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Text File
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1996-06-27
|
336KB
|
7,749 lines
.---- The Official --------------------------.
| |
| Bbbbb U U Ii l Ddddd |
| B b U U Ii l D d |
| B b U U Ii l D d |
| Bbbbb U U Ii l D d |
| B b U U Ii l D d |
| B b U U Ii l D d |
| Bbbbb uuuuuu Ii LLLLLL Ddddd |
| |
`--------------------------- F A Q v0.9 ----'
*******************
* ----------------- *
* TEST RELEASE v0.9 *
* ----------------- *
*******************
This FAQ has been written by Steffen "Duke Addict" Itterheim
with the help of all the people listed in the credits.
Send E-Mail to 100606.2141@compuserve.com or for Compuserve
members: 100606,2141
NOTE: For several reasons I made this another Test Release, feel free
to upload this FAQ in other areas though. But be aware that the final
version will change noticeably. It will have the _SE/_ST tutorial,
a sample map for certain other effects not covered in these maps
and I'll be rewriting most parts of the FAQ. Work on that has
already begun. But I'm not sure as to when it'll be released
because it's hard to say how much time I'll find to work on it in
the near future. Some sections aren't finished yet and some
descriptions are erroneous (I'm aware of that, it's nothing serious)
but I hope you'll like it anyway. :)
.==============.
| |
| CONTENTS |
| |
`~~~~~~~~~~~~~~'
.========.
| PREFIX |
`========'
(A) INTRODUCTION
(B) ADDING TO THE FAQ
(C) COPYRIGHT NOTICE
.========================.
| [1] GENERAL BUILD HELP |
`========================'
[1.01] BUILD BASICS
[1.01.1] -=> 2D Mode <=-
[1.01.2] -=> 3D Mode <=-
[1.02] How to load new levels into Duke?
[1.02.1] -=> How to make an episode <=-
[1.03] How to load Duke levels in BUILD?
[1.04] How to make sectors?
[1.05] How to delete lines?
[1.06] How to copy sectors?
[1.07] How to make a sector in a sector?
[1.08] How to change textures?
[1.09] How to shade textures?
[1.10] How to squeeze/stretch textures/sprites?
[1.11] How to rotate sprites?
[1.12] How to stop sprites from rotating?
[1.13] How to make skies?
[1.14] How to make slopes?
[1.15] How to define player starting positions?
[1.16] How to make things for Multiplayer mode only?
[1.17] Things you can do with the Palette...
[1.18] How to shade multiple sectors at once?
.=========================.
| [2] SPECIAL MAP OBJECTS |
`========================='
[2.01] What are Low-Tags and High-Tags (Lo-tags/Hi-Tags)?
[2.02] What are Sector Effectors?
[2.03] What are Locators?
[2.04] What are MUSICANDSFX sprites?
.==================.
| [3] LEVEL DESIGN |
`=================='
[3.01] How to make secret areas?
[3.02] How to make an end-level switch/sector?
[3.03] How to make doors?
[3.03.1] =-> Simple Doors (with sound) <=-
[3.03.2] =-> Swinging Doors <=-
[3.03.3] =-> Star Trek Doors <=-
[3.03.4] =-> Split Star Trek Doors <=-
[3.03.5] =-> Teeth Doors <=-
[3.03.6] =-> Auto closing Doors <=-
[3.03.7] =-> Locked Keycard Doors <=-
[3.03.8] =-> Doors with changing lights <=-
[3.04] How to make elevators?
[3.05] How to make dropping floors?
[3.06] How to make teleporters?
[3.07] How to make water?
[3.08] How to make one-sided walls?
[3.09] How to make masked walls/translucent textures?
[3.10] How to make force fields?
[3.11] How to make vents?
[3.12] How to make bridges?
[3.13] How to make overlapping sectors?
[3.14] How to make breaking glass windows?
[3.15] How to make mirrors?
[3.16] How to make security cameras?
[3.17] How to make playback cameras?
[3.18] How to make rotating sectors?
[3.19] How to make rotating gears?
[3.20] How to make conveyor belts?
[3.21] How to make exploding walls?
[3.22] How to make earthquakes?
[3.23] How to make a "subway"?
[3.24] How to make waves?
[3.25] How to make differently colored sectors?
[3.26] How to make light switches?
[3.27] How to make crushing ceilings?
[3.28] How to spawn monsters/items?
[3.29] How to make an object shooter?
[3.30] How to make ambient sounds?
[3.31] How to add your own SFX and music?
[3.32] How to add difficulty settings?
[3.33] How to make parallaxed walls?
[3.34] How to sever two connected sectors?
[3.35] How to make Duke's flying car/helicopter?
.=====================.
| [4] TROUBLESHOOTING |
`====================='
[4.01] I can't switch to 3D mode correctly in BUILD!
[4.02] I can't find !SE.TXT mentioned in BUILDHLP.EXE!
[4.03] BSETUP says "can't save"!
[4.04] BUILD using Network/Sound/Music/etc.
[4.05] Why can't I see the new insular sector?
[4.06] What to do when a sector ceiling matches the floor?
[4.07] I can't find KENBUILD.TXT mentioned in WAD2MAP.EXE!
[4.08] How MAPs can get corrupt...
