===================================================================== *** Tempest's BUILD Tutorial *** Lesson 3 : Making swinging doors ===================================================================== Purpose: A tutorial on swinging doors in Duke Nukem 3D using Build. Step 1: Make a door opening. Choose some cool textures. Step 2: Now create a sector that is to be used as the door. Notice that the door sector is not connected to any other sector. Step 3: Move the door sector into position. Notice that the vertices of the door will not connect to the vertices of the wall. Make sure they aren't connected by moving the vertices around. Step 4: Give the door sector a Lo-tag value of 23. Now comes the crucial part. You will have to define a pivot point that the door will turn around. Create a sector effector sprite (sprite #2) and put it in a logical place. Remember that the door sector must rotate around the sector effector. The SE (Sector Effector) MUST BE INSIDE THE DOOR SECTOR!!! Do not put the SE on a door vertex, but near it. Undo grid locking by pressing 'L' in 2D-mode and move the SE as close as possible to a door vertex without going outside the door sector. If you want the door to open clockwise, make the SE point downwards. If the door needs to open counter-clockwise, make the SE point upwards. Use the < and > keys to rotate the sprite. That's it! You now have a swinging door! Add a Music & SFX sprite (sprite #5) for door sounds. In this example I made the M&SFX sprite Lo-tag and Hi-Tag values of 165. (Change the Lo-tag value by pressing 'Alt-T'. Use 'Alt-H' for changing the Hi-Tag value). NB: Your door is initially placed inside some sector. You must take care that the door stays inside this sector, even when opened! You will get strange effects when your door opens onto another sector than the one it was originally placed in. Beware!!! ===================================================================== Cho Yan Wong (aka Tempest) pwong@pobox.leidenuniv.nl http://www.wi.leidenuniv.nl/~cwong/myindex.html =====================================================================