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* VEdit Version 1.00 *
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* Copyright (c) 1997 QASoft *
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INTRODUCTION
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Overview
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Use VEdit to create your own levels or modify existing levels. This is
accomplished by creating vertices and polygons then assigning properties to
them. Vertices are the starting point for anything in the level. A vertex
can be used to create polygons or assigned properties to become a player
starting position, an item, life form, sprite, trigger, or noise. After
a polygon is constructed it is also assigned properties such as texture,
animations, motion, or physical properties.
Note that all positional values are entered and displayed in millimeters
and rotation or tilt (elevation) are in degrees.
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WINDOWS, CONTROLS AND TOOLS
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View Window
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This is the window which shows a wire frame representation of the current
level. Vertices show up as red dots, player start or life forms as blue dots,
items as yellow dots, sprites as grey dots, and triggers or noises as purple
dots. Selected vertices show up as green dots. Polygons are shown in red
wire frame. Selected polygons are green. The grid shows up in blue with
green lines representing the grid axes.
View Controls
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The view controls are located in the upper portion of the right side window
margin. These control the view position, rotation, tilt (elevation), and
magnification. View parameters can also be directly set under "Options" in
the "View" menu.
Grid Controls
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The grid controls are located in the lower portion of the right side window
margin. These control the grid position, rotation, and tilt. Grid parameters
can also be directly set under "Options" in the "View" menu. The X, Y, and Z
values are changed by the "Grid Delta" amount specifed in the View/Options
whenever the X,Y,Z adjustment buttons are pressed.
Tool Icons
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There are 9 tool icons located on the left side window margin. Click on one
of these tool icons to select that tool. Each tool icon will be described
here briefly from left to right, starting at the top row and proceeding
downward.
Pointer tool (Arrow)
Used to move selected vertices. Click and hold the left mouse button
then drag the mouse around to change the position of the selected vertices.
Relative motion is indicated in the left side window margin. If the "Snap
cursor to grid" option is checked in View/Options then relative motion
depends on grid spacing and rotation. Relative motion is always within
the grid plane and therefore always dependent on grid tilt. Make sure that
moving the vertices did not cause any polygons to become non-planar. If
the result is not satisfactory, select "Undo" from the "Edit" menu.
Vertex selection tool (Arrow over filled red circle)
Selects or deselects vertices. Click on a vertex to select or deselect
it. Selected vertices are green. Deselected vertices are red, blue, yellow,
purple, or grey, depending on the vertex properties. As the cursor moves
near a vertex a white circle will outline the vertex and a summary of its
properties will be displayed in the status bar below the viewing window.
Polygon selection tool (Arrow over red square)
Selects or deselects polygons. Click on a polygon to select or deselect
it. Selected polygons are green. Deselected polygons are red. As the cursor
moves over a polygon it changes color to white and a summary of its
properties will be displayed in the status bar below the viewing window.
In order to select polygons behind other polygons, it may be necessary to
hide the blocking polygons.
Group selection tool (Arrow over dashed red square)
Selects groups of vertices and polygons. Drag out a selection box by
holding the left mouse button and dragging the mouse. Any vertex (and any
polygon using that vertex) inside the selection box will be selected when
the mouse button is released.
Vertex creation tool (Filled red circle)
Creates new vertices. The new vertices are placed on the 2D grid, but do
not remain attached. Once created, a vertex is independent of the grid.
If the "Snap cursor to grid" option is checked in View/Options then the
vertex will be placed on the nearest grid intersection.
Polygon creation tool (Red square)
Connects vertices to create new polygons. Click on the vertices which will
make up the polygon. As each vertex is chosen, a white line will show the
path of the polygon as it is constructed. To complete the polygon click on
the first polygon vertex. If the polygon hasn't been completed and you want
to start over, just click on polygon creation tool icon again. If the
polygon is completed, but isn't what you wanted, select "Undo" from the
"Edit" menu. When creating a polygon, the visible side will face you if
the vertices are drawn clockwise. This is not important if the polygon is
to be flagged as double sided. It is recommended that the double sided
property be used only when necessary for a faster game.
