trffc18a.gif3D Editing

 

3D editing places you inside the level just as if you were playing the game. You enter interactive 3D editing using by placing the cursor where you want to start editing the level and pressing the W command.

 

Once inside the level you can interactively modify Textures, Flats and Things in 3D mode using R3Dedit. R3Dedit is a modification of the RISEN3D port by Graham Jackson. Your level is displayed as it would actually look in DOOM and in most ports, including SKY support. ZDOOM slopes or 3D floors as in Legacy and others do not display the same as in those respective ports. ZDOOM HEXEN format levels are ok. The currently the supported IWADS are DOOM, DOOM2, TNT or PLUTONIA, HEXEN and HERETIC (STRIFE will be supported a bit later – a slightly different graphic format). [ Please refer to the NOTE below]

 

R3Dedit is a special version designed for editing. R3Dedit should be installed in it’s own directory to avoid any potential conflict with RISEN3D. Download R3Dedit from www.sbsoftware.com from the download page and install R3Dedit into a directory named R3Dedit (or similar). Be sure to enable the "use folder" option as applicable for the program you are using to unzip these files (for example, Winzip).

 

The two versions work independently from each other and have their own unique settings. Models are not interchangeable between R3Dedit and RISEN3D. If you want models or external high resolution textures, move them to the appropriate R3Dedit directory. There is a separate download for the models. R3Dedit should not be used to save games or to load save games created by RISEN3D. Wouldn’t work if you tried J

 

3D Mode ingame Texture and Thing modification is entered by placing the cursor where you want to be in the level and pressing W or selecting the command from the File Menu. Textures used and their alignment can be changed. Things can be also be changed, new Things can be Added and any can be deleted at any time.

 

Please note that you can adjust your display game appearance using the R3Dedit control panel. Press the Esc key, select OPTIONS and then select Control Panel to access. You can change the cursor to suite your style. Press Esc, OPTIONS then HUD and select the cursor style, size and color as applicable.

 

Since R3Dedit is derived from an actual game engine, you have access to a rich environment. For example, pressing the Tab key brings up a full level map showing where you are in the level. This makes it very easy to keep track of where you are and where you have been editing, especially large levels.

 

You can remap some of the commands to suit your taste. Modify the keys below accordingly. The basic setup is the what is shown. You can customize your display and remap the keys via the ingame menus. These are the defaults as configured by the R3Dedit.CFG file supplied.

 

The different ports display hires textures in different ways. Be sure to check the port you plan to use and set the display options below accordingly since R3Dedit has more texture variety than the ports.

 

Edit Off and Edit On states are toggled by Button 1. You do not have to be in Edit On mode to change an objects attributes. The current object selected shown is always shown in the Upper Right corner of the screen. For easy and fast changing, there just an active Object is required (meaning No Selection is not displayed). See Button1 and Button2 descriptions for "Edit Off" and "Edit On" for further context meanings.

 

It’s a lot easier to do it then to explain it.

 

R3Dedit Editing Controls

 

Mouse

 

Move mouse up/down

Edit Off

Look up and down. Once an object is selected, use the PageUp and PageDown keys to look up and down

Move mouse left/right

Edit Off

Rotate direction of view. Once an object is selected, use the Cursor keys to move

Move mouse up/down

Edit On:

Change texture Y offset for selected Texture

Change Sector Floor or Ceiling height for selected Sector

Change location of selected Thing

 

Move mouse left/right

Edit On

Change texture X offset for selected Texture

Change Sector Floor or Ceiling height for selected Sector

Change location of selected Thing

 

Note

Missing Textures display as a blue and light gray checker board pattern.

 

 

Button 1

Edit Off

Select object pointed to by mouse and enters Edit Mode. This is Edit On. Once you are in Edit mode, mouse movement now operates on the object selected as described above. To move your viewpoint, use the PageUp/PageDown and Cursor keys to change your position. The object will stay selected as you move around.

