----------------------------------------- Shadow Warrior BUILD Editor Documentation Compiled And Edited By Keith Schuler (c) 1997 3D Realms Entertainment ----------------------------------------- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ This information is provided as is. It is very possible to corrupt ³ ³ your copy of Shadow Warrior, so make backups!!! 3D Realms & Apogee ³ ³ cannot and will not support the use of this program. If you choose ³ ³ to use it, you do so on your own. We cannot help with questions ³ ³ about this program or its use. ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ IN ORDER TO USE BUILD, YOU MUST COPY THE ENTIRE CONTENTS OF YOUR \GOODIES\TOOLS DIRECTORY FROM THE CD-ROM TO THE DIRECTORY YOU HAVE SHADOW WARRIOR INSTALLED TO ON YOUR HARD DRIVE. BUILD WILL NOT WORK CORRECTLY UNLESS YOU DO THIS! SEE INSTALL.TXT FOR MORE INFORMATION. This document was designed to help you learn to use the BUILD map editor included with Shadow Warrior. The first part, "Shadow Warrior BUILD Tutorial," is a tutorial to help you create your own Shadow Warrior levels right away, and is primarily intended for beginners. If you are already familiar with the Duke Nukem 3D BUILD editor, then you may wish to skip to the second part, "Shadow Warrior BUILD Reference." This is a reference guide to the controls used in Shadow Warrior BUILD. There are several minor differences between Shadow Warrior and Duke Nukem 3D mapping, and this section will help you get acquainted with them. Refer to these documents in the \GOODIES\DOC directory on your Shadow Warrior CD for other important information: ADVANCED.TXT - Brief explanations of room-over-room, sector objects, and other advanced Shadow Warrior mapping topics. EDITART.TXT - Instructions and reference for using the EDITART program. EXAMPLE.TXT - Documentation to accompany EXAMPLE.MAP, which includes demonstrations of almost all of Shadow Warrior's map functionality. SLABSPRI.TXT - Instructions and reference for using the SLABSPRI program. SWSOUNDS.TXT - An index of the sound effects and ambient sounds. SPRITAGS.TXT - Sprite tagging reference. Your guide to all the special sprites in Shadow Warrior and how to use them. SWBUILD.TXT - A tutorial and reference guide to using the BUILD editor. WALLTAGS.TXT - Wall and sector tagging reference. These are all the wall and sector tags used in Shadow Warrior. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Table of Contents ----------------------------------------------------------------------------- I. PART 1: Shadow Warrior BUILD Tutorial The BUILD Editor And Basic Level Editing: 1 Two Editing Modes: 2D and 3D 1.1 Level Basics: Sectors, Walls, Vertices, and Sprites 1.2 Sector, Wall, and Sprites Attributes 1.2.1 2D Editor Mode 1.3 2D Grid and Resizing the Grid 1.3.1 2D Grid Locking Feature 1.3.2 2D Zooming In and Out 1.3.3 3D Editing 1.4 Building A Basic Level: 2 Sectors and Walls 2.1 Build a Simple Sector 2.2 Start up BUILD 2.2.1 Make Your First Sector 2.2.2 Backtracking in Line Draw Mode 2.2.3 Single-sided and Double-sided Walls 2.3 Placing the Player's Start Position (IMPORTANT) 2.4 Quitting BUILD and Saving, Loading, Renaming Levels 2.5 Building A Better Level: 3 Modifying Wall, Floor, and Ceiling Textures 3.1 Selecting Textures 3.1.1 Shading Textures 3.1.2 Resizing Textures 3.1.3 Panning Textures 3.1.4 Relative Textures (Floors/Ceilings) 3.1.5 Parallax Floors and Ceilings 3.1.6 Splitting and Removing Walls 3.2 Resizing and Moving Sectors 3.3 Altering Floor and Ceiling Heights...and Textures again 3.4 Splitting, Joining, Adding, and Deleting Sectors 3.5 Splitting Sectors 3.5.1 Joining Sectors 3.5.2 Adding a Sector 3.5.3 Adding an Independent Sector 3.5.3.1 Adding an Extension Sector 3.5.3.2 Adding a Sector in a Sector (island) 3.5.3.3 Adding a Sector in a Sector (peninsula) 3.5.3.4 Deleting a Sector 3.5.4 Incremental Backups of Your Level 3.6 Sprites: 4 Adding Sprites 4.1 Adding Weapons and Goodies 4.1.1 Adding Bad Guys 4.1.2 Bad Guy Frames 4.1.2.1 Modifying Sprites 4.2 Resizing and Shading Sprites 4.2.1 Making Copies of Sprites 4.3 Moving Sprites 4.4 Deleting Sprites 4.5 Flipping Sprites and Sprite Angles 4.6 Advanced Sector Stuff: 5 Cut-and-Pasting Sectors 5.1 Within the Same Level 5.1.1 Between Different Levels 5.1.2 Overlapping Sectors 5.2 Miscelleanous: 6 Sector's "First" Wall and Relative Floors/Ceilings 6.1 Slopes 6.2 Multi-Player/Co-Op Start Points 6.3 Multi-Play Weapons 6.4 Okay, What Next? 6.5 II. PART 2: Shadow Warrior BUILD Reference Description of 2 Dimensional mode (sector editing mode): 7 Grid 7.1 Mouse Cursor 7.2 Player Position 7.3 Vertices 7.4 Lines/Walls 7.5 Sectors 7.6 Sprites 7.7 Signs 7.8 Colors 7.9 Editing in 2 Dimensional Mode (Sector Editing Mode) 8 Control in 2D Mode 8.1 Mouse Control 8.1.1 Keyboard Control 8.1.2 Keyboard Commands for 2D Mode 8.2 Esc Menu 8.2.1 Basic 2D Editing Commands 8.2.2 Line and Sector Drawing Commands in 2D Mode 8.2.3 Sprite Editing Commands in 2D Mode 8.2.4 Group Selection Commands in 2D Mode 8.2.5 Advanced 2D Mode Editor Functions 8.2.6 Description of 3 Dimensional mode (game view editing mode) 9 Cursor 9.1 Frame Rate Counter 9.2 Floors/Ceilings 9.3 Walls 9.4 Sprites 9.5 3 Dimensional mode (game view editing mode): 10 Control in 2D Mode 10.1 Mouse Control 10.1.1 Keyboard Control 10.1.2 Keyboard Commands for 3D Mode 10.2 Basic 3D Mode Editing Functions 10.2.1 Texture Editing in 3D Mode 10.2.2 Sprite Editing in 3D Mode 10.2.3 Shade,Visibility and Palette Editing in 3D Mode 10.2.4 Copy and Paste Functions in 3D Mode 10.2.5 Tagging, and Advanced 3D Mode Functions 10.2.6 Shadow Warrior Map Authoring Template: 11 ----------------------------------------------------------------------------- I. PART 1: Shadow Warrior BUILD Tutorial ----------------------------------------------------------------------------- ---------------------------------------------- 1. The BUILD Editor & Basic Level Editing ---------------------------------------------- This section gives detailed info on several ways to edit levels in BUILD. If you would like to see an index of everything you can do in BUILD, please see "PART 2: Shadow Warrior BUILD Reference." 1.1 Two Editing Modes: 2D and 3D There are two modes with which to make your levels: 2D and 3D. 2D mode is a 2 dimensional view of your level and making a level in this mode is like drawing on grid paper. 3D mode is 3 dimensional and is similar to the game itself (switches, doors, some light effects, etc. don't work like in the game). Switching between the two modes is done with the Enter key on the numeric pad (*not* the Enter key near all the regular keys). When in 2D mode, you're current position within the level is indicated by the white arrow. The brown arrow, if you can see it, is the player's starting position when the game begins (this is explained later). NOTE: Your current location (white arrow) must be within a valid sector to enter 3D mode. 1.2 Level Basics: Sectors, Walls, Vertices, and Sprites Your level will be made of a few basic elements: sectors, walls, vertices, and sprites. Sectors are like rooms and hallways and outside areas. Sectors are made up of a floor, a ceiling, and walls. Walls are just that - wall space between the floor and the ceiling of a sector. The two points on either side of the wall, as seen in 2D mode (seen as corners in 3D mode), are its vertices. Sprites are used for bad guys, goodies, sector effectors, etc.. They can also be made to lay flat on walls, floors, and ceilings. These flattened sprites can be used for switches, blood splats, and decorations. 