@ME.FORMAT                                                         R
*MotifEdit
Motifs

Motifs
------

A Motif is a set of defaults that DCK uses to decorate new areas
that you create on the map.  Each motif contains data for 
information like Wall textures, Floor and Ceiling textures and 
light levels.  When you create a new area, DCK uses the Current 
Motif to decorate it with the settings you've entered for the 
floor and wall textures, etc.

You can create as many motifs as you like using the Motif Editor 
(Alt+M, or select it from the Edit menu.)  You also use the 
Editor to select a motif to be used with the new areas.

 > The current Motif is displayed on the Main status bar next
   to the current zoom size.

DCK maintains a separate list of Motifs for each game that you 
work with.  You can import a list of Motifs from one game into 
another, but make sure that the textures in the motifs are 
available in the game you import them to.

*GRID
Grid Commands

Using the grid
--------------

The map grid helps you design symmetrical maps easily.  There
are two different settings that affect the grid: Grid
Display, and Snap to Grid.

 > You can change the size of the grid with the [ and ] keys.

When the grid display is on, DCK draws each grid line in blue
under the map.  Grid display does not affect the "snap to grid"
mode.

 > Press 'G' to toggle the grid display.

When Snap to Grid is on, new objects (such as new lines and
new things) are moved to the nearest grid point.

 > Press 'P' to change the snap mode.

 There are three snap to grid modes: None, Grid, and Vertices.
 "None" performs no snapping at all, "Grid" means snap only to
 grid points, and "Vertices" means snap to the closest grid
 point or vertex.

*RECTPOLY
Rectangle and Polygon tools

Using the Rectangle and Polygon tools
-------------------------------------

Press 'R' to access the rectangle tool, and 'N' to access the
polygon tool.  Alternately, use the right button-toolbox and
select either the rectangle or the polygon icons.

Rectangles:

    To create a rectangle, click the left mouse button and drag
    the mouse to draw the outline of the rectangle.  Release the
    left mouse button when you want to finish the rectangle, or
    press ESC to abort it.

Polygons:

    To create a polygon, click the left mouse button and drag
    the mouse to draw the outline of the polygon.  Polygons are
    automatically centered on the starting position.  Release
    the left mouse button to finish drawing the polygon, or
    press ESC to abort it.

    You can change the number of sides in the polygon using the
    'Q' and 'W' keys.

Using either tool, hold down the right mouse button to drag the
shape around, and release it to continue drawing using the new
position.


*WADMANAGER
WAD Management Utilities

|F8┌──────────────────────────────────────────────────────────────┐
|F8│                        The WAD manager                       │
|F8└──────────────────────────────────────────────────────────────┘

WAD files are used by id games as a tidy method of storing
collections of data used by the games.  A WAD is much like a
directory on your computer: it contains data (like files), and a
list of entries that describe that data (like file NAMES.)

Each entry in the WAD file has a name, like "MAP03" - which, for
example, is the data used in the third map in DOOM 2.  Along
with the name are two numbers, one that says where the data
starts in the WAD file, and one that says how long (that is, how
many bytes) the data is.

Each of the games looks for entries with certain names and uses
the data from the entry for a specific purpose - for example,
DOOM uses the data named "BOSSA1" for animating the Baron of
Hell - BOSSA1 is one of the pictures of the Baron walking
around.

Note: A complete list of what each of the entries is used for
in DOOM can be found in "The Unofficial DOOM Specs", Written by
Matthew S. Fell (msfell@aol.com).


|90Here's how it works:

 With the manager, you create a list of data objects to go in a
 WAD you're working with - data objects can be files from your
 disk, or entries from existing .WAD files.

 The list is called the "destination list", because all the
 objects in it can be saved to disk in a WADfile.

 - You can also rename entries in the destination list, so
   creating a series of maps, for example, from a bunch of PWADs
   with individual maps in them is very easy.

 - You can load existing WADfiles into the destination by
   pressing Alt+L.  The destination list will be cleared and
   updated with all the entries from the wad you load.

 - Nothing is saved to disk until you tell the manager to do so,
   either by pressing Alt+S or by exiting the manager when, if
   you've made any changes, it'll ask you if you'd like to save
   them.

