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- DMapEdit v3.0 - a doom map editor!
-
-
- Section Title
-
- [1] Legal stuff
- [2] About DMapEdit
- [3] New stuff since v2.1
- [4] New stuff since v2.0
- [5] New stuff since v1.1
- [6] Future expansion
- [7] Introduction
- [8] How do I play a map I made?
- [9] Keyboard commands
- [10] Pop-up windows
- [11] Thing display filter
- [12] Thing editing
- [13] Line editing
- [14] Sector editing
- [15] Marking
- [16] Making maps from scatch
- [17] Misc. notes
- [18] Alternate video modes
- [19] Thanks
-
- Note: if you are viewing this with a decent text file viewer, then you
- can get to the section you are interested in with the "search for"
- command. All sections will start with it's number surrounded by []'s,
- as shown above, so search for that.
-
- ---------------
- [1] Legal stuff
- ---------------
-
- DMapEdit is my trademark
- Doom is a trademark of id Software Inc.
- Vesa.bgi is copyright (C) 1991 Jordan Hargraphix
- UniVesa - Universal VESA TSR is copyright (C) 1993 Kendall Bennett.
- Ms-window is a trademark of Microsoft
-
- Copyright (C) 1994 Jason Hoffoss. All rights reserved.
-
- You may freely distribute this program, as long as it is distributed
- intact (all 8 original files) and unmodified. You may not sell this
- program, for profit or other consideration.
-
- id Software's "data utility license":
-
- "DOOM(tm) is a trademark of id Software, Inc. The Doom(tm) characters
- and the id Software logo are trademarks of id Software, Inc. Doom(tm)
- Copyright(c) 1993. id Software, Inc. All rights reserved. This
- utility product is not a product of id Software, Inc. and has not been
- approved by id Software, Inc. id Software will not provide technical
- support for this product. The purchaser of this utility product may not
- distribute for money or other consideration any software data created
- and/or modified by the use of this utility product."
-
- This Editor is not a product of id Software and id Software cannot and
- will not provide support it, nor for maps created with it, nor for DOOM
- itself if you modify the DOOM.WAD (IWAD) file.
-
- ------------------
- [2] About DMapEdit
- ------------------
-
- Welcome to DMapEdit. DMapEdit is a true, full-featured map editor, and
- not just a thing editor. DMapEdit can now generate Nodes, Sectors and
- Blockmaps.
-
- I've decided to make this product shareware. Therefore, this is the
- shareware 'demo' version. It is currently limited to saving only small
- maps (4k subfiles) to allow the user to verify this editor's
- functionality. The registered version can be obtained directly from me
- by sending a $5 check, money order or whatever to my address.
-
- My address is:
-
- Jason Hoffoss
- 10321 110th st. N.
- Stillwater, MN 55082
-
- When I receive your order, I will send you your registered version,
- either through the mail on a diskette, or uuencoded to your internet
- email account. If you want it via email, be sure to give me your email
- address. I recommend typing it, just in case I can't read your
- handwritting, by the way. If you would like me to send you a diskette
- via postal mail as well as via email, be sure to say so, and I'll do so.
-
- When later versions become available, I will distribute patch files
- electronically through the Internet and Bulletin Board systems. If you
- can't get the patches through these methods, or don't want to wait for
- it to show up on your BBS's, you can register for $10 and I will send you
- the next 2 upgrades by postal mail. If you want me to send it by some
- special method (Express Overnight or whatever), then make sure you send me
- enough money to cover such mailing methods (one dollar from the $5
- registration fee goes to mailing costs. You supply any additional money
- required for mailing). I have bubble-lined mailing envelopes I use, by the
- way, so you don't need to send me an envelope to use.
-
- And hey, send me a letter if you want. Tell me you love/hate this editor,
- or whatever. I don't have unlimited ideas, and many improvements and
- idea for DMapEdit come from the users. Tell me how to make it better
- for you! E-Mail can be send to me on these BBSs:
-
- The Death Cookie: (612) 773-0646 (In wildcat part)
- The Express Lane: (612) 422-3707 or 422-1585
-
- My internet account is hoffo002@gold.tc.umn.edu for anyone wishing to
- leave me email there.
-
- ------------------------
- [3] New stuff since v2.1
- ------------------------
-
- * memory usage has been drastically altered. You should be able to use
- it with less memory now, and with larger files, as long as you have
- memory for it all. The old limits I had for everything are now
- gone. It still uses base memory, and not EMS or XMS. Until I know
- how to use these memories, it will stay this way. If your map gets
- too big to for DMapEdit, it's probably too to play with Doom without
- it being slow on the average pc. Split into a few missions instead!
-
- * texture picklists! No need to try and remember/figure out all the
- wall texture names. If you become familiar with the names, though,
- and know just what texture you want, you can still just type it in,
- (for power users like myself), by clicking with the right mouse
- button instead.
-
- * zooming, roundoff, and the grid has been changed around. Zooming has
- "half-steps" now. The grid now displays to the scale of the roundoff
- level, unless the space would fall below 7 pixils between lines. In
- this case, every other line/fourth line, eighth/etc is drawn instead.
-
- * made a new hilight method, which is now the default. If you liked the
- old way better, though, it is still possible to use that. Just put
- "flash mode=old" in the INI file. Which brings us to:
-
- * INI file support. You change all sorts of default settings in the
- "dmapedit.ini" file. Take a look at it. A list of all INI file
- variables and values is discussed in "dme_ini.doc".
