Copyright: WDFUSE (c) Y.BORCKMANS 1995


Title Page
WDFUSE HELP

Overview	WDFUSE vs. DOS DFUSE

Setup - The first run

Using Projects

Moving around - Zooming

Changing Modes

Changing Layers

Selecting Things

Moving Things - The Grid

Editing Things

Sector, Wall, Vertex and Object editors

Secondary editors

Other level files

Adding Things

Deleting Things

Adjoining - UnAdjoining

Tools

General

Texture Stitching

Altitude & Light Distribution

Polygons

Deformations

Flipping

Saving and Testing

Options - Customizing WDFUSE

Mouse & Keyboard Summary

Author, Copyrights and Credits


Overview

Welcome!

WDFUSE is a multilayered level geometry and objects editor for the LucasArts Entertainment Company hit DARK FORCES.

With it, you will be able to edit the original levels, as well as the add-on levels created by DARK FORCES fans, or simply create your own levels from scratch.

WDFUSE handles everything from creating a scratch level to creating a distributable file that you'll upload on the Internet for all to play.

It is centered around a map of the level, which is a geometrical representation of the walls in the level. You'll be able to edit this map at will, adding to it, modifying textures and attributes, adding objects, creating elevators, triggers, …

This help file is designed to teach you WDFUSE.

It is NOT however designed to teach you how to create a DARK FORCES level. To learn that, you should read the DF_SPECS.HLP file to get a technical knowledge of the DARK FORCES level formats and objects, as well as try the many demos in the WDFUSE package.

You may also find lots of documents, new levels, new level components, and other tools at Tola Dalton's Dark Forces Home Page on the WWW (http://www.best.com/~dalton/DarkForces/index.html).

Designing a DARK FORCES level isn't easy, but it is extremely rewarding in the end, as the possibilities are really endless…

May The Force Be With You,

Yves Borckmans


WDFUSE vs. DOS DFUSE

The most obvious difference is that WDFUSE is a Windows program. It features an improved interface with buttons (with help balloons), and now allows real drags, selecting by drawing a marquee rectangle, as well as context sensitive right-click pop up menus, and so on.

All the features of the DOS version are still there, and DFUSE users should feel at home immediately, except for a few mouse differences (as the right button is now reserved for pop ups) you can use WDFUSE pretty much like DFUSE. See the Mouse & Keyboard Summary and the Editing Things section to learn of the most important differences. The biggest of all is how the editors behave when committing.

New and improved

WDFUSE now uses PROJECTS, which means that you can work on more than one level at a time derived from the same DARK FORCES level (that is you may have two projects based on SECBASE).

There is a INF editor, which in my sense will accelerate a lot the writing of the dreaded INF file, with an elevator/trigger 'skeleton' writer, pick lists for the sectors in the level and the INF keywords, and so on. To further ease the pain, WDFUSE will now hi-light the slaves and clients on screen.

The program is a complete rewrite, and some common bugs were removed:

1) 	copies now work exactly, even on a complicated multiselection

2) 	polygons inserted as a subsector have their walls correctly adjoined

3) 	flipping now work correctly, if the sectors you flip are correctly composed

As Windows permits to use a lot more memory than a non extended DOS program, the complete level is now in memory, without the swap files that used to slow down splits for instance.

Performance

I find the editor to be of similar performance (or slightly slower) to the DOS version on high end Pcs. A new method of dragging (Fast DRAG) has been implemented, to allow much faster drags on big levels.


SETUP - THE FIRST RUN

The first run of WDFUSE should be easy: if you have a fully standard install of DARK FORCES, you should come straight to the main Window, and you may skip this entirely.

Else, WDFUSE will pop up an Option Page asking you to specify where DARK FORCES is installed on your hard-disk, and which letter corresponds to your CD-ROM drive. These are standard Windows directory and drive list boxes, so just select the correct settings and click the OK button.

WDFUSE will remember this for the following sessions, and shouldn't ask it again unless you change something in your configuration. In this case, just repeat the procedure.

By the way, another Option page (Windows) will allow you to associate the WDP and GOB extension with the corresponding WDFUSE programs, as well as create a Program Manager group / Start Item for WDFUSE.


Creating - Opening a Project
USING PROJECTS

A project is simply a collection of the files that are needed to create a distributable DARK FORCES GOB file.

 Create a new Project

This will pop up the "New WDFUSE Project" dialog box.

Simply enter a new project name (the name under which your GOB file will be distributed), and select a project source. Please do NOT chose project names beginning with the 'WDF' letters, as this may clash with future WDFUSE extensions.

Copy an original DARK FORCES level	will make a copy of the one you select for you to work upon.
Default New Level	will create a minimal level.
User (Distributed) GOB File	will allow you to edit one of the add on levels that you may have, including all the DEMOS in the WDFDEMOS directory.

In all cases, WDFUSE will create a project directory under its own directory, as well as a project (.WDP) file containing internal information and a text file that you'll distribute with your final GOB.

WDFUSE will automatically open a newly created project for you.

 Open a Project

Opening a project is a classical Windows Common Dialogs operation. Just select the project (.WDP) file that you want to work upon. WDFUSE will then load in memory all the needed files, showing progress bars for each task. The longest task (Layer Objects) will be much quicker after you have saved your project at least once, because WDFUSE will save sector numbers in the .O file.


MOVING AROUND - Zooming

When you begin a WDFUSE session, the map will be centered on the screen, and displayed at a 1.0 scale. However, this isn't by far the best way to work on it. You will need to be able to scroll the display to the point that interest you, and then zoom in to make details visible.

Moving

To move the screen with the mouse, use the [image] buttons or their vertical equivalents. The single arrows will produce a small screen movement, the double arrows a larger movement.

You may also use the cursor keys to move the screen, holding down the Ctrl key to produce the large movements.

Note that if you don't find these movements natural and would like to invert them and move the map instead, you may type Alt+R to do so.

In each case, notice how the coordinates are updated in the lower left panels.

Zooming

To Zoom with the mouse, use the [image] (Zoom In), [image] (Zoom Out) or [image] (Zoom = 1.0) buttons.

The keyboard equivalents for these are the gray '+', '-' and '*' keys on the numeric keypad.

Notice how the scale changes in the top right panel.

Centering

Centering the map may be done with the [image] button or the gray '/' key on the numeric keypad.

To quickly setup to edit something, point to it and press the 'c' key. This will center the screen on the pointer. Pressing 'Shift+C' will center the screen on the pointer AND zoom * 4.


CHANGING MODES

At startup, the editing mode will be SECTORS.

You can change the current mode with the mouse by clicking one of the Mode buttons in the top part of the left toolbar. The depressed button also indicates which mode is active.

With the keyboard, you can change to SECTORS with 'S', to VERTICES by pressing 'V', to WALLS with 'W', and to OBJECTS by hitting 'O'.