 

Button 1

Edit On

Commits any X or Y changes made in Edit mode for the object and exits Edit mode and enter Edit Off again.

 

 

Button 2

Edit Off

Enters Browse mode to change the type of object you are looking at (assuming that an object is active in the upper right corner of the screen. It will say No Selection if no object is active and nothing happens.

 

Button 2

Edit On

Enters Browse mode for the currently selected Object using Button 1 (IOW, Edit On is active). Moving the mouse only affects the Dialog browse cursor and not the object that is selected.

 

 

Note: Enter key is the same as Button 2 Edit On

Button 4

Edit Off

Does Nothing

Button 4

Edit On

Exits Edit mode for current object and discards changes

 

 

Wheel

Edit Off

If object is a sector, changes Light Level of sector. No Other objects are affected. (same as +/- keys)

 

Wheel

Edit On

If object is a sector, changes Light Level of sector. No Other objects are affected.

NOTE: You should have Use Specials turned off since specials change the light levels.

 

 

 

Editing Keyboard Keys

 

Tab

Any mode

Show an outline (automap) of the level so you can see where you are. Press the +/- keys to zoom in.

 

Del

Any mode

Deletes the current Thing object

Insert

Any mode

Inserts a new Thing object at the location where you are standing in the level. The object is a copy of the last thing changed or copied (see Ctrl+C). If neither of these was done, a Map Spot is created. Any thing created can be changed to any type desired.

 

Cursor Keys

Any mode

Move around the level at any time (including when in Edit mode)

PageUp

Any mode

Look up at any time (including when in Edit mode)

PageDown

Any Mode

Look down at any time (including when in Edit mode)

ESC

Edit On

Exits Edit mode and discards any changes

BackSpace

Any Mode

Resets all changes for the selected object back to the original values.

 

 

Enter

Edit On

Does the same as Button 2 above

+ and

Any mode

Changes the Sector lighting if a sector is selected

Change the height of a selected Thing for Hexen format levels only

 

< and >

Any mode

Rotates the angle of theThing selected

Alt+C

Edit On

If a Wall is currently selected, the Ceiling of that wall becomes the Edit object.

If a Floor is selected, the Edit object becomes the Ceiling.

Use this to select areas that are difficult to isolate.

If a Floor is currently selected, the Ceiling becomes the Edit Object

 

Alt+F

Edit On

If a Wall is currently selected, the Floor of that wall becomes the Edit object.

If a Ceiling is selected, the Edit object becomes the Floor.

Use this to select areas that are difficult to isolate.

If a Ceiling is currently selected, the Floor becomes the Edit Object

 

F

Automap active

When Automap is displayed, toggles "follow mode". When follow modes is off, the cursor keys move the aiming crosshair and the map does not move. When follow mode is off, the cursor keys move you around the level and the map moves according to your location in the level.

 

J

Automap active

In-game Jump editing lets you jump to any location instantly from the Automap display.

 

This is how it works:

 

1. Activate the AutoMap (Tab is the default key).

2. Press F (to turn follow off). Now you can quickly move to any point in the map using the cursor keys (the default movement keys).

3. When you get to where you want to be, press J and you pop up at that point in the level. About as simple as it gets!

 

You can also jump to any Line and x/y Coordinate instantly.

 

This is how it works:

 

1. Activate the AutoMap (Tab is the default key).

2. Press the J key (this only works if you do not have the Automap in normal "follow" mode (see above).

3. In the next dialog select Line or X,Y coordinates from the radio button

4. Enter the coordinates or the line number and press OK.

 

L

Any mode

Toggles the lower unpegged flag for the Wall currently selected

U

Any mode

Toggles the upper unpegged flag for the Wall currently selected

 

 

P

Any mode

Changes the currently selected object by copying the attributes of the last object either changed via the Browser or copied using Ctrl+C and applies it to the currently selected object. This is the same as Ctrl+V (just easier to use)

 

Ctrl+C

Any mode

Copies the attributes of the currently selected object for use by P or Ctrl+V

Ctrl+V

Any mode

Changes the currently selected object by copying the attributes of the last object either changed via the Browser or copied using Ctrl+C and applies it to the currently selected object. This is the same as P)

 

Ctrl+R

Any mode

Restores ALL textures of the type currently active to the prior state. For example, if the selected object is an upper texture, only upper textures are restored.