 - The manager can work with patch wads (PWADs) or the initial
   wad (IWAD), such as DOOM.WAD.


|90Using the manager:

 The WAD manager is a dialog box with two lists; the source and
 the destination list.

 The source list is a list of files in the current directory, or
 a list of entries in a .WAD file.

 The destination list is the list of data to save to the final
 .WAD file.

 Moving around the two lists is easy: Use the up and down arrow
 keys, Page Up and Page Down, and Home and End to move the
 highlight bar.

 The following keys work in both lists:

      [X] : Extracts the highlighted item to a raw file (that
            is, just dumps its data into a plain file - not a
            WADfile.)

  [Alt+L] : Loads an existing WADfile into the destination list.
            If you've made any changes to the WAD you're working
            with, the manager asks you if you'd like to save
            them before loading the new WAD.

  [Alt+S] : Saves the destination list to a WADfile.


 The following keys work in the SOURCE LIST:

  [Enter] : If the highlighted item is a drive or directory, the
            manager changes to the new location and displays the
            files there.

            If the highlighted item is a WAD file, the manager
            displays all the entries in the .WAD.

            If the highlighted item is a file or an entry in a
            WADfile, [Enter] views the item.  Maps are
            automatically viewed in a preview window.  Other
            types of data can be viewed as game pictures, or a
            hexadecimal dump (for advanced uses.)

      [P] : Puts the highlighted item in the destination list.


 The following keys work in the DESTINATION LIST:

  [Enter] : Views the highlighted item.

      [E] : Edits the highlighted item - so you can rename it.

    [Del] : Removes the highlighted item from the list.


*DESIGNING
Designing Tips

|F8┌──────────────────────────────────────────────────────────────┐
|F8│                      Designing with DCK                      │
|F8└──────────────────────────────────────────────────────────────┘

There are two main methods involved in designing a map with DCK:
Adding to the map, and modifying the existing parts of it.  DCK
allows you to do both very quickly.

Note: Unlike other editors, DCK does not use vertices as a basis
for drawing maps.  All drawing is done from line mode, where you
can create new sectors with a few clicks of the mouse buttons.


|F8┌───────────────────┐
|F8│ Adding to the map │
|F8└───────────────────┘

There are two ways you can create a new area in DCK: by adding
on to an existing sector, or by creating an entirely new sector
(a Third, "Splitting a Sector", is discussed in the next
section.)

It all depends on where you start drawing; If you start on an
existing line, DCK will assume you want to create an extension
of that line's sector.  If you start drawing in a clear area
(including areas within, but not touching, existing sectors),
DCK will assume you want to create a new sector.

Usage:
 - To start drawing anywhere, double-click the left mouse button.
 - To finish the current line and start a new one, press the
   left mouse button once.
 - To complete an _independent_ sector, click the right mouse
   button after drawing at least two lines.  The third line will
   automatically be connected to the first.
 - To complete an _extension_ off an existing sector, click the
   right mouse button once on the line you started on (but in a
   different position from the starting point.)


|F8 ┌──────────────────────────────────────────────┐
|F8 │ Method 1: Creating an independent new sector │
|F8 └──────────────────────────────────────────────┘

                  1. Start drawing here (double-left click)
                 /
                + - - - - - - + <- 2. single left click
                |
  5. Single                   |
     Right   -> |
     Click                    |
                |
                + - - - - - - + <- 3. single left click
                 \
                  4. single left click

    After the right mouse button is pressed in step (5), DCK
    will complete the new sector by:

      If the new sector was created INSIDE an existing sector
      (the parent sector):

        - Setting the new sector with the same attributes as
          its parent sector.
        - Making all the drawn lines "two-sided" and "passable",
          so the player may enter the new area.

      Otherwise:

        - Setting the new sector with the default attributes.
        - Making all the drawn lines single-sided and
          "impassable".

|F8 ┌────────────────────────────────────────────────────────┐
|F8 │ Method 2: Creating an extension off an existing sector │
|F8 └────────────────────────────────────────────────────────┘

    Example:

                    1. Start drawing here (double-left click)
                   /
    +-------------+ - - - - - + <- 2. single left click
    |             |
    |             |           |   (the dashed lines represent
    |  Sector A   |<- Line 1       drawn lines.)
    |             |           |
    |             |
    +-------------+ - - - - - + <- 3. single left click
                   \
                     4. End drawing here (right click)

    After the right mouse button is pressed in step (4), DCK
    will complete the new sector by:

        - Creating a new sector with the same attributes as
          Sector A.
        - Making line 1 two-sided and "passable", so the player
          can cross through to the other sector.