Try them all, and notice how the editors and the map change to reflect the current mode. See how elevators, triggers and secrets are colored. Notice how the selected wall shows to which sector it belongs by drawing a perpendicular in its direction. Also note how the selected object's orientation is represented, and how objects are differentiated by shapes and colors.

A quick note for DEU users: you can also use 'L' for walls, and 'T' for objects.


CHANGING LAYERS

DARK FORCES levels are multi-layered. This means that parts of the level supposedly at different altitudes may overlap in their projection on the map. So, WDFUSE also permits you to work with layers. Imagine that the level is drawn on stacked transparent plastic sheets, and that one of them is hi-lighted. This is the current layer.

You can change it with the [image] (Layer Up) or [image] (Layer Down) buttons.

With the keyboard, you may use the 'Page Up' and 'Page Down' keys.

The panels just above these two buttons indicate the current layer, but it also has another function. If you click it (or press 'Alt+S'), you'll toggle the shadow on and off. This shadow is simply a visual feedback of the other layers that may help you position certain things.

This is similar to in usefulness (but not to be confused with) the object shadow, which is a visual feedback of the objects positions while not in Objects Mode. This one is toggled by clicking the panel just above the current layer panel, or by hitting 'Alt+O'.


SELECTING THINGS

Change to OBJECTS [O]. Move the mouse pointer near one of them, and click the left mouse button. The object becomes selected.

Change to SECTORS, try the same on a few sectors. Notice how you cannot select 'outside' of all the sectors, or 'inside' a sector gap.

Important: there is a problem when two sectors overlap ON THE SAME LAYER!

You simply have to change the layer of one of the sectors to avoid problems in SC and WL selection, and also in objects layering.

Change to WALLS and select a few walls. Notice how clicking on both sides of adjoined walls selects one or the other.

Then switch to VERTICES. Remember that there are very often two vertices at the same place. If you don't seem to be able to select the one you want, try to hold down the Ctrl and Shift keys when clicking with the left button. This will in effect select the 'next nearest' vertex, and is quite useful.

You may also use the keyboard to select things. In SECTOR or OBJECT modes, the 'N' and 'P' keys will respectively select the next and previous SC/OB. In VERTEX or WALL modes, they will select the next and previous VX/WL, but cycling INSIDE the sector.

In sector mode, you have yet another possibility: if a sector has a name, you may press the 'F' key to obtain a sorted pick-list of the sector names. The same key, but in wall mode, will select the adjoin of a wall. In object mode, 'F' will select the PLAYER start position.

There is another kind of selection: the MULTIPLE selection. This will allow you to perform some operations on many things at the same time. You may either hold the Shift key while selecting, or make a normal selection and add it to the multiple selection by pressing the SPACEBAR.  Another possibility is to hold the Alt key, and create a rectangle around what you want to multiselect.

Note the different color for the selected things, the big red dot that appears in the current editor, and the number of multiselected things that appears next to the mouse position in the bottom toolbar.

The panel to the right of this one indicates the current multiselection setting.

This may be Toggle, Add or Subtract.

If you multiselect one or more sectors and switch to WL, VX or OB modes, the multiselection is converted to a wall, vertex or object multiselection.

Idem if you multiselect walls and switch to VERTICES mode. Note that the reverse is NOT true.

To clear a multiselection, use the BACKSPACE key, or click the panel showing the number of multiselected objects.

Remember that some texturing multi-operations require you to select things IN A CERTAIN ORDER.


MOVING THINGS - THE GRID

Once you have selected something, the most frequent operation is to move it. This is done with the LEFT mouse button, while holding down the Ctrl key. For instance, select a vertex or an object, then hold the Ctrl key and move the pointer around. See how the vertex or object moves to the pointer position.

When you move a wall or a sector, everything happens as if you moved its zero vertex (the one that is bigger). All the other vertices undergo exactly the same displacement. Note that the adjoins are ALSO moved.

Often, you have to move something and place it exactly on another vertex. To do this, hold down the Ctrl AND Shift keys while dragging. The vertex will be moved right on top of the one nearest to the pointer.

In object mode, holding Ctrl and Shift while dragging will do a snap to nearest object equivalent. This may be useful to center a turret and its base for instance.

When you have made a multiselection, you move the reference vertex or object, and all the others follow.

The Grid

A grid has also been implemented. It will help you position the things you move more efficiently. To activate it, press Alt + G. Notice the dots that appear on the screen. They mark the grid positions. If you now move something, it will snap to the nearest grid position. You can increase or decrease the grid size with the [image] (Grid In) and [image] (Grid Out) buttons, or with the 'Shift + G' and 'G' keys. To get rid of it, press the Alt + G key again. Alternatively, you may also toggle the grid on and off by clicking the panel displaying its size.

Another mouse only grid function is the [image] button, which set the grid size back to its most useful setting : 8.

Note that the Ctrl + Shift 'drop-on-a-vertex' (or an object) function will continue to work correctly, even with the grid on.


EDITING THINGS

You must have noticed when switching modes the different editors that pop up.

Those are the Sector, Wall, Vertex and Object editors, or Primary editors.

They are described more completely in their own section, but you may already notice that some of the field names in the left column begin with a '+'. This mean that there is a Secondary editor associated to this field in particular. They may be accessed by double-clicking their corresponding value, or by hitting the 'Home' or 'End' key when the corresponding value is hi-lighted.

Other editors exist for all the small other text files that exist in a project: the GOL file, JEDI.LVL, TEXT.MSG, as well as one for the descriptive text file that you will upload with your finalized gob file.

Another text file - the INF file - is sufficiently important to have its own EXTERNAL editor that will be launched by WDFUSE when needed. This one has its own help file.


SC, WL, VX and OB Editors
Sector, Wall, Vertex and Object editors

Sector Editor	Wall Editor	Vertex Editor	Object Editor

To access a primary editor with the mouse, just click on it. With the keyboard, the TAB key will cycle between the map window and the different parts of the primary editor.

To edit one of the fields, just press the ENTER key. Remember that if the field name begins with a '+' then there is a secondary editor associated to it, which you can launch by hitting 'Home' or 'End'. But this is never an obligation, you can always type in a value yourself.

 Commit and Rollback

These buttons - you'll see them a lot in WDFUSE - are the way for you to say "I'm happy with my changes, apply them" or "I'm crazy, forget about this". Their corresponding hotkeys are 'F2' and 'Escape'.

If you make a Rollback, the editor will be filled again with the original values.

If you make a Commit, ALL the fields will be checked, then the CHANGED FIELDS will be reported in the selection or in the multiselection. If you want to FORCE the multiple Committing of a field in particular, select it, and right click it. In the pop up menu that will appear, you'll be able to select the "Force Current Field" item that will do just that.

Please note that the flags won't be copied across the multiselection. What happens here is that the CHANGES to the flags are reported. For example, if you have set bit 2 of the flag, bit 2 will be set across the multiselection when committing. This is quite different from the actual flag value being copied.