1.2.1 Sector, Wall, and Sprites Attributes You can see the attributes (shade, tags, tile number, etc.) of sectors in 2D mode by pointing at them and hitting the TAB key. You can do the same for walls and sprites with the Alt-TAB keys. (NOTE: Alt-TAB is by default a Windows 95 system key. If you are using BUILD in an MS-DOS box under Windows 95, you may wish to uncheck the Alt-TAB key in your MS-DOS box properties.) Since walls can be double-sided, make sure you point on the exact side of the wall before hitting Alt-TAB. 1.3 2D Editor Mode 2D mode editing is used to lay out the basic level. It provides you with a top view of your level and shows your level's walls and sprites on a grid. It is very similar to a blueprint and most of a level's preliminary work is done in this mode. When editing in 2D mode, use the left mouse button to grab things (vertices, sprites) and move them around the map. Use the right mouse button to move your current position around the map. You'll notice, in 2D mode, that the closest sprite, the closest vertex, and the closest wall to the white arrow will blink. This indicates that these particular objects will be acted upon by you. This will be more important later when you start using high and low tags, and hit scan/ blocking. For now, though, you need to know that the blinking vertex is the one you'll grab if the mouse's left button is used. 1.3.1 2D Grid and Resizing the Grid There are seven gradations to the 2D mode's grid. The first six will actually display a grid of six varying sizes and a seventh with no grid at all. The six grid sizes give you varying control and accuracy on sector wall and sprite placement. Detailed work on very small spaces or tight sprite locations can be done at the sixth, finest grid size, while more grand, room-sized leveling can be done with the larger grid sizes. The seventh, gridless display is usually only used to capture screen shots of levels for printing and planning. 1.3.2 2D Grid Locking Feature When drawing walls or placing sprites in 2D mode, you'll notice that the wall's vertices, and the sprites, are placed exactly on grid cross lines. This is very useful because almost everything you BUILD will be rectilinear (square-shaped). You will also want to keep areas symmetrical and proportioned with respect to sector sizes for rooms, doors, windows, etc.. We don't recommend turning Grid Lock Mode off until you feel comfortable with BUILD and level designing. When you want to make crazy shapes with your sectors, or place sprites so precisely that they need to be off the grid system, then use the "G" key to enable and disable the Grid Lock feature. 1.3.3 2D Zooming In and Out You can zoom in and out within the 2D mode by using the "A" key to zoom in, and the "Z" key for zooming out. These two keys, along with grid resizing, can greatly help when trying to develop differently sized areas of your maps. 1.4 3D Editing The 3D mode of editing is used to do most of your level's designing. This mode resembles the actual game and therefore is more intuitive. You will do your tile selections, shading, floor/ceiling elevations, etc. in 3D mode. Holding the left mouse key after pointing at a sprite, wall, floor, or ceiling in 3D mode will hold it as selected, even if the sprite moves beyond the mouse's crosshair during an editing operation. There three ways to control your altitude in 3D mode: Game Mode, Height Lock Mode, and Float Mode. Game Mode is just like the game; you will be affected by gravity. Height Lock Mode will let you move around the level with no gravity and always at the same height above the current floor. Float Mode will let you hover without gravity and your height will not be effected by the floor's height below. You can switch between these modes by hitting the CapsLock key. You can change your altitude by hitting the "A" and "Z" keys. ------------------------------ 2. Building A Basic Level ------------------------------ 2.1 Sectors and Walls A sector is the simplest and most fundamental of structures in your level. It is made of walls, a floor, and a ceiling. You can control everything about each sector including its size and shape, the height of its floor and ceiling, the textures of its walls, and its shading and visibility. 2.2 Build a Simple Sector 2.2.1 Start up BUILD At the DOS prompt and within your Shadow Warrior directory, type the following: YOU MUST BE IN THE DIRECTORY BUILD IS IN TO DO THIS! BUILD If it's a new level, you'll start in 2D mode with an empty grid. If the level already exists, then you'll start in 3D mode at the player's start point. 2.2.2 Make Your First Sector If you're not already there, go to 2D mode (numeric pad "ENTER" key). Make a square sector by pointing the mouse at a starting point for the first wall of the sector and hit the SPACE bar. You are now in Line Drawing Mode and you will notice that a white line is now following your mouse movements. Drag the mouse to a second point where you want the first wall to end and hit the SPACE bar again. Continue in this fashion until a square is made with last point's position being exactly where the first point was put. Line Drawing Mode will automatically stop when the last point is connected to the first and your first sector is now complete! ...it's a milestone, so enjoy it ;) Go ahead and check out your new sector by placing the mouse's white arrow inside the new sector and hit the numeric ENTER key. That's it, your new sector. Check the size of the 3D view and compare it to the 2D view so you can get a feel for the grid size in 2D relative to the actual area it creates. The size of the sector can be changed (bigger, smaller) in 2D mode by grabbing the vertices with the left mouse button and dragging them. You can select more than one vertex by first positioning the mouse pointer and holding the right SHIFT key and moving the mouse. This will create a purple "rubber band" with which to select multiple vertices and sprites. Release the SHIFT key and the surrounded items will flash, indicating that they have been selected. Point to any of the flashing items and hold the left mouse button, then move the mouse. All of the selected sprites and vertices will move together. Press the Right SHIFT key again to un-select these items. The walls will be a bright gray stone tile if the map is a new one. The walls will be the last defaulted wall if the map is not new. We'll change the textures later, right now it's back to 2D mode (numeric ENTER key)... 2.2.3 Backtracking in Line Draw Mode If you make a mistake while in Line Draw Mode and want to backtrack a line or more, then simply hit the Backspace key. You'll see the last placed point erased and the line it made removed. You can completely undo all your lines and cancel Line Draw Mode by backspacing all the way back to the first point. 2.3 Single-sided and Double-sided Walls You'll notice, upon returning to 2D mode, that your sector is made of white lines. These white lines are single-sided walls. A single-sided wall only has player space on one side; the other side is "null" and can never be occupied by the player or anything else. Your new sector has player space on the inside, but not on the outside. Double-sided walls are red in 2D mode and they have player space on both sides. Double-sided lines always separate two sectors. We'll add more sectors to our one-sector level in a bit. 2.4 Placing the Player's Start Position (IMPORTANT) It is important to make sure that the player's start position, indicated by a brown arrow in 2D mode, is within a sector (user space). The game will not run properly if it tries to start the player in null space. Place the player's start position by putting the mouse, and the white arrow, where you want and hit "Scroll Lock". The brown arrow will now be there (you'll have to move the mouse a bit to see it). The player's starting direction will be the same as the brown arrow's. 2.5 Quitting BUILD and Saving, Loading, Renaming Levels It's ALWAYS a good idea to test your level in stages as it grows. Don't try to take on too much in any one editing session. Let's stop here and load your new level into the game. Even this simple level will make you utter "Cooool, I built this!" when you see it in the game. Exit BUILD by hitting the "Esc" key in 2D mode. You can do a couple of things here. We want to quit with the "Q" key and save our level by hitting the "Y" key when it asks. You can also simply save your level to disk with the "S" key and return immediately to BUILD. We recommend that you do this often as you build more complicated levels. You will often want to backtrack away from an idea and reloading a previous version of your level is much easier than undoing the idea. Although you don't need to now, in the future you will want to load in different levels during a single BUILD session. This can be done by hitting the "L" key and selecting the level from the list. Finally, you can rename your level by hitting the "A" key and providing the new name. ------------------------------- 3. Building A Better Level ------------------------------- Let's make our single-sectored, ugly-textured level a little better. We can start adding rooms and splitting sectors but, first, let's fix those textures. 