Polygon rotation tool (Curved black arrow in red square)
Rotates vertices within a polygon. Move the cursor over a polygon to show
its vertex drawing order. Click the left mouse button to rotate the
vertex order by one position. This provides a quick way of reorienting
the texture or animation on polygon without requiring the polygon to be
deleted and recreated. Note that this will not affect the appearence of
linked polygons.
Polygon flipper tool (Two curved black arrows in red square)
Flips the visible side of a polygon. Move the cursor over a polygon to show
its vertex drawing order. Click the left mouse button to reverse the vertex
drawing order. This provides a quick way of reversing the visible side of
a single sided polygon without requiring the polygon to be deleted and
recreated.
Polygon linking tool (Several black rectangles)
Links the texture of one polygon to another. Select the polygon to be
linked by pressing the left mouse button. Move the mouse and select the
polygon to be linked to by pressing the left mouse button again. To remove
a link, click on the polygon, move the mouse off the polygon then back on,
then click on the polygon again.
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MENUS
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File Menu
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New
Start a new GOB file. This is how to start a new GOB file from scratch.
It is generally easier to start a new file by opening an existing GOB
file and saving it under a different name with "Save As" then modifying
as necessary. If you choose to start a new GOB file this way, be sure
to import the required bitmaps and sounds.
Open
Open an existing GOB file.
Close
Close the current GOB file.
Rebuild
Rebuild the zone data for all levels in the GOB file. This should be
done before saving the GOB file in order to ensure any changes made to
the level data are recorded in the associated zone data. In other words,
VEdit edits the level data then creates zone data during the "Rebuild"
process which will get saved with the level data when the GOB file is
saved. The ACABAL program reads the specially formatted zone data, not
the level data.
Save
Save the current GOB file.
Save As
Save the current GOB file under a different name.
Exit
Exit the VEdit application.
Edit Menu
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Undo
Allows the last operation to be undone. This is most useful after delete,
cut, or paste operations, although it is helpful in other situations also.
Cut
Performs a "Copy" then a "Delete" operation.
Copy
Copies the currently selected vertices and polygons to the clipboard. The
current grid position, rotation, and tilt is also saved on the clipboard.
Paste
Pastes the clipboard vertices and polygons into the level data. Any change
in the grid position, rotation, or tilt will affect the placement of the
clipboard vertices and polygons. There is no correction applied to resource
indecies. This means that polygons, sprites, lifeforms, etc. copied from
one GOB file and then pasted into another will likely not work. However,
within a single GOB file, copying and pasting always works, so long as the
various resources indecies don't change between the copy to the clipboard
and the paste (i.e. don't add or delete a bitmap, texture, sprite, etc.).
Delete
Delete all selected vertices and polygons.
Hide
Temporarily hide all selected vertices and polygons.
Hide All
Temporarily hide all vertices and polygons.
Show All
Show all hidden vertices and polygons.
Clear Selections
Clear any selections.
Vertex Position
Move the selected vertices. A dialog box appears with two rows of entry
fields. The upper row of entry fields are the absolute coordinates of the
vertices, unless they are not all identical, in which case the entry will
be blank. Entering a value in any of these fields forces all the vertices
to have that value for coresponding coordinate x, y, or z. The lower row
initially contains zeros. These are delta values that can be used to move
all the vertices by a specified amount for any coordinate x, y, or z.
Be careful when moving vertices that you do not cause any polygons to become
non-planar. If the result is not satisfactory, select "Undo" from the
"Edit" menu.
Vertex Properties
Allows the selection of vertex type (sprite, lifeform, item, noise, trigger,
or player start position), initial orientation (lifeforms or player start
position only) and which difficulty level(s) it appears on (lifeforms and
items only).
Polygon Properties
Allows the assignment of polygon flags, texture, animation, etc.
Group Assignments
Presents a list of all existing groups (see View/Groups) and allows the
assignment (or reassignment) of all selected vertices or polygons to any
group listed. These groups can then be hidden or shown to allow easier
and faster viewing of a complicated level (see View/Groups).
