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===============================================================================
WADED version 1.88
Sams Publishing Version
WADED programmed by Matthew Ayres
Documentation by Kirk Yokomizo
Documentation release 1.0
===============================================================================
Disclaimer:
-----------
This documentation was written to aid in the use of WADED, programmed
by Matthew Ayres. Matthew Ayres or Kirk Yokomizo claim no
responsibility for anything bad resulting from the use of this
documentation. Feel free to distribute this document freely, as long
as this document is kept in its original form, and is distributed in
an electronic format.
Contents
========
-=[1]=- - Installing WADED
-=[2]=- - File Operations
[2.1] - Switching Games
[2.2] - Loading External Files
[2.3] - Saving Levels
[2.4] - Exiting WADED
-=[3]=- - Map Movement
[3.1] - Map Position
[3.2] - Zoom
-=[4]=- - Things Mode
[4.1] - Inserting a Thing
[4.2] - Moving Things
[4.3] - Removing a Thing
[4.4] - Clearing Things
[4.5] - Editing Things
[4.5.1] - Selecting a Thing
[4.5.2] - Things attributes
-=[5]=- - Line Mode
[5.1] - Line Color Codes
[5.2] - Selecting a Line
[5.3] - Information Window
[5.4] - Editing a Lines attributes
[5.4.1] - Basic Line attributes
[5.4.2] - Line Specials
[5.4.2.1] - Adding Specials
[5.4.2.2] - Assigning Trigger Sectors
[5.4.3] - Line texturing
[5.4.3.1] - Adding Textures
[5.4.3.2] - Selecting Textures
[5.4.5] - Multi-Line
-=[6]=- - Sector Mode
[6.1] - Selecting a Sector
[6.2] - Editing Sector Attributes
[6.2.1] - Basic Sector Attributes
[6.2.2] - Sector Texturing
[6.3] - Make Door
[6.4] - Multi-Sector
-=[7]=- - Draw Mode
[7.1] - Adding Rooms
[7.1.1] - Line Draw Mode
[7.1.2] - Lines Draw Mode
[7.2] - Moving and Deleting
[7.2.1] - Move/Del Vertices
[7.2.2] - Move/Del Lines
[7.2.3] - Move/Del Sectors
[7.3] - Make Sector button
[7.4] - Clean button
[7.5] - Scratch button
[7.6] - Snap-to-grid
-=[A]=- - Appendix
[A.1] - Keyboard Equivalents
[A.2] - Customizing WADED.T
[A.3] - Using WADCAT
[A.4] - File list and descriptions
[A.5] - History of WADED
[A.6] - Getting Help
[A.7] - Registration
===============================================================================
Introduction
============
WADED is a powerful, easy to use map editor for Doom, Doom II, and
Heretic. Using WADED, you can create completely new levels from
scratch, or edit existing levels. With WADED's many features and
simple to use interface, you will be making levels in no time flat.
WADED is programmed by Matthew Ayres, and written with QuickBASIC
v4.5. (A few routines were written in assembly language) WADED is an
editor built from the ground up and uses no outside code used.
========================
-=[1]=- Installing WADED
========================
To install WADED, unzip the latest WADED zip file on your hard drive
in any directory you want. WADED does not have to be in any specific
directory, you can run WADED from anywhere on your hard drive, even a
different drive all together. After you have unzipped the WADED
archive, run the WADED.EXE file. Since this is the first time you
are running WADED, you will be greeted with the setup screen. Here
is where you tell WADED where it can find Doom, Doom II, or Heretic.
WADED will work with as few as one game installed and as many as
three, only one is required. While in the setup screen you can
either type in the location of your games manually, or you can just
press the F9 key to have WADED search your hard drives for the needed
files. Once you have finished entering the locations of your games,
press the F10 key to save your changes and to continue. You next
will be put strait into the program.
NOTE: If at any time you need to change the locations of any of the
games installed on your system, start WADED up with the -c command.
(i.e. waded -c) The locations of all your games is stored in the
WADED.CFG file which is in the same directory as WADED.EXE.
Once the program has been loaded, WADED will display a brief
introduction file with some basic info on WADED and how to register
it. After the timed delay, WADED will bring you to the first map of
Doom, or the first game available to WADED. If you do not have Doom
installed on your system, but have one of the other games installed,
WADED will load up the first map of one of those games instead. If
you want WADED to load up to a particular game, or a level that you
have already made, you can start WADED with one of the following
command line options.
waded mywad.wad Doom 1
waded -2 mywad2.wad Doom 2
waded -3 mywadh.wad Heretic
waded -h mywadh.wad Heretic
NOTE: If you want to start up WADED to the first level of one of the
above games, type waded with the command line option, without the
external wad file name.