3.1 Modifying Wall, Floor, and Ceiling Textures 3.1.1 Selecting Textures Go to 3D mode and point at a wall in your sector. Hit the "V" key and a screen will appear with textures. If this is your first level, then only that gray stone texture will be showing. This first screen of textures are all the ones that have been used in the current level. Hit the "V" key again and the screen will fill with the complete texture set. Look for a texture that's cool and one that fits the level's motif. You can peruse the textures with the arrow keys and PgUp/PgDn keys. You can also go directly to a texture if you know its number. Hit the "G" key and enter the tile number. This will be more helpful later when you know where everything is. Do the same for the other walls; or, if the same texture is to used on all four walls (do this for now), simply point at the first wall (3D mode), hit the TAB key, point at other walls, and hit the ENTER key on each. Select a texture for the ceiling and floor by first pointing to each in 3D and then hitting the "V" key just as you did with the walls. Again, the first screen will be the ceiling/floor textures already used in this level and, by hitting the "V" key a second time, you can get to all the textures. Floor and ceiling texture sizes *must* be a factor of 8 pixels in size to look right. Most floor and ceiling textures are 64x64 or 128x128 pixels in size. You'll notice a weird effect after selecting a texture that's not proportioned correctly. 3.1.2 Shading Textures Walls, ceilings, and floors can be shaded individually by pointing at each and hitting the numeric pad's "-" and "+" keys in 3D mode. Shading a level can take tons of time and it is crucial to any good level to have good shading. Don't spend too much time with it right now; you can fine-tune the level later. ;) 3.1.3 Resizing Textures The size of a texture can be changed (X and Y repeats for walls, "expansion" and "compression" for floors and ceilings). Like shading, you shouldn't do much more than play with this feature for now. To change the size of wall textures, point at each in 3D mode and hit the numeric pad's 2, 4, 6, and 8. You can see the texture expand and shrink. If you want to go back to the default repeat value, point at the wall and hit the "/" key. This will reset most of the wall's attributes to their defaults. The effect of the numeric pad's "2", "4", "6", and "8" keys can be incremented by a factor of four by holding the numeric pad's "5" key down while hitting these keys. To change the size of floor and ceiling textures, point at each and hit the "E" key. Floors and ceilings only have two sizes: "expanded" and "compressed" (the numeric pad's keys will not function). 3.1.4 Panning Textures Textures can be panned by pointing at the them in 3D mode and hitting the Shift key and the numeric pad's "2", "4", "6", and "8". You'll see the texture shifting along in the direction of the numeric key. Similar to texture sizing, you can hold the numeric pad's "5" key down while hitting these keys to resize texture in increments of four. You shouldn't need to play with this feature too much for now and we really only mention it early in case you've accidentally hit the numeric pad without the "Shift" key (resizing texture) and wondered what the heck happened to the texture. 3.1.5 Relative Textures (Floors/Ceilings) A floor's/ceiling's texture can be oriented relative to a specific wall. This can get a little confusing and we suggest you put it off until later. When you've finished this section, go ahead and make a triangular sector and play with the floor's relative alignment by pointing at the floor near one of the walls (in 3D mode) and hitting the Alt-F keys. Go over to another wall and hit Alt-F again. ...cool, eh? 3.1.6 Parallax Floors and Ceilings To make a ceiling texture look like an arching sky, point at it in 3D mode and hit the "P" key. Most textures won't look good when set to parallaxing; it's best to use the textures intended for parallaxing. Floors can also be parallaxed for a weird effect. Parallax skies never look quite right in the BUILD editor. You have to run the game to see the parallax sky working correctly. Shadow Warrior also provides ways to alter the behavior of parallax skies, but that will be addressed elsewhere. Things can get a little tricky once a ceiling or floor has been set to parallaxing. When you start adding more sectors to your level, especially ones that involve parallaxed ceilings/floors, some walls will disappear or look weird in 3D mode. It's hard to explain in text here, but you'll see what we mean and you'll see what to do to muscle your way through. 3.1.7 Orienting Walls to the Floor or Ceiling Walls will either be oriented to the sector's floor or its ceiling. You can change the wall's orientation by pointing at it and hitting the "O" key. The orientation of the wall determines whether the wall's tile moves with the floor or the ceiling. To play with this, simply point at a floor in your map and watch the wall as you raise and lower the floor with the PgUp/PgDn keys. Now point at the wall and hit the "O" key. Change the floor's elevation again and watch the wall. Notice that the wall tile moved with the floor in one case and didn't in the other. This will be more important when you start using moving sectors. 3.2 Splitting and Removing Walls You can split a wall into two, smaller walls (for texture changes, shading, etc.) in 2D mode. To split an existing wall into two walls, point at the desired location along the wall and hit the Insert key. A new vertex will be added along the wall. A split in a wall can be removed by dragging the undesired vertex to one of its neighbor vertices with the mouse's left button. This will remove the vertex and thus make a single wall of the original two. 3.3 Resizing and Moving Sectors Remember, you can resize the sectors of your level in 2D mode and the left mouse button. Also, you can grab more than one vertex when doing this. Position the white arrow above and to the left of the desired group of vertices. Hold the Right-Shift key down and you'll see a purple box grow and shrink as you move the mouse. Make a box big enough to surround all of the desired vertices and release the Right-Shift key. The selected vertices will all blink now and you can move them all by moving one. To un-select the vertices, simply hit the Right-Shift key again. Multiple sprites can be selected and moved like this, too. You can move entire sector groups by Right-Shifting them, but be careful to notice that this moves the sector(s) by the vertices. If not all vertices are selected, then some of the sectors can get deformed and twisted. If you want to move sectors without regard to their vertices, then you can can them with the Right-Alt key. A box similar to the Right-Shift selection one will appear. This box will be green. You will have to play with the two selection features, Right-Shift and Right-Alt, to get a feel for their differences. Save this for later. 3.4 Altering Floor and Ceiling Heights ...and Textures again You can raise and lower floors and ceilings by pointing at each, in 3D mode, and hitting the PgUp/PgDn keys. You can also, now, change the texture of the different floors and ceilings with the "V" key. 3.5 Splitting, Joining, Adding, and Deleting Sectors We're now ready to split, add, and delete sectors. From here you will be able to add rooms, windows, doors, whatever to your level. Most of this designing will be in 2D mode and keep Grid Locking "ON". 3.5.1 Splitting Sectors Let's split our single-sectored level into a two-sectored room. Add a vertex to two of the opposing walls in the sector; that is, split two of the walls. Point at either of these two new vertices and hit the Space bar. You are in Line Drawing mode and should point the mouse at the other new vertex and hit Space bar. Your original sector is now split into two. Go into 3D mode for a moment and play with the two different floors and ceilings. 