 

Restores ALL flats of the type current active to the prior state. For example, if the selected object is the floor, only floor textures are restored.

 

Restores ALL things back to the prior state. No object has to be selected. Deleted Things are are restored, but not new deleted Things.

 

Ctrl+Z

Any mode

Restores the currently selected object to the prior state (same as BackSpace)

 

 

Alt+F4

Exit 3D alignment mode

 

 

F10

Exit 3D alignment mode

 

F11

Make the level Full Bright –useful for dark areas. Press again to toggle back

 

W

Exit 3D alignment mode

 

DeePsea 3D Alignment Dialog

 

Test Options

Enter any additional command line options here

 

Exe Name

The full path/name where R3Dedit.exe is located

 

Start in

This defaults to the directory of R3Dedit after browsing for the exe name

 

Wait for 3D to End

DeePsea waits for R3Dedit to end. If you turn this off then DeePsea comes "back" and you can tab between R3Dedit and DeePsea to make level geometry changes. No texture alignment changes are saved when you turn this off.

 

Prompt

When W is pressed, the dialog appears and you have to press OK to start 3D mode editing. If you turn this off, then 3D mode starts automatically. To reset back to prompt, press F5 and select the 3D mode tab.

 

Full Screen Hardware

R3Dedit mode full screen (not a window) at the current desktop resolution

 

Full Screen Window

R3Dedit mode full screen window at the current desktop resolution withing the boundaries of the desktop

 

Automatic Size

R3Dedit starts in a window the same size as the current DeePsea editing screen.

 

Custom Hardware

A hardware screen whose size and location is set by you in the boxes shown. If a valid size is not detected, default is set to full screen. See R3edit for available sizes for your video card.

 

width

The width of the window you want R3Dedit to use

Height

The height of the window you want R3Dedit to use

xpos

The left starting window location (-1 is automatic)

ypos

The top starting window location (-1 is automatic)

 

MaxFPS

The maximum frame rate desired. 0 is whatever your system can do – assuming you did not disable vertical sync in R3Dedit. The Minimum is 35. R3Dedit also has an option to limit the frame rate to the video refresh rate (vertical sync). This is normally 60 for LCD screens and can be a bit higher for CRTs. If your video card driver supports it, you can disable the "sync" to the refresh rate. If you select that in R3Dedit but the video card does not support it, then the frame rate is capped at 60 FPS. Using either of these depends on your video card. Usually Enabling vertical sync in R3Dedit is the first choice if you experience any problems.

 

Disable W key

If you use the keyboard E,D,S,F keys to move around the level, then it’s easy to accidently hit the W key. Check this box to disable the W key. Use the F10 or alt+F4 to exit instead.

 

nomonsters

No monsters are shown

 

nomd2

No models are loaded. Recommended for editing unless your system has adequate capacity. Models require you to download the model pack and enable models inside of R3Dedit. (Newer models will be supported in time.)

 

Noobjects

No things are shown in the Level. Currently Heretic and Hexen levels do not show Thing sprites or models.

 

 

 

Auto Position

When enabled, you are placed in the level at the location of the current cursor postion in the level. The makes it extremely fast and easy to go to a specific area and make adjustments without having to walk around or change Thing locations. If this is not enabled, you start at the Player 1 location. This is not checked for presence and you’ll end up in a strange place if if Player 1 is not thereJ

 

 

Clip to Floor

Automatically clips to the floor making it easier to walk around the level. Turn this off for 3D objects so you can look at them easier.

