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- DMapEdit v1.0 - a doom map editor!
-
- Welcome to DMapEdit. DMapEdit is a true map editor, and not just a
- thing editor. Right now, however, there are still many unknowns about
- what everything in the wad file maps do, specifically, segs, nodes, and
- reject, and how each relates to sectors. If you don't know what I'm
- blabbering about, don't worry. If you do, and would like to try and
- hack out some of this stuff, or already know how all this stuff works,
- be sure to read the 'hackers.txt' file.
-
- -------------
-
- Doom is a trademark of id Software Inc.
- DMapEdit is my trademark
- Vesa.bgi is copyright (c) 1991 Jordan Hargraphix
-
- 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 any other purpose.
-
- -------------
-
- My address is:
-
- Jason Hoffoss
- 10321 110th st. N.
- Stillwater, MN 55082
-
- Donations and postal mail can be send to this address. E-Mail can be
- send to me on these BBSs:
-
- The Death Cookie: (612) 773-0646
- The Express Lane: (612) 422-3707 or 422-1585
-
- At present, I don't have an Internet account, however, I hope to soon.
- Until then, if anyone at the U of M would like to act as a contact for
- me, let me know. I do have read access to the newsgroup alt.games.doom,
- so comments, suggestions, etc can be posted there, and I may see it. It
- is rather high traffic, however, so if it's important, don't rely on
- that. You will also note I said "read" access, so I can't post anything
- to the newgroup. Oh well.
-
- -------------
-
- So, what all can you do with this editor? Well, it is a full featured
- thing editor, so you can move things around, change them, add/delete
- them, etc. Thing editing has no limitations on it. You can also edit
- vertexes, adding/deleteing and moving them about as you wish. Changing
- them around and saving it back to the WAD file may cause problems with
- the segs, but since I really don't know what segs do, I can't say for
- sure. You can save your new level to a data file, however, and use it
- with a later version of DMapEdit, when available, which will be able to
- correct any problems, so you can create your 'new worlds' now. You just
- can't play them. Lastly, you can edit lines, adding/deleting them. So,
- just what do all these terms I mentioned 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.
-
- ------------------------------------------------------------------------
-
- Ok, running this program is pretty easy. Doom.wad or doom1.wad must be
- in the current directory, but dmapedit and it's files doesn't. So, you
- can start dmapedit with:
-
- dmapedit
-
- or
-
- c:\wherever\it\is\dmapedit
-
- dmapedit defaults to vesa svga 640x480x256 colors. If this is a
- problem, or you don't like it, 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.
-
- ----------------
-
- These are all the keyboard commands:
-
- ?: display key commands
-
- Arrow keys,
- home, end,
- page up,
- page down: These keys will scroll the map around..
-
- +: zoom in
-
- -: zoom out
-
- alt-q,
- alt-x,
- esc: quit and exit editor
-
- ins: add (same as left mouse)
-
- del: delete (same as right mouse button)
-
- space: change/edit (same as middle mouse button)
-
- 1 - 5: change displayed vertex point size
-
- 0: turn off vertex point display
-
- t: change displayed things icon size: big, small, off
-
- \: change displayed lines size (thickness)
-
- F1: select thing edit mode
-
- F2: select vertex edit mode
-
- F3: select line edit mode
-
- s: save map to a data file
-
- l: load map from a data file
-
- alt-w: write map to WAD file
-
- alt-r: reload map from WAD file
-
- c: change episode and mission
-
- m: change thing display filter (see below)
-
- n: start a new map from scratch (erase currently displayed map)
-
- z: show current statistics (may mean very little to you, though)
-
- Note: Thing icons can't be turned off while in thing edit mode.
-
- --------------------
- 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
-
- -------------
- 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.
-
- --------------
- Map generation
- --------------
-
- Though you can begin making your own maps, I don't recommend you save
- such maps to the WAD file yet, unless you only changes things around.
- If you make any changes to vertexes or lines, many strange things will
- probably happen if you save it to the WAD file and play doom. Because I
- currently don't know everything about the maps, and how it all
- inter-relates, doom will get confused and act very strange. So, please
- save any new or modified maps to a datafile. When the next version of
- DMapEdit is released, which will hopefully have all these things
- resolved, you can then load the datafile and it will fix everything up
- and you can then write it out to a WAD. So, as you can see, you can get
- started on making your own maps, if you so desire.
-
- 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, sectors, segs, and nodes need to be generated. This will
- probably be automatically done my the computer, but I don't know for
- sure just yet. I will have to figure out how it all works first, but
- I'm pretty sure this is how I will be going about it. Once all these
- things are identified, you will then be able to change the sidedefs and
- sectors to your liking. Editing of these are not available yet,
- however, but should be in the next version. Things can be edited at any
- time during this process, as it works independantly of any of the other
- structures.
-
- Notes:
-
- Maps must have all areas enclosed by lines. 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 wall angle
- change wall, floor, or ceiling patterns
- change lighting
-
- Next, every map should have a starting point for all four possible
- players. You should also have, minimum, 4 deathmatch mode starting
- points.
-
- ----------------
- Future expansion
- ----------------
-
- What can you expect from future versions of DMapEdit? Well, I plan to
- add a sector edit mode, and sidedef edit mode. I also hope to add
- routines to create/resolve all the structures needed by doom for each
- map, so you will be able to actually play maps you create.
-
- I plan to add the ability to save newly created maps to a "working WAD"
- file, so you can leave your original doom.wad file unchanged. Working
- WAD files would also not have unneeded subfiles in it, so it would be
- far smaller. You could then play such maps with the command "doom -file
- mymaps.wad"
-
- I plan to change memory usage to dynamically allocate what I need, so
- there will no longer be limits on how many things, lines, etc you can
- have, as long as you have memory available. To my knowledge, doom doesn't
- limited how big all this stuff can be, as long as memory holds out.
- Right now, I don't use EMS or XMS, nor do I think I will need to, but if
- the need arises, I may add it.
-
- and if anyone has any great ideas for anything to put in, go ahead and
- send me your ideas. (donations accompanying suggestions will make me
- far more receptive, of course)
-
- ---------------------
- 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)
- 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.
-