    NOTE: Although this example uses existing vertices as the
    start- and end-points for the new region, this is no longer
    necessary in v2.0.

|F8┌───────────────────┐
|F8│ Modifying the map │
|F8└───────────────────┘

This section deals primarily with modifying existing parts of
your map.

|F8 ┌───────────────┐
|F8 │ Drag and drop │
|F8 └───────────────┘

  DCK features a powerful "drag-and-drop" facility, which allows
  you to pick up any number of objects and drag them to a
  different location.  In THING edit mode, a variation on drag
  and drop allows you to quickly make a copy of the objects.

  To drag a series of objects, first mark all the objects you
  want to move (or copy, in thing mode) by clicking the left
  mouse button once on each object.

  When you're done marking the objects, highlight any one of
  them and hold down the left mouse button.  Drag the objects to
  the new location and release the left mouse button to drop
  them there.

    Tip: While you're dragging the objects, all the basic
    features of DCK can still be used, such as zooming and
    repositioning the map, turning on and off the grid and snap
    to grid, and so on.

    Tip: In THING mode, you can "drag-and-copy" the marked
    objects (or a single object) simply by double-clicking and
    dragging; that is: Click the left mouse button down, up, and
    down in rapid succession, and while the button is still
    down, moving the cursor.  When you release the left button,
    a copy of the objects will be made at the new location.

|F8 ┌────────────────────┐
|F8 │ Splitting a Sector │
|F8 └────────────────────┘

  This is one of the most often-used features in creating a map,
  but is NOT done from Sector Mode - it's done from Line Mode.

  Splitting a Sector is simply that:  Using a single line that
  you draw, DCK will split the sector that you drew it in by
  creating a new sector and setting the lines on one side of the
  split-line to reference that new sector, while leaving the
  other lines alone.

  You must draw only a single line to split a sector, and that
  line's end-points must reside on lines that reference the
  sector you want to split.

  Consider the following example:

    i. The Original Sector
                +-------------+
                |             |
                |             |
                |   Sector A  |
                |             |
                |             |
                +-------------+

    ii. The Split Sectors (A and B)
                +-------------+
    1. double   |             |
       left     |  Sector A   |
       click -> + - - - - - - + <- 2. single right click
                |  Sector B   |
                |             |
                +-------------+


*FPAINTER
Format Painter

The format painter allows you to copy an object's attributes
to all the marked objects.

For example, suppose you wanted to make a series of sectors
look the same as a sector that exists somewhere on your map.
With the format painter, it's easy :

        1. Mark all the sectors that you want to change.
        2. Press Ctrl+P to start the format painter.
        3. Highlight the sector that you want to copy from
           and click the left mouse button once.

DCK will then present you with the following menu:

|90      Copy What?
|90      ---------------
|90      Appearance only
|90      Floor height
|90      Ceiling height
|90      Both heights

Select one of the options and press ENTER; DCK will then update
all the marked sectors with the appropriate information from the
sector you just clicked on.

The format painter is available in all three major edit modes
(Thing, Line, and Sector.)

Tip: You can press F1 in the "Copy What?" menu for detailed
information on exactly what is copied.

*MN_FPAINT_LINE
Format Painter - Line Copy

The menu you see on your screen is the set of choices that tell
DCK which parts of the "source" line you want to copy:

|90  Attributes only:
  Copies the line's attributes (ie: the settings for "Blocks
  Monsters", "Blocks Sound", etc.)  Note that the following
  attributes are NOT copied:

      - Impassable
      - Two-Sided

|90  Textures only:
  Where both lines (one of the marked lines and the source line)
  require a certain texture position, the source line's texture
  will be copied to the marked line's.

|90  Sector tag and line type:
  Copies the source line's sector tag and line type.

|90  Sector tag only:
  Copies the source line's sector tag.