=======================
-=[2]=- File Operations
=======================
[2.1] Switching Games
---------------------
WADED will let you edit maps from Doom, Doom II and Heretic. To edit
the respective game with WADED, you can either bring up the desired
game from the command line, as described above, or you can switch
games after entering WADED. To switch to another game, click the on
the button with the loaded game's name displayed. If the current
loaded game is Doom, the switch will say "Doom". After clicking the
game switch button, WADED will bring up a list of games installed on
your system.
NOTE: After you have switched games, all current work is erased.
WADED will prompt you if you are sure, just in case you do not want
to lose your work.
When switching games in WADED, you are loading up a file that is
really a level package, or in other words, one main file holding many
levels. WADED will ask you which level to load after you switch to a
different game. Click on the level that you would like to edit. If
you are working on a external WAD file from a different game
platform, you must first switch WADED to that game before loading the
file. For example, if you are editing the first level of Doom I, and
want to edit your new Doom II level. First switch to Doom II and
then load the external file.
[2.2] Loading External Files
----------------------------
To load external WAD files, click on the Load button near the right
side of the screen. You can also press the L key on the keyboard to
get to the load wad screen. WADED will bring up a list of all the
files in the current directory with the extension of .WAD. Click on
the actual wad name in the file listing to load the file. If the wad
you want to edit is not in the current directory, or has a different
extension other than .WAD, you can do one of two things. Pressing
the L key again will bring up another box where you can type the
complete path and file name of your wad. You can also traverse
through the directories of your hard drive by clicking on the [..]
selection while in the load file screen.
NOTE: Any time you load up a wad file that has multiple levels
included in a package, WADED will prompt you for which level you
would like to edit. Select the level that you would like to work on.
When you are done editing a multi level wad pack, you can choose
another level from the main file by clicking on the pick map button.
[2.3] Saving Levels
-------------------
To save a map that you have been working on, click on the Save button
near the right side of the screen. Pressing the S key will have the
same effect. WADED will bring up the save file window. This windows
is where you tell WADED the name of your map file and what level to
save it as. The current directory is where the file will be saved
unless you change the path field. You can change the path by
clicking in the path field, or by pressing the P key. If you are
saving over an existing file with the same file name, WADED will
prompt you if you would like to proceed. If you do save over an
existing WAD file WADED will make a .bak file out of the old file as
a backup file. If you want to get back your old wad file, load up
the .bak file instead of the .wad file. You can load up the .bak
file while you are in WADED by pressing the L key twice and typing in
the complete file name of the backup wad file. The last option in
the Save screen is whether or not to build nodes. The improtance of
node building will be explained later in the documentation.
[2.4] Exiting WADED
-------------------
To exit out of WADED, click on the Quit button. You can also exit
with the Q and ESC keys. Before exiting, WADED will ask you if you
are sure you want to exit. Click Yes to exit or Cancel to return to
WADED.
====================
-=[3]=- Map Movement
====================
When you are editing a level in WADED, it is helpful to be able to
change you viewing area of the loaded map. You can move around on
the map in the four basic directions; up, down, left and right. You
can also zoom in and out on your map for precision editing.
[3.1] Map Position
------------------
To change your position on the map, click on one of the four arrows
on the right hand side of the screen. Click on a button once to move
in small increments. To scroll across the map, press and hold the
mouse on one of the arrow keys. The arrow keys on your keyboard will
perform the same functions as the mouse arrow buttons. To have WADED
center your map on the screen, you can press the HOME key on your
keyboard. WADED will center your map at any zoom level.
[3.2] Zoom
----------
To zoom in, or out, on your map, click the mouse button on the + or -
buttons on the right side of the screen. The + and - keys on your
keyboard have the same effect as the mouse buttons. WADED allows
many different zoom levels.
===================
-=[4]=- Things Mode
===================
WADED's Things mode allows you to insert, move, and remove things,
and also allows the editing of a thing's attributes. What exactly
are things? Things are the objects in the game, enemies, weapons,
ammo, power-ups, and obstacles such as barrels and light posts.
WADED has small icons for most of the items in the game. Each icon
represents the item it stands for. Items that have no icon, instead
have shaded circles, some blue, some red. At higher zoom levels, all
enemies will have an arrow on the icon to show which way the enemy
will start out facing.
[4.1] Inserting a Thing
-----------------------
To insert a thing on your map, you must first choose which type of
thing you want to put down. The currently selected thing is boxed
out in the list of things in the lower right part of the screen. You
will notice there are two lists. The list on the left is the
itemized list, while the list on the right divides things into
categories for quick searches. Groups of things range from Player
starts, to obstacles. Each game has its own categories and own set
of things to put on the map.
