. Please read the file DCK.ADF for more details.
-
- Alt+C Consistency Check Map
-
- Displays the consistency check dialog box and prompts for options
- to check. Note that not all of the options are functional at the
- moment; those that are not functional cannot be checked.
-
- The consistency checker will test each option you've selected
- against your map, building a list of errors as it goes. When the
- check is complete, a dialog box will be displayed with a
- scrollable list of all the errors that DCK found. In the dialog
- box, you can do the following:
-
- Some errors are specific to a certain object. If you'd like to
- see the object in question, press `G'. DCK will switch to the
- appropriate edit mode and automatically zoom in on the object
- in error.
-
- Each error is explained in detail if you press F1.
-
- Some errors can be automatically fixed by pressing `F'. If an
- error can be fixed, DCK will do so and display exactly what was
- done at the bottom of the dialog box. Press F1 beforehand for
- an explanation of exactly what ``fixing'' the error will do.
-
- Ctrl+C Split linedefs at center Line
-
- Processes each marked and cursor-selected line by splitting each
- at the middle (hence, adding a vertex) and creating the necessary
- sidedefs by duplicating the original line's sidedef(s).
-
- Ctrl+F Flip linedefs Line
-
- For each marked/highlighted linedef, flips its vertex references.
- Sidedefs are also flipped, resulting in ``no visible difference''
- to the DOOM player. However, consideration should be given to
- those linedefs which are spacebar-activated, since they can only
- be activated from the first (right) side.
-
- Ctrl+R Reverse sidedefs Line
-
- For each marked/highlighted LINEDEF, reverses its SIDEDEF
- references (and nothing else, ie: the SIDEDEF SECTOR references
- are left unchanged.)
-
- Alt+1/2 Edit SIDEDEF 1/2 Line
-
- Edits the specified SIDEDEF for each marked/highlighted LINEDEF.
- A SIDEDEF is automatically created for those LINEDEFs without.
-
-
- Alt+R Replace Textures Line
-
- Displays a ``texture replace'' dialog box with six texture fields
- (three search and replace pairs). Enter the textures to search
- for and replace, and press F10 to perform the operation. If you
- don't want a particular texture replaced, leave its `` search''
- field blank.
-
- If object(s) are marked before pressing Alt+F, the default is set
- replace only in marked objects. to `` ''
-
- Ctrl+I Insert required textures Line
-
- For each marked/highlighted LINEDEF, checks one or both of its
- SIDEDEF references for missing textures and adds them where
- required, taking from the surrounding SIDEDEFs (if any) to
- preserve the scenery.
-
- Ctrl+U Remove unrequired textures Line
-
- For each marked/highlighted LINEDEF, checks one or both of its
- SIDEDEF references for texture references where not required `` ''
- and removes them. This includes removing full textures where not
- required, hence, this operation will render fake `` visible walls ''
- invisible.
-
- Ctrl+J Join linedefs / sectors Object
-
-
- In LINEDEF mode (join sectors)
- For each marked/highlighted LINEDEF, deletes the sector referenced
- by the second sidedef and changes all SIDEDEFs with that sector
- reference to that of the line's first side, and then deletes the
- line.
-
- In VERTEX mode (join lines)
- For each marked/highlighted VERTEX, checks for two LINEDEFs: One
- ending on and one starting on the vertex. Then extends the first
- linedef (the one that ends on the vertex) to the second line's
- endpoint and deletes the second LINEDEF (and its SIDEDEFs, of
- course.)
-
- Alt+S Save current map Map
-
- Pops up a dialog box which prompts for a filename and episode and
- mission numbers to save under. Press OK to save the file, or
- Cancel to abort.
-
- There are a few considerations to make when saving with this and
- other beta versions of DCK: --
-
- 1. Since this IS a beta test copy, it is recommended that you save
- your new work under a different file name from the original.
- Something could go wrong, y'know. :)
-
- 2. At the moment, DCK will save only the current map to a file.
- That is, if you save to an existing file with additional data
- in it, that data will be erased. Proceed with caution.
- The user interface The user interface The user interface
- 10 Page
-
-
-
- 3. If you make changes to the map before saving (changes to the
- map include moving lines, vertices, or otherwise modifying the
- architecture of the "3D" space), DCK will not save the nodes,
- blockmap, reject, etc information and you must rebuild it with
- BSP (or another) before using the WAD file.
-
- Conversely, if no changes are made to the "3D" map, and
- existing node, blockmap and other information is available, DCK
- will duplicate that information in the saved file so you don't
- have to rebuild it all.
