This repository has been archived by the owner on Oct 13, 2018. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 17
/
ARTEDIT.TXT
109 lines (82 loc) · 3.65 KB
/
ARTEDIT.TXT
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
=============================================================================
ARTEDIT History File
Copyright (c) 1994-95 Q Studios Corporation
Contact: Peter Freese
[email protected] or CIS:74170,543
=============================================================================
MAIN KEYBOARD FUNCTIONS:
Esc Exit the editor
Enter Goto tile editing mode
G Goto a specific tile
S Change surface type for tile(s)
Shift Select a range for moving
Insert Move the selected range
Change highlight
shift Highlight a range of tiles
Home Goto tile 0
End Goto last tile (4095)
Pad / Zoom in
Pad * Zoom out
Page Up/Down Go up/down a page
Alt Backspace Undo previous move
Alt Enter Redo previous undo
TILE KEYBOARD FUNCTIONS:
Esc Exit tile mode
G Goto a specific tile
Space Play tile animation
Nudge tile origin 1 pixel
Ctrl Set origin to respective edge
Ctrl Pad 5 Set origin to center
O Nudge global origin
W Change tile view type
< > Change view angle
/ Set view angle to 0
A Change animation type
Pad +/- Change # of animation frames
Shift Pad +/- Change animation speed
O LMouse Drag origin
Page Up/Down Prev/Next (non-blank) tile
VIEW
Single view objects do not change their view based on the players
position. In other words, they look the same no matter how you look
at them. This works best for objects with radial symtetry, such as
pillars, cauldrons, torchiere lamps, etc.
5 view objects offer 8 different angles of view by x-flipping certain
of the views to take advantage of bilateral symetry. The views
represented in the art are 0, 45, 90, 135, and 180 degrees. Views
for 225, 270, and 315 are created by x-flipping 135, 90, and 45
respectively.
8 view objects have unique views for each of the 8 viewing octants.
5 half view objects are a special case of 8 way views for objects
which are flush against a wall. For these objects, it is not
possible to view them from behind the wall, so the 3 rear views are
skipped. Views of 0, 45, 90, 270, and 315 are represented. This
mode works well for sconces, clocks, relief ornaments, etc.
-----------------------------------------------------------------------------
95/06/19
This document created.
Don't move around anything but creature view/animation tiles, since tile
changes cannot yet be applied to maps.
-----------------------------------------------------------------------------
95/06/24
Added multiple do/undo capabilities.
-----------------------------------------------------------------------------
95/07/11
Added view type description above.
-----------------------------------------------------------------------------
95/08/21
Changed the way extended tile selection works in the tile pick view. The
selected range now goes to the upper end - 1, which means you can now
create an empty selection. The catch is that you can't select the highest
tile, but this shouldn't be a big problem.
Tile origin adjustments are now applied to the selected range of tiles, which
means you can easily adjust the origin for an entire animation.
Changed keys which set origin to the edge and center to use Ctrl instead of
Shift in order to have a more orthogonal key mapping. Get it?
-----------------------------------------------------------------------------
95/10/25
Added ability to modify tile surface types with the S key
-----------------------------------------------------------------------------
96/01/17
Added ability to modify tile names with the N key. This does NOT work
in conjunction with tile movement yet.