================= 3D EDIT MODE KEYS FER MAKEMAP.EXE =====================
See MMinfo.TXT for help with short cut words, like NP.
ESC = QUIT Y/N, SAVE Y/N . You're better off to save in 2d mode.
R:ENTER = NUM PAD ENTER KEY toggles between 2D & 3D modes.
ARROW KEYS moves the player like in the game, use with L:SHIFT to run,
    use with ALT to side shift/strafe left or right. Or 3 keys at once.
MOUSE moves & aims Mouse Cursor Position (MCP). Left button locks item.
w/pink means that tile textures with pink in them are ok, like bush tops.

 NP = Num Pad
(NP - +)+ALT = change VISIBILITY of sector. Point mouse at floor floor.
    2d TAB sector stats shows visibility value of sector.  Try this,
    2D mode, use the ALT key & drag the mouse around an entire map piece
    like an under water sector, this highlights it green for global altering.
    Copying with INSERT, > rotating, 3d global altering. Enter the green
    sector in 3d, If you point the mouse at floor & PGup, all floors raise
    MCP on ceiling = raise all ceiling surfaces with PGup or PGdn.
    Point the mouse at the floor, press ALT and the num pad - or + key,
    changes the visibility of every highlighted sector, 2d ALT unhighlights.
(NP - +)+ALT+CTRL = change VISIBILITY of entire map. PMA floor. CAUTION.
/ = RESETs the UL corner & wall PANNING, restores sprites original values.
1 = make ONE-WAY-MASKED-WALL. PMA floor infront of red sector line (shown
    red in 2D wall/window), press 1, yellow grid tile #0 appears, V=texture it,
    notice one side is transparent, shift & flip the textured side to taste,
    If you want it so you can't walk through the visible side, but you can
    walk through the invisible side, PMA the visible side, press B = Block,
    go to the other side, lower the floor PMA at the bottom of the wall now
    showing press / or B, raise the floor back, and you got it. Not for
    textures that have pink like bush tops, the pink shows. See M+SHIFT
    See NPA, NPA+SHIFT, +NP5, >, & F for texture shift & flipping.
2 = make SPLIT WALL, seperately texture top & bottom of windows, etc. PMA top.
<>  PMA sprite & rotate it, lock with left mouse button. Doesn't show
    some sprites turning, un R'ed sprites that follow you appear the same.
    16 clicks is a complete turn around, 4 on the quarter, 8 on the half.
>   on wall = align simular textures to the right, this is a must.
    Holding the shift key is not necessary,  , or . works like < or > as
    is with many of these key descriptions.  Just try em all unshifted.
    Adjusts textures height and matches left to right, but does not alter
    it's x,y repeat pan, use TAB & L:ENTER for that or the NPA keys.
A = rise UP/jump (CAPS LOCK, height lock & float modes, Z = DOWN/crouch)
B = toggle BLOCK, sprites or sector wall shown red in 2d. PMA window or mirror
    & press B then H=hitscan, 2D blocked sprites are pink, unblocked=blue.
C = Center, put a sprite half way into the floor for floods. PMA sprite &
    press C.  Ok in a sector LOtaged 1=water. Press T in 2d to LOtag sector.
CAPS LOCK toggles, game, height, & float modes. A=jump/inchUP/up
    Z=crouch/inchDOWN/down, 1 inchUP = player game height it seems.
E = Expand toggle floor/ceiling, expanded 64*64 normal pixel size or detailed
F1 = move player WEST on map.  (player direction doesn't matter.)
F2 = move player EAST on map. press or press and hold in F1, F2, & F3
F3 = move player NORTH on map.
F4 = inch player SOUTH on map.  Press once for each inch.
F5 = DONTuse ??
F6 = DONTuse ??
F7 = DONTuse, increments the tile # on the CEILING  Shades the floor darker.
F8 = DONTuse, increments the tile # on the CEILING, Shades the floor darker.
F9 = rotate left counter clockwise.
F10 = rotate right clock wise.
F11 = brightness toggle 1-16  for editing dark rooms, does not alter the map.
F12 = CAPTure a PCX file = SCREEN SHOT. Use converter to make WIN .BMP
F = Flips sprites4x/walls4x/ceiling8x,floor8x at MCP like R ?
ALT+F = define FIRSTWALL of sector, sets pivot point for slanted floors &
  ceilings. PMA the floor infront of a wall or just point at the wall.
  Use [ or ] to slant. See ALT+] to align one surface to anothers height.
H = toggles Hitable state,  press B then H on a masked glass wall.
NPA + NP5 = pan wall values at multiples of 8 at MCP.
NPA + SHIFT = scrolls wall tile, + NP5 scrolls x8, / resets pan & UL corner.
NPA = shrink/stretch bottom right corner of wall, top of sprites, at MCP
M = Make masked wall. PMA floor in front of wall, or wall. Textures w/pink ok.
M+SHIFT = Make wall maskable on front side only for bushtop/textures w/pink.
O = wall orientation toggle, normal is wall is attached to ceiling.
  If you want the walls of an elevator to go up/dn with elevator.
  Use above windows/doors for texture aligning with the > key.
P = toggles PMA ceiling PARALLAXING sky or normal. see CTRL+P  & E expand.
ALT+P = choose palette number for texture colors & sprites like respawns
  sector effectors. Palettes give different actors different character trates.
  Pal 1=blue multi, 2=red lights SE-12, 4=black, 6=greenFlouresent textures,
  7=brown water drips, 8=green ghosts, 24=bloody dogs, 15=beautiful vixens.
  Mama jackalope palette 30=squirt baby, 31=fart cloud, 32=both & ends game 1.
	PALette  R:ALT+P
	PAL enemy  0 = normal type A behavior, 180 degree vision
	PAL enemy 30 = deaf type A behavior, 180 degree vision
	PAL enemy 31 = normal type B behavior, 180 degree vision.
	PAL enemy 32 = deaf type B behavior, 180 degree vision.
	PAL enemy 33 = deaf, 360 degree vision, use this one alot.
	B type behavior does not work on every enemy.
CTRL+P = choose between the 3 types of PARALLAXING for sky textures. (floors2)
PAGEup/dn = PMA sprite/floor/ceiling to raise or lower, hold LMB to lock on
     PMA wall affects ceiling uw/O.  See 2D ALT green highlighted sectors.
PGup/dn+CTRL = put item/sprite exactly on ceiling or floor.
R = Relitive alignment toggle, PMA sprites = 3 types, flat/2d/3d. ladder#3587
    PMA floors or ceilings to set for car tops, push boxes, rotate sectors.
    The textures align to the sector & stay orientated to the sector.
S = paste stored copy of sprite/texture at MCP, TAB=copy, fer copy & paste.
    A sprite pasted on a wall is one sided, invisible on the other.
    If you TAB/copy a wall sprite & S paste/set it on ground, it's one sided.
    You can use this for road signs. See < & > for turning.
    Put 2 one sided sign sprites back to back, tail in opposite directions,
    ALT+P palette 4=black one sign & B=Block em. See R = set sprite type.
    See G=Grid in 2D, S a sprite on the ground in 3D snaps to the grid lines
    set in 2D.  If you can't put a sprite where you want it, set grid6 in 2D.
T = toggle sprite/masked wall 3 shades of TRANSLUCENT, semi, mostly, & solid.
TAB = COPY, L:ENTER=PASTE, L:ENTER+CTRL = PASTE texture to all wall in sector.
  Stores copy of tile/sprite attributes, shade, size, x/y-repeat, cstat values.
  TAB, /, & ENTER = Store tile, reset textures upperleft corner, & repaste.
  This works well for fixing wall surfaces. SHIFT+L:ENTER pastes just the
  shade of the copy, you can shade room & it's sprites all the same
  for a lights on effect. tile 250 light switch taged snd,u# & tile 1 Sector
  effector tagged u#,12 palette 2, shade -10, u# = a number Unique to the map.
V = shows art tiles used in map, ARROWS move highlight, ENTER puts tile at MCP.
V twice = tile/art selections. choose any tile, pgup/dn, & G = goto tile #
   enter #number.  Don't use G unless you have pressed V twice locks up cpu.
Z = lower player, see A=raise/jump & CAPS LOCK toggle height modes.