3.5.2 Joining Sectors You can join the two new sectors back into their original single sector by pointing at one of the sectors in 2D mode and hitting the "J" key. At this point you can cancel the join operation only by going into 3D mode. If you do want to join two sectors, point to the second sector and hit the "J" key again. 3.5.3 Adding a Sector In effect, we added a sector when we split the original sector just before. There are a few more ways that we can add sectors to our level. We can create a new, stand-alone sector independent of an existing one, we can add a new sector along the outside of an existing one, and we can make a sector inside an existing one. 3.5.3.1 Adding an Independent Sector To add a new, independent sector to your level, simply follow the stages that you did above. You can decide to connect independent sectors later, if you wish. 3.5.3.2 Adding an Extension Sector You can add a new extension to your level by starting Line Drawing at one of the vertices in 2D mode. Draw three lines, outside the original sector, with the third ending at the vertex on the original sector such that a square is made by the three new lines and one of the lines in the original sector. Notice the line between the two vertices of the first sector has turned red indicating that it now separates two sectors. The original single-room sector is now bigger and made of two sectors. 3.5.3.3 Adding a Sector within a Sector (island) Draw a sector within an existing sector the same way you did with the original sector. When the four walls are connected and the inner sector is established, it will be made of single-sided (white) walls. This means that the space inside the new sector is null and the original sector is now doughnut-shaped. If you want to make an actual sector-in-a-sector, then position the mouse cursor inside the inner sector and hit Alt-S. This will change the inner sector into valid player space. 3.5.3.4 Adding a Sector within a Sector (peninsula) You will probably need to insert connection points for the new sector. Add the new sector by starting at one of the newly inserted vertices and drawing 3 lines inside the original sector, ending at the other newly added vertex. This new sector will automatically be made of double-sided lines and the new sector will be a valid sector. 3.5.4 Deleting a Sector You can delete a sector, in 2D mode, by placing the white arrow in it and hitting the Ctrl-Delete keys. Be careful! There is no "undo" feature in BUILD, so its usually a good idea to do a quick Esc-and-Save before deleting sectors. 3.6 Incremental Backups of Your Level As your level gets bigger and more complicated, I highly recommend that you quit and save it in it's growing versions as you go. That is, use the "Save (A)s" feature to give your map incremental filenames. For instance, while working on the Bath House map, I saved my working copies as BATH1.MAP, BATH2.MAP, and so on. The final version I renamed $BATH.MAP. It's a good idea to make progressive, incremental backup copies of a level at least once an hour. With these backup copies, not only can you backtrack to previous versions of a level if an idea goes bad, but you can also try different variations of the same level. You should play with sectors now and get a good feel for their basic layout. Try adding rooms and hallways. Change some floor and ceiling heights. Play with the textures. Next we'll start adding sprites (weapons, goodies, bad guys, etc.) and you can actually "play" your level. ---------- 4. Sprites ---------- Sprites are used for bad guys, weapons, ammo, goodies, switches, and decoration. You probably noticed while you were looking for wall textures before, that the art work for these things were there, too. When you start adding sprites, take a look around within the textures again; there are lots of sprites and they're often good for inspiring ideas for the level. In 2D mode, sprites will appear as little dots with a tail. If the sprite has a name assigned to it, such as "shotgun", this will be displayed if you are zoomed in enough. The tail of the sprite tells you its orientation. The sprite will point in the direction of the tail when it's initiated by the game. 4.1 Adding Sprites You will usually use 2D mode for sprite placement because it's more accurate and seems more convenient with a top view. Go to 2D mode, point at a place for the sprite and hit the "S" key. The "S" key will work in 3D mode in the same way - point at the spot on the floor or ceiling where you want the sprite and hit "S". Go to 3D mode and look at the sprite. If this is a new map, or at least one without any sprites, you won't see it. This is a mysterious quirk of Shadow Warrior BUILD. Return to 3D mode and press "ESC" to bring up the ESC menu. Press "Q" to quit, and press "Y" when prompted to save. Once in DOS, run BUILD again and reload your level. Now, when you enter 3D mode, you'll be able to see your sprite. It will appear as the default gray stone texture. You can select the right texture for the sprite in the same way that you selected wall textures. Point at sprite hit the "V" key. The first screen are the sprites already used in current map and hitting the "V" key again will show all the textures. Use the arrow keys and PgUp/PgDn to move around the textures and hit Enter when you see the one you want. You can leave the sprite on the floor or move it up and down with the PgUp/PgDn keys in 3D mode. Ctrl-PgUp and Ctrl-PgDn, while pointing at the sprite, will put the sprite directly on the ceiling or floor, respectively. 4.1.1 Adding Weapons and Goodies You'll find all of the weapons, ammo, and goodies starting at texture 1765. Select one of these. 4.1.2 Adding Bad Guys The bad guys are scattered arbitrarily throughout the textures set. You'll notice, when you find them, that all of the poses of each character is there. When placing a bad guy, you'll usually be using his first walking frame. If you use the wrong frame, then the actor won't animate when you run the game. 4.1.2.1 Bad Guy Frames You will usually select the first sprite texture (called a "frame" because these frames are used to animate the bad guy within the game) for the bad guy. This is not always the case, however. Here is a quick reference list of the correct frames to use for bad guys in Shadow Warrior: Tile # / Actor 800 - Hornet 817 - Bouncing Betty 820 - Accursed Head 1210 - Sumo Boss 1300 - Serpent Boss 1400 - Coolie 1441 - Coolie Ghost 1469 - Green Guardian 1580 - Little Ripper 3780 - Fish 4096 - Evil Ninja 4162 - Crouching Evil Ninja 4320 - Big Ripper 5162 - Female Warrior 5426 - Zilla Boss 4.2 Modifying Sprites 4.2.1 Resizing and Shading Sprites The size of the sprite can be changed by pointing at it in 3D mode and hitting the "2", "4", "6", and "8" keys on the numeric pad just the way you did to resize wall textures. You will probably want to resize most of the sprites to what looks good to you, but beware, always be consistent and keep all similar sprites the same size throughout the level. You can also shade the sprite in 3D mode with the "-" and "+" keys on the numeric pad. It's usually a good idea to keep the shade setting at zero and let the sector's shade take control during the game, except in certain special cases, like a light sprite or fire. 4.3 Making Copies of Sprites If you want to make exact copies of a sprite, you can point at it in 3D mode, hit the TAB key and now, each time you hit the "S" key to add a sprite, it will generate a copy (size, shading, and all). 4.4 Moving Sprites Sprites can be moved around the level in 2D mode by pointing at the sprite and holding the left mouse button down. Remember that more than one sprite can be selected with the Right-Shift key. 4.5 Deleting Sprites Sprites can be deleted in either 2D or 3D mode by pointing at it and hitting the Delete key. 4.6 Flipping Sprites and Sprite Angles You can flip the sprite's texture in 3D mode by pointing at it and hitting the "F" key. ------------------------ 5. Advanced Sector Stuff ------------------------ As you start trying more difficult level designing, keep in mind that many of the things you want to do are already done in other levels. You should load some of our levels into BUILD and see how we did things. There are tons of tricks and neat things in BUILD, and we can't mention most of them here. 5.1 Cut-and-Pasting Sectors You can cut-and-paste a sector or group of sectors. This can save you lots of time when making multiple copies of doors, elevators, and other sector gizmos. You can also grab sections of other levels and copy them into your current level. 