The options available vary according to the editing mode. The second option is the same for all editing modes.
2. Find First Free Tag
Locates the first tag number that has not yet been used in this map. This always automatically shows when you enter a new tag as the number between ().
The rest of the options vary by mode as follows:
Things Mode
1. Rotate and Scale Thing(s)
Move marked Things by the degree of rotation and a percentage scale. This is the same as b< > which is a quicker way to Enter Scale/Rotate mode.
Vertices Mode
1. Rotate and Scale Vertices
Move marked Vertices by the degree of rotation and a percentage scale.
This is the same as b< > which is a quicker way to Enter Scale/Rotate mode.
3. Delete Vertex and join LineDef(s)
Deletes the marked vertex and joins Linedef(s) that were previously connected to the vertex.
If the VertexJoin option is enabled, the Del key does the same thing.
4. Merge several Vertices into one
Same as #3 above, with multiple Vertices.
5. Add LineDef & Split Sector
You must mark exactly TWO Vertices from the SAME Sector before calling this command. This adds a LineDef and a new Sector.
See Vertex Ins mode for a second way to do this.
LineDef mode can also split a sector. In LineDef mode, draw a LineDef from one side to the other. When you end by pressing the Right mouse button, DeePsea asks if you want to Exit, split the Sector or make the LineDef 2-sided. Exit is normally only used if you are replacing a LineDef separating two sectors that you deleted.
Note :If you have packed sidedefs and any of the sidedefs are shared elsewhere, you cannot split a sector into 2 different ones. You can make a 2-sided linedef splitting the area in ½.
LineDefs & SideDefs Mode
1. Rotate and Scale LineDefs
Move marked LineDefs by the degree of rotation and a percentage scale.
This is the same as b< > which is a quicker way to Enter Scale/Rotate mode.
3. Split LineDef (add new Vertex)
Splits the selected LineDef(s).
4. Split LineDefs and Sector
Splits the selected LineDefs by adding a vertex at the midpoint, connecting the new Vertices with a LineDef which divides the original Sector.
See Vertex Ins mode for a second way to do this.
5. Delete LineDefs and join Sectors
Removes the selected two-sided LineDef(s) that divide Sectors and makes them into a single Sector.
6. Flip LineDef and Swap SideDefs
Flips the LineDef(s) start and endpoints.
Also swap the SideDefs. This reverses the 1st and 2nd SideDefs. This alters the Sector references, what was on one side is now on the other side.
Normally, you wouldn't do both, unless you have big plans in mind. DEU does both at the same time, so that's why it's here.
7. Swap LineDef SideDefs (Ctrl+S)
Swaps SideDef(s) 1 and 2. This swaps the Sectors assigned to each side, so check that the Sectors match correctly!
This is the same as Ctrl+S.
8. Flip LineDef Vertex Only (Ctrl+F)
Flips the LineDef(s) start and endpoints. This is the same as Ctrl+F.
9. Align Textures (Y offset)
Align the textures on the Y offset. The first LineDef selected is used as the reference point. This is for vertical (up->down) Y alignment. Any textures that have the upper or lower texture unpegged are ignored.
10. Align Textures (X Offset)
This is for horizontal (left->right) X alignment. Select a group of LineDefs that follow each other. Select in the direction the arrows point. The exact sequence doesn't matter, but the direction arrow of each LineDef has to go to same.
Each LineDef can connect to only 1 other LineDef at the start or end of the line. You can't have an intersection selected.
The first one in the chain gets the initial offset value. The first one is the one you can SEE. The beginning has no arrow. The last LineDef in the list has the arrow.
If the LineDefs form a complete loop, the one the cursor is positioned on is the first one aligned, i.e., it gets the first offset value.
The 2nd SideDef is aligned in reverse, but still selected the same way. The sequence is automatically reversed. The last LineDef selected is the first one aligned. They all flow in reverse of the 1st SideDef sequence.
Textures can be checked for Identical Names or the names of the textures are ignored and are not compared.
If you ignore checking textures for the same name, each time the texture name changes, the alignment offset is reset to 0 if you answer yes to the prompt that appears or the offset calculations continue.
This is the sequence of texture selection:
1. If no Normal textures is found the Upper texture is used.
2. If no Upper texture is found the Lower texture is used. LineDefs with no textures are ignored and the offset is reset 0.