-
- Alt+E Load map Map
-
- If you haven't saved your work, DCK asks you if you'd like to do
- so before proceeding.
-
- A dialog box is displayed prompting you for information: Which
- episode and mission number you'd like to edit.
-
- Loads the map by reading all necessary data from its WAD file.
- The WAD file that is accessed is either the IWAD (DOOM.WAD) or, if
- any loaded PWAD file contains the map data, that instead.
-
- Alt+X Exit DCK Map
-
- If you haven't saved the changes to your map, DCK will first ask
- if you'd like to do so.
-
- G Toggle grid display
-
- Toggles grid display on and off. Note that this setting does NOT
- affect "snap to grid."
-
- [/] Decrease / increase grid scale
-
- Decreases / Increases the grid scale by doubling or halving the
- current scale.
-
- P Toggle snap to grid
-
- When ON, snap to grid causes all objects, when moved, to "snap" to
- each grid point. This is invaluable for lining objects up
- correctly. Use [ and ] to decrease or increase the size of the
- grid.
-
- ENTER Multi-Purpose
-
- The ESC key performs a different action depending on what's
- currently going on:
-
- When you're performing a "drag" operation such as scaling or
- rotating, DCK will abort the operation by returning the objects
- to their original positions and exiting the operation.
-
- If nothing's going on and you're in the map editor, ESC will
- bring up the main menu system by pulling down the last menu you
- were on.
-
-
- If you're in a dialog box, ESC brings down the dialog box and
- cancels the operation currently in progress. It's the same as
- pressing the "Cancel" button.
-
- ESC Multi-Purpose
-
- The ENTER key performs a different action depending on what's
- currently going on.
-
- If you're doing something like dragging or scaling a series of
- objects, ENTER will complete the operation by saving the
- objects in their current edit position.
-
- If nothing's going on and there's an object under the cursor or
- some objects are marked, a dialog box will be displayed
- allowing you to edit the object(s).
-
- In a dialog box, ENTER moves to the next field or activates the
- pushbutton you're on.
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- The user interface The user interface The user interface
- Page 12
-
-
-
-
- Creating and Editing Maps
-
-
- With DCK, creating a map is much faster than in other editors. This is
- largely due to the fact that DCK will automate most of the tasks involved
- in creating a map, such as adding sidedef and vertex references where
- needed. Of course, all information in any given map is directly
- accessible to the user using DCK's dialog boxes.
-
- This chapter is intended as a reference for editing an object's
- information. The following chapter describes a series of editing
- techniques that make using DCK easier and more efficient. You should
- browse through both chapters (both are short) before attempting any major
- WAD editing feats. J
-
- General Information
-
- DCK allows multiple objects to be edited in one single step.
- First, mark all the objects you want to edit using the following
- methods:
-
- Click the left mouse button over an individual object to mark
- it.
- Use the mark box to mark multiple items.
- Use Alt+F (where applicable) to search for and mark certain
- objects.
-
- Then, press the ENTER key or the right mouse button to edit the
- objects.
-
- Wall and Floor texture fields
- On those dialog boxes with texture fields (including the Alt+R
- search and replace dialog box), several special keys can be
- pressed to speed up selection of textures:
-
- F2 Access texture browser. The browser allows you to scroll
- through the list of textures while viewing them on-
- screen. Press ENTER in the browser to select the
- displayed texture, or ESC to keep the original.
-
- (The following keys can be used in the browser or the fields:)
- Alt+F Search for a string in the texture names
- / Repeat the search forward
- \ Repeat the search backward
-
- Editing multiple objects
- If you're editing more than one object, the edit dialog box will
- fill a field only if its information is consistent throughout the
- marked objects. For example, if you edited 6 sectors whose floor
- heights were all 64, 64 would appear in the floor field. But if
- even one of the sectors had a different floor height, the field
- would be blank to indicate non-consistent information.
-
- Editing Linedef Information
-
- Press `L' to enter line edit mode.
-
- 14 Page
-
-
- Effect
- Press F2 to get a list of valid linedef effects.
-
- Impassable
- Check this box to make the line impassable to the player and
- monsters. This is the default setting for lines having only one
- side, since there's no place for the player to go should he or she
- pass through it, anyway.
-
- Two-Sided
- When set, the DOOM engine assumes that the line is ``see-
- through'', and will render lines beyond the far side of the line.
- Consequently, if this flag is NOT set and the line has no normal
- texture, the line will produce what is called the `` hall of
- mirrors'' effect.
-
- Monsters can only see through and projectiles can only pass
- through those lines with the two-sided flag set.