*MN_FPAINT_SECTOR
Format Painter - Sector Copy

The menu you see on your screen is the set of choices that tell
DCK which parts of the "source" sector you want to copy:

|90  Appearance only:
  Copies the following parts of the source sector to all the
  marked sectors:

      - its Floor and Ceiling textures
      - its Light Level
      - its Type (Secret, Blinks, etc)

|90  Floor height:
  Copies the source sector's floor height.

|90  Ceiling height:
  Copies the source sector's ceiling height.

|90  Both heights:
  Guess!

Note: If you select one of the last three options, DCK will ask
you if you'd like to "fix" the textures where it's required.
If, by changing some of the heights, different textures are
required on the lines that "belong" to the sectors, DCK will add
the textures automatically.

*MN_FPAINT_THING
Format Painter - Thing Copy

The menu you see on your screen is the set of choices that tell
DCK which parts of the "source" thing you want to copy:

|90  Everything:
  Copies everything (type, attributes, angle, etc) from the
  source object to the marked objects.

|90  Attributes only:
  Copies the source thing's attributes: When it appears, its
  "Deaf" setting, and its "Netgame" setting.

|90  Angle only:
  Copies the source thing's angle.

*MN_ONELINE
Create Sector Split or Double-Sided Line?

Since you've drawn just one line, you have the option of
creating a sector split or simply a double-sided line.

A sector split uses the line you've drawn to "split" the sector
that you drew it in into two sectors.  This is useful for
cutting out parts off an existing sector to make areas with less
light, or a higher floor, among other things.

A double-sided line is just a line with two sides, both of which
reference the sector that you drew the line in.  This is useful
for making "trigger" lines - lines that activate sectors by
walking over the line.

*MN_MKDOOR
Creating a Door

###

*KEYHELP
DCK Map Editor Key Help

|F8 Display Commands / Toggles
   + / -           Zoom/unzoom map
   1 - 9           Fast-zoom presets
   Z               Fast-zoom in/out on cursor position
   ] / [           Increase/decrease grid scale
   Arrows          Move map around
   Ctrl+G          Center map

   G               Toggle grid on/off
   '               Toggle fine mode on/off
   J               Toggle auto-join mode on/off
   P               Toggle snap to grid on/off
   B               Toggle clipboard rectangle on/off
   *               Toggle cursor crosshairs on/off
   , and .         Decrease / increase selection leniency

|F8 Marking Commands
   Space           Mark/unmark object under cursor
   Left-Click      Mark/unmark object
   C               Clear all marks
   Alt+F           Find and mark objects

|F8 Clipboard Commands
   Ctrl+Ins        Copy marked objects to clipboard
   Ctrl+Del        Cut marked objects to clipboard
   Ins             Copy clipboard to map

|F8 Texture field commands
  The following commands work in any dialog box field
  that requires a wall or floor/ceiling texture.

   F2              Access texture browser
   Alt+F           Search for a texture
   /               Search again forward
   \               Search again backward

|F8 Edit Commands
  The following commands are starred with a * if they
  operate on marked objects as well as the cursor object.

   L               Line tool / edit
   V               Vertex tool
   R               Rectangle tool
   N               Polygon tool

   T               Thing edit
   S               Sector edit

   Home/End        Previous / Next mode
   Del          *  Delete objects
   Alt+BkSp        UNDO last map operation (drag/drop,
                     rotate/scale, line, rectangle, polygon.)

   Ctrl+A       *  Scale objects
   Ctrl+O       *  Rotate objects
   Ctrl+X       *  Align objects to cursor (X axis)
   Ctrl+Y       *  Align objects to cursor (Y axis)
   Ctrl+V       *  Snap objects to grid
   Ctrl+P       *  Format painter

   Alt+C           Run Consistency checker
   Alt+G           Go to object number
   Alt+M           Select motif
   Alt+F           Find and mark objects

   Right Button *  Edit object / Activate toolbox
    or [Enter]


|C0  Rectangle / Polygon tool
   Click-and-Drag starts a new rectangle / polygon.  While 
   drawing, use the following commands to change what you've 
   drawn:

     Hold down the right mouse button to move what you've drawn, 
     and release it to continue resizing.

     Hold down the CTRL key while drawing a polygon to constrain 
     it to a circle instead of an oval.

   Release the left mouse button to complete the new object, or 
   press ESC to abort it.

