art-editart-keys  7-15-2026  Release 5 © RTCM Usurper , Corvin

INTRODUCTION

KEY COMMANDS | EXTRA KEY COMMANDS

INTRODUCTION

This is an extended list of EDITART keys and their functions. Includes Ken-Build, Duke3D and Shadow Warrior keys and function descriptions. Not all Keys will work in all EDITART programs. Hopefully this document will cover and note which keys work for which EDITART programs in the future as there are differences.

The Duke3D Build Docs written by Allen H. Blum III and Richard "Levelord" Gray, with additional documentation by Kenneth Silverman where used as a base. Edited text by Keith Schuler used. I've also used Usurper's own comments and descriptions from his Editart Guides. Ken Silverman went through his latest EDITART.C (from KEN-BUILD), and his recent comments are added.

KEY COMMANDS

 

KEYS FUNCTION
U / u

Use this to import a section of a 320*200*256 .BMP, .PCX, or .GIF.

SUBMENU: (Converting and Palette)

  • [ENTER] - Convert the image that is inside the rectangular selection rectangle to the BUILD palette.

  • [SPACE] - Convert the image that is inside the rectangular selection rectangle without remapping/changing the palette.

  • [P] / p - When selecting the sections of the image you want to use, and you press 'P' (after pressing 'U'), the palette of the current picture will become the palette used by BUILD. then the palette of BUILD can be replaced by the palette of the displayed picture.
  • [O] - Place the mouse cursor anywhere in the texture you want to
    grab and press 'O'. The texture must be drawn on a backdrop that uses the background color (255 - purple.) 'O' will grab the texture or sprite in an optimal way with no extra border on any of the four sides.

  • [END] - Grab/import the entire image, and automatically sizes the tile to the image. (if the tile size your importing to is smaller than the image).
PGUP and PGDN change picnum; Select tile to edit. (While in the 'V' iew submenu, this will move the screen by one page)
G / g Goto tile (type in tile #).
S / s Set cur tile dimens to 0x0; set dimensions (type it in), Re-size tile. X ranges from 0 to 1024, and Y ranges from 0 to 512.
ALT + 2 Set cur tile dimens to 32x32
Delete Short-cut key to set both the X and Y sizes to 0 , deleting the tile.
+ and - change picanm: number of animation frames, or animation type if pressing - when the value is at 0 (out of bounds).
Change the animation setting. (Default: NoAnm = 0.) To change the animation type, press [-] when the value is 0.

Example: If you want an object to have 4 tiles of animation, you can animate it in 4 different sequences: (0 is the current tile)
NoAnm=4 sequence: 0,0,0,0,0,0,0,0,0,0,0,... (no animation)
Oscis=4 sequence: 0,1,2,3,2,1,0,1,2,3,2,... (oscillate)
AnmFD=4 sequence: 0,1,2,3,0,1,2,3,0,1,2,... (forwards)
AnmBK=4 sequence: 0,-1,-2,-3,0,-1,-2,-3,... (backwards)
A / a show picanm animation; set speed with '-' / '+' while animating. There are 16 different animation speeds. The animation speed set here, sets it in BUILD and in the GAME too. (Speed is proportional to (totalclock>>animspeed)).
` / ~ adjust picanm center; allows you to center a sprite. Simply use the 'arrow keys' to get to the desired position.
N / n set tile name; Naming a tile changes the #define statement in NAMES.H. You should include NAMES.H when compiling so you can easily refer to sprites by name rather than by number.
O / o optimize tile size:
Optimize the size of an individual piece of artwork. Use this for tiles with invisible pixels on the sides. Removes transparency at edges while preserving picanm center position.
V / v

View and select a tile to edit; jump to tile.

SUBMENU: (Swapping and Moving)

  • [SPACE] - To swap two tiles simply press space bar on the first tile, then space bar on the second. (use 1,2,3 below).

  • [1.2.3] - To move/swap a group of tiles, press '1' on the first tile, press '2' to remember the region between where you pressed '1' and '2'. Press '3' at the place to where you want to move all the tiles.

  • [ALT+U] - Update script; Re-grab artwork from original pictures according to the CAPFIL.TXT script file. If you press 'ALT-U' in the main screen, everything will be re-grabbed. If you press 'ALT-U' in 'V' mode, then you should first select the range by pressing '1' and '2' on the range boundaries. Every PCX file gets put in tiles014.