5.1.1 Within the Same Level Sector-select (Right-Alt key in 2D mode) the group of sectors that you want to copy. While the desired sectors are blinking green, point the mouse within the group and hold the left button down. (Be careful not to move the group while holding the mouse button down.) Hit the Insert key and the group of sectors will be copied. Keep the left mouse button depressed and move the new group of sectors to their new location. When the new group is relocated, hit the Right-Alt key again to un-select the group. Notice that everything was copied: sprites, walls, tags, everything. You may have to re-assign switch tags and check weapons and goodies. 5.1.2 Between Different Levels You can also copy sectors from one level to another. Grab and copy the group of sectors the same way as described above (Right-Alt select group in 2D mode, hit Insert key while holding left mouse button down over sector group). While the new, copied sector group is still blinking green, hit the Escape key and load in the second level. When it is loaded into BUILD, the copied sector group will be overlaid and you can re-position it. It's always a good idea to do a quick Escape/Save after copying a group of sectors into another level. After copying and positioning the group, un-select it (Right-Alt) and save the level. 5.2 Overlapping Sectors BUILD will let you overlap sectors and you can do some really cool things by doing so. Overlapping is one of the more powerful abilities of the BUILD engine, allowing multiple floors over floors. Two extreme examples in Shadow Warrior are Bath House and Water Torture, although you'll find minor uses of overlapping sectors in almost every map. Two restrictions are: 1) You can never see 2 overlapping floors/ceilings in 3d mode. The sectors can be cut to get around this. 2) Overlapping sectors can never share a double-sided (red) wall ---------------- 6. Miscelleanous ---------------- 6.1 Sector's "First" Wall and Relative Floors/Ceilings. The wall between the first two points of a sector is the sector's first wall. You can select the sector's first wall by pointing at the floor or ceiling, in 3D mode, just in front of the desired wall and hitting the Alt-F keys. More times than not, you will not need to re-assign sector first walls. If you want to align the floor/ceiling textures along a specific wall, usually to make the pattern in the texture match the direction of the wall, you can make the floor/ceiling texture "relative". To toggle between relatively aligned textures and normally aligned textures, point at the floor or ceiling in 3D mode and hit the "R" key. You may also want to make floors/ceilings relative when you start playing with moving sectors. 6.2 Slopes You can slope a floor or ceiling by pointing to it with the cursor in 3D mode and pressing the "[" or "]" keys. You can make a slope align perfectly with the next sector's floor or ceiling by using the Alt-[ and Alt-] keys. 6.3 Multi-Player/Co-Op Start Points. Refer to ST1.TXT for more information regarding how to place multiplayer and co-op start points in Shadow Warrior BUILD. For multiplay, spread the starting positions around the level in good places where none of the players will have an advantage over the others (near a good weapon, etc.). For co-op, place all the player starts right near the single-play start position (brown arrow in 2D mode) so that the co-op team will be together at the start of the game. NOTE: Never forget to place a multiplayer and co-op start point for player zero. In Shadow Warrior, this is very important, and a network game may go out of sync if you forget. 6.4 Multi-Play Weapons Most weapons and items, as well as switches and a few other things, can be made to appear only in WangBang. To do this, go into 2D mode and point to the sprite you wish to make multiplayer-only. Press F8, then select "2". The sprite's sign will now read "MULTI." If you later decide to make the sprite appear in solo and co-op play, repeat this process and the "MULTI" flag will be turned off. 6.5 Okay, What Next? That's it for this tutorial, which hopefully acquainted you with a few of BUILD'S most basic features. Now you might want to peruse the second part of this document, which is a complete reference guide to the BUILD editor's functions, and contains some information not covered in the tutorial. From there you might want to take a look at EXAMPLE.MAP, which contains simple demonstrations of almost all of Shadow Warrior's map functionality. Also be sure to look at ST1.TXT, which is a reference to all of Shadow Warrior's extensive sector effector library, and TAGS.TXT, which is another reference, to Shadow Warrior's sector and wall tags. Good luck! ----------------------------------------------------------------------------- II. PART 2: Shadow Warrior BUILD Reference ----------------------------------------------------------------------------- ------------------------------------------------- 7. 2 Dimensional Mode (Sector Editing Mode): ------------------------------------------------- Shadow Warrior's BUILD is comprised of two basic editing modes: 2 dimensional and 3 dimensional. These modes are also sometimes referred to as sector editing mode, and game view mode. 2d mode is one half of the total editor. It is necessary to use 2d mode in the construction of any map as it is 2d mode that is used to draw and modify physical sectors. The screen in 2d mode displays the edit area (looks like a grid), the command line (where menu's appear and where you'd type input when needed, just to the right of the message: BUILD, By Ken Silverman), the information area (displays pertinent information about selected objects), and the statistics bar (includes cursor position and angle, and resource information like used and total available sectors, walls and sprites). The edit area is where most of your work in 2d mode is done. On the 2d mode edit area you will see the following: 7.1 Grid: This is the graph-like series of lines that overlay the edit area. The intersection points of these lines are the points on the grid that the cursor will lock to when placing or moving objects like sprites and vertices. 7.2 Mouse Cursor: This is indicated by a red or white cross in the edit area and can be moved with the mouse. 7.3 Player Position: This is from where your view would be in 3d mode. It appears as a white arrow which points in the direction the view will face in 3d mode. 7.4 Vertices: These are the endpoints of lines and the corners of sectors. They are represented by small green boxes. 7.5 Lines/walls: Lines define walls and divisions between sectors. A white line is a one sided wall that has valid player space on only one side, while a red line is a two sided wall that has valid player space on both sides. 7.6 Sectors: An area enclosed by white or red lines (or a combination of both) is a sector. A sector can be made up of any number of lines/walls and can take on any geometric shape. 7.7 Sprites: Sprites are objects in the game. They are represented by colored dots with a long tail. The tail points in the direction the Sprite is facing (default: north). 7.8 Signs: Signs appear within sectors, along lines/walls, and over sprites whenever those objects have been tagged with a palette, HiTag or LoTag greater than zero. 7.9 Colors: There are color codes that are useful in determining the type of effect that has been placed on the objects found in 2d mode. These color codes vary depending on the object. Generally, a pink object (wall or sprite) is a solid (impassable, blockable) object, and a double thickness pink/blue line is also attributed as having "HitScan." A red cursor appears when grid locking is on, and a white one appears when grid locking is off. A white line is a one sided wall, while red lines have two sides. Note: While a line is pink, it will not also indicate visually in red as being a two sided wall as it is assumed that only two sided walls can be made to be blockable. ----------------------------------------------------------- 8. Editing in 2 Dimensional Mode (Sector Editing Mode) ----------------------------------------------------------- Below are all the functional keys for 2 Dimensional Mode in Shadow Warrior's BUILD. 