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-
- *************************************************
- * MapEdit 6.0 - Wolfenstein Map Editor *
- *************************************************
-
- Ver 6.0 - Dave Huntoon Modification (Help, Copy, Paste, Exchange,
- Write and Read)
- Ver 5.0 - Bryan Baker Modification (Display of critical statistics)
- Ver 4.1a - Dave Huntoon Modification (Spear of Destiny compatibility)
- Ver 4.1 - (c) 1992 Bill Kirby
-
-
- To use MapEdit, unpack the archive into the directory where Wolfenstein
- is installed. Type MAPEDIT to start the editor.
-
-
- Key functions:
-
- arrows - select level to view
- Q - quit (you will be prompted to save)
- C - clear level (grey brick around the outside inside filled with
- selected map value)
- O - toggle object display
- F - toggle floor display
- S - toggle between Statistics and Help display
- M - Memorize present map
- T - Transfer memorized map with present map
- E - Exchange memorized map with present map
- W - Write present map to a file named FLOOR.OUT
- R - Read into clipboard FLOOR.OUT
- V - Display MapEdit version number
-
- *** NOTE:
- *** If any of the commands in the Help display flash Red then there was an
- *** error executing the command. See command description below.
-
- Map window:
-
- Whenever the mouse is in the map window, the map and object data for the
- selected square will be displayed beneath the window. Clicking the mouse
- will change either the map or object data to the currently selected item.
-
-
- Legend window:
-
- The window on the right side of the screen displays the map/object legend.
- Clicking on UP/DOWN scrolls through the list. Clicking on MAP/OBJ switches
- between the map and object lists. Clicking on an item in the list makes
- it the "current" item.
-
- After each guard, there is a 3 character description which specifies
- what level the guard is, whether they are moving or stationary, and
- what direction they are facing/walking. For example, "1/S/E" means
- a level 1 guard, stationary, facing east.
-
-
- Memorize, Transfer and Exchange functions:
-
- ***********************************************************************
- ***** Note: Always make backups of your gamemap files before *****
- ***** using these commands. Save your MAPHEAD.WL1 and MAPTEMP.WL1 *****
- ***** or MAPHEAD.WL6 and GAMEMAPS.WL6 or MAPHEAD.SOD and *****
- ***** GAMEMAPS.SOD. *****
- ***********************************************************************
- With these operations you can move maps from one floor to another. If you
- want to copy a floor, move to the floor you want to copy and press the 'M'
- key. The Memorize line in the help display will turn yellow indicating that
- you have a stored floor in the clipboard. This will now stay yellow for the
- rest of the session because there will always be something stored. You can
- now Transfer (Paste) the Memorized floor wherever you want. Move to the
- floor where you want the stored floor to be and either press 'T' to Transfer
- the stored floor on top of the presently displayed floor or press 'E' to
- exchange the displayed floor with the Memorized floor. The Exchange function
- allows you to easily move the floors up or down a level. If the Memorize line
- in the Help display is not yellow (nothing stored) these functions won't work.
- They will flash red for this case.
-
- If you use the Transfer operation you will lose the floor that you copied the
- Memorized floor on top of. If the Statistics display is on the display will
- flip to the help display during the Memorize, Transfer and Exchange operations
- and then flip back to the statistics display.
-
-
- Write and Read functions:
-
- If you want to share floor maps or create floor maps with a group or if
- you have designed a favorite floor in one version of Wolfenstein and would
- like to move it to a different version you can now do it with these functions.
- MapEdit was designed to operate from one directory and has no directory
- features nor keyboard/display functions built in. It will take a little
- extra work to implement copying and pasting from one map file to another from
- within MapEdit. To implement this feature quickly I decided to implement
- the exporting and importing of maps by file. The file is predefined as
- FLOOR.OUT and you can only export/import one floor at a time. You have to
- have two directories with MapEdit and the gamemap files you want to transfer
- the floors between or you must move the gamemap files in and out of the
- working directory. I know this can be a pain but this was the easiest way
- without requiring major changes to the MapEdit program. If there is a big
- enough demand to implement an easier interface then I'll work on it.
- To export a floor you run MapEdit on the gamemap/maphead files you want to
- export from. You move to the floor that you want and press the 'W' key and
- the displayed floor is written to 'FLOOR.OUT'. You now quit MapEdit and copy
- the FLOOR.OUT file into the directory that has the gamemap/maphead files you
- want to import the floor into. Run MapEdit and press 'R' to read into the
- clipboard the file FLOOR.OUT. Now move to the floor where you want your
- imported floor and press 'T' to paste it or press 'E' to exchange it with
- the displayed floor. You copy FLOOR.OUT into the directory containing the
- gamemaps you want to import the floor into or move the gamemaps into the same
- directory. An error message will be displayed if there was a problem reading
- or writing the file.
-
- A major advantage of exporting/importing by file is that you now can share
- your floors with others without having to give them the whole gamemap/maphead
- files. All you have to do is give them the FLOOR.OUT file of your favorite
- design and they can read it into theirs.
-
-
- Clear Level:
-
- Pressing the 'C' key will Clear the current floor placing grey brick on the
- outside edge and filling the inside with the selected map value. Before you
- clear the display select the map value you want to fill with then press 'C'.
- You can fill with any map value. If the last item you selected was an Object
- then if you Clear before selecting a map value the clear function will fill
- using a floor value of '8C'.
-
-
- MAPDATA.DEF and OBJDATA.DEF:
-
- If you figure out a new object, you can add it's description to the
- object/map list by editing the MAPDATA.DEF or OBJDATA.DEF file.
- Each line in the file contains 3 items:
-
- 0000 0000 Objectname
-
- The first four digits are HEX for the object number. Right now, even
- though their are 4 digits, you can only put objects from 0000-00ff in.
-
- ** Note version 4.1a allows up to 0116.
-
- The second four digits define how the object will look in the map.
- The first two digits are the primary/secondary colors. The third
- digit is the graphic type, and the fourth digit is the character
- string to use if the graphic type is "text".
-
- Colors:
- 0 - black
- 1 - blue
- 2 - green
- 3 - cyan
- 4 - red
- 5 - magenta
- 6 - brown
- 7 - light grey
- 8 - dark grey
- 9 - light blue
- a - light green
- b - light cyan
- c - light red
- d - light magenta
- e - yellow
- f - white
-
- Graphic types:
-
- 0 - text (uses fourth character of graphic definition)
- 1 - solid box
- 2 - checkered
- 3 - solid box (primary) with decoration (secondary)
- 4 - checkered box (primary) with decoration (secondary)
- 5 - large filled circle (primary) with smaller circle (secondary)
- 6 - horizontal bar
- 7 - vertical bar
- 8 - two color box (used for landscape view)
- 9 - single pixel centered
- a - 3x3 pixel block
- b - 3x5 pixel block
- c -
- d - X (primary)
- e - rectangle
- f - arrow (secondary color indicates direction: 0=n,1=ne,2=e,3=se,
- 4=s,5=sw,6=w,7=nw)
-
-
- ACKNOWLEDGMENTS
-
- This program would not have been possible without Paul (Hosko) Hosken,
- author of WMAP, who figured out the original map file formats.
-
- Thanks Hosko!
-
-