home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Megadoom II
/
MEGADOOM II - iso.7z
/
MEGADOOM II.ISO
/
doom
/
editors
/
wadfile
/
edmap112
/
edmap112.txt
< prev
next >
Wrap
Text File
|
1994-09-18
|
12KB
|
301 lines
EdMap
version 1.12
DOOM Map Editor
This software package enables users to create or modify maps used
in the virtual-reality game DOOM, by id Software.
DOOM is a trademark of id Software. id Software will not provide
any assistance for EdMap or any map created or modified by EdMap.
EdMap was not designed to function with unregistered versions of
DOOM. If you like DOOM, and/or want to use EdMap, you must first
register your copy of DOOM with id Software.
Included in this package are the following files:
EDMAP.EXE Run this file to use EdMap
EDMAPSYS.EXE The actual program, loaded by EDMAP.EXE
EDMAPCFG.EXE Run this to create a config file
MAKEWALL.EXE Run this to make the data files for EdMap
EGAVGA.BGI Graphics driver (Borland Graphic Interface)
HELPINDX.DAT
ACTSLIST.DAT
FLORLIST.DAT
WALLLIST.DAT
PTX-6.DAT
PTX2s.DAT
PTX2s-8.DAT Data files needed to run EdMap
EDMAP.TXT This text file
BUILDER.TXT README file from IDBSP10.ZIP
IDBSP.EXE Node builder, used to make WADs playable
WAD_DWD.EXE Utility to convert WADs to what IDBSP uses
BUILD.BAT EdMap uses a batch-file driven builder
(the builder was made seperate so it wouldn't take
memory from maps, and so it could be upgraded if
future version come out. To build, EdMap loads
command.com and runs the batch file "BUILD.BAT")
The following files will be created by EdMap:
EDMAP.CFG config file (*.CFG can be created and used)
WALLLIST.DAT wall data, made by MAKEWALL
PATCINDX.DAT patch data, also by MAKEWALL
SESTYLES.DAT sector styles file
These files must be present in the current directory when "EDMAP"
is typed at the DOS prompt:
EDMAP.EXE
EDMAPSYS.EXE
EDMAP.CFG (or whatever *.CFG is specified)
All other files should be in the EdMap directory.
Before running EdMap, the MAKEWALL utility must make data files
for EdMap to use. MAKEWALL requires the name and path of the
DOOM.WAD file. for example:
>MAKEWALL C:\GAMES\DOOM\DOOM.WAD
This will create WALLLIST.DAT and PATCINDX.DAT in the current
directory.
EDMAPCFG should also be run to indicate where different files
can be found. The DOOM directory is where DOOM.EXE and DOOM.WAD
are located. The PWAD directory is the directory where the map
files will be saved to and loaded from. The EdMap directory is
where the EdMap data files are located.
For example, the DOOM directory could be D:\GAMES\DOOM and PWADs
could be located in D:\GAMES\DOOM\PWADS and the EdMap file could
be in D:\GAMES\DOOM\EDMAP. The three above files would have to
be in the DOOM directory if that was where you intended to load
EdMap from. EDMAPCFG can be used to create additional config
files, which can be specified on the command line when loading
EdMap.
To load EdMap, type EDMAP at the command prompt while in DOS.
Typing EDMAP /? will display the following:
|
|EdMap v1.12
|DOOM map editor
|(c) 1994 Jeff Rabenhorst (araya@wam.umd.edu)
|
|EDMAP [pwadfile [pwadfile [...]]] [/M:mapname] [/C:filename] [/?]
|
| [pwadfile [..]] adds wad files.
| [/M:mapname] loads specified map into editor.
| [/C:filename] specifies config file.
| [/dir] lists resources in the specified WAD directory.
| [/Q] "Quiet": prevents text after command line.
| [/L] Disables auto-loading the latest PWAD.
| [/?] (this) help text.
|
| ex: EDMAP MISSION1.WAD MISSION2 /M:E1M2 /C:MYCONFIG
| (file extensions and the "E"&"M" in "E1M2" are optional)
|
Like DOOM itself, the WAD files update the main DOOM WAD.