-
- Monsters can't cross
- Check this box to prevent monsters from crossing this line.
-
- Secret
- Linedefs whose type is not ``normal'' will be displayed
- differently on the auto-map by default. Check this box to make
- them appear as `` normal'' lines on the automap, effectively
- concealing them from easy identification.
-
- - This secret setting has no effect on the ``secret'' ratio at the
- end of a level. That ratio is determined by the number of sectors
- whose type is set to ``secret'', and the number of those sectors
- that the player stepped into.
-
- Lower texture is `unpegged'
- On linedefs with two sides, setting this flag causes DOOM to draw
- the lower texture from the bottom up, instead of the default of
- top-down.
-
- On linedefs with only one side, setting this flag causes DOOM to
- draw the normal texture from the bottom up.
-
- Upper texture is `unpegged'
- On linedefs with two sides, setting this flag causes DOOM to draw
- the upper texture from the top down, instead of the default of
- bottom-up.
-
- Blocks sound
- The effectiveness of this flag is questionable unless the entire
- area which is desired ``quiet'' is surrounded by linedefs with
- this flag set. Note that this setting only affects the monsters'
- hearing -- the player can always hear through walls.
-
- Never on Map
- This simply tells DOOM to never put this line on the auto-map.
-
- Always on Map
- This means that the linedef is already on the map at level start-
- up.
-
- Sector Tag
-
-
- This number associates the linedef with all sectors having the
- same tag. When the line is activated, all sectors having the same
- tag will be changed according to the line's effect field.
-
- Editing Sector Information
-
- Press `S' to enter sector edit mode. The dialog box fields are as
- follows:
-
- Type
- Press F2 to get a list of valid sector types.
-
- Floor/ceiling height
- Enter any value between -32768 and 32767. Note that the maximum
- difference in height between any sector's floor and ceiling is
- approximately 1000, and the height difference required for players
- to traverse any sector is about 56.
-
- Floor/ceiling texture
- Enter a valid floor/ceiling texture name, or use one of the
- texture selection keys.
-
- Light level
- Enter a number from 0 to 255, 255 being the brightest (and usually
- too bright.)
-
- Sector tag
- This number associates the sector with all linedefs having the
- same number. Please see the Sector Tag description in Editing
- Line Information (page ) for details. 14
-
- After editing and saving the information, DCK checks all two-sided
- LINEDEFs that border the sector for SIDEDEFs with missing
- textures, and will add or remove upper and lower textures where
- required.
-
- Editing and Creating Things (Monsters, decorations, weapons)
-
- Press `T' to enter thing edit mode.
-
- Creating new thing(s)
- Method 1: Double-click the left button where you'd like to create
- the new thing. A dialog box will be displayed with the attributes
- of the last thing that was edited; enter the information and press
- F10 to create the thing.
-
- Method 2: Double-click and hold down the left button on an
- existing thing or group of things and drag the mouse to the
- desired location; release the button and the things will be copied
- to the new location.
-
- Editing existing things
- The dialog box fields are as follows:
-
- Type
- Enter the type of the thing by pressing F2 or double-clicking on
- the field. Use the arrows to scroll through the list of thing
- types and press ENTER on the desired type.
- Creating and Editing Maps Creating and Editing Maps Creating and Editing Maps
- Page 16
-
-
-
- TIP
- Various sections of the type list can be quickly jumped to by
- entering one of the following two-letter codes before pressing F2:
-
- PL Player/deathmatch starts
- WE Weapons
- AM Ammunition
- BO Bonuses (soul spheres, armor, etc)
- EN Enemies
- DC Decorations (light sources, dead guys, etc)
- KE Key cards and Skullkeys
-
- Levels
- The settings of the ``level'' fields dictate for which skill
- levels the thing will appear, and whether it will only appear in
- multi-player mode (cooperative or deathmatch.)
-
- Deaf
- Also known as the ``ambush'' setting; only useful for monsters.
- When set, the monster will not react until it sees the player or
- until it is wounded. When unset, the monster will also react to
- nearby sound.
-
- Start Angle
- Only effective for monsters, player starts and teleporter exits,
- this field dictates which angle the thing will face upon level
- startup.
-
-
-
-
- Editing Techniques
-
-
- This section provides some basic methods and tips for designing maps
- quickly and efficiently. There is a definite way to use DCK, and a
- definite way not to use it; read this entire chapter and you'll learn the
- best way.
-
- Basics
-
- The appearance of a DOOM map to the player is based upon several
- things: the placement of lines, the textures of a line's side(s),
- and the attributes of the sectors that the sides are associated
- with.