8.1 Control in 2D Mode 8.1.1 Mouse: Movement of the mouse will position the cursor in the edit area window. Left button Click: Used to select an object. Left button Click and drag: Used to manipulate a vertex or sprite. Dragging the mouse with the left click held will move the nearest object with the mouse cursor. Right button Click: Used to place the Player Position Cursor. Right button Click and drag: Used to move the Player Position Cursor as you move the mouse. 8.1.2 Keyboard Control: The following keys will also move the Player Cursor. Arrow Keys: Used to rotate and move the Player Position Cursor (white arrow). Left Alt: Used with arrow keys to strafe the Player Position Cursor left or right. [Note: The default key in BSETUP for strafing is Right-CTRL] Left Shift: Used to increase the movement speed of the Player Position Cursor. Hold left-shift while using the arrow keys for movement faster movement. A: Used to zoom in on the map (higher detail, less view area). Z: Used to zoom out on the map (lower detail, more view area). 8.2 Keyboard Commands for 2D Mode Most commands are initiated with the keyboard. The following is a list of commands available in 2d mode. Note: a command that starts with "Num" is only activated with the numeric keypad. 8.2.1 Esc Menu Esc: Gives you the file menu with the following commands: New, Load, Save, Save as, and Quit. (N)ew: Starts a new map (asks for confirmation). (L)oad: Loads a map from the list of all maps found in edit directory. Loading a new map will not give you an automatic opportunity to save current work as in most applications. (S)ave: Saves whatever map you're working on as its current title. Un-named maps will be saved as "NEWBOARD.MAP". Save (A)s: Allows you to choose a file name for the map you are working on and saves it as that filename. Note: Do not include the .map filename extension with your file name input. The .map extension is automatically appended to the filename when you hit Enter. Also, using this feature to save a map that already exists with that name will automatically overwrite the file without a warning. (Q)uit: Will allow you to escape to the operating system. An option of saving your work is given after you confirm your desire to exit BUILD. 8.2.2 Basic 2D Editing Commands NumEnter: Toggles mode from 2d to 3d. Scroll Lock: Used to set the starting position for the Shadow Warrior in game mode. A brown arrow (similar to player position cursor) is left wherever the player position cursor was placed. G: Used to cycle through the various grid resolutions. There are six different settings from no grid to 16x. The default size is 4x and each size is exponential (twice the next size in area). L: Used to toggle "grid locking". When grid locking is on the mouse cursor is red and all objects will snap to grid points. When grid locking is off the mouse cursor is white and all objects will float free (true placement). B: Sets "Blocking" on walls and sprites under the mouse cursor. The object will now appear pink. Shift B: Sets one-way blocking on walls. Will only block the wall from one direction (side on which the blocking bit was set). Ctrl H: Sets "Hitscan" on wall and sprites under the mouse cursor. The object will glow, and lines will be double thickness. Tab: Use this key to display the attributes of a sector. Attributes appear in the information window. Alt-Tab: Used to see the attributes of sprites and walls. NOTE: By default this is a Windows 95 system key. If you are running BUILD in a Windows 95 MS-DOS box, Alt-Tab will return you to the desktop. To avoid this, uncheck the Alt-Tab option in your MS-DOS box properties. Enter: Displays "Highlighted line pointers checked" Will check pointers under cursor. Lt Shift Lt Ctrl Enter: Checks and Fixes all pointers in map. Usually fixes mis-referenced lines and sectors. In very large maps you will find yourself needing to do this now and then. 8.2.3 Line and Sector Drawing Commands in 2D Mode Space: Used to place vertices when drawing sectors. The space bar will always create a new vertex unless the mouse is directly over an existing vertex when it is pressed. There are other conditions that will prevent a newly placed vertex from sharing or linking with an existing vertex including but not limited to non-grid locking mode, and trying to build a sector in sector that meets the outer sector at only one (starting) vertex. Backspace: Use the backspace when drawing new sectors (spacebar) to remove the last vertex you placed. You can use multiple backspace keypresses to completely undo the sector creation. Insert: Inserts a new point along an already existing line when the mouse cursor has highlighted the line. Also can be used to copy or duplicate a group of sectors that have been selected with the "Right Alt" key. Also can be used to copy or duplicate a group of sprites that have been selected with the "Right Shift" key. Rt Ctrl Delete: Used to delete sectors. Recommend saving map before attempting sector deletes. Can also be used to delete an entire group of sectors selected with the "Right Alt" key. J: Used to join two sectors. Press J once over first sector and a second time over the second sector you wish to join. Note: This function is the best (cleanest) way to delete "red" sectors when you wish to keep the sector area as valid player space. If you accidentally hit J once, and want to cancel the join operation, change to 3D editing mode and back again hitting the NumEnter key. Alt S: Used inside a white walled sector to create valid player space on both. sides. This command will turn the walls of a newly placed sector in a sector with red lines. C: Change a line into a circle. After first press move the mouse to choose the size of the circle, use -/+ to change the number of vertices around the circle. Press "C" again to cancel the selection or use spacebar to change the map by adding the indicated curved line. Alt F: Use Alt-F to set the "first wall" of a sector. The "first wall" is used in determining the pivot point (hinge) for angled floors and ceilings in 3D Mode. Also, the floor and ceiling textures align themselves from the "first wall" if "relative alignment" mode is on (press R on floor/ceiling in 3D Mode). T: Use inside of a sector to add a "LoTag" (Tag 2) to that sector. You will then input your LoTag value in the "Command Line" window (center of screen). Use this command again if you wish to change your LoTag value. Alt T: Use to add a "LoTag" (Tag 2) to a wall. Use the mouse to highlight the wall you desire to change the "LoTag" for. When highlighting walls, make sure a sprite isn't also highlighted to adjust wall tag. Move cursor to one end of wall. Also note: Walls can be tagged on each side of line. H: Used inside of a sector to add a "HiTag" (Tag 1) to that sector. Alt H: Used to affect "HiTag" (Tag 1) for walls. 8.2.4 Sprite Editing Commands in 2D Mode. S: Creates a sprite at the mouse cursor position. Delete: Used to delete sprites. < and >: Changes the angle of a sprite. Use the mouse cursor to highlight the sprite first. Shift < or >: Changes the angles of sprites in smaller increments. Alt T: Use to add a "LoTag" to a sprite. Use the mouse to highlight the sprite you desire to change the "LoTag" of. Alt H: Used to affect "HiTag" for sprites. ' 1 - 0: Will allow you to adjust the 1-10 tag number for the highlighted sprite. NOTE: Tag 4 is also the sprites angle. Shift ' 1 - 5: Allows you to adjust the 11-15 tag number for the highlighted sprite. ; 1 - 0: Used to adjust the boolean tag 1-10 for the highlighted sprite. Shift ; 1: Used to adjust the boolean tag 11 for the highlighted sprite. ' V: Toggles verbose sign information attached to tagged sprites. There are several different levels of verbosity. ' K: Toggles through the 4 skill levels for actors. 