This came straight out of the BUILDHLP program. I'm duplicating it here for your reference.
Original Build Docs written by Allen H Blum III & Richard "Levelord" Gray.

3d Edit ModeKeys



F1 Help. Brings up a display of some special keys to use in 3d mode. Press F1 again to hide the display.
ESC Quit
Keypad ENTER Flip to 2d mode
Mouse Pointer movement
Arrows Movement like in the game
Caps Lock A and Z keys controls
Mode 0: Game mode (default)
Mode 1: Height lock mode
Mode 2: Float mode
PgUp/PgDn Raise or Lower a ceiling or floor. If you point at a wall, the ceiling of that sector will move. Highlighting multiple sectors in 2d mode will allow you to move all of those sectors simultaneously.
Ctrl-PgUp/Dn For sprites only, puts sprites exactly on the floor or exactly on the ceiling.
V Tile selection. Use the arrow keys to select a tile from your map's tile group. Press V again to bring up the entire tile listing. Press ENTER to select a tile, or ESC to back out.
ALT-V Height selection. Works just like V, but this selects the groudraw height map.
2,4,6,8 (Keypad) Repeat values (tile smooshiness.) Think of these keys as arrow keys controlling the bottom-right corner of the bitmap. Normally, this is used for walls and sprites. If you select a floor or ceiling, the tiles will shift, but not smoosh.
Shift + 2,4,6,8 (keypad) Panning values (offset into the tile.) These keys are useful for aligning tiles of multiple sectors.
/ Use this key to reset panning/smooshiness of a tile.
5 (keypad) If you hold down this key while using the 2,4,6,8 keys on the keypad, the values will align at multiples of 8.
> This key attempts to match up all of the tiles along a wall. It scans along the walls towards the right as long as the tiles are the same as the chosen wall. Some walls may not work right, especially floor/ceiling steps. Sometimes build will lock on machines with lower amounts of memory when using this function.
['] + [T] Sets the lotag for the object you're pointing at: sprites and sectors. Point at the sector floor to set its lotag.
['] + [H] Same as above, except it sets the hitag.
['] + [S] Changes the shade value of a sprite, ceiling, floor, or wall.
F Flip an obejct. For sprites and walls, this flips the object x-wise. For ceilings and floors, the objects are flipped in 8 possible ways. Just keep pressing [F] to go through the 8 different ways.
Alt-F When you use relative alignment mode on ceiling and floor textures, you can press Alt-F to choose a new wall to align to. It actually rotates the walls of a sector by 1.
Alt-P Changes the palette of a wall/ceiling/sprite. Valid ranges are 0-25. 4 is solid black. 0 is the default color for that tile. Not all values change the color for certain tiles.
O Wall orientation (whether it starts from the top or bottom.) Normally, walls are oriented from the top. For example, if you hold down 2/8 on the keypad in 3d mode, the wall always starts from the top. Orientation works differently for white lines and red lines, so if a wall doesn't look right, just press [O] anyways to see if it fixes it. This is especially true of glass walls- press [O] once on the tile above the glass wall if it gets screwed up when you shoot the glass in the game.
TAB Copy. Copies the attributes of the pointed-at sprite/tile into the clipboard. The attributes it remembers are: tile, shade, x-repeat. y-repeat. and cstat values.
Left ENTER Paste. Paste the stored attributes over the pointed-at sprite/tile. Whenever you press ENTER, the y-repeat values stay the same, and the x-repeat values are adjusted so the pixels of the bitmaps have a square-aspect ratio.
Ctrl + Left ENTER Pastes the attributes to every wall in a loop when a wall is pointed-at.
Shift + Left ENTER Pastes the shade only to the pointed-at wall or sprite.
Ctrl + Shift + ENTER Auto-shade a sector. First make any wall of the loop as light as the lightest shade you want. Then make any other wall of the loop as dark as the darkest shade you want. Finally press Ctrl-Shift-ENTER on the wall that should be the lightest. Now the loop should be smoothly shaded. If it doesn't work, you may need to insert more points on the walls.


Sector Flags:

P Make the ceiling of the given sector have a parallaxing sky. Press [P] again to return it to normal.
G Make the floor of the given sector have a Groudraw (floor with height mapping.) They do not recommend using this attribute extensively yet. (See the H key for selecting the height map)
E An option for ceilings and floors. If for some reason, you want a tile to be smooshed into the normal 64*64 area, press [E] to unExpand the tile. Press [E] again, and the tile will be expanded, so the pixel size is the same as the normal 64*64 ceiling/floor.
R Relative alignment. Allows floor/ceiling textures to align to the first two points of a sector. Textures will rotate/pan with moving sectors properly. This is especially useful for subway floors.