NOTE: You can customize the things categories to contain any items by
editing the WADED.T file. (See appendix)
After you choose which item to put down on your map, move the cursor
to the desired position of the new thing. Click the right mouse
button at this location to place the item down. Make sure you don't
click on an already existing item, as this will delete that item.
[4.2] Moving Things
-------------------
To move an existing thing on your map click the left mouse button on
the thing. Hold the button down and drag the item to its new
location. Let go of the mouse button to drop the item in its new
position.
[4.3] Removing a Thing
----------------------
To delete a thing on the map, you can do one of two things. You can
either click the right mouse button on the actual item, or you can
select the item with the left mouse button to highlight it. After
highlighting it, press the DEL key on your keyboard to remove the
item.
[4.4] Clearing Things
---------------------
If you want to delete all the items from the map, click the Clear All
button in the things bar. Clear all will erase all items off of the
current map. WADED will ask you if you are sure, just in case you
change your mind.
[4.5] Editing Things
====================
[4.5.1] Selecting a Thing
-------------------------
Before you can edit a thing, you first have to select it. To select
a thing on the map, click the left button on a thing. A green
highlight box will appear around the thing. Once you have a thing
selected, WADED will display its attributes on the left of the thing
bar.
[4.5.2] Changing a Things attributes
------------------------------------
Things have many attributes that will determine how, when and where
they will appear in the game. After a thing has been selected, you
will find all of that particular thing's attributes in the lower left
corner of the screen. This window is called the thing information
window. Here you will find a picture of the current thing, its name,
its I.D. number, and the thing's coordinates.
In the center of the thing information window, are several small
boxes. All of these boxes are not necessary for all items. In some
cases these boxes only have an effect on enemies and certain special
items. The 8 boxes around the arrow are to tell the game which way
the thing is to face at the start up of a level. You can face a
thing in any of the 8 basic directions.
The right side of the things information window holds more options
for things. All of these options are toggles, as they can be either
on or off. The first set of three boxes are to set which skill level
the thing will appear at. The last two boxes will set whether or not
the thing appears in deathmatch, and if the thing is to be deaf.
"1-2" - Thing will appear in difficulty levels of 1 and 2
" 3 " - Thing will appear in a difficulty level of 3
"4-5" - Thing will appear in difficulty levels of 4 and 5
"DM" - Thing will appear in deathmatch play
"deaf" - Enemy will not be able to hear gun shots, door sounds.
==================
-=[5]=- Lines Mode
==================
WADED's Line mode will allow you to edit lines and to modify all of
their attributes. In Line mode, you can assign textures to walls,
add special tags to linedefs, and change toggles. Lines mode will
also allow you to assign sectors to lines that have special
attributes.
[5.1] Line Color Codes
----------------------
Lines in WADED are colored coded depending on their particular line
type. Single sided Lines, usally impassable walls, are bright white.
Double sided lines are grey. Doors are blue in color. The currently
selected Line will be red, and any of its tagged Sectors will be
outlined in green.
[5.2] Selecting a Line
----------------------
To select a line, move your mouse cursor over any line on the map.
Click the left mouse button on the line to select it. The selected
line will be highlighted in red. Only one Line can be selected at a
time unless you are using multi mode, which will be explained later
in this section.
[5.3] Information Window
------------------------
Located in the lower Line mode bar is the Line Information Window.
When you select a line in your map, WADED will display information on
that line in this window. The length, angle, and number of the line
are displayed in this window. The line's number is not usally
important to the user, as only the game will use this number. The
number of the line can be used as a marker or I.D. number also.
[5.4] Editing a Lines attributes
--------------------------------
To change a line's attributes, first you must select the line you
wish to edit. Once you have a line selected, you can change the
line's togglesand add special attributes.
[5.4.1] Basic Line attributes
-----------------------------
A line can be either one or two sided depending on whether you can
walk over it in the game. A one sided line is an impassable wall,
while a two sided line usually is a step or just a connecting line
between two rooms. A two sided line that does not have a sector on
either side of it will probably cause problems when you try to
play-test the level. In this case, you would probably want to make
that line one sided. You can toggle a line as one or two sided with
the Impassable and Two sided buttons. To make a one sided line two,
or visa-versa, select the line and press the T key, or click the two
sided toggle button in the Line mode bar. A one sided line is
usually impassable. Remember, a two sided line will show up as grey
on the map.
Sometimes, after removing or adding new rooms to your map, you will
end up with lines that are facing the wrong way. The direction on
the line is shown by a small perpendicular line on the "right" side
of the line. If the line is part of a sector's outer wall, and is
one sided, the "right" side should be facing towards the center of
the room. To flip a line's direction, select the line you wish to
change and press the F key.
Other line attributes you might want to add:
Block sound - This line will not allow sounds to pass through.