A quick hint: WDFUSE will remember the position and size of the map window and all the primary editors from session to session. So choose a screen layout that suits you. I personally put the map window on the left of the screen, sized so that the editors can just fit to the right. On a 800x600 display, this gives a big editing window and primary editors without scrollbars.


Sector Editor
The Sector Editor

The title of the sector editor will indicate the sector number and the sector name if it has one.

The next part is a grid-like editing part, with all the fields corresponding to a sector definition.

The following fields have associated secondary editors:

Flag 1, Flag 2 and Flag 3 (Flag Editor)

Floor TX Name and Ceili TX Name (Resource Picker)

The next part is composed of two information panels showing the number of vertices and the number of walls the sector has.

Finally, the 'class:' drop-down list box will list all the INF classes that the sector may have, be them elevators or triggers. When you select one of those, the drop-down list box just below will display the slaves or the clients as needed. When changing the slaves or the clients, the map window will react by hi-lighting them.


Wall Editor
The Wall Editor

The title of the wall editor will indicate the relative wall number and its corresponding sector.

The next part is a grid-like editing part, with all the fields corresponding to a wall definition.

The following fields have associated secondary editors:

Flag 1, Flag 2 and Flag 3 (Flag Editor)

Mid, Top, Bot and Sign TX Name (Resource Picker)

The next part is composed of five information panels showing the corresponding sector name, its floor and ceiling altitudes, the wall height and length and its left and right vertices.

Finally, the 'class:' drop-down list box will list all the INF classes that the wall may have, be them elevators or triggers. When you select one of those, the drop-down list box just below will display the slaves or the clients as needed. When changing the slaves or the clients, the map window will react by hi-lighting them.


Vertex Editor
The Vertex Editor

The title of the vertex editor will indicate the relative vertex number and its corresponding sector.

The next part is a grid-like editing part, with the two fields corresponding to a vertex definition.

The next part is composed of four information panels showing the corresponding sector name, its floor and ceiling altitudes, which wall the current vertex is left of and which wall it is right of.


Object Editor
The Object Editor

The title of the object editor will indicate the object number.

The Object Editor has 3 more buttons than the other primary editors:

The 'Sel' button will allow an object selection by type of object (e.g. weapons, monsters) instead of by type of resource (e.g. wax, frame). This should be the preferred method for selecting objects, but has the little drawback of not showing the graphical representation of the object.

The 'Log' button will retrieve the current object logic from the ob_seqs.wdf file in the WDFDATA sub-directory. If there is more than one possible logic, WDFUSE will open a small dialog that lets you see all of them 'in place' and select the one you want.

The 'Gen' button will make a generator of the current object. This should be done only on SPRITES.

The next part is a grid-like editing part, with all the fields corresponding to an object definition, and more! Let's explain this: the four last fields are NOT part of a standard object definition.

The Sec field is the sector to which the object belongs. DARK FORCES doesn't mind me saving it along in the object file, so I do it. This accelerates the level load time in WDFUSE a lot, because the object layering phase is all but skipped.

The last three that are shown between parenthesis are internal to WDFUSE.

You may use the (Color) field as you see fit, although the way WDFUSE uses colors by referring to the ob_cols.wdf file in the WDFDATA sub-directory should be sufficient.

The (Type) field is completely unused.

The (Generator) field is set to 1 by WDFUSE when you use the 'Gen' button to create a Generator. Its purpose is to accelerate the drawing of the objects by avoiding a lengthy check for the word 'GENERATOR' in the object sequences. If you decide to change a generator back to a normal sprite, you should also set (Generator) to 0, or WDFUSE will continue to draw a 'G' for the object.

The following fields have associated secondary editors:

Class (OB Class Editor)

Name (Resource Picker)

Difficulty (DIFF Editor)

The next part is an multiline edit control where you may edit the object sequences. To save space, this control will never display scroll bars, but will automatically scroll with the cursor keys.

The final part is composed of three information panels showing the corresponding sector name, its floor and ceiling altitudes, and its layer.


Secondary editors

The Secondary editors are all accessed by double-clicking their corresponding value, or by hitting the 'Home' or 'End' key when the corresponding value is hi-lighted in the Primary editor.

They all use the same [image] Commit and Rollback buttons or the same 'F2' and 'Escape' hotkeys as the primary editors to accept or reject changes.

There are four of them:

Flag Editor: this is a simple dialog box around a multiple select list box. The content of the list box will vary depending on the flag you're editing, and hi-lighted lines in the list box correspond to bits that are SET in the flag.

OB Class Editor: a single selection list box, it presents you with the possible classes for an object. If the OB Class Editor returns a value that forces a trip to the Resource Picker, WDFUSE will open that one for you.

DIFF Editor: will permit you to choose at which difficulty levels an object will appear. All you have to do is select the correct radio button. Next to each radio button, 'X' marks show exactly what this DIFF level means.

Resource Picker: is complicated enough to have its own help page, so just follow the link.


Resource Picker

Easily the most complicated secondary editor, the Resource Picker will allow you to select TEXTURES, SPRITES, FRAMES, 3DO or SOUNDS to fill the corresponding field in the calling primary editor.

DON'T PANIC!

First of all, the Resource Picker can only be in one mode at a time. If you're picking a SPRITE and change your mind, you MUST go back to the primary editor first.

Next, you may use the Resource Picker basically quite easily: just select something in the big multicolumn list box to the left, and accept it by clicking the Commit button.

Now, if you want to go a little further:

·	if the Resource Picker is showing something graphical, you may open a pop up menu by right clicking on the graphic. This will allow you to choose Zoom factors, or to Lighten or Darken the image, or to save this image as a BMP file.
WARNING: due to a problem in DELPHI's palette handling, you'll get distorted colors if you try to Zoom or Lighten or Darken the image. This works perfectly well if your display adapter is configured to use more than 256 colors, however.

·	if the Resource Picker is in sound mode, you'll be able to play the sound and/or save a WAV file
WARNING: You MUST have a program to convert VOC to WAV correctly installed!

Further again:

The top left part of the Resource Picker is designed to let you use different lists of resources. The radio buttons will let you select between DF GOBS and the current project directory (for new resources). In the DF gobs, you may still select between a series of different lists. Some of them I created, but you can construct your own. This is a simple process: just go to the WDFDATA directory and see for example the TEXTURES.WDL file. It contains the labels you see in the list box. On the other hand, the TEXTURES.WDN file contains the corresponding filenames. So if you create a texture list of your own, add a title in TEXTURES.WDL, add its filename in TEXTURES.WDN. That's all!


Other Level Files

The WDFUSE Small Text Editor is used to edit the project GOL file, JEDI.LVL, TEXT.MSG, as well as the descriptive text file that you will upload with your finalized gob file.

It is a simple window, with the same [image] Commit and Rollback buttons or the same 'F2' and 'Escape' hotkeys as the primary editors to accept or reject changes, and a new [image] button that will allow you to change the font used in the edit control.