 

Clip to Ceiling

Automatically clips to the ceiling making it easier to walk around the level. Turn this off for 3D objects so you can look at them easier.

 

AutoSpeed

Use the Speed setting to dynamically change your movement speed. You start out at the regular speed, but as you hold the move forward key down, the speed increases making it faster to move large distances, yet still maintain control over movement without moving too far.

 

Analyze

Performs more detailed analysis of a level which takes a bit longer. Turn this on if the level does not look right or R3Dedit crashes. Usually this is not required. If you have a fast system, leave it turned on.

 

Caching

This preloads all the texture information. Usually leave this off since for editing it’s not required to know about the same texture details as it is for playing. Leaving it OFF speeds up level loading quite a bit.

 

Use Specials

Leave this OFF to not process any specials. Primarily useful to eliminate changing sector lightning and to prevent activations to make texture alignment easier. 242 specials are not affected. If you want to activate the specials, turn this ON.

 

Texture Height Fill

Complete Fills in the Textures with ‘-‘ with a default texture that displays when Sector heights are changed while Editing. This is suggested as the default.

 

Partial Let’s R3Dedit fill in missing textures after analysis

 

Play leaves the textures as they would display in the Game. Use this to check as a final check to see if any textures are missing.

 

HiRes Flats

Display all flats that are not 64x64 in proportion to 64. Larger flats (or textures) are scaled so they become "hires" if they are larger than 64x64. If not checked, the graphics are shown at their actual size.

 

This varies from port to port. Check your port to see how it displays the graphics to help you decide this option.

 

HiRes TX

Displays all graphics residing between TXSTART and TXEND scaled to the TEXTUREx name size. If no TEXTUREx name is found, then the graphic is shown full size.

 

This varies from port to port. Check your port to see how it displays the graphics to help you decide this option.

 

HiRes Texture

Displays all TEXTUREx names according to the scaling values set in the TEXTUREx control.

 

This varies from port to port. Check your port to see how it displays the graphics to help you decide this option.

 

 

 

 

skill

Skill level to test with. This changes the Things and Monsters shown according to the difficulty levels you have assigned. Checkbox All Skills does them all.

 

speed

Automatically changes the speed that you move while editing. The longer you hold the forward key down, the faster you move up to the amount indicated.

 

memory

The amount of memory to let R3Dedit allocate. Reduce this if your system has less than 256MB of memory. Increase this if a memory message is displayed by R3Dedit (normally the default of 80 is plenty and usually 40 is enough)

 

 

 

 

NOTE: The next options if changed are applied the NEXT time you press W. So if you want the setting to take effect now, exit the dialog and start over (if you did not start this from the F5 options menu).

 

Show invisible lines

Changes all lines to visible, mainly useful when you press TAB

 

Remove unused

Removes all unused resources. Keeps editing problems to a minimum. Normally do not disable.

 

Apply missing textures

Checks the level and puts a "missing texture" where textures are missing. Not all missing textures are really missing textures, for example, transfer heights. Usually this is turned on if you are using for ZDOOM slopes to prevent display anomalies since slopes use the Floor/Ceiling textures, not the sidedefs.

 

Note: The Texture Height Fill option does the same thing in a slightly different manner, so that option is preferred.

Check invalid textures

Checks the level for valid textures (defined in TEXTUREx) and replaces them with "invalid texture" if they can’t be found. ZDOOM levels can have textures that are not defined in TEXTUREx and also can flats and textures can be interchanged. Be sure to enable F5 - Any TX, Texture, Flat, etc if your port supports this.

 

This can be disabled since R3Dedit does the same check, but here in case of some incompatibility that may arise.

Merge duplicate vertices

Checks for and merges any vertices that share the same coordinates. This is similar to the DeePBSP nodebuilder option, however, the results are permanently applied to the level you are editing before building nodes. For some ports you do NOT want to merge duplicate vertices.