Enemies in the game are set off by sounds they
hear.
Block Monster - This line cannot be passed by an enemy.
Secret Map - This line will appear as normal on the overhead
map even though it could be a door or passable.
Not on Map - This line will never show up on the overhead map.
Start Map - This line will already appear on the overhead map
when the player starts the level.
[5.4.2] Line Specials
---------------------
Line specials are for assigning a line to do special things to an
attached sector, or to act as a trigger. This trigger will have an
affect on something else on your map. The effect could be anything
from a door, to an elevator, to the exit of your level.
[5.4.2.1] Adding Specials
-------------------------
To add line specials to lines, first select a line on the map. Next
select a special number that you would like to use for that line.
You can do this by using the + and - buttons next to the Special
number box. Lines that have special 0 have no special tag assigned
and act as normal lines. If you already know the number of the
special you want to add to the line, change the number with the + and
- buttons. If you do not know the number already click on the LIST
button. WADED will bring up listings of all of the specials. The
specials and their numbers are divided up into groups for easy
location. (Doors, Floors, Lifts, Misc) Once you have decided on which
special to use, select the special from the list by clicking on the
number.
NOTE: In front of each special is a set of numbers and letters. Each
letter and number denote how many times the special can be activated
and how the line is activated. Refer to the chart below:
W - Player must walk over the line to activate the special.
S - Player must hit the spacebar on the line to activate the
special.
G - Player must shoot the line to activate the special.
1 - Line can only be activated once.
R - Line can be activated multiple times.
Ex: 42 SR Close Door
^^ ^^ ^^^^
Special # Spacebar, Multi Action performed
[5.4.2.2] Assigning Trigger Sectors
-----------------------------------
Once you have chosen your line special, you must assign a sector that
will be affected by that line, called a tag sector. To do so, first
select the line with the special. Next click the right mouse button
in the sector that you want to be the tag sector. For instance if
you have a platform you want to raise by having the player flip a
switch in the game, you need to assign the proper special to the wall
to make it a switch. Next you must tag the sector that is the actual
platform to that line. The tagged sector will appear as green.
Click the green sector again to de-select the sector.
NOTE: Not all line specials require a tag sector. Refer to the HELP
screen in WADED while in special listing mode.
[5.4.3] Line texturing
----------------------
Adding line textures gives you level its appearance. The textures
you assign to the lines will be the textures of the walls in your
map. Textures need to be assigned to walls, steps and overhangs
alike in your map.
[5.4.3.1] Adding Textures
-------------------------
While in Lines mode there are six gray boxes in the lines bar. These
boxes are divided into two sets of three boxes. One set of three
boxes is for the "right" side of a line, and the other for the "left"
side of the line. The right set is near the right side of the screen
and the left set, the left. The right and left sides of lines are
determined by the small perpendicular line coming out of one side of
each line on the map. The side the line is pointing out of is
considered the "right" side of that line. Each set of three boxes
stands for a certain section of the line you are working on.
If the line is only one sided, or does not have a sector on each side
of it, there is only one texture that needs to be added. The texture
to add to a one sided wall goes in the middle box of the "right" set
of boxes. Defining the upper and lower boxes will not have any
effect on the line.
If a line is two sided, the center texture box should never have a
texture defined. The only time this might happen would be when you
want to have a wall that appears solid, but you can still walk
through it. The other texture boxes will need to be filled in in
special cases. If you have two sectors next to each other both with
the same ceiling height and floor height, you do not need to texture
the common middle line at all. The times to use the upper and lower
boxes come when you have two neighboring sectors with ceiling and/or
floor heights of different value. For example let's say that you are
in a map with only two rooms. One room has a height of 128 and a
floor of 0. The connecting room has a height of 136 and a floor of 8.
See below:
|------------------| 136 Overhead View
Upper texture---> | | o------o------o
128 |------------------| | | | |
| | | 1 -| |
| | | | |
| | o------o------o
| o | ^
| ^+- |------------------| 8
| /\ | <---Lower texture
0 |------------------|
^
The center line (marked by the ^), in WADED, would be facing the
player or in other words, the "right" side of the line is facing
towards the player. If this is the case, you can see that you will
not need to define the center texture box since it is the space you
walk through. The lower box of the "right" set of boxes will need to
be defined, as it will account for the texture of the "step" leading
to the next room. As for the "left" side of the line, you will need to
define the upper texture box since this will account for the overhang
texture when the player is in the other room.
NOTE: If any of the six texture boxes are highlighted as red, this
means that WADED is telling you a texture is required there. If a
texture is missing where it is needed at any time, the wall will give
you errors during play testing. The most common error is the "Hall
of Mirrors" effect where the wall appears blurry. Other problems
include impassable invisible walls, or see through walls.