8.2.5 Group Selection Commands in 2D Mode Right Shift: Hold this key as you drag the mouse (left click and hold) to select a group of vertices and sprites for movement. Selected objects will blink. You may then move all of the selected objects as one by clicking and dragging any of the highlighted objects. Insert: Will paste copies of any sprites selected with Right Shift. Right Alt: Another group selection tool that can be used for duplicating sectors, or moving them around. Used exactly like "Right Shift". When objects are selected in this way the selected objects are indicated with sectors filled in with green flashing lines. Left click and dragging the mouse over a group of Right Alt selected sectors will allow you to move the sectors by moving the mouse. Note: Right Alt selected sectors will remain in their place in the map area if new maps are created or loaded from the Esc Menu. By this method sectors and sprites can be copied from one map to another. Rt Ctrl Delete: Deletes all sectors selected with Right Alt. Rt Ctrl Insert: Copies all sectors (and sprites) selected with the Right Alt function. Holding the Left Mouse Button over the Group Selected sectors before they are copied will allow you to move the newly created sectors anywhere in the map area. < and >: Rotates all sectors selected with Right Alt. Lt Shift < and >: Rotates all sectors selected with Right Alt in tiny increments. 8.2.6 Advanced 2D Mode Editor Functions ' M: Provides menu: 1) Plax Set, 2) Plax Adjust, 3) Shade Adjust, 4) Visibility. Used for adjusting global settings for parallax floors/ceilings. F5: Displays next available tag and sprite information. Useful when populating. Some of the items tallied are no longer meaningful. F6: Context sensitive help. Displays information about object under cursor. If cursor is over an ST1 Sprite, specialized help menus describe special effect functions. This help will usually be the same documentation found in ST1.TXT. Sometimes particular tag will have multiple pages of help, in which case you will be prompted to press a key to see the next page, or the Q key to cancel context sensitive help. F7: Used to scroll through F8 search results. F8: Brings up menu for use with sprites: 1) Skill level: Sets minimum skill level in which an actor will appear (0-3). 2) Multiplayer item: Sets a switch, crack, lock, or item to only appear in WangBang. 3) Find Sprite: Activates sprite search function. (See below) 4) Debug: Programmer's use only. If option 3 is selected the following menu appears. Select the criteria by which to search. 1) PicNum: Searches for matching Sprites by tile number when set to "True." 2) HiTag: Searches for matching HiTag numbers when set to "True." 3) LoTag: Searches for matching LoTag numbers when set to "True." At least one of the above options must be set to "True" to activate search. Once the search is initiated, hit F7 to cycle through each sprite that matches the search criteria. ---------------------------------------------------- 9. 3 Dimensional mode (game view editing mode): ---------------------------------------------------- 3D Mode gives you a view of the world you're editing as if you were actually playing the game. This mode differs from the game, however, in that there is no status bar, and you cannot interact with the world in game terms. You can interact with the world in editing terms, however, as it is in this mode that you will shape your world vertically. It is also in this mode that you will select art and light levels for structure surfaces (sectors and walls) and sprites (objects, monsters, etc). In this view you'll find (in addition to whatever is in your world) a couple of important things. The first is your editing cursor. It appears as a white cross and is moved with the mouse. Also, in the upper left hand corner, you'll see a number counter. This is the frame rate counter which constantly updates the number of frames per second(fps) you're getting as you move through your world in 3D Mode. FPS represent how many times per second the screen is redrawn. 9.1 Cursor: This white cross floats about your screen as you move the mouse and will serve as the main pointer to select surfaces and sprites to affect in this mode. To choose an object or surface to modify, you may simply move the mouse cursor over that object or surface and perform the function you wish to apply. 9.2 Frame Rate Counter: This displays the current "frames per second." The more complex the area within your view, the lower the frame rate will become. Frame rate is very important to game play, so try to keep your frame rate as high as possible when editing. 9.3 Floors/Ceilings: The top and bottom surfaces in 3D Mode are called ceilings and floors, they carry a texture (tile), shade, and control visibility for their sector. Floors and Ceilings are the 3D Equivalent of sector areas. 9.4 Walls: Wall surfaces are the 3D Mode equivalent of lines. They carry texture (tile) and shade information and may be tagged for special functions. 9.5 Sprites: Objects in 3D Mode are sprites. They can be rotated flat against walls or floors and ceilings, or they may remain as "rotating" sprites. Sprites also will carry tag information for special events. Sprites carry art (tile), shade and size information. ----------------------------------------------------- 10. 3 Dimensional mode (game view editing mode): ----------------------------------------------------- Below are all the functional keys for 3D Mode in Shadow Warrior's BUILD. 10.1 Control in 3D Mode 10.1.1 Mouse Movement of the mouse will position the cursor within the 3D view. Lft Click/Drag: Will "hold" the selection even if the mouse is moved from the surface or object. An object or surface that has been "held" may be edited with almost any of the functions in 3D Mode even if the object or surface is no longer under the cursor. 10.1.2 Keyboard Controls The following keys will affect the player view and move the "camera" through the world in 3D Mode. Arrow Keys: Will move the view forward and back, and rotate left and right. Left Alt: Used with arrow keys to strafe the view left or right. NOTE: The default key in BSETUP for strafing is Right-CTRL. Left Shift: Used to increase the movement speed of the view. Hold left shift while using the arrow keys for movement faster movement. A: Used to adjust the vertical position of the camera upwards according to what view mode is currently active (See: Caps Lock, below). Z: Used to adjust the vertical position of the camera upwards according to what view mode is currently active (See: Caps Lock, below). Caps Lock: Changes vertical view mode. Setting are: Normal (A and Z will cause view to "jump" and "crouch"), Floating (A and Z will smoothly float view up or down), and Incremental (A and Z will adjust view by increments up or down). Lft Ctrl A: Will tilt the view upwards, as in looking up without changing vertical position. Lft Ctrl Z: Tilts the view down, as if you were looking down without changing vertical position. 10.2 Keyboard Commands for 3D Mode Most commands are initiated with the keyboard. The following is a list of commands available in 3D Mode. Note: a command that starts with "Num" is only activated with the numeric keypad. 