View Menu
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Home
Go to the "Home" position.
Options
Displays a dialog box with an array of entry fields and some option check
boxes. The entry fields allow direct control over the grid and view
position, rotation, and tilt (elevation). The "Home" position can also
be set here. The "Maintain distance from grid" option causes the view
controls to maintain the distance between the grid and the viewpoint. The
"Lock view rotation to grid origin" does just that. It causes the view
rotation control to rotate about the grid origian instead of the current
viewpoint. The "Snap cursor to grid" causes new vertices to be placed
only at grid points. It also affects the operation of the pointer tool.
Statistics
Tallies then displays a list of item and lifeform counts for each type
of lifeform or item at each difficulty level. Only selected vertices are
counted. If there are no selected vertices then all vertices are counted.
As with all operations, hidden vertices are not included.
File Info
Optional long name of GOB file and author name can be entered here. These
are currently not displayed anywhere except here. Also shown is the date
when the GOB file was created and the VEdit version number used.
Levels
Displays a list of the currently defined levels. Select a level in the
list and press one of the buttons on the right.
Ok Switches to level selected.
New Displays the "Edit Level" dialog to setup the new level. The new
level is inserted above current selection.
Import Imports a level from another GOB file. The imported level is
inserted above current selection. Any resources needed by the
level are also imported.
Cut Copies the selected level to the clipboard then deletes it.
Copy Copies the selected level to the clipboard.
Paste Pastes a level from the clipboard into the list.
Delete Deletes the selected level.
Edit Displays the "Edit Level" dialog for the currently selected level.
Bitmaps
Displays a list of all bitmaps. Select a bitmap in the list and press one
of the buttons on the right. All bitmaps, with the exception of some of the
required bitmaps, must be no larger than 256x256 and share the same 256 color
palette as the other bitmaps.
Ok Click Ok when done.
Reload Replaces the selected bitmap with one from disk. It doesn't have to
have the same name (unless its one of the required bitmaps). Any
textures, sprites, etc. which had been using the old bitmap will use
the new one.
Import Import a new bitmap. The new bitmap is appended to the list.
Export Exports the selected bitmap to disk.
Delete Deletes the selected bitmap.
There is also a checkbox to indicate that the bitmap has transparent parts
(color index 0 is used for transparent parts). It is important to check this
box if the bitmap has transparent parts.
Bitmaps used for "tiling" textures must have a power of 2 (32, 64, etc.)
dimension in the direction of tiling. This means that a bitmap which would
be tiled in both dimensions (such as most floor or ceiling textures) would
need to be a power of 2 in both dimensions.
Textures
Displays a list of all textures and a list of all bitmaps. Select a texture
from the list of textures then assign a bitmap to the texture by selecting a
bitmap from the bitmap list. Press one of the buttons on the right to manage
the list of textures.
Ok Click Ok when done.
New Creates a new texture. The new texture is appended to the list.
Delete Deletes the selected texture.
Rename Renames the selected texture.
There is also an entry field which specifies the pixel size in millimeters
per pixel for the texture. This determines the size of the texture pixels
as seen in the 3d environment. The default value of 15.62 will cause a
256x256 pixel bitmap to be approximately 4 meters (4000mm) square. Textures
can be applied to polygons only (see the "Polygon Properties" dialog).
Sounds
Displays a list of all sounds. Select a sound from the list (the length is
shown to the right of the list) then press one of the buttons on the right.
Ok Click Ok when done.
Play Play the selected sound.
Reload Replaces the selected sound with one from disk. It doesn't have to
have the same name (unless its one of the required sounds). Any
animations, life forms, etc. which had been using the old sound will
use the new one.
Import Import a new WAV sound. The sound is appended to the list.
Export Exports the selected sound to disk.
Delete Deletes the selected sound.
Sounds are in imported and exported in WAV format. All sounds are 8 bit,
mono and 22,050hz.
Animations
Displays a list of all animations, a list of associated resources and
various animation properties. The resources are bitmaps and sounds used by
the animation. Select an animation then pressone of the buttons on the
right.