11. Make Door from 4 LineDefs
You can also use the Object menu to make a predefined Door, if you prefer or Make a Door from a Sector (see Sector mode menu below).
See the Door section for further information
12. Make Stair from 2 LineDefs
Select 2 LineDefs that will be come the Stair sides and then activate this function. The LineDefs, Ceiling height, textures, etc., are modified accordingly.
See Stair section for further information.
13. Renumber Selected Linedefs from 0 to …
This renumbers the LineDefs selected from 0 to n (where n is the number of LineDefs minus 1). The renumber sequence is from the first selected to the last. So the first LineDef selected becomes 0, the second 1 and so on. Do NOT move the cursor after you have selected the list since that rearranges the sequence.
Sector Mode
1. Rotate and Scale Sectors
Move marked Sectors by the degree of rotation and a percentage scale.
This is the same as b< > which is a quicker way to Enter Scale/Rotate mode.
This will NOT move the Things in the sector. After rearranging the Sector, you may have to go into Things mode and select them and do the same rotation/adjustment on them.
3. Make lift from Sector
Select the Sector that is to become the lift and then activate this function. The LineDefs, textures, etc.. are modified accordingly.
4. Make Door from Sector
You can also use the Object menu to make a predefined Door, if you prefer or Make a Door from 4-LineDefs (see LineDef mode above).
Select the Sector that will be come the Door and then activate this function.
See Door help for more information.
5. Distribute Floor heights
This takes the difference in floor heights between the first and last Sector selected, divide it by the number of sectors in between and then distribute the result across the floor heights of the in-between Sectors in the order selected.
This is useful for setting floor heights on stairways.
You should start with the sector that has the lowest floor desired and end with the sector with the highest floor.
Do NOT accidentally move the cursor when you select this option or you may select a Sector and get out of the sequence chosen!
6. Distribute Ceiling heights
This takes the difference in ceiling heights between the first and last Sector selected, divide it by the number of Sectors in between and then distribute the result across the ceiling heights of the in-between Sectors in the order selected.
This is useful for setting ceiling heights on stairways.
You should start with the sector that has the lowest floor desired and end with the sector with the highest floor.
Do NOT accidentally move the cursor when you select this option or you may select a Sector and get out of the sequence chosen!
7. Distribute Sector Lighting
This takes the difference in lighting between the first and last Sector selected, divide it by the number of Sectors in between and then distribute the result across the lighting of the in-between Sectors in the order selected.
This is useful for setting gradual changes in lighting in moving from area to area.
You should start with the sector that has the lowest lighting desired and end with the sector with the most lighting.
Do NOT accidentally move the cursor when you select this option or you may select a Sector and get out of the sequence chosen!
8. Merge Sectors
Takes all the Sectors selected and makes them ALL the same number (the first one). If they are different heights, you may have to fix the textures in the SideDefs.
This useful for making areas share the same Sector if they already share the same characteristics (and anything else you may think of <g>). This helps eliminate visiplane overflow problems/
8. Renumber Selected Linedefs from 0 to …
This renumbers the Sectors selected from 0 to n (where n is the number of Sectors selected minus 1). The renumber sequence is from the first selected to the last. So the first Sector selected becomes 0, the second 1 and so on. Do NOT move the cursor after you have selected the list since that rearranges the sequence.
9. Percent Sector Light change
This lets you change the light levels for the whole level or just the selected sectors. If Sectors are selected, only those Sectors are changed. If no Sectors are selected, the complete level is changed.
Be sure to make a copy of your level, since undoing this after you Save is not always possible.
start lowest light |
Start at sectors with at least this much light |
stop highest light |
Stop at sectors with at most this much light |
minimum light |
The least amount of light a sector should have. This helps to see inside of very dark sectors. 0 is the minimum and 255 is the maximum. |
maximum light |
The most amount of light a sector should have. You can experiment and see how your level might look if you tone down some bright areas. The maximum value is 255 and should be greater than the minimum light value.. |
% light change |
A positive or negative number indicating the percent of light changes to make for the whole level. A positive number increase the light, a negative number decreases the light.
The final value is never less than the minimum light level nor more than the maximum light level values set above. |