The last "E1M1" map found in the list is the only "E1M1" used,
even if previous WAD files contain the map. WAD files may be
added while in the EdMap editor, and one may be loaded
automatically; the "Auto-load latest PWAD" option in EDMAPCFG
lets EdMap scan the PWAD directory for the "*.WAD" file with
the latest timestamp. EdMap will notify you if the map
currently being edited is updated by a new PWAD file in the list.
EdMap control is centered around the mouse. (A mouse is required
to run EdMap) I tried to stuff as many controls onto the rodent as
possible. I may have gone overboard, but most controls on the mouse
may be substituted by the keyboard ("most"). Here's the controls:
While holding the 2nd (right) button:
...drag the mouse to pan around the map. The control is
intentionally not propotional; it decreases some
as you zoom out.
...hold the 1st (left) button to zoom. Push the mouse up
to zoom in, pull back to zoom out. Note that to
enable zooming the 2nd button must be pressed first.
Using the 1st (left) button:
...tap to snap the mouse cursor to the nearest object of
that mode and pick it up (modes are: Vertices,
LineDefs(&SideDefs), Sectors, and Things).
The object is not "attached" to the mouse; you can
drag any object around, then tap the 1st button
again to drop the object.
...hold the 1st button and move the mouse in any direction.
this will bring up a tiny mode-pad. Mode selection
and screen size can be controlled using this pad.
release the 1st button while the mouse is on the
desired selection. Leave the mouse in the center
and the hold is treated as a tap, and you pick up
the nearest object (click again to drop the object
without moving it).
...while holding the 1st button, tap the 2nd button.
This will add an object where the mouse is on the
map.
In Vertex mode this adds an unattached vertex,
can only be used as a marker.
In LineDef mode this breaks the line into two halves.
In Sector mode this will create a sector. If the
mouse is in a sector already EdMap will
verify that you wish to create a sector
within a sector. (unless you turn that off).
In Things mode this will copy the current thing
and place it under the mouse.
Key commands were made to be short and simple. To make a selection
from a menu, press the first letter of the selection you want.
To edit a field of data for the current object, press the letter or
number associated with that line on the object information bar.
general key functions:
F1 help
F2 save
F3 load
F4 PWAD list
F5 checking
F7 tag sector to line
F8 align textures / sector styles
F9 build / play
F10 texture / sprites viewer
(The menu does display hot keys on the selection buttons)
**** Improvements new to v1.12:
If play-skill level 0 is chosen, a panel will prompt for a
skill level for play-map.
The /dir paramter now lists entry names correctly.
Lost souls are now availible (oops! how'd we miss that??)..
**** Improvements new to v1.11
Two bugs in auto-stairs fixed: the block-all bit is off, and
the step-top texture now uses the correct panel.
The center button on 3-button mouses (mice?) should select/
de-select (as pressing enter). this is untested.
The File-opening routine has been replaced by code written
by Scott Bussinger (Compuserve 72247,2671) EXTEND5.ZIP
this allows about 100 additional PWAD files to be used.
(100 is impossible, since there are only 27 maps)
Some routines have been rewritten in assembler for speed.
**** Improvements new to v1.10
Much better error checking; checks for:
texture:Missing textures/Hall of Mirrors,
Medusa effect: multi-patch on 2S main
Tutti Fruitti (1): short texture
Tutti Fruitti (2): transparent above/below
linedef:Short lines
Long Wall Error (LWE)
things :heights,
in a sector
associations:triggers when needed,
teleporter destinations
begin/end:all starts & one or more end.
Errors can be listed or displayed
Viewer: views walls, floors, sprites, and patches in the normal
DOOM palette. can be used to select textures.
On-line help: press F1, help screen is almost always availible.