ADDING THINGS

Please note - and this is true in all the modes - that WDFUSE does NEVER create a thing, it ALWAYS works by duplicating something that already exists.

This will never be a problem, because you'll always have at least one sector and one object, whatever the way you create your project.

That may seem strange, but it has many advantages. The first of which is that you construct levels logically, so if you have set settings for a sector and its walls, a copy will inherit them all. The second advantage is that you cannot "forget" to fill in some fields.

Adding things is generally done with the 'Insert' key, or by right-clicking on the map and selecting an item like copy or split or extrude from the pop up menu. Depending on the settings in Options, WDFUSE may ask you a few confirmations.

Adding Sectors

Adding Walls

Adding Vertices

Adding Objects


Adding sectors

This is quite easy: select the sector you want to copy, and press the 'Insert' key. And hey presto, another sector. It is exactly at the same place, so press Ctrl and drag it where you want it.

Note how it has exactly the same settings as its ancestor. Also note that this sector is completely independent and one of its walls will need to be connected (adjoined) to a wall of an other existing sector.

This also works in multiselection, with just one slight modification: here the relations between the selected sectors are preserved (adjoins), but the links to sectors OUTSIDE the multiselection are severed. Note that you will probably still have to edit the sector names, and the .INF file. During that time, the color representation will possibly be wrong, but I prefer to leave it that way, because it gives a visual feedback of things to change.

There is another way to create a sector, and it is done at the wall level. It is called extruding a wall, and will create another sector, AND adjoin/mirror it to the selected wall. This is done by pressing the 'E' key or selecting 'Extrude' from the context sensitive pop up menu. The new sector has the sector settings of the sector to which belong the extruded wall, and its walls have the characteristics of the extruded wall. Also note that it is created orthogonal to the extruded wall, the perpendiculars having just one quarter of the extruded wall length.

BIG HINT: this is a very quick way to construct doors and stairs.

You may also create a new sector, a gap in a sector, or a sub-sector by using the Polygon Tool.


Adding walls

Copying a wall has been implemented by splitting it. The 'Insert' key will do just that. The wall will be 'cut' in half, in effect creating a new wall (and a new vertex).

Splitting adjoined wall is supported, also splitting the adjoined wall, and reestablishing all the links.

The Copy a Vertex operation is exactly the same as splitting the wall starting at that vertex. It is often nicer to do it in Vertex mode, because you can move the new vertex in place directly.

Note that splitting multiple walls isn't supported


Adding vertices

Copying a vertex has been implemented by splitting the wall starting at that vertex. The 'Insert' key will do just that. The wall will be 'cut' in half, in effect creating a new wall (and a new vertex).

The Split Wall operation is thus exactly the same as copying its left vertex. It is often nicer to do it in Vertex mode, because you can move the new vertex in place directly.

Note that splitting multiple vertices isn't supported


Adding objects

This is the easiest addition: select an object, move the cursor and press the 'Insert' key to get a copy that you can move in place by dragging it while holding the Ctrl key.

This also works in multiselection.


DELETING THINGS

Deleting things is generally done with the 'Delete' key, or by right-clicking on the map and selecting the 'Delete' item from the pop up menu. Depending on the settings in Options, WDFUSE may ask you a few confirmations.

Deleting Sectors

Deleting Walls or Vertices

Deleting Objects


Deleting Sectors

This is quite easy: select the sector you want to remove, and press the 'Delete' key, or choose 'Delete' from the context sensitive pop up menu. And hey presto, no more sector. Note that the walls that where adjoined to walls of the deleted sector were correctly unadjoined.

This also works in multiselection.


Deleting Walls or Vertices

This is quite easy: select the wall (or vertex) you want to remove, and press the 'Delete' key, or choose 'Delete' from the context sensitive pop up menu. And hey presto, no more wall (or vertex). Note that if the wall had a mirror, it was correctly unadjoined.

Also note that to avoid problems, WDFUSE introduces the Cycle notion. A cycle is a series of walls (or vertices) that are a closed subset of the walls (or vertices) of a sector. As an image, imagine you walk into the sector with a hand on the wall. A cycle is all the walls you can reach without removing your hand from the walls. A cycle should also be saved in the LEV file with its walls ordered.

A correctly constructed sector can be expressed as a series of cycles.

It is important to say that in some cases DFUSE/DOS did construct bad sectors that were accepted by the DARK FORCES engine, but on which WDFUSE won't do or won't correctly do certain operations such as flipping. WDFUSE will not create bad sectors, EXCEPT by saving already existing ones.

Each sector has at least one cycle which is called the primary cycle. Any gaps in the sector form secondary cycles.

So, WDFUSE won't let you have less than 3 walls in a secondary cycle, and will propose you to delete the entire cycle instead. Similarly, you cannot have less than 3 walls in the primary cycle, and WDFUSE will propose you to delete the entire sector.

The same applies to vertices.

Deleting multiple walls or vertices isn't supported.


Deleting Objects

This is quite easy: select the object you want to remove, and press the 'Delete' key, or choose 'Delete' from the context sensitive pop up menu. And hey presto, no more object.

This also work in multiselection.


ADJOINING - UNADJOINING

Adjoin/unadjoin

If you select a wall and press the 'A' key or use the 'Adjoin' item in the context sensitive pop up, WDFUSE will search for an adjoin/mirror to that wall, and if it finds one, will do all the modifications to the adjoin, mirror and walk fields of both walls for you.

The number of Adjoins made will be displayed in the Status bar at the bottom of the screen.

On the opposite, you can UNadjoin a pair of walls by selecting one of them and pressing the Alt + A keys or  use the 'UnAdjoin' item in the context sensitive pop up.

The number of Adjoins removed will be displayed in the Status bar at the bottom of the screen.

Note that adjoining and unadjoining  will also work in a multiselection.

Selecting the adjoin of a wall

This is very useful in many cases. All you have to do is press the 'F' key.


TOOLS

The Tools dialog box is called by clicking the [image] button or pressing the 'F9' key.

It is multipage, and allows you to access the following sets of tools :

General

Texture Stitching

Altitude & Light Distribution

Polygons

Deformations

Flipping

Note : by default, the Tool window will hide itself after each operation. If you want to execute a few operations at the same time (such as rereading INF and layering objects before doing the consistency checks), check the Pin Tools Window check box.


General Tools

Consistency Checks

This button (or the F10 key) will check your level; it detects the following errors:

·	all the possible mistakes on adjoins and mirrors

·	the number of VX and WL isn't the same in a sector

·	the floor is higher than the ceiling

·	objects for which no sector could be found

·	duplicate or missing player start

·	incorrect number of items in the INF file

Notes:

1)	Errors of the type 'ADJOIN not CORRECT' may be detected if you change the adjoins in the .INF and set the 'wrong' value in the .LEV .