Wall Flags:

B Make an invisible wall, such as a window, block you from going through. Since the wall is invisible, you need to point at the tile right above the window, or the tile below the window. Note: pressing B on a wall will take off any hitscan you may have placed on it.
T Press to make a maskable wall 50/50 translucent.
M Make a maskable wall. Point at the tile below or above the window to set. The wall takes all of its attributes from the front of the wall, so it must have the same repeat, panning, and cstat values as the walls above or below it. The masking is added to the other side as well, with the image flipped.
Shift-M Same as above, except the wall is one-sided.
1 Make a 1-way wall.
2 Some walls have two different sections (like the tiles above and below a window.) Normally they always have the same attributes. It is possible though to give both the top and bottom different attributes by pressing 2 on that wall. They then become separately editable.
H Toggle the hitscan bit. Default is pass-through. Very useful for glass walls.


Sprite Flags:

S Press S to insert a sprite. Pointing at a wall will create the sprite so that it's flat against the wall.
R Press R on a sprite to change its fixation. Pressing R once will make the sprite fixate vertically, like a poster. Pressing R again will make the sprite fixate horizontally, like a flat rug. Pressing R a third time will make the sprite follow your viewpoint.
B When the mouse cursor is on a sprite, this makes the sprite block you from walking through. Also makes the sprite sensitive to hitscan. Sprites with the [B] attribute will appear pink in 2d edit mode.
T Press to make a sprite 50/50 translucent. Press T again to put sprite back to normal mode.



2d Edit Mode Keys:



ESC Brings up the file menu - (N)ew (L)oad (S)ave (Q)uit. Press ESC again to exit the menu.
F5 Weapons/Health sprite summary for your map.
F6 Alien sprite summary for your map.
F7 Small listing of the different Sector Tags... sometimes it will display the Sector Effectors.
Keypad ENTER Flip to 3d mode
Mouse Move mouse cursor
Left mouse button When holding this button down, you can drag existing points and sprites.
Right mouse button Moves the player's viewpoint (white arrow). Press this button anywhere in your level and the player's viewpoint for 3d mode will be at that spot.
Right Shift Select a bunch of points to drag around. Press and hold right shift then move the mouse cursor to enlarge the box.
Ctrl + Right Shift Press this combo within a room to highlight all points of that room, so that you can drag them all in one motion.
Right Alt Select a bunch of sectors for either duplication or dragging around. Press and hold right alt then move the mouse cursor to enlarge the box.
Arrows Move player's viewpoint in the appropriate directions. The player will be clipped. To move to another portion of the map, use the right mouse button.
Space Press to begin drawing of a new sector. There are several ways to draw a new sector:
1. Drawing a full loop- that is, whenever the new sector meets the old sector, draw over that line again. In full loop mode the new sector must not already be in another sector. The loop is done when you press the space bar at the first point again.
2. Splitting a sector - press space bar to draw points at which you want to split a sector. The points (aka vertices) must already be in place to split a sector. Press INSERT to add points on an existing line. You must end the split on another wall of the starting point's sector, and you cannot cross any red lines when drawing.
3. Drawing a sector completely inside a sector (like columns.) To do this, just press space bar at every point in the loop. Do not make the column valid player space (Alt-S) if the column is never to be walked over/under.
Backspace When plotting points with the space bar, you can use backspace to get rid of the last point plotted. You can press the backspace key all the way to the beginning point, if you decide not to make the sector at all.
Insert Inserts a new point at the midpoint of the highlighted line. Then you can drag the point to wherever you want, or draw a sector from that point. If a bunch of points are selected (see right Alt) then instead of inserting points, the selected sector bunch will be duplicated (stamped.) Don't forget to drag the selected sectors after stamping.
Delete Use this to delete sprites (blue/purple circles.) To delete points of a sector border, you can't use delete. Instead, drag the point to be deleted onto one of its 2 neighbor points on the loop. This is only possible with grid-locking on.
Right Ctrl-Delete This deletes the whole sector that the mouse cursor is in. Note that the right Ctrl for protection. Do not attempt to use this on sectors inside sectors, you may end up deleting the parent sector. Instead, join (see J) that inner sector with its parent, then delete them both.
J Use to join neighboring sectors. They must share at least one red line. Press J when the mouse cursor is over the first sector, then press J again on the second sector. The attributes of the new combined sector will be taken from the first sector selected.
Alt-S When you have a white loop inside a sector, you can press Alt-S when the mouse cursor is inside it to turn the sector into valid player space (red lines.)
S Inserts a sprite in the location under the mouse cursor. Pay attention to areas with sectors over sectors. The newly inserted sprite will default to the lowest physical sector if your cursor is positioned in a spot where two sectors overlap.
B Blocks/Unblocks the player from walking through a wall or sprite. A blocked wall or sprite will appear pink in 2d edit mode.
C Turn a line into a circle defined by the short line segments. First press C on the highlighted wall, then move the cursor to the furthest radius position. Pressing C again will cancel the circle. Pressing +/- will change the number of points on the circle. Press the space bar to finally create the sector.
+/- Increase/Decrease the number of points on a circle (only works when you're creating the circle.)
T Type in the lotag for a sector. Move the cursor to the inside of the sector to be tagged.
Alt-T Changes the lotag for sprites and walls.
H Type in the hitag for a sector. Move the mouse cursor to the inside of the sector to be tagged.
Alt-H Changes the hitag for sprites and walls.
E Change the sprite's status list number. (Not sure on the functionality of this.)
> and < Change angle of sprites. Move the cursor over the sprite to be angled. Use shift-> and shift-< for more precise angles. If you highlighted sectors, the sectors will be rotated.
Ctrl-T Turn tag display on/off.
TAB Shows the attributes of a sector. Move the mouse cursor inside the sector to be viewed. Press TAB again to hide the attributes.
Alt-TAB Same as above, except for sprites and walls.
Scroll Lock Sets the player start position (brown arrow) to your current viewpoint position (white arrow.)
A,Z Zoom in/out.
G Change grid resolution. The grid cycles through this sequence: off, 1x, 2x, 4x (default), 8x and 16x.
L Turns grid-locking on or off. If the mouse cursor is pink then grid locking is on. If it is white then grid locking is off. There is no grid locking if the grid is turned off.