  • [ALT+R] - Generate a Tile frequency report by scanning all maps in the directory with EDITART.EXE. Use in 'V' mode only.
F12 / B / b screen capture to PCX; Screen capture (saves image as a *.PCX file, starting as file name CAPTUR000.PCX and incrementing by 1 each time 'F12' is pressed.
ESC Quit.
CTRL + [ quits only because it generates an escape code in the DOS key handler. It is not intended functionality.

 

 

EXTRA KEY COMMANDS

If you actually want to do the artwork in EDITART or if you want to touch-up some imported art.

KEYS FUNCTION
C change every pixel matching color under pixel cursor to current color
Change all pixels on the tile having the same color under the graphics cursor to the selected color.
Arrows / Mouse Moves the pixel cursor.
Shift + Arrows change palette cursor by 1 (LR) or 32 (UD); Changes current color. (from the bottom right corner of screen).
, and . or < > Change the shade of the selected region. (SHIFT + , or .)  adjust shade of marked rectangular region by 1 or 32 (NOTE: Remember that EDITART was designed by me for me - i.e. KenBuild, which has exactly 8 groups of 32 colors).


Set the Range of effected area.
  • '1' to set the top left and use '2' to select the bottom right.

Different builds of editart have a different "default selection" range.   Duke Nukem Editart defaults to 32x16, Shadow Warrior editart defaults to 1 pixel, and a different one that's 64x64

 

Effecting More of the image.

  • You can set the range of the effected area by using '1' in the top left corner and '2' in the bottom right. This will affect the entire image rather than part of it.

 

Space Plots a pixel under the graphics cursor with the current color.
T / t Turn drawing trail on / off.  Move the mouse and it will leave a trail of pixels in the current drawing color.


Trail Fill
  • Hold left Mouse button.
  • Move the graphic cursor around with the arrow keys.
Tab set palette color to color under pixel cursor.
BACKSPACE set palette color to 255 (transparent)
F / f floodfill-follow color under pixel cursor, write current palette color Floodfill a region with the current color and with the current color as a boundary.
M / m paste tile from memory; to back up a tile into a temporary buffer in memory. 
It may be wise to press 'M' before a floodfill 'F' (because sometimes you miss encapsulating the region by 1 pixel, and the whole picture gets killed, etc...)
P / p copy tile to memory; restores from temporary memory buffer.
J / j junk: every ~16th random pixel matching color under pixel cursor set to current color.
Randomly plots dots of current color over any pixels having the same color as the color under the tile cursor. Random noise of the specified color.
/ halve captured rectangle size (low quality - nearest sampling) Region Half Size
* double captured rectangle size Region Double Size
[ unknown; Random antialias of colors in color band under graphics cursor. Stipple; Place the cursor over the color you want to stipple first.
] unknown; Non-random antialias of colors in color band under graphics cursor. Smooth; Place the cursor over the color you want to smooth first.
; unknown; 3-Dimentionalize an image. Makes colors in different rows of the color bar either appear to stick out or stick in to the wall.
' unknown; 3-Dimentionalize the other way.
R / r Rotate the tile in a specified direction; press an arrow key to rotate tile (pan with wrap-around).
1 First Range; mark 1st corner of rectangle to copy (doesn't need to be top-left). Mark the first corner of a rectangle for a copy/paste operation.
2 Second Range; mark 2nd corner of rectangle to copy, and capture to memory. Mark the other corner of a rectangle for a copy/paste operation.
3 paste rectangle (pixel cursor being top-left corner) Paste the selected rectangle (Note: You must press 1 and 2 in that order first before pressing 3. Pretty simple 1-2-3 for copy & paste)
4 flip captured rectangle horizontally, x-wise.
5 flip captured rectangle vertically, y-wise.
6 flip x&y axes of captured rectangle Swap the x and y coordinates of the copied rectangular region.
8 mix captured rectangle with similar size rectangle at pixel cursor (using transparency table)
\ center pixel cursor; Moves the cursor to the center or the tile.
|  show pixel coords; Get the coordinates of the cursor. (SHIFT + \)

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