2)	#VX different from #WL isn't a true 'sector closed' check, but it helps. What's more, DF accept open sectors (see SECBASE SC #3).

3)	Some objects give an sector error. This may occur when two sectors overlap on the same layer.
Solution: change the layer!
If the sectors don't overlap, then the object is completely out of the map or not between a floor and a ceiling.

Reread INF File

This button will force WDFUSE to reread the INF file. You may use it after complex copy operations. Or simply if you decide to use your own INF editor, not WDF_INF.EXE which will do the update automatically when saving.

Layer non layered objects and Layer ALL Objects

These buttons will make WDFUSE try to layer objects.

This may be used when changes in the geometry have modified things so much that objects have changed sectors. Note that WDFUSE already does this for you when moving objects.


Texture Stitching
Textures Stitching

This Tools Page will allow you to Stitch textures in your level.

Simply check the boxes and radio buttons corresponding to the stitching you want.

To stitch, press the "Stitch" button.

This feature works on ORDERED multiselections which is to say that you have to create your walls multiselection in the correct order.

Here are all the keyboards equivalents:

F4	Does Shift + F5 and Shift + F7
F5	MID TX horizontal stitching from start
Alt + F5	TOP TX horizontal stitching from start
Ctl + F5	BOT TX horizontal stitching from start
Shft + F5	ALL the horizontal stitchings from start
F6	MID TX horizontal stitching to end
Alt + F6	TOP TX horizontal stitching to end
Ctl + F6	BOT TX horizontal stitching to end
Shft + F6	ALL the horizontal stitchings to end
F7	MID TX vertical stitching
Alt + F7	TOP TX vertical stitching
Ctl + F7	BOT TX vertical stitching
Shft + F7	ALL the vertical stitchings


Altitude & Light Distribution

This Tools Page will allow you to Distribute Altitudes and Lights in your level.

Simply check the boxes and radio buttons corresponding to the distribution you want.

To distribute, press the "Distribute" button.

This feature works on ORDERED multiselections which is to say that you have to create your sectors multiselection in the correct order.

Here are all the keyboards equivalents:

F8	Distributes Floor and Ceiling altitudes
Alt + F8	Distributes Floor altitudes
Ctl + F8	Distributes Ceiling altitudes
Shft + F8	Distributes Ambient lights


Polygons

The 'K' key will open the "Polygon" page of the Tools dialog box where you can encode values for generating polygons.

Select the number of sides and the radius. The X and Z values will default to the mouse pointer position (nearest grid point if the grid is on) for the polygon center, but you can of course choose completely different coordinates.

The last thing to choose is how you'll create your polygon. It may be a completely independent sector, or a GAP in the current sector, or a SUBSECTOR of the current sector (i.e. a GAP filled by a NEW sector). Whatever the choice, characteristics will be copied from the current selection.

To create the polygon, press the "Create" button.


Deformations

The 'D' key will open the "Deformations" page of the Tools dialog box where you can encode parameters for deformations.

There are 3 deformations available :

Translate:

This will offset the current selection or multiselection by the amount specified in the X and Z fields.

Just press the "Translate" button after filling in the values.

Rotate:

This will rotate the current selection or multiselection around the reference vertex or object, by the angle specified in the Angle field.

The "Also Rotate Object Orientation" check box applies only in objects mode. If it is checked, WDFUSE will rotate the objects around the reference object, AND modify the Yaw of the objects in accordance.

Just press the "Rotate" button after filling in the values.

Scale:

This will scale the selection or multiselection, using the reference vertex or object as the origin, by the factor specified in the Factor field. To obtain a doubling in size, for instance, set Factor to 2.

Just press the "Scale" button after filling in the values.


Flipping

The 'Alt + D' key will open the "Flipping" page of the Tools dialog box where you can encode parameters for flipping.

Flipping will transform the selection or multiselection in a mirror image.

Flip horizontal will use a parallel to the Z axis passing through the reference vertex or object as mirror, whereas flip vertical will use a parallel to the X axis.

The "Also Flip Object Orientation" check box applies only in objects mode. If it is checked, WDFUSE will flip the objects, AND modify the Yaw of the objects in accordance.

Notes:

You can do both an horizontal and a vertical flip, but this is totally equivalent to a 180 degrees rotation, and the rotation is MUCH faster.

It is important to note that flipping will conserve the texturing in all but the most complicated rooms, but it will do so only if the rooms are correctly composed at start.

For instance, DFUSE/DOS did make some errors in vertex and wall ordering, and when flipping the complete (!) DOOME1M1 level, you'll get two slight errors. When looking at those errors in the original (i.e. not flipped) walls, you'll see that the walls or vertices are not in the correct order.

All in all, for a perfect flip, you must have the vertices and the walls in ascending order, primary cycle first, then the secondary cycles. Don't worry too much about this, because WDFUSE should always generate them that way!


SAVING & TESTING

 Saving

Saving the current project is as simple as clicking the "Save" button, or hitting the F2 or F3 keys.

Depending of your selection for the Backup radio group in the "Backups & Tests" page of the Options dialog box, your level will be backuped only once per session, or with incremental extensions at each save.

See also the Backup & Test option

 Testing

Testing depends largely of your operating system, and the setting of the "Launch DARK FORCES after gobbing" check box in the "Backups & Tests" page of the Options dialog box.

If you're working under Windows 95, you may check this box, and WDFUSE will create your project gob in the DF installed directory, THEN launch DARK FORCES WITH your level.

Important :

You must have a valid DARK.PIF in your WDFUSE directory.

You may test this in Explorer by double clicking the [image] shortcut in WDFUSE directory. If DF launches ok, all is well. Else, you must edit its properties until you are able to launch DF this way.

See specific troubleshooting guide for Dark Forces under Windows 95 at

http://www.lucasarts.com/pages/TechSupport.422.html

Else, if you're working under Win 3.1 (or on a Mac ?), the "Gob" button will do just that : create the gob file.

You'll have to exit Windows, go to your installed directory, and launch DF manually with the following command :

dark -umylevel.gob

where mylevel is the name of your project.


Options - Customizing WDFUSE

This multi-page dialog box will permit you to :

Specify where Dark Forces is installed and what letter your CD-ROM has.

Select the Confirmations WDFUSE will ask you.

Select what type of Backup & Test method youll use.

Choose the Colors used on the map.

Do some Fine Tuning on redraw speed, and the looks and sizes for the vertices and objects.

Specify External Programs that WDFUSE will be able to execute.

Create Associations and Start/Group Items for WDFUSE.

Register WDFUSE.


Options - Dark Forces

This option page will let you specify where DARK FORCES is installed on your hard-disk, and which letter corresponds to your CD-ROM drive.

These are standard Windows directory and drive list boxes, so just select the correct settings and click the OK button.

WDFUSE will remember this for the following sessions.


Options - Confirmations

This option page will let you specify the actions for which WDFUSE will ask a confirmation.

Simply check the confirmations you'd like to have active.