The two final toggles in Lines mode are for centering and aligning
textures. The upper unpegged and lower unpegged toggles will tell
the game that you want to line up the textures on the walls, upwards
or downwards. Upper unpegged will take the top of the texture and
line it up with where the top of the wall and ceiling meet. Lower
unpegged will take the bottom of the texture and place it at the
intersection of the wall and floor. You can also adjust the texture
placement on a wall manually by adjusting the offset values for that
texture. The offset can be adjusted by clicking on one of the four
offset boxes under the texture boxes. It does not matter which box
you choose, as they all bring up the same menu. Here you can adjust
how the texture will be situated on the wall. You can move the
texture left, right, up, and down by adjusting the corresponding
offset.
NOTE: Lining up your map's walls with the lines on the GRID will
automatically align textures left to right. The GRID is divided into
64 pixel increments and many of Doom, Doom II, and Heretic's textures
are 64, or 128 pixels long.
[5.4.3.2] Selecting Textures
----------------------------
Selection of textures is an easy process. The current texture name
selected, is displayed in the lower right corner of the screen.
There are several ways to change the current texture. One way is to
manually scroll through the list of texture names with the arrow
buttons next to the texture list. Moving through this list is easier
with the help of 3 buttons to the left of the texture list. These
buttons are the V button, the P button, and the J button. The V
button is for viewing textures. The currently selected texture can
be viewed by clicking the V button. You can also view a texture by
clicking the right mouse button on the texture name. WADED will
bring up the texture viewing screen. While you are in this screen
you can scroll though the list of textures by pressing the right or
left arrow keys. Pressing the ESC button will bring you back to the
main map screen. The next of the three buttons is the P button.
Once the P button is selected, WADED will bring up a master list of
all of the wall textures in the current game. From this screen you
can select the texture by just clicking on its name. If the texture
is not on this list, click the MORE button do display the rest of the
list of textures. From this screen, you can also view textures by
clicking the VIEW button. To exit from the list click on the CANCEL
button, or press the ESC key. The last button, the J button is used
to jump to a particular texture name in the list. After clicking the
J button, WADED will ask you for a letter. Type the first letter of
the texture you wish to jump to. For example, pressing the A key
will bring you to the top of the texture list, or the first texture
that starts with the letter A.
After selecting a texture to use, click the left mouse button in any
of the six texture boxes to assign the texture. To remove a texture
from a texture box, click the right mouse button on the corresponding
box.
[5.4.5] Multi-Line
------------------
If you want to change the look or attributes of many lines all at
once, changing them all one a time would take much to much time.
WADED's multi-line feature saves you time by changing single or
multiple attributes for many lines at one time.
To use multi-line, first click the mutli button. You are now in
multi mode. All attributes, specials, and textures will be set to
null. Now you can select all the lines you would like to change.
Click on each line you wish to select. All of the selected lines
will appear red, and will stay red until you are finsihed with the
changes. To de-select a line, click on that line again with the left
mouse button. The line will no longer be highlighted. Once you have
all the lines you want to change selected, you can proceed to change
attributes of the lines. Here you can add tags, or textures as well.
Only change the attributes you want changed on the ALL the selected
Lines. To make the changes permanent, click the apply button. WADED
will make your changes to all the selected lines. If you change you
mind on making changes after you have entered multi mode, click the
multi button again to cancel any changes.
===============
-=[6]=- Sectors
===============
WADED's sector mode allows you to add new or edit existing attributes
of sectors in your map. In sector mode, you can assign textures to
floors and ceilings, change heights of floors and ceilings and assign
special attributes to sectors.
[6.1] Selecting a Sector
------------------------
Before changing anything to a sector, you first need to select it by
clicking the left mouse button anywhere inside the sector. The
currently selected sector will be highlighted red. If the selected
sector is a tag sector of a line special on your map, the special
line will appear green.
[6.2] Editing Sector Attributes
-------------------------------
[6.2.1] Basic Sector Attributes
-------------------------------
After you have selected the sector you want to change, you can begin
editing. You can change the values of ceiling and floor heights by
doing one of two things. You can either find the height you want by
using the + and - buttons on either side of the height value, or you
can click on the actual number and enter your own value with the
keyboard. Changing the light brightness level in the sectors is done
exactly the same way. Change the value with the + or - buttons or
enter your own value.
To add a special to a sector, choose the special you would like to
add by using the + or - buttons next to the special value. If you
already know the number of the special you want to use, you can click
on the current number and enter your new number with the keyboard.
To get a list (by number) of all the possible sector specials, click
on the LIST button.
[6.2.2] Sector Texturing
------------------------
To change or add textures for the ceilings and floors, first select
the texture you want to use from the lower right hand texture list.