Ok Click Ok when done.
New Displays the "Edit Animation" dialog to define the new animation.
The new animation is appended to the list of animations.
Delete Deletes the selected animation.
Edit Displays the "Edit Animation" dialog for the selected animation.
There is also an entry field which specifies the pixel size in millimeters
per pixel for the animation. This determines the size of the animation
pixels as seen in the 3d environment. The default value of 15.62 will
cause a 256x256 pixel bitmap to be approximately 4 meters (4000mm) square.
Animations can be applied to polygon or sprites (see "Polygon Properties"
or "Edit Sprite" dialog).
Life Forms
Displays a list of all life forms, a list of associated resources and the
life form type. The resources are bitmaps and sounds used by the life form.
Select a life form from the list and press one of the buttons on the right.
Ok Click Ok when done.
New Displays the "Edit Life Form" dialog to define the new life form.
The new life form is appended to the list of life forms.
Delete Deletes the selected life form.
Edit Displays the "Edit Life Form" dialog for the selected life form.
There is also an entry field which specifies the pixel size in millimeters
per pixel for the life form. This determines the size of the life form
as seen in the 3d environment. Adjust this parameter until the life form
is the desired size.
Items
Displays a list of all items, a list of associated resources and the item
type. The resources are bitmaps and sounds used by the item. Select a
item from the list and press one of the buttons on the right.
Ok Click Ok when done.
New Displays the "Edit Item" dialog to define the new item.
The new item is appended to the list of items.
Delete Deletes the selected item.
Edit Displays the "Edit Item" dialog for the selected item.
There is also an entry field which specifies the pixel size in millimeters
per pixel for the item. This determines the size of the item as seen in the
3d environment. Adjust this parameter until the item is the desired size.
Sprites
Displays a list of all sprites. The properties of the currently selected
sprite are also shown. Select a sprite from the list and press one of the
buttons on the right.
Ok Click Ok when done.
New Displays the "Edit Sprite" dialog to define the new sprite.
The new sprite is appended to the list of sprites.
Delete Deletes the selected sprite.
Edit Displays the "Edit Sprite" dialog for the selected sprite.
There is also an entry field which specifies the pixel size in millimeters
per pixel for the sprite. This determines the size of the sprite as seen
in the 3d environment. Adjust this parameter until the sprite is the
desired size.
Noises
Displays a list of all noises. The properties of the currently selected
noise are also shown. Select a noise from the list and press one of the
buttons on the right.
Ok Click Ok when done.
New Displays the "Edit Noise" dialog to define the new noise.
The new noise is appended to the list of noises.
Delete Deletes the selected noise.
Edit Displays the "Edit Noise" dialog for the selected noise.
Groups
Displays a list of all groups for the current level (each level in the
GOB file has a private list of groups). Select a group from the list and
press one of the buttons on the right.
Ok Click Ok when done.
New Displays the "New Group" dialog to define the new group name.
The new noise is appended to the list of noises.
Delete Deletes the selected group name (only the name, not the vertices
and polygons).
Rename Displays the "Rename Group" dialog for the selected group.
Hide Hides any vertices or polygons assigned to the selected group.
Show Shows (unhides) any vertices or polygons assigned to the selected
group.
Triggers
Displays a list of all triggers for the current level (each level in the
GOB file has a private list of triggers) and properties of the currently
selected trigger. Select a trigger from the list and press one of the
buttons on the right.
Ok Click Ok when done.
New Displays the "New Trigger" dialog to define the new trigger.
The new trigger is appended to the list of triggers.
Delete Deletes the selected trigger.
Edit Displays the "Edit Trigger" dialog for the selected trigger.
Cleanup Deletes any trigger not used by a motion or vertex.
Triggers are used to trigger a motion or a sound.
Motions
Displays a list of all motions for the current level (each level in the
GOB file has a private list of motions) and properties of the currently
selected motion. Select a motion from the list and press one of the
buttons on the right.
Ok Click Ok when done.
New Displays the "New Motion" dialog to define the new motion.
The new motion is appended to the list of motions.
Delete Deletes the selected motion.