   The polygon tool also uses the following keys:

   Q               Decrease the number of sides in the polygon
   W               Increase the number of sides in the polygon

|C0  Thing Edit
   Double-Click    Create a new thing
   Double-Click    Copy things to a new location
     and Drag
   O               Place origin at cursor
   T               Toggle graphical display
   D               Adjust thing display mask

|C0  Vertex Tool
   Double-clicking with the vertex tool creates a new vertex on 
   the line close to the cursor.  If no line is nearby, no 
   vertex is created.

   Ctrl+J       *  Delete vertex and join lines
    or Del

|C0  Line Tool / Edit
   Ctrl+B          Combine lines
   Ctrl+C       *  Split line(s) in center
   Ctrl+E       *  Apply current motif to line
   Ctrl+F       *  Flip lines
   Ctrl+I       *  Add required textures
   Ctrl+J       *  Delete line and join sectors
   Ctrl+N       *  Normalize (removes tags/types)
   Ctrl+R       *  Flip sidedefs
   Ctrl+T       *  Automatic tag set
   Ctrl+U       *  Remove unrequired textures
   Ctrl+W       *  Align textures
   Ctrl+Z          Create stairZ
   Alt+1        *  Edit side 1
   Alt+2        *  Edit side 2
   Alt+R        *  Search and replace textures

|C0  Sector Edit
   Ctrl+D       *  Create door from sector
   Ctrl+E       *  Apply current motif to sector
   Ctrl+H       *  Raise / lower sector
   Ctrl+L       *  Create lift from sector
   Ctrl+N       *  Normalize (removes tags)
   Ctrl+T       *  Automatic tag set
   Ctrl+W       *  Align textures
   Alt+O        *  Apply sector object

|F8 File Commands
   Alt+S           Save the current map
   Alt+E           Edit a different map
   Alt+X           Exit DCK

   Alt+W           WAD manager
   F9              Run map in DOOM
   Alt+N           Configuration

|F8 Menu System
   ESC             Activate menu bar

   Alt+F           File Menu
   Alt+D           Edit Menu
   Alt+B           Object Menu
   Alt+I           Miscellaneous Menu
   Alt+T           Texture Menu
   Alt+H           Help Menu

|F8 Mouse Control
   Click and release the left mouse button to mark/unmark
   the object under the cursor.  To drag the object (and all
   marked objects), hold the button down and move the objects
   to the desired location before releasing it.  You can press
   ESC at any time to abort the drag operation.

   To mark a box of objects, click and drag the left button
   while not on an object.

   If you click and release the left mouse button when NOT on
   an object, all the marks will be cleared.

|90   Double-left click:
     Thing : Create a new thing.
     Vertex: Split line and add vertex, otherwise nothing.
     Line  : Create new region (see documentation.)
     Sector: No effect.

   Click and release the right mouse button to edit the marked
   object(s), or move the mouse to select a feature from the
   "right button toolbox."

*TEXHELP
Texture browser keys

 Up/Dn          Scroll through textures
 Home/End       First / last in list
 Enter          Choose this texture
 ESC            Keep original texture
 Alt+F          Begin a new search forward
 /              Search again forward
 \              Search again backward

*CS_L_2SNOSD2
"Line is 2S but has no second sidedef"

In order for a line to be two-sided, it must
have its 2S flag set AND have a second
sidedef.  If one of these conditions is set
without the other, the DOOM engine will
behave strangely.

Fix: Removes the line's 2S bit, and sets the
impassable bit if not already set.

*CS_L_NO2SSD2
"Line is NOT 2S but has a second sidedef"

This line has a second sidedef but its 2S
flag is not set.  This means that the line
will block projectiles, but will be
see-through.

Fix: Sets the line's 2S bit.

*CS_SD_FTOOHIGH
"Sidedef's transparent full tex too high"

A sidedef's transparent full texture will
"bleed" through the floor if the entire
texture is higher than the side's sector.

Fix: Removes the full texture

*CS_L_VSAME
"Line's vertex references are the same"

The line in question starts and ends at the
same VERTEX.  This is a leftover product
from other editors.

Fix: Deletes the line.

*CS_L_NOSD1
"Line has no first sidedef"

In order for the DOOM engine to function
properly, every line must have a first
(or "right") sidedef.