To change the current sector texture, you can use the arrow buttons
next to the texture list, or use the two function buttons near the
arrow keys. The P button will bring up the master list of all of the
textures you can use, while the J button will let you jump to a
position in the list by letter values. The V button will let you
view the texture, as will clicking the right mouse button on the
texture name. Selection of a texture is exactly the same as
selecting a texture in lines mode. Simply click on the texture name
in the list that you want to use. Once you have the texture selected
you can assign that texture to the floor or ceiling by clicking the
left mouse button in the corresponding texture box. To make a floor
or ceiling have no texture click the right mouse button on the floor
or ceiling texture box.
NOTE: No texture in sectors mode means that the game will use the
"sky" texture, or the texture used when you can see through the
ceiling or are outside.
[6.3] Make Door
---------------
One of WADED's quick features is the Make Door feature. Make Door
will quite simply, make a door out of any sector on your map. After
you have selected the sector you want to make into a door, click the
Make Door button. WADED will make a door out of that sector, making
the correct adjustments to floor and ceiling heights and assigning
default door textures and line specials. In the case of an irregular
shaped door, WADED will choose the two longer sides to make into a
door, and the shorter sides as door tracks.
[6.4] Multi-Sector
------------------
Editing multiple sectors is similar to editing multiple lines. To
enter multi sector mode, click the Multi button. All attributes and
textures will be set to null. Next select all of the sectors you
wish to change. Click inside a sector to select it. Click again in
the sector to de-select it. The selected sectors will be highlighted
in red. You can now make changes to the sectors. Change only the
values you wish to change for ALL of the selected sectors. Once you
are satisfied with your changes, click the apply button to make them
permanent. If you no longer want to make changes while in multi
mode, click the mutli button again to cancel your changes.
=================
-=[7]=- Draw Mode
=================
WADED's draw mode allows you to draw new levels or edit existing
levels by adding or removing lines, vertecies, and sectors. Draw
mode is mainly for the actual creation and placement of all of your
map's rooms.
[7.1] Adding Rooms
------------------
There are two main ways to add new walls and rooms to your level.
These are the Draw: Line and Draw: Lines modes. Each mode has its
own purpose. Mainly the Draw: Line mode can be used for all drawing
purposes, yet the Draw: Lines mode makes map building a lot easier
and faster.
NOTE: When adding lines to you map, it may be useful to use the GRID
feature in WADED. Drawing on the actual GRID lines will line up all
of your wall and floor/ceiling textures. The GRID is divided into
64x64 pixel boxes, most wall textures in the games are 64 pixels or
128 pixels wide. All sector flats are 64x64 pixels in size. This is
helpful when trying to align textures to the floor such as in the
case of a teleport texture.
[7.1.1] Line Draw Mode
----------------------
The Draw: Line mode of WADED's draw mode is the most basic form of
drawing, or adding to your level. This function is used to draw from
point to point. Draw: Line is usually used for making small sectors,
or making quick additions to existing sectors. To use the Draw: Line
function, first click on the Line button under the Draw column. From
any point on the map to any other point, you can draw a line. You
can use the line function to draw a line between two existing
vertices as well. To place the actual line, first choose the point
where you want your line to start. Next click the left mouse button
once. Now drag the other end of the line to a new position. Click
the mouse again to set the line down on the map. To cancel the
current line while you are drawing it, click the right mouse button.
You can use this drawing method to lay down an entire room, adding
lines from the end point of the previous line until you close off the
room. For complete room drawing the Draw: Lines feature is more
adapt.
[7.1.2] Lines Draw Mode
-----------------------
The Draw: Lines function is similar to the Line function, but adds
one helpful feature. While in lines mode, WADED will not end the
drawing process until you connect the final line to an existing
vertex. The Draw: Lines feature is useful in drawing complete rooms.
For instance, lets say we want to draw a square room on the map.
First you want to lay down one of the corners, say the top corner.
Click the mouse in the position of the top corner of the room. You
have now started the drawing process. Next drag the cursor to the
next corner's position. Click the mouse here. Now drag the mouse to
the next corner of the room and click again. Follow this pattern
until you finally end up clicking the mouse on the original vertex.
The drawing process will end when the end point of the last line is a
vertex.
[7.2] Moving and Deleting
-------------------------
WADED's Draw mode will also allow you to move and delete existing
parts of your map. While in draw mode you can move and delete
vertices, lines, and sectors. The mouse and key functions are
generally the same for each move/delete mode.
[7.2.1] Move/Del Vertices
--------------------------
To move or delete a vertex, first select the vertex move/del button
in the draw bar. To move the position of a current vertex, click the
left mouse button on a vertex on the map and drag it to its new
position. Let go of the mouse button and the vertex will be put in
place.