Options - Backup & Test

Backup

The radio button group will let you select between two methods for backuping your project before saving.

Whatever the choice, the level will be backuped in the BACKUPS subdirectory of your project directory.

Incremented at each SAVE means that all the project files will be backuped using an incremental extension.

For example, the .LEV file will be backuped as .L00, then .L01, and so on.

Once per Session  means that all the project files will be backuped once using an extension beginning with a "~". This will in effect create ONCE a backup of the files in their state before the WDFUSE session.

For example, the .LEV file will be backuped as .~LE .

Test

This check box will tell WDFUSE to launch DF after having created the gob file.

See the Saving and Testing discussion.


Options - Colors

This option page will let you specify the colors that WDFUSE will use for some map elements.

Simply select the element you want to change, then click the "Change…" button.

This will open a standard Windows dialog to pick a color.


Options - Fine Tuning

The first two options are quite important, especially if you don't have a 133Mh Pentium :-)

Fast SCROLL  (Shift + F)

will "forget" to draw most parts of the map if there is a key or a mouse click waiting in WDFUSE message queue. This will speed up a LOT the drawing of the map when redrawing multiple times in a row (when scrolling for instance).

Fast DRAG  (Ctrl + F)

will drag only the selection and the multiselection, without refreshing the map.

With small selections and multiselections, this will speed up the drag a LOT.

Note however that to achieve this result, WDFUSE draws the selection and multiselection twice in XOR mode, and if the multiselection is too big, this will in effect slow the drag !

If you use both Fast SCROLL and Fast DRAG, let go of the mouse button BEFORE letting go of the Ctrl key when dragging, or Fast SCROLL will spring into action and you'll get a incomplete screen.

The remainder of the page will let you specify the shapes used for vertices and object shadow, as well as if the elevator/trigger/secret line colors should be enabled in vertex or object modes.

You'll also be able to set the diameters of a normal vertex, the big "reference" vertex, a normal object, and the circle around the "reference" object.

As the sizes are subject to the scale of the map, there is also a second (Max) value that is the maximum radius, whatever the scale.

Notes : the smaller the quicker, and pluses draw much faster than circles.


Options - External Programs

The first two entries are for external programs that WDFUSE needs.

The INF editor entry will be called when editing INF, and the if the VOC2WAV entry isn't empty, it will be used by the resource picker to let you hear the VOC you select.

So, if you don't like WDF_INF.EXE, just put notepad or any other editor there, and you'll be able to edit INF files "the old way".

WARNING : don't put in Voc2Wav something that cannot convert xxxx.VOC passed as parameter to xxxx.WAV, or WDFUSE will be stuck waiting for the WAV to appear in the file system. The only program that I tested for this entry is Creative Labs' VOC2WAV.EXE, for which I provide a PIF.

The external tools part of this page contains 2 edit boxes.

The first one contains the Labels (the lines that will appear in the External Tool listbox), the second one contains the corresponding command lines. The contents of these edit controls correspond to the files external.wdl and external.wdn in the WDFDATA directory.

You may put any tools you like to use here.

WARNING : this is a "bonus" feature, and WDFUSE won't make any check on these entries. Don't do funny things like setting more labels than command lines…


Options - Windows

This entry will permit you to:

associate the .WDP extension to WDFUSE Project File

associate the .GOB extension to GOB File Manager

create a Start Item / ProgMan Group for WDFUSE

Simply click the corresponding buttons.


Options - Registration

WDFUSE is Shareware. If you find it useful after a 15 days trial period, you must stop using it or register it.

This is a simple as sending a $25 ALL CHARGES PAID international order (*) to :

Yves BORCKMANS

Servranckxplein 22A

B-1932 Sint-Stevens-Woluwe

BELGIUM

Registering will :

1) let you save levels of any size (the unregistered version limits you to 40 sectors and 20 objects)

2) give you online help just by emailing me at Yves.Borckmans@ping.be

3) keep you on the Light Side of the Force

I answered every one of the DFUSE for DOS 2000 mails and my phone bill rocketed to the moon...

...so I will NOT answer questions from unregistered users anymore.

(*) if you have another idea, email me !


Mouse and Keyboard Summary
MOUSE & KEYBOARD SUMMARY

Summary by Shift State and Key/Mouse

Summary by Key/Mouse and Shift State

Summary by Function and Key/Mouse


Author, Copyright and Credits
Author, Copyrights and Credits

Author

Yves BORCKMANS (Yves.Borckmans@ping.be)

Credits

To Tola Dalton who maintains the very best Dark Forces home page at

http://www.best.com/~dalton/DarkForces/index.html

To all the DARK FORCES fans everywhere who helped, suggested, complained, emailed, answered, programmed, searched, hex edited, corrected, designed, …

Thanks, and May The Force Be With You...

Kudos to CarGoCo for his set of tools marvelously complementing DFUSE and WDFUSE.

To the LucasArts team:

Thanks for the great game, and we still want that MultiPlayer version !

Very special thanks to D., I. and R. who will recognize themselves.

You're the best !

Copyrights

DARK FORCES	(c) LucasArts Entertainment Company 1994

WDFUSE	(c) Yves Borckmans 1995

You CANNOT copy, sell or distribute the REGISTERED version of WDFUSE.

Spread the UNREGISTERED version as much as you like however…


Summary by Shift State and Key/Mouse
MOUSE & KEYBOARD SUMMARY
by Shift State and Key/Mouse