-
- DCK's user interface is best-suited to editing and creating lines.
- Indeed, DCK's most intuitive feature is its line-creation tool,
- which allows vertex, line, side and sector information to be
- created in a series of mouse clicks and movement. All you have to
- know before starting a new series of lines is the basic shape of
- the region you want to create; DCK does all the rest by creating
- the vertexes, sidedefs and sector information necessary to convert
- the lines into a valid play-space.
-
- In particular, the three following commands / tools are very
- useful, and are the ones you'll use most often:
-
- Line Split (Ctrl+ ) splits the highlighted (and marked) line by C
- inserting a new vertex at its centerpoint and duplicating the
- line's information (including its sidedefs) in the second line.
-
- A Sector Split is created by drawing a single line from one vertex
- to another (both vertexes must be in the same sector.) All sides
- on one side of the split line (including the split line's
- appropriate side) will be associated with the new sector, whose
- information will match that of the original sector.
-
- A New, connected Sector is created by drawing a series of lines
- starting on a line's (contact line ) vertex and ending on its
- opposite vertex. The contact line is modified to suit the type of
- region created (see below for more details.)
-
- TIP
- The best way to create new areas in a map is to work from a top- ``
- approach: Create large areas first, then use the line split down''
- and sector split tools to fill in the details. It's easier for
- DCK to automate creation if it's working with a simple line
- structure.
-
- Creating a series of lines
-
- To begin with, you should switch to line edit mode by pressing L.
-
- To begin a new series of lines, double-click the left mouse button
- where you'd like to start drawing. Then, drag the `X' to the
- endpoint of the line. Now click (not double-click) the left mouse
-
- Page 18
-
-
- button again to place the end of the line here and begin a new
- line.
-
- Each type of region you can create is detailed in the following
- sections, along with instructions on exactly how to create each.
-
- At any time after starting a series of lines, you may abort the
- process by pressing the ESC key.
-
- Creating Independent Regions
-
- An Independent Region is defined as being composed entirely of
- LINEDEFs which do not touch existing LINEDEFs and VERTEXes.
-
- - ``Region'' is a term used only in this documentation, and then
- only when creating a series of lines. When the series is
- completed, the ``region'' becomes a SECTOR.
-
- ... Creating an Independent Sector in an existing (parent) sector
- This will create new sector information (copying the `` parent''
- sector's information.) All created lines are set to `` passable''
- and ``two-sided'', and two SIDEDEF references are created and
- associated with the LINEDEFs. The SIDEDEFs that are created are
- blank (ie: no textures), and reference the encompassing (parent)
- and encompassed (new) SECTORs.
-
- When a new sector is created, there is no visible difference to
- the DOOM view because it shares the same information as its parent
- sector, and all its walls are transparent and passable to the
- player. In order to change the landscape of the level, the
- sector's information must be modified. See ``Editing Sector
- Information'', page 16.
-
- ... Creating an Independent Sector in an existing sector
- When drawing outside of any existing sectors, DCK will
- automatically create a new and impassable sector (in effect, an
- unattached room) with the default wall, ceiling and floor
- textures.
-
- To create an Independent Region
- 1. Double-click the left mouse button where you'd like to begin
- the region. Make sure the start-point of the region is not on
- any existing lines or vertexes.
-
- 2. Drag the `X' to where you'd like to end the line. Press the
- left mouse button once. Repeat this step until you're done
- drawing lines, at which point:
-
- 3. Press the right mouse button once.
-
- Creating Extension Regions
-
- Extension Regions are defined as being a series of lines whose
- first and last point reside on an existing LINEDEF's two VERTEXes
- (see fig.) After an extension is completed, DCK will
- automatically create new sector information (duplicating the
- sector the extension was created from) and modify the borderline
- to reflect the extension:
-
-
- If the extension was created outside of the borderline's
- sector, the borderline is made two-sided and passable to allow
- travel between the two sectors.
- If the extension was created inside of the borderline's sector,
- the created lines are made two-sided and passable.
- The borderline's appropriate sidedef is set to reference the
- new sector.
-
- To create an Extension Region
- 1. If you haven't created a borderline, do so. Make sure its
- vertexes are aligned on the grid.
-
- 2. Double-click the left mouse button on one of the borderline's
- vertexes.
-
- 3. Drag the `X' to where you'd like to end the first line. Press
- the left mouse button once. Repeat this step until you're done
- drawing all but the last line, at which point:
-
- Drag the `X' to the borderline's 4. other vertex and click the
- right mouse button once.
-
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