; Tips file for Wedit
The basic components in a Dark Forces level are sectors, walls, vertices, objects, and dynamic expressions.
A sector has a floor, a ceiling, and connected walls.
A sector must have at least three walls.
A wall is spanned by two vertices.
A vertex consist of x and z data.
A sub-sector is a sector inside another sector.
The walls in a sector are counter clockwise directed.
The walls in a sub-sector are clockwise directed.
To operate on sectors you must be in Sector mode. You can select Sector mode from the View menu.
You create a new sector by selecting Insert from the Edit menu and specify New Sector.
You create a sub-sector inside the current selected sector by selecting Insert from the Edit menu and specify Subsector of current sector.
You can create cylindrical sectors by using the Create Cylinder command in the Tools menu.
You can select items by clicking on them. Use Ctrl-click to select multiple items. You can also drag a rubber-rectangle around items to select them.
To operate on walls you must be in Wall mode. You can select Wall mode from the View menu.
You can insert a new wall next to a selected wall by selecting Insert from the Edit menu.
To operate on vertices you must be in Vertex mode. You can select Vertex mode from the View menu.
You can insert a new Vertex next to a selected Vertex by selecting Insert from the Edit menu.
Any vertices belonging to walls in a sector may not be identical. This can happend if you use snap-to-grid. If this is the case, Dark Forces will show unpredictable behavior.
You can apply textures to floors, ceilings, and walls using the Select Texture dialog accessible from the Sector and Wall Properties panel.
To operate on objects you must be in Object mode. You can select Object mode from the View menu.
You can insert a new object into your level by selecting Insert from the Edit menu. The object will be placed in the middle of the window.
You can select six kind of objects: Spirit, Safe, Sprite, Frame, 3D, and Sound.  
You must have only one player (spirit) object in the entire level. The sector you place your player in will be your start sector. Place your player preferably 4 higher than the floor of that sector. If not, Dark Forces will crash.
You can place a Safe object as many times you want. A Safe object is a position the player will return to after dead.
Sprite objects are animated objects, e.g. a Storm Trooper.
Frame objects are 2D static objects, e.g. an Ashtray.
3D objects are 3D static objects, e.g. a Shuttle. 3D objects can be given a Logic description, which specifies a set of actions for the 3D objects.
Sound objects can be placed in sectors, e.g. Water.
You can zoom in and out using the Map zoom options in the View menu. You can also use the + and - key on the numerical keypad.  
You can maximize selected items by selecting the Map zoom normalize option in the View menu. To minimize, unselect the items and select the normalize option again.
You can increase/decrease the grid by selecting the Grid zoom options in the View menu. You can also turn the grid on or off.
In Sector mode you can flip and rotate selected sectors by using the Flip and Rotate command in the Tools menu. If the snap-to-grid option is on, the final vertices will be affected by this. You might want to turn snap-to-grid off first.
The Yaw parameter of an object is the angle (in degrees) of the object.
A transparent wall is a linked wall.
You can connect two sectors by linking a wall in one sector with a wall in another sector, making the walls transparent.
You can link a wall in one sector with a wall in another sector. In Wall mode, make sure the two walls are overlapping, then select the Link command in the Edit menu. This will make the walls transparent. Note that the two walls MUST have opposite directions before linking.
When two walls are linked, the corresponding vertices are linked too.
A sub-sector is a sector with all walls linked to a parent sector.
When you move a linked wall or vertex, the neighboring walls or vertices moves as well. You can turn this off in the Options dialog.
A linked wall is specified through the Adjoin, Mirror, and Walk parameters in the Wall properties panel. You should not need to modify these parameters.
A linked wall can have Mid, Top and Bot Text offsets to reduce the transparent opening. See Demo.wed for examples of this.
An INF Definition specifies run-time dependent actions for a sector, a wall, or an object. INF Definitions are crucial in a Dark Forces level.
You create INF Definitions using the INF Editor in the Tools menu. 
A simple door is a sector with sector Flag1 set to Door.
A complex door is a sector with a corresponding INF Definition. See Demo.wed for examples of this.
You can create doors by using the Create Door option in the Tools menu. The door will be created between two opposite walls from different sectors.
You can create staircases by using the Create Staircase option in the Tools menu. The Staircase will be created between two opposite walls from different sectors.
You can create elevators by using the Create Elevator option in the Tools menu. The Elevator will be created between two opposite walls from different sectors.
You can find usefull FAQ's at Wedit's homepage at http://www.hia.net/wedit.
When you create sectors, they will automatically be given the current layer number. You can change the layer number of a selected sector by modifying the Layer parameter in the Sector properties panel.
Layers are usefull when making elevators, or when making sectors on top of each other.
You can view another layer using the Layers options in the View menu. You can also use the PgUp and PgDn key on the numerical keypad.
You can specify the amount of light in a sector by changing the Ambiance parameter in the Sector properties panel. The Ambiance is a number between 0 and 32, where 32 is the brighest.
You specify floor and ceiling altitude for a sector by changing the Floor Alt and Ceil Alt parameters in the Sector properties panel.
A ceiling texture can be given the visual effect of a sky by setting the sector Flag1 value Exterior - No ceiling (Sky). 
A sector can be given damaging effects by setting the sector Flag1 value Low Damage or High Damage.
A catwalk or a bridge is a platform inside a sector. The platform is typical a 3DO object such as _4x48.3do, _8x16.3do, _8x20g.3do, _8x24.3do, _8x32.3do, _8x48.3do, and _8x56.3do. 
You create a catwalk in a sector by placing a 3DO platform object above the floor. Create a sub-sector of the same dimension as the 3DO object. Make sure the 3DO object and the sub-sector has the same Yaw. Give the sub-sector as Altitude the altitude of the 3DO object.
You can view the various effects for sectors visually by selecting Tools in the View menu.
A GOB file is the final game file used by Dark Forces. You can save your level into a GOB file by using the Save As command in the File menu.
You can change the name of your level on the Level tab in the Options dialog. This is usefull if you want to package several levels in one GOB file.
You can save multiple levels into one GOB file. Make sure all your level files are open and have different Level names, then select the Save All option in the File menu. 
You can add custom object files into your level by using the Files command in the Tools menu.
You can find a named sector by using the Find Sector command in the Tools menu.
You can offset a selected range of sectors, including walls and objects, by using the Change Offsets command in the Tools menu. 
You can distribute floor and ceiling altitudes as well as light of (at least 3) selected sectors by using the Distribution command in the Tools menu.
You can align wall textures (auto setting of texture offsets) of (at least 3) selected sectors by using the Alignment command in the Tools menu.
You can scale selected sectors by using the Scale command in the Tools menu.
You can create an alcove by extruding a wall. This will create a sub-sector perpendicular to the initial selected wall. The Extrudw command is found in the Tools menu.
The INF Editor allows to setup run-time actions (INF Definitions) for sectors and walls.
If a selected sector or wall already has an associated INF Definition, this will show up when you select the INF Editor. 