 

See Node Results

Lets you see the result of node build. This is for troubleshooting. Normally do not enable this option.

 

Copy All Special Lumps

This copies the following lumps:

 

ANIMDEFS

ANIMATED

DD_DEFNS

MAPINFO

SNDINFO

SNDSEQ

SWITCHES

DEHACKED

 

Turn this off if any of the lumps causes a R3Dedit error.

 

AutoFix Sides

Runs a special check to automatically fix lines that should be 2 sided, but are missing a side. The LineDef flag is left at 1-sided. Manually fix these lines to 2-sided if that was your intent. Turn this off if you did this on purpose. Be sure the check the output log to check your work. This is the same as enabling Fix GL nodes in F5 –Nodes.

 

Clear All Sector Specials

Sets all the sector types to 0 (nothing). Primarily useful to eliminate changing lights for texture alignment.

 

 

 

 

Sample steps for texture (wall) editing

 

1. To adjust texture offsets for a particular line, place the cursor on the texture and press MB1. The details of the line are displayed in the top right hand box. You are now in Edit mode.

 

2. In Edit mode, moving the mouse will adjust the texture's x/y positions.

 

3. Press U to toggle the upper unpeg flag and L to toggle the lower unpeg flag.

 

4. Press MB2 to bring up a texture dialog that lets you change the texture for the current object. As you pick texture names they are immediately displayed in the level making it easy to see how they will look. In this dialog box are texture type options. They are enabled if you set the DeePsea F5 options to Any TX-Texture-Flat. For stock DOOM you can only select Textures.

 

5. When satisfied with the texture's position then hit MB1 again. This commits the new value(s).

 

6. When edit mode is ON you can reset the values back to the value when you first pressed MB1 by hitting ESC or the middle Mouse Button.

 

7. If you want to change the values back to the orginal values when you entered the level, press the BackSpace key while the object is selected (see definition of this at the start).

 

8. While moving a texture in edit mode, the offset values are continually updated and displayed in the upper right hand box.

 

9. If a line only having a midtex has its X off value changed and the line has the same sector each side then this will be applied to the line's other side as well.

 

10. The type of texture is displayed with its name. TRANS means it has been designated as transparent and ALPHA means it has alpha pixels.

 

11. If a masked texture is on the same line as an upper or lower texture then only it's Y offset can be adjusted. This state is shown in the end line of the status window by the word 'masked'.

 

Sample steps for sector editing

 

1. Changing the characteristics of a sector can be done in various ways: (a) You can place the cursor on the floor or ceiling and press MB1. If you have successfully selected the object pointed to the feedback box will show you that a FLAT was selected. (b) You can switch between a floor or ceiling for the sector by pressing alt+F or alt+C.

 

2. You can also select a WALL and then press alt+F or alt+C to select the floor or ceiling that the wall is connect to.

 

3. Press MB2 to bring up a texture dialog that lets you change the Flat texture for the current object. As you pick texture names they are immediately displayed in the level making it easy to see how they will look. The same rules described above for Textures apply.

 

4. Moving the mouse changes the floor or ceiling height.

 

5. Scrolling the mouse wheel changes the sector light value (or press the +/- keys). (the Use Specials option must be turned off).

 

6. Press MB1 again to save the changes.

 

7. Press Esc to go back to the values present when you started editing the current object.

 

9. Press BackSpace to reset the values to the original starting values.

 

 

NOTE

 

Sometimes it can be difficult to select a texture or flat. Move around a bit to change you viewpoint and it may select easier. Also in the case where a SKY is on either side of a wall and you change the sector height so that an upper or lower texture is now revealed, you may have to exit and then restart again to be able to select the texture. These are all known issues and a byproduct of having a sophistated analysis routine that is the best in the DOOM GL port world for handling the various "tricks", however, it causes a few problems when editing. This and other solutions are being worked on.