
This document is extremely vague and badly written so any attempt to flame
me and tell me so is redundent.  I know!  A new one will be written at some
point that's nice and pretty with pictures and everything...  This document
is not quite complete, but I got tired of typing...

                           Until later ... Enjoy!

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LET'S AIR IT OUT
================================================================================
As far as I know the editor has 2 weak points in the armor...

1.  If you go into script maintenance and click the second tab without having
	a script selected, it goes down.

2.  I don't think that the spawnflags on the scripts are working.  The editor
	exports them but Quake chooses to ignore them.  I'm doing something
	wrong somewhere ... I'm working on it!  ;)

These are the problems I know about.  If you find any others which are
REPRODUCIBLE -PLEASE- Email them to me along with the scenario to 
reproduce it to...

WarrenMarshall@msn.com

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EDITOR CONFIGURATION
================================================================================
Go to "File | Configure" and configure the editor first thing.  You will be
a much happier map designer if you do.  Tell ToeTag which directories hold
your data, what gamma correction to use for the texture viewer and a few
other settings.

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A NEW MAP
================================================================================
When you start the editor up, you will be placed into a new map file which is
primed and ready to start receiving brushes and entities.

Before you do though, take a moment to fill out your "world properties".  You
can get to them by clicking the button which looks a like a globe
with a piece of paper in the corner.  This dialog allows you to specify
up to 3 texture WAD's, a world type viewer and a few other things.  All of
this information can be changed at any time, but if you get it out of the
way up front you'll be happier for it! :)

The "back clip plane" is the distance at which the editor will no longer
display items.  This is useful for limiting the amount of items on the
screen.  It can be changed while editing the map by hitting "Page Up"
(to move it back further) and "Page Down" (to pull it in closer).

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I WANT TO INSERT SOMETHING INTO THE WORLD -RIGHT NOW-!
================================================================================

Here is a quick rundown of the steps required to insert both a brush and
and an entity into a ToeTag map...

Brush
-----

There are 2 ways to create a brush.  The first is to create one from scratch,
the second (and more preferable) is to copy an existing one.  Obviously if
you are creating a new map, you don't have anything to copy so here is how
to create one from scratch...

1. Make sure you are in "brush mode".  You can do this by clicking on the 
   button which looks like a brush with binoculars on it.  When this button is
   down, you are in "brush mode".

2. Click on the button which looks like a brush with a little arrow on it
   pointing down.  A menu will appear.  Choose "Create" from the menu, enter
   the width, height and depth of the new brush and click OK.  The brush
   will be inserted into the world at the camera position!

To copy an existing brush (or brushes), do the following...

1. Select all the brushes you want to copy.

2. Click the button which looks like 2 pieces of paper overlapping each
   other.  The new brushes will appear AT THE SAME LOCATION, right on top of
   the existing ones.  They will be automatically highlighted so just drag them
   to their new locations.  If you turn off the highlighting at this point,
   they will be trapped directly on top of the old ones... Not cool.  Your
   best bet at that point is simply to choose "Undo" from the Edit menu and
   try again.

Entity
------

The instructions for an entity are almost identical to the ones for a brush
except that the "brush" picture on the buttons is now a "hammer".  The dialog
for creating an entity is much more complicated than that for a brush, but
those of you familiar with Quake editing should be able to figure most of it
out.

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NAVIGATION
================================================================================

Camera movement
===============
To move the camera simply right click anywhere in the window, hold the button
down and drag the mouse.  That's it.  It works from anywhere and from any
mode.  In other words, this editor has no "camera mode".  It's always available.
Moving the mouse moves the camera left/right and up/down.  To move it in/out
you use the "A" and "Z" keys.

If you hold down shift, you move in/out 3 times as fast (but you can't
use the mouse).

The cool thing is that while you are dragging the camera you can press the
"A" and "Z" keys to zoom WHILE you are moving L/R and U/D.  This makes it
pretty easy to get where you're going!

Making Selections
=================

Brush
-----
Hold down SHIFT while clicking and holding the left mouse button in the window.
Move the mouse so that you create a selection rectangle around the brushes you
want to select, and let go of the mouse button.  You only have to surround
the red dots in the brush centers to select them.  A selected brush will
turn yellow.