To delete an existing vertex, click the right mouse button over the
vertex you want to delete. The vertex will be erased from the map.
The right mouse button, if clicked in an area where there are no
vertices, will place a new vertex down. You can also add vertices to
an existing line. To do this, move the mouse cursor over a line on
the map. The line will become highlighted in red. Now click the
right mouse button to add a vertex on that line, at that point. You
can now drag out that vertex to expand the room, or in other words,
make two walls out of one. You can add as many vertices as you want
to any given line, space provided.
NOTE: Deleting a vertex that is holding up part of a line will result
in the line's deletion. In other words, if a vertex is the end point
of three lines, and you remove that vertex, the lines will also be
removed.
[7.2.2] Move/Del Lines
----------------------
To move or delete a line, enter the move/delete mode for lines by
clicking on the Line button. To move a line to a new position,
position the mouse cursor over a line on the map and click the left
mouse button. Holding the mouse button down, drag the line to its
new position and let go of the button to set the line down. To
delete a line from the map click the right mouse button on any line
in the map.
NOTE: Make sure all of your sectors are closed polygons or else your
game will give you errors. Also be sure not to have any over lapping
lines that do not connect with a vertex. At any point where a line
overlaps another, there should be a vertex.
[7.2.3] Move/Del Sectors
------------------------
Moving a sector is exactly the same as moving a line. Enter the
sector move/delete mode by clicking on the Sector button on the draw
bar. While in Sector move/delete mode, the mouse commands are the
same. Click and hold the left mouse button in any sector to drag it
to its new position. Let go of the mouse button to place the sector
down on the map. To delete sectors, click the right mouse button
inside a sector.
NOTE: Deleting a sector may leave other sectors incomplete. Your
level will not work correctly unless all sectors are completely boxed
off and have no open ends.
[7.3] Make Sector button
------------------------
Once you have finished drawing all of your rooms, you now want to use
WADED's Make Sector function to define each sector in your map. Each
room, or sector, needs to be defined. Click on the Make Sector
button to begin. All sectors on the map have a color code. The
white lines denote that the lines are defined as part of a sector.
Grey lines are considered part of two sectors. If any lines in your
map appear purple in color, this means that these lines are not
assigned to any sectors. To assign these lines to sectors, click the
left mouse button inside the sector where the line should be defined
to. You will notice that when you move the mouse cursor over the
map, defined sectors will flash red. A flashing red sector is a
completely defined sector. If the mouse cursor is over a sector and
it is not flashing, or only a few lines of that sector are flashing,
you will need to define, or re-define it. Click the mouse in that
sector to do so. Continue making sectors on your map until each
sector is defined and all sectors are closed polygons. Make sure
that there are no overlapping lines without vertex points.
NOTE: Try not to define a sector that has an open end, or a polygon
with a side missing, this will usually cause an error. Clicking in
the open space outside of the main map will do nothing.
[7.4] Clean button
------------------
Often when deleting old lines and sectors, or after building nodes,
that there are extra vertices on your map. To clean these vertices
off, click on the Clean button. All extra, not used vertices will be
erased.
NOTE: When nodes are built, the extra vertices are needed for the
level to work. Don't delete the vertices and save your level without
first re-building the nodes.
[7.5] Scratch button
--------------------
At any time you can completely start the drawing process over with
the Scratch button. The Scratch button will clear everything off the
map. Make sure you want to start from scratch before choosing this
option, as it will remove all things, lines, and sectors from the
screen. After clicking on the Scratch button WADED will prompt you
if you are sure, just in case you change your mind.
[7.6] Snap-to-grid
------------------
WADED's snap-to-grid feature is used to control how close together
you can draw or move lines and vertices. For instance, if the
snap-to-grid setting is set on 64, you can only place vertices and
lines 64 pixels appart or at a distance that is a multiple of the
snap-to-grid setting. (64, 128, 192...) If the snap-to-grid is set at
4, you can place vertices and lines 4 pixels appart or in distances
that are multiples of 4. (4, 8, 12...) You can use snap-to-grid to
place vertices up to one pixel apart.
NOTE: The snap-to-grid number is not the amount of pixels on the
screen, rather the number of pixels that will appear in the game.
===============================================================================
================
-=[A]=- Appendix
================
[A.1] - Keyboard Equivalents
-----------------------------
Global
------
F1 Things
F2 Lines
F3 Sectors
F4 Draw
F5 Draw:Line
F6 Draw:Lines
F7 Draw:Room
F9 Move/Del:Vertex
F10 Move/Del:Lines
F11 Move/Del:Sectors
HOME Center Map
C Consistency checker
H Help!
