ARTEDIT.TXT 3.6 KB

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