10.2.1 Basic 3D Mode Editing Functions NumEnter: Toggles back into 2D Mode. Page Up: Moves the selected object or surface (floor or ceiling only) up one unit. Page Down: Moves the selected object or surface (floor/ceiling only) down one unit. [ and ]: Slopes the selected floor or ceiling surface along the "first wall." (see above) Lt Shift [ and ]: Slopes selected floors and ceilings in smaller increments. Lt Alt [ and ]: Aligns a sloped surface exactly to the height of the next surface in the direction the camera is facing. /: Resets default settings. If the cursor is pointing to a floor or ceiling, it flattens slope, and resets the pan of texture. If the cursor is pointing to a wall, it resets the pan and stretch of the wall texture. If the cursor is pointing to a sprite, it resets the stretching of the sprite. V: Texture/art selection. The first press will bring up a tile menu showing all textures currently within map on like surfaces to what the cursor was pointing to. In other words, if you press V while the cursor is pointing at a wall, you will see a list of all the other wall textures used in the map. V can be used to select textures for four different surface types: walls, floor/ceilings, sprites, and masked walls. The number under each tile is the number of times it appears in your map on that type of surface. Pressing V again while in this menu will bring up a texture/art tile menu showing every available piece of art. G: (Tile Mode) Pressing "G" while in the tile view menu will allow you to input a "goto" number. This will jump the cursor to a selected tile number in the art file. B: Sets the blocking bit to the object/surface under the cursor. If set to a red line, the player will not be permitted to cross that line. Shift B: Sets a one way blocking wall. H: Sets the hitscan bit to the object/surface under the cursor. M: Creates a masking wall across the selected sector line. Shift M: Creates a one way masking wall across the selected sector line. T: Sets the masking wall or sprite to a translucency level. Toggles from normal to slightly translucent to very translucent and back to normal again. 1: Creates a one way wall over the selected sector line. Non-blocking one way walls may still be passed through. 2: Separates the texture information for above and below walls. Allows mapper to define different textures for walls above and below nearby floor and ceiling heights. 10.2.2 Texture Editing in 3D Mode Shift 2,4,6,8(num): Used to pan a texture across a selected surface. F: Flips texture or sprite (8 possible rotations for floors/ceilings, 4 for walls and sprites). /: Resets texture to default settings (slope, pan and repeat values). V: Initiates Tile Menu Mode (described above). 10.4.2.1 Floors and Ceilings E: Expands or Unexpands the size of size of floor and ceiling tiles. R: Sets relative alignment on or off. Alt-F: Rotates the "first wall" in 3D Mode for relative alignment and sloping purposes. The wall the view is pointing at (not the cursor) will become the first wall for that sector. P: Sets parallax sky. 10.4.2.2 Walls 2,4,6,8 (num): Adjusts repeat values for wall textures. Effect is of changing the apparent size of each pixel in the art, or "stretching" the texture. 5(num): Holding this key while using the repeat value adjust keys will align adjustments in multiples of 8 pixels. O: Sets the orientation of the wall texture. Walls are oriented from either the floor line or the ceiling line. . or >: Will attempt to automatically align all like tiles to the right of the selected tile. 10.2.3 Sprite Editing in 3D Mode 2,4,6,8 (num): Adjusts size of sprites. 5 (num): Holding this key will lock sprite size adjustments to multiples of 4 pixels. Ctrl Page Up: Instantly moves sprite against ceiling. Ctrl Page Down: Instantly moves sprite against floor ' X: Toggles Voxels (3D sprites) on or off. ' Z: Toggles Voxel rotation on or off. ' M: Toggles Sprites visible or invisible. Toggles through three modes: All Sprites Visible, Actors and ST1s Invisible, and No Sprites Visible. R: Rotates sprite. Toggles through three modes: Normal, Flat Vertical, and Flat Horizontal. O: Pushes a vertically rotated sprite against nearest wall behind it. Sprite will move in the opposite direction it is pointing until it runs into a wall. The sprite will slightly reorient itself to an angle perpendicular to the wall. < and >: Changes the angle a sprite is facing. Shift < and >: Changes the angle of the sprite in tiny increments. T: Toggles translucency levels of sprite. ' A: Toggles Sprite Autosizing on and off. 10.2.4 Shade, Visibility, and Palette Editing in 3D Mode +/- (num): Adjusts shade of selected surface or object by one. ' S: Allows numerical input of shade value on selected object or surface. Range is -128 to 128. ' + or ' -(num): Shades floor or ceiling but offsets sprites in sector to balance. Alt +/- (num): Adjusts visibility of sector by 16 units. ' V: Allows numerical input of visibility value on selected sector. ' P: Used to select palette number for selected surface/object. Shadow Warrior Palette Number Reference: 0 Default (no palette adjustment) 1 Fog (White) Haze 4 Dark Gray 5 Heat (Red) Haze 7 Gray Swap - Brown 9 Water (Blue) Haze 11 Green 13 Blue 14 Red 16 Blue Swap - Tan 17 Blue Swap - Gray 18 Blue Swap - Purple 19 Blue Swap - Cool Red 20 Blue Swap - Yellow 21 Blue Swap - Olive 22 Blue Swap - Green 24 Blue Swap - Orange/Brown 25 Blue Swap - Warm Red 26 Blue Swap - Dark Gray 27 Blue Swap - Avocado 28 Blue Swap - Deep Blue 29 Blue Swap - Bright Orange 32 Night Vision 10.2.5 Copy, Paste and Group Editing Functions in 3D Mode Tab: Will copy the tile information (to memory) below the cursor. This includes tags, palette, shade, visibility, tile number, pan, alignment, parallax, repeat and just about every other conceivable setting a surface or sprite can have. Use of the "copied" information is detailed in the commands below. Enter: Pastes "Tab Selected" information to current surface or sprite. Alt C: Pastes "Tab Selected" art to all similar (Sprite, wall, floor, ceiling, etc.) surfaces that match surface cursor is over. Shift Enter: Copies "Tab Selected" shade, palette, and visibility information, but nothing else, to the surface currently under the cursor. The following functions are used with in 3D mode with sectors, sprites and areas selected with Right Alt in 2D Mode. +/-(num): Adjusts the shade of all selected areas by one. Alt +/-(num): Adjusts the visibility of all selected areas by 16. ' C: Copies a "Tab Selected" tile (art only) to all tiles within selected group (Right Alt in 2D) that match currently selected surface. If no group is selected (Right Alt in 2D Mode), copy will be global. ' P: Copies "Tab Selected" palette information to every surface selected with Right Alt in 2D Mode. 10.2.6 Tagging, and Advanced 3D Mode Functions ' T: Allows numerical setting of "LoTag" value (Tag 2) on walls, sectors or sprites. ' H: Allows numerical setting of "HiTag" value (Tag 1) on walls, sectors, or sprites. ' 1-0: Used to manually set tag numbers of walls, sectors, and sprites from within 3D Mode. Works for tags 1-10. Walls only use tags 1-4, and sectors only use tags 1-6. You will probably never need to use any tags for walls or sectors besides hi- and lo- tags. Shift ' 1-5: Used to manually set higher tag numbers 11-15 on sprites. ; 1-0: Allows you to enter Boolean 1-10 tag values for sprites. Shift ; 1: Allows you to enter a Boolean tag 11 value for sprites. F11: Adjusts gamma correction brighter by one unit. There are 16 settings for gamma correction level. After the brightest level, gamma is reset to lowest (default) level with one more key press of F11. 3: Toggles Room over Room draw on and off. NOTE: Click and hold for 3D Mode editing is disabled while this function is toggled on. WARNING: It is generally a bad idea to go into 2D mode and create sectors while Room over Room draw is turned on. Also, when you return to 3D edit mode, click and hold will still be disabled, even though Room over Room draw is turned off. Turn Room over Room draw on and off again to return to normal. 4: Moves view position through Room over Room mirror divider when Room over Room is toggled on, and view is within a Room over Room sector. ---------------------------------------------- 11. Shadow Warrior Map Authoring Template ---------------------------------------------- When you upload your .MAP file(s) to FTP sites, BBS's and the like, you are encouraged to include this file with the map, so that you can be recognized for your work! We can't wait to see what you can come up with! Shadow Warrior .MAP Authoring Template v1.0 ================================================================ Title : Filename : xxxx.MAP Author : Your name here Email Address : Misc. Author Info : Description : Additional Credits to : ================================================================ * Play Information * Episode and Level # : Single Player : Yes/No WangBang Level : Yes/No Difficulty Settings : Yes/Not implemented * Construction * Base : New level from scratch/Modified Level #/xxx.MAP Editor(s) used : Known Bugs : * Where to get this MAP file * FTP sites: BBS numbers: Other: