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- =============================================================================
- ARTEDIT History File
- Copyright (c) 1994-95 Q Studios Corporation
- Contact: Peter Freese
- pfreese@qstudios.com 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.
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