EditArt Keys

U Use this to import a section of a 320x200x256 .BMP, .PCX, or .GIF image. GIF images import best.
Enter - Convert the image that is inside the rectangular selection box to the Build Palette.
Space - Convert the image that is inside the rectangular selection box without remapping the palette.
P - If in the picture selecting screen (after pressing U and loading the picture) you press P, then the palette of Build can be replaced by the palette of the displayed picture.
PgUp/Dn Select tile to edit (4096 tile maximum)
G Goto a tile by typing in the tile number.
S Re-size a tile. The X and Y sizes can be any unsigned short integer. X ranges from 0 to 1024, and Y ranges from 0 to 240.
Delete Shortcut key to set both the X and Y sizes to 0.
+,- Change the animation setting. Default is 0: NoAnimation. To change the animation type, press - when the value is 0. Example: if you want an object to have four tiles of animation, you can animate it in 4 different sequences: (0 is the first tile)
NoAnm=4 - sequence: 0,0,0,0...
Oscis=4 - sequence: 0,1,2,3,2,1,0,1,2,3 (Oscillate)
AnmFD=4 - sequence: 0,1,2,3,0,1,2,3,0,1 (Forwards)
AnmBK=4 - sequence: 0,-1,-2,-3,0,-1,-2,-3 (Backwards)
See the EditArt basics page for more info.
A Set the animation speed of the tile. Press + and - to change the animation speed. There are 16 different animation speeds. The animation speed set in EditArt sets the speed for Build and the Game.
~ Centers a sprite. Simply use the arrow keys to get to the desired position.
N Name a tile. The sprites will have their name appear in 2d edit mode if Tag Boxes are turned on (Ctrl-T)
O Optimize the size of an individual piece of artwork. Use this for tiles with invisible (masking) pixels on the sides.
V View and select a tile to edit.
Space - To swap 2 tiles simply press space bar on the first tile, then space bar on the second. Doesn't work too well across TILE boundaries... ie TILES013.ART to TILES014.ART.
1,2,3 : To swap a group of tiles, press 1 on the first tile, press 2 to remember the region between where you pressed 1 and 2. Press 3 at the place to where you want to swap all the tiles.
Alt-U Re-grab artwork from original pictures according to the CAPFIL.TXT file. If you press Alt-U in the main screen, everything will be re-grabbed. If you press Alt-U in 'V' mode, then you should first select the range by pressing 1 and 2 on the range boundaries.
Alt-R Generate a tile frequency report by scanning all maps in directory. Use in 'V' mode only.
F12 Screen capture. Saves image as a *.PCX file, starting as file name CAPTxxx.PCX and incrementing by 1 each time F12 is pressed.
ESC Quit


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