Edit Displays the "Edit Motion" dialog for the selected motion.
Cleanup Deletes any motion not used by a polygon.
Motions are used to create moving polygons.
Marks
Displays a list of all marks for the current level (each level in the
GOB file has a private list of marks). Select a mark from the list and
press one of the buttons on the right.
Ok Click Ok when done.
New Displays the "New Mark" dialog to define the new mark name.
The new mark records the current view settings for easy retrival
later. It is appended to the list of marks.
Delete Deletes the selected mark.
Edit Displays the "Mark Properties" dialog for the selected mark.
Go Go to the selected mark.
Marks are used like "bookmarks" in a book.
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DIALOGS
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Edit Level
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Start of Level Text / End of Level Text
Shows text displayed at the start or end of level. In order for the text
to appear in the game, the appropriate check box must be checked. Press
the "Text" button to toggle the content.
Bkg Bitmap / SOL Bitmap / EOL Bitmap
Allows definition of the "background bitmap" (such as a sky bitmap) to
be displayed while playing the level, the "start of level bitmap"
displayed as a backdrop to the start of level text, and the "end of level
bitmap" displayed as a backdrop to the statistics and end of level text.
The background bitmap must be 320x200. The other bitmaps can be any size.
Press the "Bitmaps" button to toggle between these three selections. Also,
the corresponding check box must be checked for the bitmap to be used.
Preview
Shows a preview of the bitmap selected.
Edit Animation
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Elements
Shows the list of resources (elements) used by the animation. Select an
element then assign a resource to it by selecting a bitmap or sound from
the resource list. Press the "Bitmaps" or "Sounds" button to change the
content ot the resource list.
Resources
Shows a list of all bitmaps or all sounds.
Preview
Shows a bitmap preview.
# Elements
The current number of elements in the animation. There can be no more
than 128 elements.
Delay
The delay between elements. A value of 1 will cause the animation to change
at the maximum rate of 18.2 Hz. There is, however, no delay if a sound
resource is followed by a bitmap resource. In this case, the sound will
start playing at the same moment that the following bitmap is displayed.
Pixel Size
Specifies the pixel size in millimeters per pixel for the animation. This
determines the size of the animation pixels as seen in the 3d environment.
The default value of 15.62 causes a 256x256 pixel bitmap to be approximately
4 meters (4000mm) square.
Animation Name
The name of the animation as it will appear in all lists.
Ok
Close the dialog and keep changes. The currently selected element will
be the first element displayed (for bitmaps) or played (for sounds). The
only exception to this is damage animations, which always start with the
first element.
Bitmaps
Show bitmaps in the resource list.
Sounds
Show sounds in the resource list.
Append
Append a new element to the end of the element list. The new entry will
show up as "<unassigned>" until a resource is assigned to that element.
Insert
Insert a new element above the currently selected element. The new entry
will show up as "<unassigned>" until a resource is assigned to that element.
Delete
Delete the currently selected element.
Cancel
Close the dialog and throw away changes.
Edit Life Form
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Elements
Shows the list of resources (elements) used by the life form. This list
is predefined and depends on the life form type. Select an element then
assign a resource to it by selecting a bitmap or sound from the resource
list.
Resources
Shows a list of all bitmaps or all sounds depending on the type of element
currently selected.
Preview
Shows a bitmap preview.
Life Form Type
Defines the basic type of life form. This selection affects the life form
behavior and the resources required to define it.
Pixel Size
Specifies the pixel size in millimeters per pixel for the life form. This
determines the size of the life form pixels as seen in the 3d environment.
Adjust this parameter until the life form is the desired size.
Life Form Name
The name of the life form as it will appear in all lists.
Ok
Close the dialog and keep changes.
Cancel
Close the dialog and throw away changes.
Edit Item
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Elements
Shows the list of resources (elements) used by the item. This list is
predefined and depends on the item type. Select an element then assign a
resource to it by selecting a bitmap or sound from the resource list.
Resources
Shows a list of all bitmaps or all sounds depending on the type of element
currently selected.
Preview
Shows a bitmap preview.
