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Build Keys

Build Keys



2D mode

General

Mouse - Moves the cursor

Escape - Displays menu : (N)ew, (L)oad, (S)ave, save (A)s, (Q)uit

Keypad Enter - Switch to 3D mode.

Left Mouse Button - Used to drag vertices, sprites, or copied sectors.

Right Mouse Button - Relocates the player to the mouse cursor's position. Useful for getting to sectors which are difficult to access in 3D mode.

Right Shift - Selects a group of vertices and sprites which you can drag around with the Left Mouse Button. The selected sprites can be duplicated and stamped using Insert.

Right Alt - Selects a group of sectors which can either be dragged around or duplicated. Use the Left Mouse Button to drag the sectors, or the Insert key to duplicate them. The duplicated sectors are pasted directly on top of the originals, and must be dragged off. After highlighting a group of sectors, you can load a different level and the highlighted sectors will appear in the loaded level (although you may encounter some problems with this feature). Also note that highlighting multiple sectors allows you to shade them (with + or -) or change their elevation (with PGUP or PGDN) as if they were a combined unit in 3D mode.

Enter - Check pointers for highlighted sector (attempts to fix if corrupted).

Arrow Keys - Move player's position. The player will be clipped. Hold Left Shift to move faster.

Left Shift - Hold in conjunction with the Arrow Keys to move faster.

Spacebar - Places vertices which are used to create sectors.

Backspace - Deletes the last vertex plotted. If continuously pressed, it will delete all of the previously plotted vertices until the sector no longer exists.

Insert - Inserts a new vertex on a highlighted line. If pressed when a group of sectors/sprites are highlighted, the sectors/sprites will be duplicated and stamped (copied).

Delete - Deletes sprites. To delete a vertex, drag it onto one of its two neighbouring vertices. If two vertices occupy the same space, one of them will be deleted.

J - Joins two neighboring sectors. Press J once with the mouse cursor inside the first sector, then J again with the mouse cursor inside the second sector. The two neighboring sectors will be joined. The combined sector will keep the attributes of the first sector.

S - Places a sprite on the position under the mouse cursor. A sprite looks like a circle with a tail in 2D mode.

B - Activates a wall's blocking flag, or deactivates both its blocking and hitscan flags; activates or deactivates a sprite's blocking and hitscan flags. A blocked wall or sprite will appear pink in 2D mode. Players cannot walk through blocked walls or sprites.

C - Changes the highlighted line into a semi-circle consisting of short line segments. Press Keypad + or Keypad - to increase or decrease the number of vertices in the semi-circle. Pressing C again cancels the operation, pressing Spacebar completes the operation.

E - Changes a sprite's status list number. This is used for debugging, and I have no idea what it does or how it works.

, and . - Changes the angle of a sprite. Hold down Shift to get a more precise angle. If you highlighted a sector, then the selected sector will be rotated instead.

Tab - Press Tab in a sector to display its attributes at the bottom of the screen. To clear it, press Tab in an empty area.

L - Toggles grid locking on/off. Grid locking means that vertices will lock to the closest grid point when moved or placed. If the grid is turned off, the grid locking will be turned off. A red mouse cursor means grid locking is on, a white mouse cursor means grid locking is off.

G - Changes the grid resolution. The grid resolution cycles through this sequence: 1024 units, 512 units, 256 units (default), 128 units, 64 units, 32 units, OFF.

A / Z - Zooms in and out respectively.

O - Moves highlighted sprite to the nearest solid (or blocked) wall. The sprite's angle will be adjusted orthogonal to the wall. Use this to place wall-aligned sprites directly on a wall. This is especially handy for moving sector effectors directly onto a sector's first wall.

P - Enter highlighted sector's floor and/or ceiling palette.

Scroll Lock - Sets the current camera position as the in-game player start position (represented by a brown arrow).

Function

F1 - Displays a quick help. It also decreases your x-position by 1.

F2 - Increases your x-position by 1.

F3 - Decreases your y-position by 1.

F4 - Increases your y-position by 1.

F5 - Displays level statistics.

F6 - If a sprite is highlighted, it will display a Sector Effector help chart. If no sprite is highlighted, it will display the actor status and the next free tag number.

F7 - If the cursor is in a sector, it will display a Sector Tags help chart.

F8 / F9 - Wall / Sector search. Insert the tag number then press [ or ]. F9 also decreases your angle by 1.

F10 - Increases your angle by 1.

F12 - Takes a screenshot and saves it to a file (CAPTxxxx.PCX) where xxxx is the number (i.e. 0000...0001...etc).

Simultaneous

Ctrl + Right Shift - Selects a group of vertices which can be dragged around. Use the Left Mouse Button to drag the sector. Note that any sprites within the sector will remain stationary (this is what differentiates this function from Right Shift).

Ctrl + H - Toggles wall/sprite Hitscan on and off. Hitscanned objects will appear thick.

Ctrl + T - Turn tag boxes on/off.

Right Ctrl + Delete - Deletes the entire sector which the mouse cursor is in. Note the Right Ctrl for protection.

Shift + , or . - Used to fine tune the angle of sectors and sprites.

Ctrl + Shift + Enter - Check all pointers. Attempts to fix corrupted pointers in a map. This function wasn't documented.

Alt + F - Sets highlighted wall as that sector's first wall (the first wall is the axis line for slopes). Make sure the mouse cursor is on the proper side of the wall before pressing Alt + F (this is important for two-sided walls especially, as each side has different attributes).

Alt + S - Place the mouse cursor within a nested sector, make sure that an inner wall is highlighted (flashing), and press Alt + S to set the nested sector as valid player space.

Alt + Tab - Has the same function as Tab, except used for walls and sprites. Make sure the mouse cursor is on the proper side of the wall before checking attributes (because two-sided walls have separate attributes on each side).

Apostrophe ( ' ) + M - Displays memory status (Build will crash if you try to switch to 3D mode after using this key!).

Apostrophe ( ' ) + 3 - Toggles tag display (7 settings).

Hi-Tags/Lo-Tags

T - Used to enter a sector Lo-Tag. Place the mouse cursor inside the sector first.

Alt + T - Has the same function as T, except used for walls and sprites.

H - Used to enter a sector Hi-Tag. Place the mouse cursor inside the sector first.

Alt + H - Has the same function as H, except used for walls and sprites.




3D mode

General

Mouse - Moves the cursor.

Left Mouse Button - If you highlight anything in 3D mode and hold down the Left Mouse Button, that object will stay selected as long as you hold the Left Mouse Button. This helps you move things up and down even when they've left your field of vision.

Escape - Asks if you'd like to quit (Y/N). Also asks if you want to save your changes to the map.

Keypad Enter - Switch to 2D mode.

Arrow Keys - Move player's position. The player will be clipped. Hold Left Shift to move faster.

A / Z - Moves the camera up and down respectively. Hold Left Shift to move faster. Hold Ctrl to look up and down instead.

Left Shift - Hold in conjunction with the Arrow Keys to move faster. Also works with A/Z.

Caps Lock - Switches between three Z coordinate modes: Game mode, Height Lock mode (default), and Float mode. A and Z move vertically up and down for all three.

PGUP and PGDN - Changes an object's elevation (floors, ceilings, or sprites). If a wall is highlighted, then the ceiling of that sector will move. If you highlight multiple sectors in 2D mode, then switch back to 3D mode, you can adjust multiple floors and ceilings.

V - Tile selection. Point the cursor at the texture you want to change. Press once to see an image list of all of the textures currently being used on the map. Press twice to see an image list of all the textures available. Within this menu, you can use the Arrow Keys, or G to goto a specific tile. Press Enter to place the texture on the selected object, or Escape to cancel.

[ and ] - Slopes floors/ceilings up and down respectively. The sector's first wall is the axis line for slopes. Holding Shift slopes in smaller increments for fine-tuning.

Keypad 2/4/6/8 - Repeat values. This changes the size of the pixels (smooshes them together, or spreads them apart). Normally used on walls or sprites. If used on the floor or ceiling, they will be panned. Use in conjunction with Keypad 5 to make the values align at multiples of 8 (speeds up the process). Hold Shift to use the same panning functionality on walls.

Keypad - / Keypad + - Adjust the shade of currently highlighted object.

/ - Use this key to reset wall textures or sprites.

. - The period key adjusts the panning of all the walls in a loop. It scans along the walls to the right as long as the picture number is the same as the last wall. It basically "straightens" up your walls to make them look neater. Note: this can cause Build to freeze, save before you attempt this.

F - Flips textures. For sprites and walls, the textures are flipped x-wise in up to four different ways. For ceilings and floors, the textures can be flipped up to eight different ways. Just keep pressing F to see the variations.

Delete - Deletes the highlighted sprite.

, and . - Changes the angle of a sprite. Hold down Shift to get a more precise angle.

Function

F1 - Displays quick help.

F2 - Move right

F3 - Move forward.

F4 - Move backward.

F9 - Turn left.

F10 - Turn right.

F11 - Gamma correction.

F12 - Screenshot (CAPTxxxx.PCX)

Simultaneous

Alt + P - Adjust an object's palette value (floors, ceilings, walls, or sprites).

Alt + F - Sets the sector's first wall. The first wall is used as the axis line for slopes. When you use relative alignment mode on ceilings and floor textures, you can press Alt + F to choose a new wall to align to.

Alt + D - Change a sprite's clipdist (clipping distance). This only works if the sprite's relative alignment is set to "3D" (always faces the player). It does not work on all sprites. This is actually a very useful feature.

Alt + [ - Used to align a slope perfectly to the adjoining floor.

Alt + ] - Used to align a slope perfectly to the adjoining ceiling.

Alt + Keypad +/- - Adjusts depth cueing (visibility).

Ctrl + Alt + Keypad +/- - Adjust base visibility of entire map.

Ctrl + A - Look up

Ctrl + Z - Look down.

Ctrl + P - Used on a parallaxed floor/ceiling to change the mode of parallaxation (default, elongated, and cylindrical). Note that this has no effect in the actual game, and therefore is useless.

Ctrl + PGDN / Ctrl + PGUP - Places a sprite exactly on the floor or ceiling, respectively.

Shift + , or . - Used to fine tune the angle of sprites.

Apostrophe ( ' ) + C - Changes the global shade of the highlighted object (ceiling, floor, wall, or sprite) to the shade of the currently copied object, provided that they are both the same texture.

Apostrophe ( ' ) + G - Toggles buffer texture display (Displays the currently copied texture).

Apostrophe ( ' ) + R - Toggles FPS display on/off.

Apostrophe ( ' ) + S - Insert a shade value for the highlighted object.

Apostrophe ( ' ) + V - Insert a value for the sector's visibility.

Apostrophe ( ' ) + W - Toggles sprite display (all sprites/no effectors/no actors/none).

Apostrophe ( ' ) + Y - Display undefined textures as "purple" instead of creating a HOM (Hall Of Mirrors) effect. Personally I prefer this over the stupid HOM effect, and it looks more pink than purple.

Copying and Pasting

Tab - This copies the attributes of an object into a temporary buffer. The attributes it copies are: picnum (texture), shade, palette, tags, extra, x-repeat, y-repeat, and cstat values.

Enter - This pastes the stored attributes over the highlighted object (picnum, shading, palette, flags, tags, and extra). 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 + Enter - Pastes the picnum, shade, and palette attributes to every wall in a loop (if a wall is highlighted).

Shift + Enter - Pastes the shading/palette attributes only.

Ctrl + Shift + Enter - Auto-shades walls. It only does half a job of it though. First make any wall in a loop the lightest shade you want. Then make the last wall in the loop the darkest shade you want. Now place the mouse cursor over the wall that you want to be the lightest and press Ctrl + Shift + Enter. The walls are supposed to be smoothly shaded.

Alt + C - Works like Enter, except it replaces all of the matching textures/sprites at once (very handy).

Sector (Ceiling/Floor) Flags

P - Parallaxing on/off. Parallaxing is basically a sky effect.

E - Expand/collapse a ceiling or floor texture.

R - Activates and deactivates relative alignment mode for ceilings and floors.

Wall Flags

B - Enables/Disables blocking of walls. You can only block or unblock two-sided walls.

T - Translucense - Switches between three different modes of transparency: opaque, semi-transparent, and transparent.

M - Masks a wall (point the cursor on the floor just below where the two-sided wall would be, and press M). The texture will be the same on both sides, except it will be flipped x-wise.

Shift + M - Makes a one-sided masked wall.

1 - Makes a one-sided masked wall.

2 - Allows the floor step and the ceiling step of a wall to be separately editable. Just press 2 on the top half of the wall. This feature isn't perfect, and it will cause shading problems if used with the light switch effect (top half of the wall will stay dark).

O - Wall orientation. Changes whether the texture aligns to the ceiling or floor.

H - Toggles hitscan passthrough bit. Basically means "Hittable". Allows a masked wall to be shot by bullets.

Sprite Flags

1 - Display as "static" (one-sided).

B - Sets the sprite as both Blocked and Hittable, or disables both if pressed again. A sprite with this attribute set will appear pink in 2D mode, and blue if it is disabled.

H - Sets a sprite as Hittable (the sprite will appear thick in 2D mode). Depending on the sprite, this feature may be useless (many sprites are automatically blocked and hittable in the game).

C - Centers the highlighted sprite halfway below the floor, as if it were floating amidst water.

O - Moves a sprite to the nearest solid (or blocked) wall and adjusts it orthogonal to the wall. This is especially handy for moving sector effectors directly onto a sector's first wall.

T - Switches between three different modes of transparency: opaque, semi-transparent, and transparent.

R - Relative Alignment. Switches between 3D (sprite always faces player), wall-alignment, and floor-alignment. Floor-alignment can cause some sprites ("actors" such as enemies, health, etc.) to malfunction in the game, and some sprites will also look meshed. As a general rule, only textures with square size values will look proper in floor-alignment mode. For example, some compatible texture sizes would be 32x32, 64x128, 32x256, etc. Some incompatible texture sizes would be 13x17, 57x9, 21x55, etc.

Hi-Tags/Lo-Tags

Apostrophe ( ' ) + H - Sets the Hi-Tag of the current object (wall/sprite/sector). Aim at the floor or ceiling to set the sector Hi-Tag.

Apostrophe ( ' ) + T - Sets the Lo-Tag of the current object (wall/sprite/sector). Aim at the floor or ceiling to set the sector Lo-Tag.




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