Vertices
--------
Once a brush is selected, you can then hold down CTRL while clicking and 
holding the left mouse button in the window.  Move the mouse so that you
create a selection rectangle around the vertices you want to select and
let go of the mouse button.  Selected vertices will turn white.

Entity
------
Selection of an entity is the same as a brush.  Just surround the red dot
at the entities center with the selection rectangle.

Once items are selected, you can do any number of things to them.  Copy them,
edit their properties, apply textures, delete them, save them as a fragment.
Selection is the first step to happiness!

Deselection
-----------
Deselecing items is stupidly simple.  Just do the same thing you did to
select them, but do it with the right mouse button.  Easy huh?

If you want to deselect all vertices, hit "c".  If you want to deselect
EVERYTHING hold down SHIFT and hit "c".  If you want to select all the vertices
in all selected brushes hold down CTRL and hit "a".

Dragging
========
Once items are selected, you simply have to click and hold the left mouse
button anywhere in the window and start moving the mouse.  The selected items
will move right along with you.  As you do this a window will appear in the
top left corner of the view.  It will show you the distances along the XYZ
axis that you have moved the items.  When the items are where you want them
to be, let go of the mouse button.

While the left mouse button is down, if you press the "A" or "Z" buttons
while doing the dragging you can move selected items forward and back
along the "Z" axis.  This is good for centering items on walls and stuff
without having to change the camera view.

Speaking of which...

Cameras
-------
There are 3 views : front, side and top.  These are selectable from the
3 buttons which look like binoculars with letters below them.  Check the
tooltips to see which is which.

Camera transition can be confusing for some people so here is a brief rundown.

You start off facing front.  If you click "side" then your viewpoint moves
the same way as if you were facing a wall and turned 90 degrees to the left.
Similarily, if you are facing front and click "top" it's the same as 
looking straight down at your toes.  You don't move your location in the
world ... just your direction of sight.  If things are no longer visible
after you change your camera view, trying zooming backwards for a bit until
they come into view with the "Z" key (they will, trust me!).

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TEXTURES
================================================================================

Application of textures is simple.  Select all the brushes you want to assign
textures to and hit one of the following keys...

"t"	- Brings up the "most recently used" (MRU) texture list.  This window
	  will show you the last 9 textures you have used.  This allows you
	  to keep track of what you've done so far and keep a consistent look
	  to the level as you add more brushes ... you don't have to scroll
	  through the entire texture list everytime to hunt down that special
	  texture you like!  If your "MRU" list of textures is empty, the full
	  browser will be called automatically.

"T"	- Brings up the full texture browser.  This will show you every texture
      from all 3 of the texture WAD's you have chosen.  This can take a few
	  seconds to appear.

In both browsers, you can hover the mouse over the texture window of your
choice and a tooltip will appear containing information about the texture such
as it's name and Quake width and height.  You can click on a texture and it
will gain a red border.  If you click the OK button, the texture with the red
border is the one that will be used.

Some textures may look squashed or slightly warped in the browser.  This is
a result of ToeTag trying to fit a large texture into a 64x64 window.  It
does not indicate the actual size of the texture inside of Quake (that's
what the tooltip tells you!).

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FACE EDITING
================================================================================
Press "f" to enter face mode.  The dialog that appears is your ticket to
greatness.  The current face you are editing is colored in solid red.  You
can hit the "Prev" and "Next" buttons to change which face you are editing.
You can edit the offsets, rotation, scaling factors and texture for each
specific face.  Once you have a face set up the way you want it, MAKE
SURE YOU HIT THE "Save" BUTTON!  I've made this mistake too many times...

If you don't hit save ... well, you can well imagine what happens! Hehe...

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SCRIPTS
================================================================================
Script is the word given to things like doors and platforms.  Anything which
requires a "func_" is generally a script.  To create a script, click on the
button which looks like a molecule with a down arrow on it.  A menu will 
appear.  Choose "Maintain" from that menu and a dialog will appear.