Item Type
Defines the basic type of item. This selection affects the item behavior
and the resources required to define it.
Pixel Size
Specifies the pixel size in millimeters per pixel for the item. This
determines the size of the item pixels as seen in the 3d environment.
Adjust this parameter until the item is the desired size.
Item Name
The name of the item as it will appear in all lists.
Ok
Close the dialog and keep changes.
Cancel
Close the dialog and throw away changes.
Edit Sprite
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Bitmaps / Animations / Damage Animation 1 / Damage Animation 2
Shows a list of all bitmaps or all animations. The selection in the list
determines the appearance of the sprite in various conditions.
Preview
Shows a bitmap preview or the first element of an animation.
Hanging
Check this box to define a sprite which "hangs" from its vertex. If this
not checked, then the vertex defines the bottom of the sprite.
Walk Through
Check this box and the sprite will be seen, but will not block motion.
Animated
Check this box to define an animated sprite. Select the animation from the
"Animations" list. If the list title is not "Animations" then press the
"Animations" button until it is. If this box is not checked then the sprite
uses a static bitmap. Select the bitmap from the "Bitmaps" list. If the
list title is not "Bitmaps" then press the "Bitmaps" button.
Damage Animated
Check this box to define a damage animation for the sprite. When the
sprite is damaged, this animation will play, stopping on the last frame
of the animation. Select the animation from the "Damage Animation 1" list.
If the list title is not "Damage Animation 1" then press the "Animations"
button until it is. If this box is not checked then the sprite is
indestructable.
Damage Animated2
Check this box to define a second damage animation for the sprite. When the
sprite is damaged a second time, this animation will play, stopping on the
last frame of the animation. Select the animation from the "Damage Animation
2" list. If the list title is not "Damage Animation 2" then press the
"Animations" button until it is. If this box is not checked then the sprite
cannot be further damaged.
Destructable
Check this box to indicate that the sprite is gone after being damaged.
After the last frame of the damage animation is played, the sprite is
removed from the environment.
Sprite Name
The name of the item as it will appear in all lists.
Pixel Size
Specifies the pixel size in millimeters per pixel for the sprite. This
determines the size of the sprite as seen in the 3d environment. Adjust
this parameter until the sprite is the desired size.
Ok
Close the dialog and keep changes.
Bitmaps
Show "Bitmaps" in the list.
Animations
Toggle the list between "Animations," "Damage Animation 1," and
"Damage Animation 2."
Cancel
Close the dialog and throw away changes.
Edit Noise
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Sounds
Shows the list of all sounds. Select a sound for the noise from this list.
Noise Name
The name of the noise as it will appear in all lists.
Radius
The radius of the noise in millimeters. Beyond this radius, the noise
will not be heard.
Height
The height of the noise. Above this height, the noise will not be heard.
Delay
Delay before restarting the noise (in 55ms timer ticks). If zero then the
noise is continuous.
Ok
Close the dialog and keep changes.
Cancel
Close the dialog and throw away changes.
Edit Trigger
------------
Items / Sounds
Shows the list of all items or all sounds. If an item is required or a
sound used, select it from this list.
Trigger Name
The name of the trigger as it will appear in all lists.
Radius
The radius of the trigger in millimeters. Beyond this radius, nothing
happens.
Height
The height of the trigger. Above this height, nothing happens.
Proximity
Check this box if the trigger is activated when the user steps inside the
the trigger radius.
User
Check this box if the trigger is activated when the user presses the
activation key or joystick button.
Item Required
Check this box to require the user have an item before the trigger will
activate. For example, the user would need to have the Green Key to
trigger the Green Door, which then activates the Green Door motion.
Sound
Check this box to cause the trigger to play a sound. If the trigger is
used to activate a motion, it is usually better to put all sounds in the
motion definition.
End of Level
Check this box to cause the trigger to end the current level and go to
the next level.
End of Game
Check this box to cause the trigger to end the game.
Ok
Close the dialog and keep changes.
Items
Show items in the list.
Sounds
Show sounds in the list.
