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The user interface isn't so easy right now - there are a lot of keys you
need to memorize. There are a lot of weird combinations that are useful, but
sometimes it's not so obvious, so please explore and try to be creative.
In my documentation, when I use the word "box", I am referring to a cube,
where the lengths of the 3 sides aren't necessarily of equal length. I prefer
to reserve the word "rectangle" for 2D primitives only. Also, any controls
that have a prefix of "KP" means that I'm talking about the key on the KeyPad.
One of the most confusing things are the 3 different types of cursors. You
should try to understand this before reading the rest of the documentation.
Screen-cursor: This is the dot that's ALWAYS in the center of the screen.
Numbered-cursor: These are the "spheres" that appear when you press SPACE bar.
They have a number in the middle of them, starting with 0 and
incrementing as you insert more of them (up to 100). They are
intended mainly for editing functions which require 3 or more
points as input (for example, the sector & lathe tools) These
cursors can only be moved by dragging them with the mouse.
These are usually used BEFORE you insert an object.
ESC Quit
M Map
Mouse X/Y Turn left/right, Look up/down (Press 'Y' to invert)
Arrows Move Forward/Backward/Left/Right
R.CTRL Move Up
KP0 Move Down
R.SHIFT Hold down to speed up movement (by 4 times)
L.SHIFT Hold down to slow down movement (by 4 times)
KP*, KP/ Zoom in/out. Use the other / (next to SHIFT) to reset
R.MouseBut Hold this down and move mouse left/right to tilt screen.
Color can be selected before you insert an object, but it is best to select
it afterwards, so you don't end up changing the color of the previous object.
I recommend you saving the map BEFORE you go nuts with the lighting. This
is because the lighting functions tend to deteriorate the colors of the map
if you use them too much.
NOTE: Some of these keys also let you manipulate numbered cursors.
Insert/Delete:
Less than 2 numbered-cursors active:
Insert/Delete box. The box starts out as an individual voxel
(1*1*1) where both mini-cursors are at the same point. To
incease the size, use the mini-cursor controls:
(1,2,3,5,4,Enter on keypad)
2 or more numbered-cursors active:
Fills the selected volume with solid voxels (Insert) or air
(Delete).
Special mode: if you have 3 or more numbered-cursors, and
you select .PNG procedural texturing, then it will treat
the alpha channel as a signed-char height offset for 3D
bump-mapping.
Scroll lock Panic Quit (DOS version only): Use to escape from lock-ups.
Try to avoid using this key whenever possible.
NOTE: Both F12 and ALT-F12 create valid .PNG files, but I use absolutely
NO COMPRESSION when storing them! You can reduce their size A LOT if you
are willing to re-compress them with another utility.
Pentium III only! A lot of my new sprite & z-buffer code uses the new
Pentium III instructions. If you don't have a Pentium III or compatible
processor, then the engine will give an invalid opcode exception. It
would probably take a few hours to get the code working again on an
MMX-capable machine (with a noticable decrease in frame rate).
Memory: You WILL need at least 128MB of RAM to run this. Do not attempt to run
it on anything less.
"alloc: vbuf full". Right now, I allocate 64MB of memory to store the voxel
map. If voxlap5 suddenly exits out with this message, it means the board
is too complex - too much surface area for the board map to fit within
this limit, or the memory is too fragmented. In the future, I might
implement a way of defragmenting the cache, or a better warning, or maybe
even a disk cacheing system so this never happens.
VESA 2.0 linear mode crashes under NT. I don't know why, but I know how to
replace the code with slower VESA code that doesn't crash.
If you do not specify a Master sprite file (.SXL), Voxlap5 format (.VXL),
Comanche format (.DTA), or Quake 3 format (.BSP), then voxlap5 tries to load
VXL/DEFAULT.SXL. If that doesn't exist, then it loads a built-in map, with a
gray plain, called "UNTITLED.VXL". You start inside a box in the middle.
Voxlap5 supports all 32-bit color modes where xdim<=640 and ydim<=480.
Default is 320*200 fullscreen mode. If the mode isn't found, then the DOS
version defaults to true-color emulation mode (320x400 8 bit color which
should work on all VGA compatible video cards). The windows version has no
emulation mode and just exits with an error message.
Some examples:
>voxed /640x480
Use hi-res VESA mode (640x480x32) To specify resolution, you must have
a lowercase 'x' separating the x- and y- dimensions and there can't be
any spaces in between.
>voxed /480x360 /win
Set resolution to 480x360 and use windowed mode instead of fullscreen.
>voxed 1
If you have Novalogic's classic game Comanche Maximum Overkill, then
copy (C1.DTA & D1.DTA) into the voxlap directory and it will load them.
>voxed c:\games\id\q3ademo\demoq3\q3dm17.bsp
If you extract *.BSP from Quake3's PAK0.PK3 file, then it will convert
the geometry from a Quake map. No textures are converted, so the best
way to view the map is to go wild and press 'F' everywhere.
>voxed asdf
Force loading of boring gray plain (assuming asdf doesn't exist)
>voxed /0
Forces truecolor emulation (DOS version only)
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VOXLAP5 programmed by Ken Silverman (http://www.advsys.net/ken)
Modified by Ben Aksoy (http://www.ace-spades.com)