trffc17.gifEdit LineDef - Type, Flags and Tags

 

The Edit LineDef Dialog allows you to change all the attributes of a Linedef in one place.

 

LineDef Flags

 

LineDef Flags can be changed three ways:

 

1.    Use the check boxes to set each flag attribute.

2.    Enter the raw hex value (see note below).

3.    Click on one of the hot buttons on the bottom left side of the screen.

 

Impassable

Line is impassable for players and monsters.

 

Monster Block

Line is impassable for monsters only.

 

Two-Sided

Line has 2-sides. The line is assumed transparent and Doom will show the area past the line. If this flag is not set and if there is no Normal texture, you will get HOM.

 

Upper Unpegged

For 2-sided LineDefs, draw the Upper texture from the top down. Normally they are drawn from the bottom up.

 

Lower Unpegged

For 2-sided LineDefs, draw the Lower texture from the bottom up. Normally the are drawn from the top down.

 

Unpegged textures for 1-sided LineDefs draw the Normal texture from the bottom up.

 

A Pegged texture moves with a Sector that moves. Pegged textures follow the lower ceiling.

 

An Unpegged texture does not move with a Sector that moves, it is stationary.

 

Unpegging textures is useful for making the textures look good. For example, if a stair is visible from the side, unpegging the lower texture aligns the textures to the bottom floor. This depends on the texture used of course.

 

Secret

A Secret (red on the Automap) hides what's behind it (does not show up on the Automap. It is not related to the secret areas. Those are set by the Sector.

Makes it difficult to identify areas. (So players can't figure out your trap!)

 

Blocks Sound

Monsters can't hear you shoot! Surround the entire area with this flag set so they can't hear you. Should speed up a game with many monsters if done correctly.

 

Invisible

This line is never put on the Map.

 

AutoMapped

This line is always shown on the Map.

 

Repeatable (HEXEN)

The LineDef action repeats. You must have this turned on to repeat an action for HEXEN.

 

Activated When (HEXEN)

Unlike DOOM or HERETIC, HEXEN control the activation of many actions by setting this value. You can also control the repeatability as a separate choice.

 

Other Flags

Flags specific to the port listed. Please refer to the port’s documentation for details.

 

Edit Raw Flags

The main purpose for this option is to permit you to change new flags that may be invented for evolving ports. The value displayed is the value of the flags normally set by the check boxes. Changing the Raw Flags (here) overrides any other changes in this dialog box. The check box flags are ignored if a value is entered different from the original value.

 

If you change the flag and change your mind, enter the value of the original flag. Now you can go back to using the check boxes.

 

Old Flags (xxxx)

This is the prompt displayed if raw flag values area entered. It’s just to let you know the original values if you want to switch back to the check boxes again (see above).

 

Edit LineDef Type

Select the action special desired. Examples are Door Open/Close and Exit Level.

 

HEXEN only:

 

LineDefs can be individually programmed for features such as Speed and Time delays. When a LineDef type is selected, the next prompt request the parameters for that LineDef. The type of parameter is noted before each prompt. na designates that this position is ignored for the LineDef (a few of those).

 

Edit SideDef 1

Set the textures and connects it to a Sector (for floor/ceiling information). Use this to fix bad sector references that cause Sector not closed messages.

 

Normally you may have a requirement to switch the sectors assigned from one side to the other, for example, when you flip a LineDef.

 

You also use this to assign the correct sector number of an object inside a room. That is, change the Sector number of the SideDef to match the Sector of the room. This is one of the methods used to fix Sector not closed.

 

Add SideDef 1

This appears (instead of Edit) if no Sidedef1 exists for the LineDef. A Sidedef1 must exist!

 

Edit SideDef 2

Set the textures and connects it to a Sector (for floor/ceiling information).

 

The X and Y offsets permit manual shifting of the textures to minimize seams. ITA (Interactive Texture Alignment) shows you the texture with the offsets entered right on the screen! See Edit 1st SideDef discussion.

 

Add SideDef 2

This appears (instead of Edit) if no Sidedef2 exists for the LineDef. A Sidedef2 is optional.

 

SideDef 1 Value

SideDef 2 Value

Use this to directly change a sidedef reference number (be careful).

 

Delete Sidedef1

Delete Sidedef2

Deletes a SideDef. You always need a Sidedef1!

 

If you delete all the -same- side SideDef reference for a surrounded area, you can select them all and then press Ins to recreate them all with a new Sector.

 

Sector Tag (not HEXEN)

A Sector Tag is a number that connects a LineDef to a Sector with the same Tag number.

 

For example, a door with a switch has a LineDef (type = Switch Door) and a Sector with the same Tag number. This causes the assigned Sector to move (and not some other Sector).

 

More than one Sector can have the same Tag number, they will all move at the same time!

 

Note: Use the Ctrl+T command to automatically assign new Tag numbers and connect them with the correct LineDef.

 

Hexen Arguments (HEXEN)

Direct access to all the LineDef arguments. This prompt replaces the above if editing levels with the HEXEN format.

 

InterActive Browser

Press Browse when in the texture selection box to bring up a display of all the textures. You can also left mouse click inside the texture display window area to start browsing.

 

You interactively select the texture by left mouse clicking or using the cursor keys to move around.

 

X and Y offsets

The X and Y offsets permit manual shifting of the textures to minimize seams. If Mouse Align is actived, ITA (Interactive Texture Alignment) shows you the texture with the offsets right on the screen!

 

The location of the texture (upper, normal or lower) and whether it is unpegged determines the texture drawing sequence. The texture displayed is for one panel with the offsets entered.

 

Review the discussion on unpegged upper and lower textures to determine whether the texture is drawn from top-to-bottom or bottom-to-top.

 

You can also manually enter either X or Y offset individually in the text boxes provided for quick changes.

 

Mouse Align

Press this to bring up a dialog showing you the X and Y offsets applied to the textures. You can also move the mouse over a texture (in this dialog) and left mouse drag the texture. To revert back to the standard display press Mouse Close (the same button, the text was changed to reflect the new function).

 

Show Multi-Texture X/Y

Multi-Texture ITA Display (Intelligent Texture Alignment displays as many SideDef's as will fit on the screen with X and Y alignment applied. All 3 possible textures are displayed for each SideDef.

 

Use this to see how textures look next to each other and to have an idea of how the alignments match. Instantly gives you a much better idea of how your level will look.

 

The maximum length displayed is 256 units for each SideDef, permitting the display of at least 3 SideDefs.

 

The height is always filled in as 128 units high and ignores Sector heights for now. Unpegging is also ignored, although that is easy to visualize (see XYalign for unpegging discussion).

 

You should select LineDefs that all face the same direction. If more LineDefs are selected than fit on the screen, they are ignored. The LineDefs are automatically sorted. The sequence of display is corrected for SideDef 1 vs SideDef 2.

 

Clone

Select 2 or more LineDefs and all of the last selected object’s attributes are copied to all other selected objects. All the selected SideDefs (Sidedef1 or Sidedef2) of the LineDefs end up having the same textures and sector reference.

 

External Only

List only only textures defined in external PWADS (not the IWAD). This makes creating total conversions much faster.