B Build Nodes
I Info on level
R Redraw/reset mouse
G Grid on/off
M Map pick
L Load
S Save
+ Zoom in
- Zoom out
Q Quit
ESC Quit
Lines
-----
P Pick texture from list
V View textures
F Flip
T Two-sided
DEL Delete
Sectors
-------
P Pick floor/ceiling tiles
V View floor/ceiling tiles
DEL Delete
[A.2] - Customizing WADED.T
-----------------------------
To customize the categories in things mode, or to add you own, you
will need to edit the WADED.T file. This can be done with any text
editor. The WADED.T file has a very simple structure.
First you will need to outline your category types in the [types]
field. The number is the number of that particular category. The
next three characters are either y or n. The toggle being whether or
not the item should appear while editing a particular game. The
first character is for Doom, the second for Doom II, and the third
for Heretic. For instance, a BFG shows up in Doom, and Doom II, but
not Heretic, so the code would be "y y n". The last field is a small
description of that particular category.
[types]
1, y y y, Player
2, y y y, Weapon
3, y y y, Ammo
4, y y y, Power-Up
5, y y y, Obstacle
6, n n y, Sounds
7, y y y, Deathmatch
8, y y y, Personal
After laying out your catagories, you will want to tell WADED what
items to place in each category. Do this by filling out the [type:x]
fields. The type number, x, corresponds to a predefined category
that has already been determined in the [types] field. The first
character tells WADED what item the thing is. The second character
tells WADED which icon to use. If you do not know what the specific
number for the icon is, the number 1 can be used instead. 1 is the
plain blue sphere. The next three characters are the same as above,
which game the item appears in. The last field is the short
description of the actual item.
# Deathmatch
[type:7]
11, 23, y y y, Deathmatch start
82, 1, n y n, Super shotgun
2002, 27, y y n, Chaingun
2003, 1, y y n, Rocket launcher
2006, 1, y y n, BFG9000
[A.3] - Using WADCAT
--------------------
Included with the release of WADED version 1.88, is WADCAT 0.7. With
this program you can easily put multiple levels into one main WAD
file. This is extremely useful if you are making a "wadpack" or a
set of levels that you want to follow eachother, as in an episode.
To use WADCAT, load up the program from the command line by typing
wadcat.
First, type in the name you want to use for your main WAD file. From
here, you must tell WADCAT which WADs to use. WADCAT will prompt you
for each level that you want to include. Type in the names of the
wad files for each level until you are have added all the WADs you
want to include. Now press enter on an empty line. WADCAT will now
ask you which map you would like to save the level as. You can save
each level as any map. This way you can spread out your levels over
the existing ones, or if you typed the WAD names in out of order, you
can place them in a new order here. After telling WADCAT where to
put the WAD files, WADCAT will write out the main WAD file and exit.
[A.4] - File list and descriptions
-----------------------------------
waded.exe Main WADED executable file
waded.t WADED Things file - contains info on items
waded188.doc Documentation on WADED 1.88
waded01.faq WADED Frequently Asked Questions v0.1
wadcat.exe WADCAT v0.7 - WAD concatenater
wadcat.doc Documentation on WADCAT 0.7
whatsnew.183 WADED revision history up to 1.83
[A.5] - History of WADED
-------------------------
In 1994, after the release of the registered version of Doom I by Id
software, there was a definite need for a map editor. The project of
making a easy to use and powerful editor was taken up by Matthew
Ayres. This on-going project has led to the release of WADED v1.88
which has succeeded in making wad building and editing quicker,
easier, and more fun than ever before.
[A.6] Getting Help
------------------
Additional help is available in many forms.
WADED FAQ - Answers basic questions about WADED and common problems
while using WADED. The WADED FAQ comes with each WADED
archive and can also be found on Lithium BBS.
waded-help - For quick WADED help and tech support, you can e-mail
waded-help@cdrom.com for a quick response from the
WADED mailing list. To join the WADED mailing list,
e-mail waded@cdrom.com with your e-mail address.
Lithium BBS - Lithium BBS (510)455-0425 is up 24 hours a day. You
can leave mail to Lithium Sysops who will be happy to
answer any questions you might have. You can also post
your question in the WADED area for an even quicker
response.
[A.7] - Registration
---------------------
If you decide you like WADED, and you plan to continue using it, you
should register it with the author, Matthew Ayres. You are required
to register WADED if you continue to use it for more then two weeks.
Registration is US$15. Cash and checks only please.
Registration will eliminate the beginning delay. It also compensates
for the authors time and hard work. If you register WADED, you will
receive a personalized program called WADEDREG. Your personalized
WADEDREG will work on any version of WADED, and it will place your
name in the opening and ending screens.
Mail registrations to:
Matthew Ayres
977 E. Stanley Blvd., Unit 349
Livermore, CA 94550