Shift State	Key/Mouse	Applies in	Function
[none]	A	Map WL	Adjoin
[none]	BACKSPACE	Map	Clear MultiSel
[none]	C	Map	Center On Cursor
[none]	D	Map	Deform
[none]	DELETE	Map SC	Delete SC
[none]	DELETE	Map WL	Delete WL
[none]	DELETE	Map VX	DeleteVX
[none]	DELETE	Map OB	Delete OB
[none]	DOWN	Map	Scroll Down
[none]	E	Map WL	Extrude
[none]	END	Editors	Open Specialized Editor
[none]	ESC	Editors	Rollback
[none]	F	Map SC	Find SC By Name
[none]	F	Map WL	Find WL Adjoin
[none]	F	Map VX	Find VX At Same Coords
[none]	F	Map OB	Find Player Start
[none]	F1		Help
[none]	F10	Map	Consistency Checks
[none]	F2	Map	SaveProject
[none]	F2	Editor	Commit
[none]	F3	Map	SaveProject
[none]	F4	Map	Stitch Horizontal + Vertical MID+TOP+BOT
[none]	F5	Map	Stitch Horizontal MID
[none]	F6	Map	Stitch Horizontal Invert MID
[none]	F7	Map	StitchVertical MID
[none]	F8	Map	Distribute Floor & Ceiling
[none]	F9	Map	Tools
[none]	G	Map	Grid Out
[none]	GRAY *	Map	Zoom None
[none]	GRAY +	Map	Zoom In
[none]	GRAY -	Map	Zoom Out
[none]	GRAY /	Map	Center Map
[none]	HOME	Editor	Open Specialized Editor
[none]	I	Map	Edit INF File
[none]	INSERT	Map SC	Copy SC
[none]	INSERT	Map WL	Split WL
[none]	INSERT	Map VX	Copy VX (Split WL)
[none]	INSERT	Map OB	Copy OB
[none]	K	Map	Polygon
[none]	L	Map	Switch To WL Mode
[none]	LEFT	Map	Scroll Left
[none]	Mouse Left Click	Map	Simple Select
[none]	Mouse Right Click	Map	Context Sensitive Popup Menu
[none]	N	Map SC	Next SC
[none]	N	Map WL	Next WL
[none]	N	Map VX	Next VX
[none]	N	Map OB	Next OB
[none]	O	Map	Switch To OB Mode
[none]	P	Map SC	Prev SC
[none]	P	Map WL	Prev WL
[none]	P	Map VX	Prev VX
[none]	P	Map OB	Prev OB
[none]	PAGE DOWN	Map	Layer Down
[none]	PAGE UP	Map	Layer Up
[none]	RIGHT	Map	Scroll Right
[none]	S	Map	Switch To SC Mode
[none]	SPACE	Map	Multisel current thing
[none]	T	Map	Switch To OB Mode
[none]	TAB	Map	Switch between Map and Editor Elements
[none]	UP	Map	Scroll Up
[none]	V	Map	Switch To VX Mode
[none]	W	Map	Switch To WL Mode
Alt	A	Map WL	Unadjoin WL
Alt	D	Map	Flip
Alt	F5	Map	Stitch Horizontal TOP
Alt	F6	Map	Stitch Horizontal Invert TOP
Alt	F7	Map	Stitch Vertical TOP
Alt	F8	Map	Distribute Floor
Alt	G	Map	Grid On/Off
Alt	G	Editor OB	Make Generator
Alt	L	Editor OB	Retrieve Object Logic
Alt	Mouse Left Drag	Map	Create Rectangle for Multiselect
Alt	O	Map	OB Shadow On/Off
Alt	R	Map	Reverse Cursors
Alt	S	Map	Shadow On/Off
Alt	S	Editor OB	Select Object by Category
Ctrl	DOWN	Map	Big Scroll Down
Ctrl	F	Map	Fast DRAG On/Off
Ctrl	F5	Map	Stitch Horizontal BOT
Ctrl	F6	Map	Stitch Horizontal Invert BOT
Ctrl	F7	Map	Stitch Vertical BOT
Ctrl	F8	Map	Distribute Ceiling
Ctrl	LEFT	Map	Big Scroll Left
Ctrl	Mouse Left Drag	Map	Simple Drag (Grid)
Ctrl	RIGHT	Map	Big Scroll Right
Ctrl	UP	Map	Big Scroll Up
Ctrl + Shift	Mouse Left Click	Map VX	Select Next Nearest VX
Ctrl + Shift	Mouse Left Drag	Map	Drag on Nearest VX/OB (no Grid)
Shift	C	Map	Center On Cursor and Zoom In * 4
Shift	F	Map	Fast SCROLL On/Off
Shift	F5	Map	Stitch Horizontal ALL
Shift	F6	Map	Stitch Horizontal Invert ALL
Shift	F7	Map	Stitch Vertical ALL
Shift	F8	Map	Distribute Lights
Shift	G	Map	Grid In
Shift	I	Map	Edit GOL File
Shift	Mouse Left Click	Map	Multisel current thing


Summary by Key/Mouse and Shift State
MOUSE & KEYBOARD SUMMARY
by Key/Mouse and Shift State

Shift State	Key/Mouse	Applies in	Function
[none]	A	Map WL	Adjoin
Alt	A	Map WL	Unadjoin WL
[none]	BACKSPACE	Map	Clear MultiSel
[none]	C	Map	Center On Cursor
Shift	C	Map	Center On Cursor and Zoom In * 4
[none]	D	Map	Deform
Alt	D	Map	Flip
[none]	DELETE	Map SC	Delete SC
[none]	DELETE	Map WL	Delete WL
[none]	DELETE	Map VX	DeleteVX
[none]	DELETE	Map OB	Delete OB
[none]	DOWN	Map	Scroll Down
Ctrl	DOWN	Map	Big Scroll Down
[none]	E	Map WL	Extrude
[none]	END	Editor	Open Specialized Editor
[none]	ESC	Editor	Rollback
[none]	F	Map SC	Find SC By Name
[none]	F	Map WL	Find WL Adjoin
[none]	F	Map VX	Find VX At Same Coords
[none]	F	Map OB	Find Player Start
Ctrl	F	Map	Fast DRAG On/Off
Shift	F	Map	Fast SCROLL On/Off
[none]	F1		Help
[none]	F10	Map	Consistency Checks
[none]	F2	Map	SaveProject
[none]	F2	Editor	Commit
[none]	F3	Map	SaveProject
[none]	F4	Map	Stitch Horizontal + Vertical MID+TOP+BOT
[none]	F5	Map	Stitch Horizontal MID
Alt	F5	Map	Stitch Horizontal TOP
Ctrl	F5	Map	Stitch Horizontal BOT
Shift	F5	Map	Stitch Horizontal ALL
[none]	F6	Map	Stitch Horizontal Invert MID
Alt	F6	Map	Stitch Horizontal Invert TOP
Ctrl	F6	Map	Stitch Horizontal Invert BOT
Shift	F6	Map	Stitch Horizontal Invert ALL
[none]	F7	Map	StitchVertical MID
Alt	F7	Map	Stitch Vertical TOP
Ctrl	F7	Map	Stitch Vertical BOT
Shift	F7	Map	Stitch Vertical ALL
[none]	F8	Map	Distribute Floor & Ceiling
Alt	F8	Map	Distribute Floor
Ctrl	F8	Map	Distribute Ceiling
Shift	F8	Map	Distribute Lights
[none]	F9	Map	Tools
[none]	G	Map	Grid Out
Alt	G	Map	Grid On/Off
Alt	G	Editor OB	Make Generator
Shift	G	Map	Grid In
[none]	GRAY *	Map	Zoom None
[none]	GRAY +	Map	Zoom In
[none]	GRAY -	Map	Zoom Out
[none]	GRAY /	Map	Center Map
[none]	HOME	Editor	Open Specialized Editor
[none]	I	Map	Edit INF File
Shift	I	Map	Edit GOL File
[none]	INSERT	Map SC	Copy SC
[none]	INSERT	Map WL	Split WL
[none]	INSERT	Map VX	Copy VX (Split WL)
[none]	INSERT	Map OB	Copy OB
[none]	K	Map	Polygon
[none]	L	Map	Switch To WL Mode
Alt	L	Editor OB	Retrieve Object Logic
[none]	LEFT	Map	Scroll Left
Ctrl	LEFT	Map	Big Scroll Left
[none]	Mouse Left Click	Map	Simple Select
Ctrl + Shift	Mouse Left Click	Map VX	Select Next Nearest VX
Shift	Mouse Left Click	Map	Multisel current thing
Alt	Mouse Left Drag	Map	Create Rectangle for Multiselect
Ctrl	Mouse Left Drag	Map	Simple Drag (Grid)
Ctrl + Shift	Mouse Left Drag	Map	Drag on Nearest VX/OB (no Grid)
[none]	Mouse Right Click	Map	Context Sensitive Popup Menu
[none]	N	Map SC	Next SC
[none]	N	Map WL	Next WL
[none]	N	Map VX	Next VX
[none]	N	Map OB	Next OB
[none]	O	Map	Switch To OB Mode
Alt	O	Map	OB Shadow On/Off
[none]	P	Map SC	Prev SC
[none]	P	Map WL	Prev WL
[none]	P	Map VX	Prev VX
[none]	P	Map OB	Prev OB
[none]	PAGE DOWN	Map	Layer Down
[none]	PAGE UP	Map	Layer Up
Alt	R	Map	Reverse Cursors
[none]	RIGHT	Map	Scroll Right
Ctrl	RIGHT	Map	Big Scroll Right
[none]	S	Map	Switch To SC Mode
Alt	S	Map	Shadow On/Off
Alt	S	Editor OB	Select Object by Category
[none]	SPACE	Map	Multisel current thing
[none]	T	Map	Switch To OB Mode
[none]	TAB	Map	Switch between Map and Editor Elements
[none]	UP	Map	Scroll Up
Ctrl	UP	Map	Big Scroll Up
[none]	V	Map	Switch To VX Mode
[none]	W	Map	Switch To WL Mode