-
- * There is now a crosshare that shows where adding things, etc will be
- put. With roundoff values greater than 1, this position can be
- different from the mouse hotspot. ("roundoff" is know and "snap-to
- grid" in some other editors) If it gets on your nerves or something,
- you can turn it off with the 'x' key.
-
- * node generator has been improved to eliminate the "sliver" effect it
- used to produce. The "sliver" effect is a very narrow vertical line
- that you can see through while playing doom. The speed hasn't been
- changed from v2.1. This will be worked on for the next version,
- hopefully.
-
- * loading/saving to a working datafile is no longer supported. Such
- files are obsolete, and PWADs should be used instead. The new
- load/save routines have been greatly improved as well. "L" and "S"
- are now used to load/save to/from a PWAD, which is first prompts
- your for. "Alt-L" and "Alt-S" will also load/save to/from a PWAD,
- but it doesn't prompt you for the name first, unless this is the
- first time it has asked you.
-
- * ability to re-configure the mouse buttons. Key to do this is <tab>.
- Then just click the function button with the whatever mouse button
- you wish that button to be used for.
-
- * ability to mark objects (an object is a Thing, Vertex, Line, Sidedef,
- or Sector). Except for Things, all marked objects affect the marking
- of the remaining object. Thus, if you mark a sector, it also marks
- all the lines touching the sector, all sidedefs facing the sector,
- and all vertexes involved. Once you have marked object(s), you can
- do several things with them as a group. See the appropriate section
- below for more information.
-
- * Ok and Cancel buttons have been added to the relevent windows. The
- <enter> key simulates the Ok button, and <esc> for Cancel also.
-
- * Most of the edit modes have been changed around a little to be more
- intuative and useful.
-
- * More error checking routines have been implemented.
-
- * many bugs have been corrected from v2.1, including: change level bug,
- which reported inability to open "", display filter buttons wouldn't
- light up, "sliver" bug in node generator, creating 'donut sectors.'
- That's all I can remember offhand.
-
- Ok, so this isn't at it's full potential yet, but it's been a long time
- since the last version, so I figured it was time to get this version
- out, even if it is a little hap-hazard. The next version should be a
- little better organized and less rushed. I figured you'd rather have
- this version as it is, then just use v2.1 instead. But, if that what
- you want to do, you still can. If you do, though, you are wierd.
-
- There is still plenty of things needing improvements, but I'm not going
- to sit on this version any longer. I'll have a follow-up version v3.1
- or v3.2 a little later with these improvements. Anyway, let me know if
- you have any wishes in this area. Look at the future expansion section
- first, though. I have worked hard (along with joost schuur) to try and
- insure this version is bug free. Well, I beleive it is, though some
- things could be a little better. Anyway, enjoy.
-
- ------------------------
- [4] New stuff since v2.0
- ------------------------
-
- * Shareware version will allow you to save maps of limited size now. A
- map such as E1M1 is too big. In fact, all the original maps are too
- big. This has been done so that people can test it out and verify
- that it does actually work (with the distrust of current node
- generations lately, I needed to provide this save ability)
-
- * Bug fixes. Ok, so I guess I didn't get all the bugs. I planned to,
- but forgot to do so with everything else on my mind. Sorry. Got
- them now, though. I'm sure this time, because unlike last time, I
- fixed them before I am writting this. :)
-
- * Ability to flip lines now, (and flip line & sidedefs). Because of
- dooms pickyness with a sidedef on the right side, you can do this. I
- really don't think it will be needed anymore, though. DMapEdit will
- automatically handle these problems for you, but in case I'm wrong (I
- didn't write Doom, so I can't be sure what will and will not cause
- problems), this options is here.
-
- Note: Be sure to line error-check any map from other editors or previous
- versions of DMapEdit. Can't hurt anything, and it will fix any
- minor problems a map may have. (such as a map causing doom to
- hang or reboot when it loads the map, which happened to me, and
- thus I was able to fix DMapEdit to repair them)
-
- ------------------------
- [5] New stuff since v1.1
- ------------------------
-
- * Fix of all know bugs! If there's still any around, then let me know,
- since I can only fix bugs I know about, and if there still are any
- in there, I don't know about them.
-
- * Sector edit mode has been improved. You can add/delete sectors with
- the proper add/delete mouse buttons (or ins/del keys). There is also
- a sector blend/copy function now (requested by Rod McCabe, in the
- first postal letter I have received of 2 total to date :) For
- information about this function, see below under 'sector editing'.
-
- * A new misc/advanced functions menu (F9 key), with several options:
-
- * Error checking options: Use these to check over a new map to
- identify any errors that might exist (and fix some of them). If
- you get a new PWAD from somewhere, you should error check it before
- you start messing around with it in DMapEdit. Strange thing might
- happen if you start editing a map with errors.
-
- * Line Fixer: This option will correct any errors or inconsistancies
- it detects with the lines/sidedefs. It may change things that
- are meant to be the way they are (the less common special effect
- type things), so it should probably be used mainly for a major
- overhaul, or to setup sidedefs for a new map that you have laid out
- the lines for (easier than doing it by hand!)
-
- * Sector generator: This options will reconstruct, from scratch, all
- the sectors. This should really only be used for a major overhaul,
- or on a new map without any sectors yet, since any existing sector
- information will be lost, replaced with a standard sector definition.
-
- * Fix sectors: Not yet available, this will attempt to correct any
- problems with existing sectors, and create new sectors in any
- empty polygons. The result will be pretty much the same as with
- the sector generator, except the current sector info will not be
- trashed, but incorperated.