Fix: If the line has a second sidedef and is
impassable/not 2S, reverses the sidedefs.
Otherwise, does nothing.

*CS_L_TYPENOTAG
"Line has a type but no sector tag"

In order for this line's type field to
operate properly, it must have a sector tag
of greater than 0, and at least one sector
must have the same tag.

Fix: Sets the line type to "Normal."  If
this is not desired, press 'G' to go to the
object and set the sector tag.

*CS_L_TAGNOTYPE
"Line has a sector tag but no type"

This is just a reminder that a sector tag
has been set, but the line's type will not
use that tag.

Fix: Removes the line's sector tag.

*CS_L_TAGNOSEC
"Linedef's sector tag is not shared by a sector."

The line's sector tag has been set, but there is
no sector with the same tag.

You may have forgotten to set the desired
sector's tag.

Fix: Removes the line's sector tag and sets
the line's type to Normal.

*CS_SD_MISSTEX
"Sidedef is missing [...] texture"

This sidedef may require the missing
texture(s).

Fix: Adds the required textures to the
sidedef.

*CS_S_NOTCLOSED
"Sector is not closed."

Fatal error.

This sector is not closed.  For the DOOM
engine to display a level correctly, all
sectors must start and end on the same
vertex, with a series of linedefs and
sidedefs that reference the sector along a
path.

Fix: This error cannot be fixed
automatically.

*CS_SD_FULLNOTTRANS
"Sidedef's full texture is not transparent-able."

In order for a two-sided linedef's sidedef to have
a full (normal) texture, that texture must be made
up of no more than one wall patch (marked as TRANS
in the texture browser.)

Fix: Removes the full texture.

*CS_S_G1000
"Sector's ceil/floor diff is greater than 1000."

The DOOM engine can handle a difference of
approximately 1000 between a sector's floor
and ceiling heights.

Fix: Lowers the ceiling height to accommodate
this limit.

*CS_S_TAGNOLINE
"Sector's tag is not shared by a linedef."

The sector's tag has been set, but there is no
linedef with the same tag.

You may have forgotten to set the desired
linedef's tag.

Fix: Removes the sector's tag.

*CS_T_NOSECTOR
"Thing is not in a sector."

Now, how did it get out there?

Fix: Deletes the thing.

*CS_T_TOOHIGH
"Thing is too high for its sector."

The thing is too high for its sector, and
will likely be displayed incorrectly and/or
not move correctly if it's a monster.

Fix: Deletes the thing.

*CS_T_COLLIDE
"Thing collides with other things."

The thing's radius extends into the area of
the surrounding things.  This will cause the
thing to be "stuck" if it's a monster.

Please note: Sometimes this error is not
serious - for example, when a monster is at
the same location as a "gettable" item such
as a medkit or soul sphere.  The monster will
not be stuck, because the item can be passed
through.

Fix: Deletes the thing.

*CS_T_INWALL
"Thing is partially inside a wall."

The thing's radius extends into a
surrounding wall (line.)  This will cause
the thing to be "stuck" if it's a monster.

If it's not a monster, it probably doesn't
matter.

Fix: Deletes the thing.

*CS_M_NOP1
"No player 1 start."

Well, you need one of these.

*CS_M_NOP234
"Too few player starts."

There are fewer than four player starts in
this level.  The level will not be playable
in networked cooperative mode.

*CS_M_NODM
"Too few DEATHMATCH starts."

There are fewer than four deathmatch starts
in the level.  It will not be playable in
networked DEATHMATCH mode.

*CS_M_NOEXIT
"Missing an exit line."

There is no exit line in this level.  You
should add one.

*CS_M_NOTEXIT
"Teleporter line has no tele-exit."

In order for a teleporter line to work
properly, the sector that shares its tag
must have a "teleporter exit" THING in it.

This line's tagged sector does not.

*CS_S_BADTEX
"Sector's [floor/ceiling] texture is invalid."

DCK couldn't find the sector's floor or
ceiling texture.

Fix: Sets the bad texture to the current
default.

*CS_F_VSAME
"Object n is at the same point as object n"

Two vertices are at the same point.

Fix: Replaces one with the other and deletes
the remaining.