Summary by Function and Key/Mouse
MOUSE & KEYBOARD SUMMARY
by Function and Key/Mouse

Shift State	Key/Mouse	Applies in	Function
[none]	A	Map WL	Adjoin
Ctrl	DOWN	Map	Big Scroll Down
Ctrl	LEFT	Map	Big Scroll Left
Ctrl	RIGHT	Map	Big Scroll Right
Ctrl	UP	Map	Big Scroll Up
[none]	GRAY /	Map	Center Map
[none]	C	Map	Center On Cursor
Shift	C	Map	Center On Cursor and Zoom In * 4
[none]	BACKSPACE	Map	Clear MultiSel
[none]	F2	Editor	Commit
[none]	F10	Map	Consistency Checks
[none]	Mouse Right Click	Map	Context Sensitive Popup Menu
[none]	INSERT	Map OB	Copy OB
[none]	INSERT	Map SC	Copy SC
[none]	INSERT	Map VX	Copy VX (Split WL)
Alt	Mouse Left Drag	Map	Create Rectangle for Multiselect
[none]	D	Map	Deform
[none]	DELETE	Map OB	Delete OB
[none]	DELETE	Map SC	Delete SC
[none]	DELETE	Map WL	Delete WL
[none]	DELETE	Map VX	DeleteVX
Ctrl	F8	Map	Distribute Ceiling
Alt	F8	Map	Distribute Floor
[none]	F8	Map	Distribute Floor & Ceiling
Shift	F8	Map	Distribute Lights
Ctrl + Shift	Mouse Left Drag	Map	Drag on Nearest VX/OB (no Grid)
Shift	I	Map	Edit GOL File
[none]	I	Map	Edit INF File
[none]	E	Map WL	Extrude
Ctrl	F	Map	Fast DRAG On/Off
Shift	F	Map	Fast SCROLL On/Off
[none]	F	Map OB	Find Player Start
[none]	F	Map SC	Find SC By Name
[none]	F	Map VX	Find VX At Same Coords
[none]	F	Map WL	Find WL Adjoin
Alt	D	Map	Flip
Shift	G	Map	Grid In
Alt	G	Map	Grid On/Off
[none]	G	Map	Grid Out
[none]	F1		Help
[none]	PAGE DOWN	Map	Layer Down
[none]	PAGE UP	Map	Layer Up
Alt	G	Editor OB	Make Generator
Shift	Mouse Left Click	Map	Multisel current thing
[none]	SPACE	Map	Multisel current thing
[none]	N	Map OB	Next OB
[none]	N	Map SC	Next SC
[none]	N	Map VX	Next VX
[none]	N	Map WL	Next WL
Alt	O	Map	OB Shadow On/Off
[none]	END	Editor	Open Specialized Editor
[none]	HOME	Editor	Open Specialized Editor
[none]	K	Map	Polygon
[none]	P	Map OB	Prev OB
[none]	P	Map SC	Prev SC
[none]	P	Map VX	Prev VX
[none]	P	Map WL	Prev WL
Alt	L	Editor OB	Retrieve Object Logic
Alt	R	Map	Reverse Cursors
[none]	ESC	Editor	Rollback
[none]	F2	Map	SaveProject
[none]	F3	Map	SaveProject
[none]	DOWN	Map	Scroll Down
[none]	LEFT	Map	Scroll Left
[none]	RIGHT	Map	Scroll Right
[none]	UP	Map	Scroll Up
Ctrl + Shift	Mouse Left Click	Map VX	Select Next Nearest VX
Alt	S	Editor OB	Select Object by Category
Alt	S	Map	Shadow On/Off
Ctrl	Mouse Left Drag	Map	Simple Drag (Grid)
[none]	Mouse Left Click	Map	Simple Select
[none]	INSERT	Map WL	Split WL
[none]	F4	Map	Stitch Horizontal + Vertical MID+TOP+BOT
Shift	F5	Map	Stitch Horizontal ALL
Ctrl	F5	Map	Stitch Horizontal BOT
Shift	F6	Map	Stitch Horizontal Invert ALL
Ctrl	F6	Map	Stitch Horizontal Invert BOT
[none]	F6	Map	Stitch Horizontal Invert MID
Alt	F6	Map	Stitch Horizontal Invert TOP
[none]	F5	Map	Stitch Horizontal MID
Alt	F5	Map	Stitch Horizontal TOP
Shift	F7	Map	Stitch Vertical ALL
Ctrl	F7	Map	Stitch Vertical BOT
Alt	F7	Map	Stitch Vertical TOP
[none]	F7	Map	StitchVertical MID
[none]	TAB	Map	Switch between Map and Editor Elements
[none]	O	Map	Switch To OB Mode
[none]	T	Map	Switch To OB Mode
[none]	S	Map	Switch To SC Mode
[none]	V	Map	Switch To VX Mode
[none]	L	Map	Switch To WL Mode
[none]	W	Map	Switch To WL Mode
[none]	F9	Map	Tools
Alt	A	Map WL	Unadjoin WL
[none]	GRAY +	Map	Zoom In
[none]	GRAY *	Map	Zoom None
[none]	GRAY -	Map	Zoom Out