Cancel
Close the dialog and throw away changes.
Edit Motion
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Triggers / Start Sound / Run Sound / End Sound
Shows the list of all triggers or all sounds. All motions must have
at least one trigger. Select it from the Triggers list. If any sounds
are used, they are selected from the Start Sound, Run Sound, or End Sound
lists. Press the Triggers or Sounds buttons to change the list content.
Motion Name
The name of the motion as it will appear in all lists.
DX / DY / DZ
The motion per step. All of these should be zero except for one. The
one non-zero motion determines the direction of motion. For example, a
lift with a top floor initial position would have a negative DZ value.
Steps
The total number of steps to complete the motion. Multiply the DX, DY,
or DZ value by the number of steps to get the total displacement. When
a motion is active it continues, one step every 55ms, until the total
number of steps has been reached.
Delay
The delay in 55ms timer ticks before returning to the initial position.
Only applicable to motions with the Auto Return or Auto Run box checked.
Auto Return
Check this box if the motion will return to its initial position
automatically (such as with most doors).
Auto Run
Check this box to cause the motion to run continuously from initial
position to final position, stopping at each for the specified delay
before continuing.
Trigger Return
Check this box if the motion is returned to initial position by a second
activation of the assigned trigger.
Start Sound
Check this box to play a sound when the motion is activated.
Run Sound
Check this box to play a sound continuously while the motion is active.
Stop Sound
Check this box to play a sound when the motion deactivated.
Ok
Close the dialog and keep changes.
Triggers
Show triggers in the list.
Sounds
Show sounds in the list.
Cancel
Close the dialog and throw away changes.
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TYPICAL OPERATIONS
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Creating a Vertex
-----------------
There are many different ways to orient the grid inorder to create vertices,
but generally it is easiest to create vertices with the grid flat (no tilt,
i.e. grid elevation is set to 0.0). Assuming this to be the case, adjust the
grid to the appropriate z height. This can be done by setting the grid z
position in View/Options or by clicking on the grid controls on in the right
side window margin. Adjust the viewing position as
necessary for convenient viewing of the grid and placement of vertices. Click
on the vertex creation tool. Click in the view window to create new vertices.
The new vertices are placed on the 2D grid, but do not remain attached. Once
created, a vertex is independent of the grid.
Creating a Polygon
------------------
Click on the polygon creation tool then click on the vertices which will make
up the polygon. As each vertex is chosen, a white line will show the path of
the polygon as it is constructed. The polygon must have no more than 8
vertices. It must also be planar (all the vertices lie in the same plane),
and convex (you can't create an "L" or "V" shaped polygon for example, but you
could create a triangle or a rectangle even if all the sides are different
sizes). Also, most polygons are single sided, meaning that the texture or
animation applied to the polygon is visible from only one side. When the
polygon is created the drawing order of the vertices determines which side is
visible. VEdit uses a clockwise convention for polygons with the visible side
facing the viewer and counterclockwise if the visible side is facing away. Use
the polygon flipper tool to change the visible side if its wrong.
When the last vertex has been selected, close the polygon by selecting the
first vertex. At this point the white lines disappear and the polygon is
complete. Later, if desired, the polygon rotation tool can be used to change
which vertex is the first vertex. This is sometimes desired to reorient the
corresponding texture or animation.
Assigning Properties to a Polygon
---------------------------------
Click on the polygon selection tool then click on the polygon(s) to which you
wish to assign properties. If there are other polygons getting in the way,
select them first then choose "Hide" from the "Edit" menu. Select "Polygon
Properties..." from the "Edit" menu. Assign the polygon properties as
follows:
Double Sided Specifies that the polygon is visible from either side. Use
this only when necessary since excessive use of double sided
polygons can slow down game speed.
Invisible Specifies an invisible polygon. Use this to keep the player
(and life forms) from accessing specific areas. Invisible
polygons do not block weapons fire or even grenades.
Walk Through These are visible polygons which can be "walked through."
They do not block player (or life form) motion.
Animated An animated polygon. The animation plays in a loop
continuously. If the polygon is not animated then a texture
must be assigned to the polygon unless the polygon is
invisible.
