forked from archive/yeti3dpro
79 lines
3.1 KiB
Text
79 lines
3.1 KiB
Text
YETI3D EDITOR
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=============
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This is the first version of the Yeti3D Editor. Its very ruff, but usable. The
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editing keys are the same as the CUBE world editor.
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There are two editing modes. Selection and Wall Drawing. (Swap modes using the toolbar buttons).
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Wall Drawing is used to get a ruff wall layout using the mouse. Left button draws a wall,
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right button deletes a wall.
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Selection allows you to select a range of cells for editing using the keys below.
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O = Move Ceiling down
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P = Move Ceiling up
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[ = Move Floor down
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] = Move Floor up
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6 = Move ceiling terrain down. (Requires cave switch to be on)
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7 = Move ceiling terrain up. (Requires cave switch to be on)
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8 = Move floor terrain down. (Requires terrain switch to be on)
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9 = Move floor terrain up. (Requires terrain switch to be on)
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INSERT = Floor texture id incease.
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DELETE = Floor texture id decrease.
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HOME = Wall texture id increase.
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END = Wall texture id decrease.
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PAGE UP = Ceiling texture id increase.
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PAGE DN = Ceiling texture id decrease.
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T = Toggle terrain switch for the selected cells.
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C = Toggle cave (ceiling terrain) switch for the selected cells.
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S = Apply a smoothing function to both the terrain and cave offset.
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K = Iterate the 9 preset corner offsets. The cell corner edited is the lower left corner
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as seen in the 2D editor window.
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L = Toggle the light switch for the selected cells.
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F = Fill the selected cells with walls.
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G = Clear the selected cells.
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E = Insert entity id. Enter the entity id from 0..255. 0 = no entity. Entities show up as
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little green circles in cells.
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1-4 = Change selected cell lighting.
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ARROWS = Camera movement.
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SPACE = Camera Jump.
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CTRL = Shoot.
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Loading and saving are avaliable from the menu. You will need to export maps to C files so
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they can be reloaded. NOTE: You can not load exported C files. You must save maps as y3d files.
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DESIGN TIPS
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===========
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Start a new map using the NEW command from the menu. Switch to WALL drawing mode using the toolbar
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button.
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Sketch a ruff layout of your map plan. ie: Major & minor rooms/locations. Outside/Inside locations
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& hallways/passages linking the player to each. You dont need to use up the entire map, as empty
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spaces can later be used for hidden rooms/extra bonus levels.
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Give the player a sence of direction & add multiple paths so a player can skip areas that may be
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difficult to pass.
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Add lighting. I tend to find lighing door ways the best idea since it allows the player to see
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were to go without lighting the entire world. Placing lights 2 cells away from walls gives nicer
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spots on the floor. Group lights together to increase the brightness of a light.
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WARNINGS!
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>>>> MAKE SURE YOU SAVE YOUR MAPS & BACKUP!
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>>>> FOR NOW, DONT EDIT THE EDGES OF THE MAP. LIGHT RAYS WILL SHOOT OUT INTO NOWHERE.
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This is a very ruff copy of the editor, so play it safe. Organsize map names from the start.
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ie: E2M1.y3d E1M5.y3d
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Mmm, thats about it. This version only has ~30 textures and they are Quake's, so they need to be
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changed.
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Regards
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Derek Evans
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