You can switch between the modes by pressing Keypad Enter.
Caps Lock = - Applying wall, floor, and ceiling textures: Press V to display all the textures currently in use. Press V a second time to display the entire art file.

- Placing sprites -- decorations, enemies, weapons, etc.:

- Shading -- surfaces or objects: Press keypad +/- to adjust. Keypad 0 returns the surface to 0 shading. Ctrl +/ - select full brightness and full darkness. Use Right Alt in 2D mode to select entire sector(s).

- Scaling textures and sprites: Press keypad 2, 4, 6, or 8 to scale. Hold down Shift for finer adjustments.

- Panning textures and offsetting sprites: Ctrl + keypad 2, 4, 6, or 8. For finer adjustments, use Ctrl+Shift. / = Use this key to reset the panning values for a texture or sprite.

- Elevation: PgUP and PgDN . Use left click and hold, the object or wall, floor face will remain selected. To move to ceiling or floor use Ctrl+PgUP, Ctrl+PgDN. Finally, Alt+PgUP, Alt+PgDN allow you to specify ceiling and floor elevations. A one-story room = 128 units high, a two-story room = 256, doors 96, 112, or 128 units high.

- Sloping: Press [ or ] when cursor is on a floor or ceiling plane. \ Reset slope to 0. Alt+[ or ] Align slope to adjacent floor or ceiling elevation. You may have to Alt+F the sloped sector to get the slope angle right.

. or > = Tries to align matching textures along a wall or series of walls. From selected wall to the right.

F = Flip an object. For sprites and walls, it flips the object x-wise. For ceilings and floors, the objects are flipped 8 ways.

ALT+F = When you use R relative alignment mode on ceiling and floor textures, you can press ALT+F (firstwall) on the ceiling or floor to choose a new wall to align to. It actually rotates the walls of a sector by 1.

O = Wall orientation (whether it starts from the top or bottom) Normally, walls are oriented from the top. Orientation works differently for white lines and red lines, so if a wall doesn't look right, just press 'O' to see if it gets fixed.

F9 = Auto stair builder. Highlight a group of sectors, point to an adjoining sector floor or ceiling and press F9.

P = Make ceiling or floor parallax. Best used in conjunction with sky textures (i.e. 2500, 3678, and 3491).

E = Expand or unexpand a floor or ceiling texture.

B = (Blocking) Make an invisible wall, such as a window, block you from going through. Also block a sprite. Sprites with the 'B' attribute will appear pink in 2D EDIT MODE.

H = (Hitscan) Setting hitscan will make a masked or 1-sided wall block vectors (i.e. shotgun blasts and bullets).

T = (translucency) Cycles through degrees of translucency.

M = (masked) Can be viewed from both sides (such as a window). It can also be blocking or hitscan (i.e. stops shots).

1 = Make a 1-way wall and 1-way flat sprites.

2 = For walls with upper and lower sections. This will split the attributes, seperately editable ... ie. different tiles, etc.

O = Wall orientation (whether it starts from the top or bottom or, in the case of red walls, the inside or outside).

B = When the mouse cursor is on a sprite, this makes a sprite block you from walking through. Sprites with the 'B' attribute will appear pink in 2D EDIT MODE

D = Depth cueing. Hold 'D', then press +/- on keyboard. You can set the distance at which it gets darker. [norm = 768?]

~ The following are keys that effect a sectors edit dialog box in 2D ~

W = Change lighting effect waveform. After creating a lighting effect, you may cycle through available waveforms.

F2 = Toggle state of sprite or sector (ON or OFF)

F3 = Show sector OFF position for Z-motion sector: Alt+F3 = Set OFF position for Z-motion sector

F4 = Show sector ON position for Z-motion sector: Alt+F4 = Set ON position for Z-motion sector

Ctrl+ - or + Decrease/Increase light effect amplitude : Shift+ - | + Decrease/Increase light effect phase


You can switch between the modes by pressing Keypad Enter.
Left mouse button = If you hold down the left mouse button, you can drag existing points.

Right mouse button = Moves the player's positions to the mouse cursor. This is useful when you accidently get stuck....

Right Shift = Select a bunch of points for use with dragging around. Selects all points inside a box.

Ctrl+Right Shift = Same as above but selects all points on a loop. (Use the left mouse button to drag)

Right Alt = Select a bunch of sectors for either duplication or dragging around. If you press Insert the selected sector bunch will be duplicated (stamped). Don't forget to drag the selected sectors after stamping.!

Creating sectors:

Joining sectors:  
Edit Dialog boxes
F5 = Display sector specific data 
Alt+F5 = Edit sector specific data in the editing dialog. 
F6 = Display sprite/wall specific data 
Alt+F6 = Edit sprite/wall specific data in the editing dialog. 

While in the editing dialogs, use: Esc =escape. Enter = keep changes. Left + Right arrow = previous + next, Up + Dn = value add, subtract. PgUp + PgDn = value add 10, subtract 10. Space = Toggle check boxes. F10 Get next unused channel (rxID and txID only) or Play audio ID (data fields only) 
Use A and Z to zoom in and out.

ESC = Show a menu that says, "(N)ew, (L)oad, (S)ave, (Q)uit" Press ESC again to cancel the menu.

Scroll Lock = Set starting position (brown arrow) to your current position (white arrow).

S = Places a sprite at the location under the mouse cursor. A sprite looks like a blue circle in the overhead map.

B = Blocks / unblocks you from going through a wall or sprites. A blocked wall or sprite will appear pink in 2D EDIT .

C = (circle) from 2 points. Press 'C' on a highlighted wall., move the mouse, press keypad '+' or '-' if you want to change the number of points on the circle. Press 'C' again to cancel the circle drawing or press the Space bar to do it.

I = Toggle invisibility for sprites. Invisible sprites which are non-blocking and non-hitscan sensitive are dark gray.

E = Change a sprite's status list number.

< and > =

Rotate a Sprite: Rotation has a precision of 2048 degrees. Press the shift key for finer degree of rotation. 
Rotate a Sector: Sectors highlighted with RightAlt can also be rotated using these keys. 
[ and ] = Rotate a sprite without wrapping. Allows marked sprites to rotate several times throughout a busy cycle. 
CTRL+T = Toggle the text captions for sectors, walls and sprites.

G = Change grid resolution. Cycles through this sequence: Off , 1x = 64x64 , 2x = 32x32 , 4x =16x16 (DEFAULT), etc.

L = Turns grid locking on or off. If the mouse cursor is pink then grid locking is on, white then grid locking is off.

K = Mark a wall or sprite for motion (blue = forward motion, green = reverse motion) used with Z-Motion sprites?

M = Toggle the mask status of a wall

S = Places a sprite at the location under the mouse cursor. Refer to the SPRITES section (above) for more information.

TAB = COPY. The attributes it copies are: tile, shade, x-repeat, y-repeat, and properties. 
ENTER = PASTE. Paste the stored attributes over the highlighted object. 
Ctrl+ENTER = Paste the attributes to every wall in a sector. 
Shft+ENTER = * Paste shade and palette 
Ctrl+Shft+ENTER = * Paste tile, shade, and palette to all walls in loop 
Alt+ENTER = Paste properties (i.e. sector type, lighting effects, etc.) 
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