Animation Sound For animated polygons only, specifies a sound to be played
each time the animation repeats.
Motion Animated Similar to an animated polygon except that the animation must
have only 2 frames and is controlled by a motion. The first
frame is shown when the associated motion is inactive and the
second when the motion is active. Switch polygons use this
technique to show active motion.
Moving Polygon Ties a motion definition to the polygon. When the motion
is triggered, the polygon tracks it. Use to create lifts and
moving walls.
Damage Animated Specifies an animation to be played when the polygon is
damaged. This can be used with animated or textured polygons.
When a polygon is damaged the damage animation is played and
the polygon is automatically marked as walk through. The
damage animation stops on the last frame. Any weapon can
damage a polygon.
Damage Sound A sound to be played when a polygon is damaged.
Secret Place This property should be assigned to the first polygon that the
player would have to step on to get to a secret area. This
allows secret areas to be credited to the player at the end
of a level.
Assigning Properties to a Vertex
--------------------------------
Click on the vertex selection tool then click on the vertices to which you
wish to assign properties. Select "Vertex Properties..." from the "Edit"
menu. Assign the vertex properties as follows:
Sprite Specifies that the vertex is a sprite. Select a sprite from
the list shown.
Life Form Specifies that the vertex is a life form. Select a life form
from the list shown. The difficulty levels at which this life
form will appear can be specified in the "Difficulty Level"
check boxes. The life form's initial orientation is the sum
of the "Orientation" check boxes.
Item Specifies that the vertex is an item. Select an item from
the list shown. The difficulty levels at which this item will
appear can be specified in the "Difficulty Level" check boxes.
Noise Specifies that the vertex is a noise. Select a noise from the
list shown.
Trigger Specifies that the vertex is a trigger. Select a trigger from
the list shown.
Player Start Specifies that the vertex is a player start position.
Moving a Group of Vertices
--------------------------
Select the vertices to be moved using the vertex selection tool or group
selection tool. Select "Vertex Position..." from the "Edit" menu. The upper
row of coordinates are the absolute coordinates of the vertices. If there is
more than one vertex selected those coordinates which don't match will appear
blank in the upper boxes. The delta values can be entered in the lower boxes.
For example, to move all the vertices up by 500 (half a meter), enter 500 in
the lower Z box.
Make sure that moving the vertices did not cause any polygons to become
non-planar. If the result is not satisfactory, select "Undo" from the "Edit"
menu.
Copying a Selection
-------------------
Select the vertices and/or polygons to be copied using the vertex, polygon,
or group selection tools. Select "Copy" (or "Cut" to delete and copy) from
the "Edit" menu. This places a copy of the source vertices and polygons on
the clipboard. Move the grid to the desired position. The change in the grid
position, rotation, and tilt determines where and how the copied vertices and
polygons will be placed. For example, to place a copy of a group of polygons
and vertices 20 meters in the positive x direction from their original
position, increase the grid x position by 20000 before pasting. Select
"Paste" from the "Edit" menu. If the result is not satisfactory, select
"Undo" from the "Edit" menu.
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MISC
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Required Bitmaps and Sounds
---------------------------
These bitmaps and sounds are required by the ACABAL software above and
beyond any bitmaps or sounds used to build the level(s) in a GOB file.
If starting a GOB file from scratch, import these first.
SMLTEXT.BMP Small text array
BIGTEXT.BMP Big text array bitmap
STATUS.BMP Status bar
MAIN.BMP Main screen
HELPBKG.BMP Help menu background
VOLON.BMP Bar control "on" tick
VOLOFF.BMP Bar control "off" tick
ENTRYBKG.BMP Text entry background for save/load game screens
LOGO.BMP Main menu logo bitmap
MENUKEY.WAV Menu keypress sound
EMPTY.WAV Gun empty sound
GRUNT1.WAV Player pain sound 1
GRUNT2.WAV Player pain sound 2
GRUNT3.WAV Player pain sound 3
GRUNTX.WAV Player death sound
THEME.WAV Game theme song
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