-
- * Node generator: Before a new or line changed map can be played, a
- node structure must be generated. That is what this option will
- do. I have fixed all the bugs in it, and tested it out on several
- maps, and it has worked fine on them all.
-
- * Blockmap generator: When you complete a new map, or finish changing
- an existing map around, the last two steps are to create a Node BSP
- tree, and a blockmap, before you can play it. The blockmap
- generator works flawlessly, but the node generator..you know..
-
- * Working PWAD/datafile name and editing mode is now displayed at the
- bottom of the screen.
-
- * Picklist now is scrollable in 2 directions. The old selection is also
- in the middle of the displayed list now, instead of the top. (for
- example, the current thing is an ammo clip, and you select picklist,
- then the ammo clip will be in the center of the displayed list).
-
- --------------------
- [6] Future expansion
- --------------------
-
- What can you expect from future versions of DMapEdit? I plan to add in
- the rest of the routines that are currently not available in the
- advanced/misc options menu.
-
- I plan to add template support, so you can add standardized wall
- formations (doors, columns, staircase, etc.) easily, without having to
- make them all yourself. Since DoomCad beat me to this idea, I'll
- support templates created with it, and make DMapEdit's templates usable
- by DoomCad. This isn't really a problem, since his method of doing it
- turns out to be very close to how I had planned to go about it. (I think
- this 'TWAD' idea was a little overboard, though)
-
- I plan to add help information to explain whatever you are dealing with
- at any perticular time. Thus, if you come across something you don't
- understand, you can request help about it.
-
- I plan to add a menu and toobar at the top of the screen. Also, to have
- a new way to display information currently selected (something more like
- deu has, instead of the 1 or 2 lines of text at the top).
-
- I plan to add 2 new editing modes: sidedef and all. These are really
- only needed for doing marking and marking related functions. All mode
- will also make template generation simpler.
-
- I plan to add a function to analyze a map and report a difficulty rating
- for it in each difficult level and in multiplayer mode. So, please send
- me your ideas on how you think I should rate all the Things (i.e.
- weighted values) since I really don't have any ideas for this yet. (any
- authors for other editors wanting to also inplement this idea, let me
- know and we'll work on it together.)
-
- And if anyone has any other great ideas for anything to put in, go ahead
- and send me your ideas. Just make sure you explain it good. Try to be
- specific. Sometimes I just can't figure out what you mean when you
- explain something to me, so try and be specific.
-
- ----------------
- [7] Introduction
- ----------------
-
- So, what all can you do with this editor? Well, you can edit Things,
- vertexes, lines and sectors, etc, in order to create a new and unique
- map that can then be played in Doom. You can also generate the internal
- structures that doom needs to operate (Nodes, Sub Sectors, Segments and
- a Blockmap), which will all need to be made (or remade) in order to play
- any new or modified map with Doom. You can edit (or just examine)
- existing maps (from doom, or from PWADs created by other people). Be
- sure to follow the pwad's author's copyrights for such maps. (Doom
- doesn't want any modified maps made from their original doom levels to
- be distributed. In fact, they don't want their unmodified maps to be
- distributed either, except for with the shareware doom package.)
-
- Map making is rather a complex task. There is a lot that goes into
- making a map, and being able to just 'slap a few lines down, make the
- nodes and run' really isn't possible. All any editor really does is
- make the task of creating maps easier, by doing a lot of the stuff for
- you. This can cut down on what the user is required to know, but there
- will still be much that he/she will still need to know. Furthermore,
- the more you know about making maps, the better your maps will tend to
- be. Therefore, I strongly recommend reading through this whole file.
- My goal in writting DMapEdit is to make map generation as simple as
- possible, while still having the ability to do everything you could
- possible want to do. Having the ability to do exactly what you want is
- the main goal. If you think you can't do something, you probably can,
- but just don't know exactly how to go about it. In such a case, read
- through this file, and if you can't find it here, contact me and I will
- help you. Please check this file first, though. If it's not in here,
- and you need to contact me, I will add it to this file (correcting the
- oversite). At present, I feel that this editor is easier to use than
- any other out there, while still being nearly equally powerful, and
- becoming more powerful with every release. If you disagree, and have
- ideas on how I can make it better (or can just point out what some other
- editor does better), please let me know.
-
- So, just what do all these technical terms mean?
-
- Things:
-
- Things are all objects in the game, such as barrels, dead bodies,
- guns, ammo, monsters, player starting points, etc. Walls, doors,
- elevators, windows, etc are not objects. They are lines..
-
- Lines:
-
- Lines are straight line segments from one point to another. They are
- usually walls, or semi-walls, but not always. Sometimes they represent
- the edge of a lighted area, or a trigger to activate something elsewhere
- when crossed by a player. A line is always present where ceiling or
- floor heights change, such as stairs, windows, etc.
-
- Vertexes:
-
- All lines run between 2 vertexes. A vertexes is simply a point.
-
- Sidedefs:
-
- All lines have 2 sides to them, a left and a right side (even though
- they have no width). A sidedef determines what you will see when you
- look at the line from that side. It also tells the sector it's facing.
-
- Sectors:
-
- A sector is the open area between the (lines). You can think
- of this as a room, too. Sectors describe the floor and ceiling
- heights and textures, and the lighting conditions of the space. Anytime
- any of these characteristics changes, a new sector must be created
- for it to describe it. All sectors must form a closed polygon, and the
- "outside" area of a map can't be a sector.