In this dialog the list of scripts you have defined is on the left hand side.
Click the "Add" button at the top to create a new one.  After giving it a
name, use the tree control on the right hand side to choose the classname for
the script.  Once that is done, you can fill in the rest of the attributes
about the script and click the "save" button at the top to save it.  It is
VERY easy to forget to hit "save" ... I do it all the time.  Be careful...

Once the script is created, go back to the main editor window and select
the brushes which make up the body of the script.  Once they are selected,
activate this menu again and choose "Add To...".  A dialog appears.  Pick the
name of the script that you want them to be a part of and click "OK".  To
remove brushes from scripts, just select them and choose "Delete From..."
from the menu ... follow the same procedure.

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GROUPS
================================================================================
Groups allow you to take any number of brushes and entities, and group them
together under a name.  You can then use this name to select them, delete them,
rotate them, export them or do any number of other things to them as a 
group.

Click the button which looks like two rectangles with a box around them, with 
a down arrow on it.  Click it and a menu will appear.  Choose "Utilities..."
In this dialog, you will see a list of defined groups down the left hand
side.  There is also a list of action buttons down the right hand side. 
These buttons are mostly self explanatory but the non-obvious ones are
listed below...

"Select Members"	- Selects all members of the selected groups in the main
					  window.  This is a fast way to highlight a group for
					  exporting it as a fragment for example.

"View Exclusively"	- Change the main window so that only the selected groups
					  are visible.  Everything else is hidden.  If you have
					  no groups selected and hit this button, then everything
					  is made visible again.

"Delete From"		- Deletes all selected items from the selected groups.

"Add To"			- Adds all selected items to the selected groups.

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MISC COMMANDS
================================================================================
The following is a list of commands which were not explained above...

"File | Export | Fragment"

- Exports all selected items as a fragment (.TTF file).  A fragment is simply
a piece of a map (a staircase, a torch holder, etc) that you feel you will
be able to use at a later time.  This is the equivalent of "groups" in Quest.

"File | Import | Fragment"

- Imports a .TTF file and places it centered at the camera position.

"File | Import | Quake MAP File"

- Imports a .MAP file (does not work yet!).

"Quake | Export SELECTED to MAP File"

- Exports only selected items to the .MAP file.

"Quake | Export VISIBLE to MAP File"

- Exports only visible items to the .MAP file.  A visible item is anything
  which is being rendered at this time.  It does not include hidden items or
  items which are part of non-visible groups.

"Quake | Export ALL to MAP File"

- Exports ALL items to the .MAP file regardless of their visibility.

"View | Hide"

- Temporarily hides the selected items from view.

"View | Unhide"

- Makes all hidden items visible again.

"View | Hide Others"

- Temporarily hides all items which are NOT selected.

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ROTATION
================================================================================
Hitting "R" will bring up the rotations dialog.  ToeTag will rotate all
selected items (including entities) around the 3 axis.  Simply type in the
angles of rotation that you want and click "OK".  If you select the box
"Rotate as a group?" before clicking "OK", then the items will be rotated
together around a common origin.  This is good for spinning things like torch
holders 180 degrees to put them on opposing walls...

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TARGETTING
================================================================================
The entity and brush dialogs have two combo boxes on them named "TARGET"
and "TARGETNAME".  You can set up new targets by typing the name into the
combo boxes, or select an existing one by dropping the combo box down.  All
existing targets will be listed.  Simply click on one to use it...

--------------------------------------------------------------------------------
KEYBOARD SHORTCUTS (This may not be all of them ... check the menu for others)
================================================================================

Ctrl+A	- Selects all vertices of selected brushes.
C		- Deselects all selected vertices.
Shift+C	- Deselects everything.

R		- Brings up the rotation dialog.
G		- Brings up the group dialog.

B		- Toggles on backface culling.
L		- Toggles line smoothing.

T		- Brings up "MRU" texture browser.
Shift+T	- Brings up full texture browser.

A		- Zooms in.
Z		- Zoom out.

TAB		- Toggles between brush and entity mode.

PAGE UP	- Move back clip plane out further.
PAGE DN	- Move back clip plane in closer.