L:ARROWS+L:ALT = strafe mode for sideways movement like in real game.
L:ENTER changes sprite/textures at MCP to items stored with TAB. copy/paste
L:ENTER+CTRL pastes copy to every wall in sector loop if MCP is on wall.
L:ENTER+CTRL+SHIFT autoshade MCP on lightest wall, add more points if needed.
    Alters simular textures wall shade to the right ?  useless?
L:SHIFT+ARROW KEYS = run, press & hold to move fast with arrow keys.
NUMPAD + - keys lighten/darken the shadeing of wall/floor/ceiling/sprites
NPA keys = shrink/stretch/pan wall, scrolls ceiling/floor, resize sprites.
NPA keys+shift = scroll wall
NPA keys+shift+NPD-5 = scroll wall 4 or 8 pixels at a time

[] brackets change the angle/slope of sector floors & ceilings,
   R:SHIFT+[ or ] increments the angle, L:SHIFT is even smaller increments,
   ALT+] gives perfect match to ceiling/floor opposite of first wall.
   See ALT+F to set sectors firstwall pivot point, PMA wall floor by wall.

By the backspace key the
+ streches the distance between the ceiling & floor, the
- plus shrinks it, the
0 expands the walls apart, the
9 shrinks the rooms width, but it doesn't get saved in the map.
  The 4 keys above just mess things up real easy.  Don't use, try it though.


By Duktape