-
- Blockmap:
-
- This is an internal structure that Doom uses to detect wall
- collisions. Once you make a new map, a blockmap must be generated
- before it can be played.
-
- Nodes:
-
- This is another internal structure (a Binary Space Partition tree) used
- by Doom to figure out what walls are behind what walls, so it knows it
- doesn't have to draw them. I have no idea how anyone could use such a
- structure for this purpose, but Doom does seem to work.. :)
-
- Segments:
-
- A segment is simply a piece of a line (because nodelines often cut a
- line). This is also internal, and something you don't need to worry about.
-
- Sub Sectors:
-
- Again, an internal structure of a piece of a sector, in the shape of
- a convex polygon (less then or equal to 180 degrees bend between all lines,
- measured on the inside of the shape).
-
- PWAD:
-
- A PWAD (also known as a 'working wad file'), is a collection of data
- files all combined into one file, with extention WAD. The file DOOM.WAD
- is an IWAD file, however. IWAD probably stands for Initial WAD, while
- PWAD stands for Patched WAD. The first 4 bytes of a WAD file will be
- IWAD or PWAD, thus identifying it's WAD type. Basically, when you play
- doom with a PWAD file, it will try to get any data it need from the
- PWAD, and if it can't find it, it will then load it from the IWAD.
-
- E1M1:
-
- This is just map notation for the episode and mission numbers.
- (episode 1, mission 1 in this case). This happens to be the way a
- header looks in the wad file, and is just an abbriviation, really.
-
- Object:
-
- An object is a Thing, Vertex, Line, Sidedef, or Sector. Objects are
- the building blocks the user has to make maps with.
-
- ------------------------------------------------------------------------
-
- Ok, running this program is pretty easy. All the files that DMapEdit
- comes with should all be in the same place. You can run it without it
- being in the current directory, if you wish. If Doom.wad or Doom1.wad
- isn't in the current directory, you will need to tell DMapEdit where it
- can find this file. This is done by giving the path to it with the -i
- switch, like so:
-
- dmapedit -i/doom/doom.wad
-
- or
-
- c:\wherever\it\is\dmapedit -ic:\and\doom\is\here\
-
- or by adding a line to the INI file like:
-
- doom path=c:/doom
-
- Note that either '/' or '\' can be used. Also note that there is no
- space between the '-i' and the path itself or the '='. This path that
- you give should either point to the directory the IWAD can be found (an
- IWAD is what the file 'doom.wad' is) or point to the IWAD itself.
-
- Dmapedit defaults to VESA SVGA 640x480x256 colors. If you don't have a
- VESA card but you do have SVGA, run univesa to create a VESA interface
- for your card. If you don't even have SVGA, why not? A 386+ without a
- SVGA card? If you want to use a different graphics interface, or
- resolution, read about the -v switch at the end of this file.
-
- Once the program is up and running, you should see a map of episode 1,
- mission 1. The program defaults to thing edit mode at startup. At this
- point, you can move things around by pressing the left mouse button on a
- thing and dragging it to it's new location. Pressing the left mouse
- button while not on a thing will add a new thing (using the defaults)
- and placing it when you releast the button. The right mouse button is
- used to delete a thing. The middle button (if you have one) is used to
- change the information about a thing, or the default thing if you are
- not on a thing at the time you press the button. This is the standard
- mouse interface I use for this program, and editing vertexes and lines
- works the same way.
-
- -------------------------------
- [8] How do I play a map I made?
- -------------------------------
-
- Once you have made a map, you must save it to a PWAD file. Then you
- start doom from dos like so:
-
- doom -file pwad1.wad [pwad2.wad] [pwad3.wad] [...]
-
- In this example, you would have saved your PWAD with the name 'pwad1'.
- If you used the name 'new', you would type:
-
- doom -file new.wad
-
- Another thing to note about the first example, you can use more than one
- PWAD file at once. This would be done for files that have different
- information in them. If they both use the same information (like both
- having E1M1 in them), you probably shouldn't do it this way, and really
- don't have any reason to. You would use this for something like pwad1
- having E1M1, pwad2 having E1M2, and pwad3 having new sound effects. (by
- the way, files is [] are optional, if you havn't figure this out yet.
- You wouldn't actually type the '[' or ']')
-
- ---------------------
- [9] Keyboard commands
- ---------------------
-
- These are all the keyboard commands:
-
- (global commands - available in all edit modes)
-
- ?: display key commands
-
- Arrow keys,
- home, end,
- page up,
- page down: These keys will scroll the map around..
-
- =, +: zoom in
-
- -: zoom out
-
- _: re-center map
-
- alt-q,
- alt-x,
- esc: quit and exit editor
-
- ins: add (same as left mouse) (see note1)
-
- alt-ins: sticky add (see note5)
-
- del: delete (same as right mouse button) (see note1)
-
- space: change/edit (same as middle mouse button) (see note1)
-
- m: mark/unmark selected object
-
- alt-m: sticky mark (stretch-box marking) (see note5)
-
- 1 - 5: change displayed vertex point size
-
- 0: turn off vertex point display
-
- t: change displayed things icon size: big, small, off (see note2)
-
- \: change displayed lines size (thickness)
-
- F1: select thing edit mode
-
- F2: select vertex edit mode
-
- F3: select line edit mode
-
- F4: select sector edit mode
-
- F9: misc/advanced options (build nodes, error check, etc)
-
- tab: re-configure the mouse buttons
-
- s: save map to a PWAD, promting for name first
-
- l: load map from a PWAD, promting for name first (see note3)
-
- alt-s: save map to a PWAD
-
- alt-l: load map from a PWAD (see note3)
-
- alt-w: write map to original Doom WAD file (IWAD)
-
- alt-r: reload map from original Doom WAD file (IWAD)
-
- c: change episode and mission
-
- f: change thing display filter (see next section)
-
- r: change roundoff level: 1, 8, 16 (default), 32. (see note4)
-
- g: change grid display intensity level
-
- ., >: increase roundoff level (grid drawn to roundoff level)
-
- ,, <: decrease roundoff level
-
- n: start a new map from scratch (erase currently displayed map)
-
- z: show current statistics (totals, and memory usage)
-
-
- Note1: These are the default mouse buttons. The mouse buttons can be
- re-configured with the <tab> key.