Automatic Stairs: automatically contructs a staircase within
or outside any sector. Can be triggered to rise out
of the floor. many options, all automatically saved.
Automatic Door: like stairs, makes a door.
Polygon creation: makes polygon sectors (also adjusts textures)
Texture align: aligns textures, either by sector or linedef
much better/easier file-handling.
Sector resizing and rotating
Map-wide editing: lights, X/Y/Z proportions & origin.
sector retexturing: press Alt-F8
preferences panel: saves mouse data, verifys, play level, etc.
pop-up calculator: If Num-lock is on, so is the calc (almost)
new panels, better algorithms (faster, too)
easier to use
many many other features (too many to list)
**** Improvements new to v1.02
Error checking (including, of course, texture checking)
Independant batch-driven builder making EdMap more flexible
Better process-handling; switches between EdMap/builder/DOOM better
"Load Latest PWAD" now scans the PWAD dir for the latest "*.WAD" file
Sector deletion
Some of the redraw routines were scrapped & rewritten in assembler
better menus in full-screen mode (does it look like a NeXT yet?)
some other bugs fixed.
**** Improvements from v1.01
Reverse mouse buttons now works
Reverse panning control
More informative load map; dots mark updated levels & "reload" marked.
Adjustable grid & snap (by config)
Fully supports other map levels, not just E1M1
Faster "enhanced map" redraw
Colors in object info bar
some other bugs fixed..
**** planned for v1.20:
DOOM II and DOOM I support
multiple-selecting objects
more deletions (Vx,Ld,etc)
(other improvements)
more error checking?
??direct XMS support: edit huge maps, etc??
??multi-map save??
**** A few things:
To designate sectors to preform actions:
go to the line, choose an action (press "0").
press F7(tag sector), then select a sector (click once).
*** Notes on the builder:
EdMap now loads COMMAND.COM to run the batch file "BUILD.BAT" with
the current PWAD name as the only parameter (no extension). The
included builder requires a math co-processor (80x87), and EdMap 1.01
ran the builder by name. This version allows those who do not have
a math co-processor to install their own builder, and create their
own BUILD.BAT file. EdMap passes the patch-WAD filename to BUILD.BAT,
so BUILD.BAT must make use of "%1". For example, if you are editing
"C:\DOOM\WADS\MYHOUSE.WAD" the batch file would run as if you typed:
C> BUILD.BAT C:\DOOM\WADS\MYHOUSE
Take a look at the included BUILD.BAT as an example.
I, Jeff Rabenhorst (araya@wam.umd.edu), created EdMap for all those
DOOMers out there who cant get enough of what could possibly be the
greatest game this world has ever seen.
I wrote EdMap myself, but I couldnt have done it without some peoples
kind contributions:
My testing team, especially:
Andrew Baker (IdahoNova@aol.com)
Johnny Nugnug (jnugnug@nas.com)
Jim Westfall (jimbo@eskimo.com)
Hank Leukart (ap641@cleveland.freenet.edu) for writing
DOOM Specs (DMSPEC13.TXT). EdMap was written using
only a copy of DOOM Specs (v1.3) and lots of hours
pounding the life out of my keyboard.
Tom Neff (tneff@panix.com) for DESIGN11.FAQ.
Ron Rossbach (ej070@cleveland.freenet.edu) for the BSP
node builder (IDBSP10.ZIP) (see BUILDER.TXT)
John Carmack and folks at id for releasing the code for the
node builder and info to hack.
id Software in general for .. releasing.. something.. hmm..
DOOM!!
comments? suggestions? bugs? ..& access to internet:
mail me (or write to alt.games.doom, I read it often &
my mail gets stuffed fast) araya@wam.umd.edu
Like EdMap? Give it to a friend (who has a reg'd copy of DOOM).
Don't like it? Tell me what to improve.
****
please report bugs/suggestions.
-jeff (araya@wam.umd.edu)