-
- Note2: Thing icons can't be turned off while in thing edit mode. There
- is also a setting that shows circles. This represents the size
- of the object and is useful to see if monsters overlap, are stuck
- in walls, etc.
-
- Note3: It will try to load a map from the current PWAD. If that map
- doesn't exist in that PWAD, however, it will load the map from the
- IWAD.
-
- Note4: This is used to round off all map coordinates, so things can be
- placed with a more symetrical feel. This is also called "snap-to
- Grid" in some other editors. A value of 1 will not produce any
- roundoff. The crosshare shows the rounded-off position. The
- grid display intersections also show the roundoff positions,
- unless the spacing drops below 8 between the lines, in which case
- every other line/4th line/8th line/etc will be displayed to meet
- this condition. This is to not clutter up the screen.
-
- Note5: These keys simulate the effect of holding down the equivelant
- mouse button while moving the mouse around (called dragging). It
- will remain "stuck" until another key is pressed, or a mouse button.
-
-
- (Thing edit mode)
- ----- ---- ----
-
- enter: Copy selected Thing to default Thing
-
-
- (Line edit mode)
- ---- ---- ----
-
- f: flip line (swap left and right sides) (see note6)
-
- alt-f: flip line and sidedefs (see note6)
-
-
- Note6: In actuality, the sidedefs are swapped too, so that they seem to
- be where they were before. In other words, since the left side
- of the line is now the right side, (and the sidedef hasn't been
- swapped yet) it will look like, from the users perspective, that
- the sidedef switched sides, though it didn't really. Thus, alt-f
- will not swap the sidedefs, but only the vertexes it runs between.
-
-
- (Inside of a window)
- ------ -- - ------
-
- enter: same as clicking Ok button (if there)
-
- alt-q,
- alt-x,
- esc: exit out of window (same as clicking Cancel button)
-
- tab: move mouse pointer to next button position
-
- page-up,
- page-down: in windows with 2-way scroll buttons, scrolls list
-
-
- -------------------
- [10] Pop-up windows
- -------------------
-
- Pop-up window manipulation has become a little complex, so I figured I
- should put in a section to cover it. Pop-up windows are rectangles with
- a yellow boarder that appear with information inside it. There are 2
- basic types. The first doesn't have an Ok or Cancel button. This is an
- informational window, and just gives you information. Pressing any key
- or clicking the mouse anywhere on the screen will make it go away. The
- second type is the interactive window (also called edit window window),
- and will have a Cancel button, and usually an Ok button. To close this
- type of window, you must click on the Ok or Cancel button. If an Ok
- button isn't there, making a selection from inside the window will
- automatically to an Ok operation.
-
- The Ok button will exit the window, using the window's current
- information. Selecting Cancel, however, will ignore anything that
- occured in the window. Another function these buttons can be used for
- is for confirmation of some operation you selected. In this case, you
- must select Ok to proceed.
-
- A similar sort of button you may see is the 'big button'. This button
- also has text inside it, but is white, and is always inside the window.
- Selecting such a button will perform the action the text describes.
-
- Usually, edit windows will have small, circular buttons, which is the
- main form of doing any 'editing' in the window. Just click the button
- next to what you are interested in changing. These 'radio' buttons do
- one of 2 things: switch states ('on' or 'off' condition), or select
- item. Buttons that select an item will never be filled in.
-
- Inactive radio buttons will be displayed as dimmed (dark gray instead of
- white). This doesn't always mean you can't select them, however. Try
- clicking on it to see. When editing a group of marked items, only the
- non-dimmed items will be changed when you select Ok. So, this being the
- case, you need to be able to change what's dimmed and what isn't. To do
- this, you can select the button normally, and it will activate
- automatically, or you can click on the button with the middle mouse
- button (spacebar) to toggle the active status of the button. Only
- buttons that can logically be toggled will be allowed to be toggled.
-
- -------------------------
- [11] Thing display filter
- -------------------------
-
- Things are not always on every difficulty level. Generally, harder
- difficulty levels tend to have more monsters running around. The thing
- display filter is to allow you to display only what you want to display,
- such as only level 1 things. Using this filter is a little tricky,
- however.
-
- There are 5 different flags used by all things in doom:
-
- flag 1: skill level 1 & 2
- flag 2: skill level 3
- flag 3: skill level 4 & 5
- flag 4: deathmatch mode
- flag 5: deaf monster
-
- Skill level 1 being "don't hurt me" and 5 being "Nightmare". If a skill
- level flag is set, then this thing will appear to a player playing on
- that skill level. If the deathmatch mode flag is set, then this thing
- will only appear when playing a deathmatch mode game. Note that this
- flag is in addition to the skill level flag. If you just set the
- deathmatch mode flag and leave all three skill level flags cleared, then
- the thing will never appear in any deathmatch mode game.
-
- The deaf monster flag is only useful with monsters. If it is set, then
- monster will only "activate" (come alive) upon spoting a player or being
- attacked. If the monster isn't deaf, then it will also "activate" whenever
- it hears a players weapon being used (even punching air will do it).
-
- There are 2 switches for each of these flags in the filter. There are a
- total of 4 possible combinations for these 2 switches. The first switch
- is used as a matching state. The second switch is set if you want to
- force the first switch to match a flag exactly. This may be confusing,
- so I will detail the 4 possible switch combinations..
-
- Combination 1: both switches off (O O)
-
- With this combination, the flag is ignored and not displayed. If all 4
- flags have this combination, nothing will be displayed.
-
- Combination 2: first switch on, second off (* O)
-
- This will display the thing if the flag is set. If the flag isn't
- set, the thing may still be displayed if another flag with this
- combination is set. This is a basic OR situation between flags.
-
- Combination 3: first switch off, second on (O *)
-
- For a thing to be displayed with this combination, the flag must be
- off. If the flag is on, the thing will not be displayed, regardless of
- the other flag settings. This is used to hide what you don't want
- displayed.
-
- combination 4: both switches on (* *)
-
- With this combination, similar to combination 3, the flag must be on to
- display this thing. Unlike combination 2, a thing will not be displayed
- if the flag is off, period. Other flags have no effect on it.
-
- Common filter settings:
-
- O = off, * = on
-
-
- Display level 1 & 2 things:
-
- Skill level 1 & 2: * O
- Skill level 3: O O
- Skill level 4: O O
- Deathmatch mode: O O
-
-
- Display only level 4 things, non-deathmatch mode:
-
- Skill level 1 & 2: O O
- Skill level 3: O O
- Skill level 4: * O
- Deathmatch mode: O *
-
-
- Display all things:
-
- Skill level 1 & 2: * O
- Skill level 3: * O
- Skill level 4: * O
- Deathmatch mode: * O
-
-
- Display only Deathmatch mode things:
-
- Skill level 1 & 2: O *
- Skill level 3: O *
- Skill level 4: O *
- Deathmatch mode: * O
-
- Display only things unique to level 4:
-
- Skill level 1 & 2: O *
- Skill level 3: O *
- Skill level 4: * O
- Deathmatch mode: O O
-
- Personal note: I think it would be an excellent idea for id to have made
- another flag for 'respawn'. This way you could make certain monsters
- respawn (appearing at their original starting location), instead of
- either all monster respawn or none. It would also avoid such things
- as a second cyber-demon appearing, which really ruins the whole idea
- behind having respawn in the first place. You could also have different
- amounts of monsters respawn at different difficulty levels. (for
- example, 5 at ultra-violence and 15 at nightmare). I can't beleive that
- adding this would be very hard programming-wise. You have a bunch of
- empty flags, you have already written the respawn routines.. Wish I
- knew how to get this idea to id <sigh>.
-
- ------------------
- [12] Thing editing
- ------------------
-
- Editing things is very easy. If you want to move a thing to somewhere
- else on the map, just click on it with the left mouse button, and drag
- it to it's new location while holding the button down. To delete
- something from the map, click on it with the right mouse button. And,
- to add a new thing to the map, click the left mouse button while the
- mouse isn't on a thing. (it will be placed when you release the button,
- so you can drag it around too.) You can tell if you are on a thing by a
- box around the thing. If you see this box around it, then that is the
- thing currently selected. Information about this currently selected
- thing is displayed at the top of the screen.
-
- To change the currently selected thing, press the middle button (or the
- spacebar). This will bring up all information about the thing. To
- change any of this information, simply select the proper button. If you
- press the middle button (or the spacebar) while a thing isn't selected,
- then you can change the default thing's information. The default thing
- is used whenever you add a new thing to the map. Lastly, pressing the
- Enter key will scan the selected thing's information into the default
- thing.
-
- -----------------
- [13] Line editing
- -----------------
-
- I have tried to make the line editing mode as useful and intuative as
- possible. I have also tried to put as many abilities in this one mode
- as I could. As a result, you shouldn't need to use vertex edit mode
- very much, if at all. To use this mode effectively, however, you need
- to know how to use it properly. So, here goes..
-
- When you move the mouse cursor around the screen, it will lock onto the
- closest line, and the closest vertex, if it's not too far away. If you
- have a line selected, you can use the spacebar (middle mouse button) to
- edit that line's characteristics, and it's sidedefs. Also, when a line
- is selected, information about it is displayed at the top of the screen.
- Sidedef info is also displayed. Each line has 2 sidedefs (or possible
- sidedefs, anyway), a left sidedef and a right sidedef. Whichever side
- of the line the mouse cursor is on is the sidedef that is displayed.
- When editing the selected line, a small dot will mark this sidedef as
- well.
-
- Note: When a linedef that triggers an event is hilighted, the effected
- sector(s) are also hilighted, using a dotted lines.
-
- Adding a line (left mouse button):
-
- A line is added by pressing the left mouse button at the starting point,
- and releasing the button at the ending point. Pressing the button when a
- vertex is selected (hilighted) will start the line at this vertex. If a
- vertex is not selected, a new vertex is added, and becomes the starting
- point for the line. Releasing the button when a second vertex is
- selected will make that vertex the ending point. Otherwise, a vertex is
- added and is used for the ending point.
-
- One last possible situation is having a line selected, but not a
- vertex. When you press the left mouse button here, a vertex is added,
- spliting the line into two parts.
-
- Deleting a line (right mouse button):
-
- Simply select the line you wish to delete, and press the button. Doing
- this will leave a gap where the line was. If you use the vertex edit
- mode to delete a vertex, it will reroute all the line that went to that
- vertex to the closest vertex along that vertexes lines (deleting a line
- in the process).
-
- Please note that lines may switch sides from time to time. This is
- because Doom is very picky about having the 'important sidedef' on the
- right side. This means that if you only have one sidedef, it must be on
- the right side, so DMapEdit will flip the line around if needed to make
- it so. Also, if a line has two sidedefs, and only one sidedef has any
- textures, it must be on the right side. Again, DMapEdit will make this
- so. You don't have to worry about these details, just edit your map
- however you want to, and DMapEdit will make these changes as needed.
-
- -------------------
- [14] Sector editing
- -------------------
-
- Once you have all your lines in place, all forming closed polygon
- shapes, you need to make sectors. Any location (polygon) a player or
- monster is allowed to be in needs to be a sector. A sector definition
- tells doom what heights the floor and ceiling is at for the polygon, as
- well as how much light there is there. If you are making a new map, and
- have put in all the lines, but have done nothing with the sectors yet,
- select "generate sectors" from the advanced options menu. This will
- examine your map and automatically assign a sector to every polygon that
- needs one. (be sure your lines are set up correctly, however. Use "fix
- lines" or "error check lines" first) Then, you can simply edit the
- various sectors to your liking.
-
- Sector edit mode is selected with the F4 key. In this mode, the mouse
- will hilight whatever sector the mouse is in (if the sectors aren't
- damaged). Information about the sector is displayed at the top of the
- screen. The spacebar or middle mouse button will let you edit this
- sector information.
-
- Note: When you hilight a sector that is triggered with a linedef(s), the
- linedef(s) will be hilighted too, using a dotted line.
-
- If you want to make a new sector where there currently isn't one
- (no lines hilight), or want to fix a damaged sector (only some lines
- hilight), simply press the left mouse button (or insert key) to create a
- new sector there. It will remove whatever sector(s) were there, if
- any. The sector will have the characteristics of whatever sector most
- of the lines seemed to be linked to. If it was totally empty, it will
- assume the standard sector definition.
-
- If you want to remove a sector (making a pillar solid, for example, so a
- player can't be inside it) simply press the left mouse button (or delete
- key) while the sector is hilighted. If a sector is damaged for some
- reason, you should remake it first (left mouse button) and then remove it.
-
- In order for a player or monster to fit inside the sector, there must be
- a different of 7 between the floor and the ceiling. This is the
- minimum. A difference of 6 will make it impossable to enter the sector.
- Also, a floor height difference of 3 can be climbed, but a difference of
- 4 is too high a step to climb. The player can fall down a step of any
- height.
-
- Another option available in sector edit mode is the blend/copy
- function. You press "B" while in sector edit mode to get the blend/copy
- setup screen. Information from the hilighted sector is used to fill in
- information on this screen. You can change the initial sector
- information to be used, though, on this screen. You will also see
- adjustment factors to the right. This is how much it will change the
- initial values by each time. For example, having a floor height of 4,
- and an adjustment factor of +2 will make the first sector floor height
- 4, the next 6, the next 8, etc.. Using an adjustment factor of zero
- will basically perform a copy operation (the initial value never
- changes). This can be useful to set a bunch of sectors to one light
- value, or ceiling height, or whatever. If you select the button that's
- already on, you will turn it off, so that no adjustment factor is
- selected. When you do this, this Sector characteristic is ignored, and
- thus not changed when you blend/copy. This can let you change only the
- floor heights, for example, and not the light or ceiling levels. Or,
- you can simple change the ceiling to the sky texture for a group of
- sectors without changing anything else about the sectors. As you can
- see, this can be quite handy.
-
- Once you have the setup set properly, select the Engage button. You
- will now be in blend mode. The top line will display what values you
- are currently at. To set a sector to these values, simply click on the
- sector, and the sector will be updated. This will also adjust each
- value by it's adjustment factor, and you are now ready to update the
- next sector. This is very useful for making stairs. Simply click on
- each stair, in order, until you are done. To get out of blend mode,
- simply press escape, or the right mouse button (or delete key). To get
- back to the blend mode setup screen, press "B" again, or the middle
- mouse button (or spacebar).
-
- ------------
- [15] Marking
- ------------
-
- Objects can be marked to perform an operation on them as a group.
- Marking is done using the 'm' key, or clicking on an object with the
- marking mouse button. By default, there isn't a mouse button for this,
- so you will have to reconfigure the mouse buttons with the <tab> key.
- You can also mark objects with a stretch-box by dragging with the mouse
- button, or pressing 'alt-m'.
-
- Objects that you mark will also mark other objects that they affect.
- For example, if you mark a sector, it will also mark all the lines,
- sidedefs, and vertexes that sector uses. Thus, you can mark objects in
- one mode, and then switch to another mode to do an operation on it, such
- as marking a sector, and then switching to line edit mode to change the
- lines of that sector. The backspace key will unmark all objects
- currently marked.
-
- With a group of objects selected, you can move the whole group with the
- add button. You can delete the group (effect depends on the edit mode
- you are in) with the delete button. After you do a delete, there will
- not be any objects marked. And finally, you can edit the group of
- objects (vertexes can't be edited, since they have no properties). You
- would edit the objects just as if you were editing a single object,
- except changes will be made to all of the marked objects. To tell what
- will and won't be changed, the buttons will be normal or dimmed. If it
- is dimmed, this property will not be changed (changing only occurs when
- you exit the edit window). If you change something, but then decide you
- don't want to change this after all, you can toggle the button dimming
- with the middle mouse button (spacebar).
-
- copy.
-
- ----------------------------
- [16] Making maps from scatch
- ----------------------------
-
- Map generation starts with putting vertexes and lines where you want
- them. This lays the foundation for everything else. Once all the lines
- are in place, you need to make sidedefs for these lines (unless you do
- so along the way while you are creating the lines). The easiest way to
- do this is to select the "Fix Lines" options from the advanced options
- menu (F9). If you already have sidedefs setup, then you should at least
- error check the lines, just to make sure it's all ok. Once this is
- done, you need to make all the Sectors. If you have all the sidedefs
- where you need them, you can use the "Generate Sectors" option from the
- advanced options menu. This will put make sectors for every polygon on
- the map. Another method you can use is to simply enter sector edit mode
- and add sectors manually to each polygon. One advantage to this method
- is that you don't need to have the sidedefs in place. It will create
- the sidedefs if it needs to for lines as it goes along.
-
- At this point, you have the vertexes, lines, sidedefs, and sectors all
- created. However, they are all most likely set to standard values
- (walls are all brown1 texture, sectors are all the same heights and
- textures, etc), so you will need to go in and set them to the values
- you want them to be at. By the way, Things can be added at any time
- along the process of making a new map. It's usually better to do so
- after the lines are drawn, though, so you know where to put them, but
- you are the boss.
-
- When you have everything set the way you want it, it's time to generate
- Nodes, and a Blockmap. Making a Blockmap is fairly quick, so you might
- want to do this first. I also recommend you save your map before you
- generate these two structure. In fact, I recomment you save your map
- often! Anyway, once you have made your Blockmap and Nodes, save your
- map, and enjoy playing your new map!
-
- Notes:
-
- Maps must have all areas enclosed by lines, forming a polygon. A map with
- only 3 lines, for example, in an open ended box shape, isn't complete.
- Keep in mind that a line doesn't have to be a wall. Lines are required
- anywhere you wish to:
-
- change floor or ceiling height
- change lines angle
- change wall, floor, or ceiling patterns
- change lighting
- change floor hurt-player damage
-
- Also, every map should have a starting point for all four possible
- players. You should also have, minimum, 4 deathmatch mode starting
- points. And, of course, you should have an exit.
-
- ----------------
- [17] Misc. notes
- ----------------
-
- Changing a map's episode and mission number:
-
- Suppose you want to change a map from E1M1 to E2M2. How does one do
- this? Simple. Just press 'C' to 'change map'. Now, select the
- episode/mission you want it to be. Once you do this, just click outside
- the window (or press Esc) and now your map has a new episode/mission
- value. At this point you can save it to a PWAD or whatever. This can
- be useful for taking several one-map PWADs and putting them all into one
- big PWAD.
-
- --------------------------
- [18] Alternate video modes
- --------------------------
-
- DMapEdit defaults to 640x480x256 colors, vesa svga. If this is a
- problem, you can try setting up another video mode and/or driver. This
- is all done with the -v switch.
-
- dmapedit -v[driver,]mode
-
- Driver: This data is optional. With it, you can tell DMapEdit you want
- to use another bgi driver, if you have one. Be sure to use only a 256
- color mode driver, as this program will not work with any other amount
- of colors. Also, 640x480 is the recommended minimum resolution. Though
- you can use lower resolutions (such as 320x200), doing so will have the
- side effect of everything not fitting on the screen, and it will look
- very stupid indeed. If you can live with that, however, then knock
- yourself out.
-
- Mode: This is a number, from 0 to however many modes the driver selected
- has. With vesa.bgi, the following modes are available:
-
- 0: 320x200 (VGA/MCGA) (Mode not usable with DMapEdit)
- 1: 640x400
- 2: 640x480 (default)
- 3: 800x600
- 4: 1024x768
-
- All modes are in 256 colors, since this is required for DMapEdit to work.
-
- * vesa.bgi is copyright (c) 1991 Jordan Hargraphix.
-
- -----------
- [19] Thanks
- -----------
-
- I'd just like to say thanx to the following people:
-
- Paul Hagstrom: for being my internet contact for this product. Now go
- try it out and see what it's like!
-
- James Sterrett: For the very first registration I received.
-
- Alistair Brown: For finding that insanity-causing bug in the node
- generator. I'm recovering quite nicely now..
-
- Rod McCabe: For his letter and ideas. (quite a while ago, though)
-
- Pierre Fournier: For tracking down that intermittent bug in the picklist
- so well for me. I'd see it from time to time, but couldn't figure
- out how to re-create it, until Pierre came along.
-
- DEU authors: For making their editor's source available. I learned a
- few tricks from it.
-
- PWAD creators everythere: For making fun PWADs for me to play when I get
- bored! My personal favorites at the moment are: Forest13,
- Deadbase, Fortress,
-
- Registered users: For registering! :)
-
- Camaron Booth: Beta tester and idea suggestor.
-
- joost schuur: Beta tester and idea suggestor.
-
- id: For creating Doom in the first place. Great game guys. :)
-
-