[4.09] BUILD bug list
.================.
| [5] REFERENCES |
`================'
[5.01] Keyboard Commands Reference Chart
[5.01.1] -=> 2D Mode Keys <=-
[5.01.2] -=> 3D Mode Keys <=-
[5.01.3] -=> Note on ALT+(CTRL+) +/- <=-
[5.02] SECTOR EFFECTOR Reference
[5.03] SECTOR TAGS Reference
[5.04] Textures'n Tiles reference
[5.05] All Duke Nukem 3D sound effects
[5.06] MAP Authoring Template v2.0
[5.07] Palette colors reference
.================.
| [6] APPENDICES |
`================'
<=---------------------------------------------=>
| [6.01] THE DUKE NUKEM 3D TROUBLESHOOTER v1.5a |
<=---------------------------------------------=>
<=----------------------------=>
| [6.02] EDITART HELP DOCUMENT |
<=----------------------------=>
.================.
| [7] COMPLETION |
`================'
[7.01] The Credits!
[7.02] Revision History
[7.03] The End!
.============.
| |
| PREFIX |
| |
`~~~~~~~~~~~~'
.==================.
| (A) INTRODUCTION |
`=================='
Welcome to the Official Build FAQ!
This (F)requently (A)sked (Q)uestions document is supposed to aid people in
developing Duke Nukem 3D levels and getting used to the editor BUILD.
Doom/Heretic/Hexen editing skills shouldn't be required to learn Build, but
it's helpful to know at least the basics like sectors, walls and sprites and
how they're handled in the game. For the complete 3D game editing novice it'll
still be a hard thing to learn Build, but keep in mind that you would need a
lot more time to learn any other non-Build editor.
You can find BUILDFAQ.ZIP for download at many sites and forums, the latest
version can always be retrieved from Apogee's Compuserve forum (GO APOGEE).
NOTE: This is not a replacement for BUILDHLP.EXE !!!
Having read BUILDHLP.EXE is still highly recommended!
As of yet there's no real step-by-step tutorial for BUILD
in this FAQ. I recommend at least to print out the references
near the end of this FAQ, they will help you a lot if you have
them at hand while editing.
However, I believe this FAQ adds a great amount of help to
all those BUILD novices out there. It's still hard work, but
a lot easier to get the hang of BUILD. Have fun!
.=======================.
| (B) ADDING TO THE FAQ |
`======================='
Well, wherever you notice that there's something missing or you like to comment
on the FAQ, send e-mail to 100606.2141@compuserve.com or CIS: 100606,2141.
Especially if there's a gap somewhere or something hasn't been mentioned at
all and you know how that works or have at least a rough idea of it, write it
down and send it to me. I'll appreciate it! :)
Some things you should pay attention to before making any submission:
1) I prefer descriptions in the mail, NOT as a separate file - if possible.
2) If you're making sketches DO NOT USE TABS, use blank spaces instead.
I plan on including a tutorial for the sample maps _SE.MAP and
_ST.MAP. If you'd like to explain the functions in one or more
of these rooms, mail me which you want to work on and in which
map. I still miss any input on that topic, so please notify me
if you can describe one or more of these rooms!
Please note that all submissions to the FAQ become the property
of the author and that they may or may not be acknowleged.
By submitting to the FAQ, you grant permission for use of your
submission in this FAQ.
.======================.
| (C) COPYRIGHT NOTICE |
`======================'
The Official Build FAQ - Copyright 1996 by Steffen Itterheim
All rights reserved.
You can make copies of this FAQ and distribute them as long as:
1) the FAQ is complete and not modified.
2) it is distributed via electronic media and not put on cover CDs,
in magazines and the like without my prior written permission.
Distribution is limited to all Online Services, if you want to
distribute it in any other form you'll have to ask for permission.
3) there's no fee charged to get this file except for common online fees.
4) the filenames are kept in its original form:
zipped file: BUILDFAQ.ZIP
contents: BLDFAQxy.TXT (xy is the version number in Vx.y format)
FILE_ID.DIZ
5) you use the contents of FILE_ID.DIZ in the description or if it has to
be on one line use the following text (x.y being the correct version):
"The Official BUILD FAQ vx.y - compiled by Steffen Itterheim"
If you want to make printed copies of this FAQ, except for private use, you
have to ask for permission. Contact me at 100606.2141@compuserve.com or CIS:
100606,2141.
.============================.
| |
| [1] GENERAL BUILD HELP |
| |
`~~~~~~~~~~~~~~~~~~~~~~~~~~~~'
.=====================.
| [1.01] BUILD BASICS |
`====================='
---------------
[1.01.1] -=> 2D Mode <=-
---------------
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
2d mode is one half of the total editor. It is necessary to use 2d mode in
the construction of any map as it is 2d mode that is used to draw and modify
physical sectors. The screen in 2d mode displays the edit area (looks like a
grid), the command line (where menu's appear and where you'd type input when
needed, just to the right of the message: BUILD, By Ken Silverman), the
information area (displays pertinent information about selected objects), and
the statistics bar (includes cursor position and angle, and resource
information like used and total available sectors, walls and sprites).
The edit area is where most of your work in 2d mode is done. On the 2d mode
edit area you will see the following:
1) Grid: This is the graph-like series of lines that overlay the edit area.
The intersection points of these lines are the points on the grid that the
cursor will lock to when placing or moving objects like sprites and vertices.
2) Mouse Cursor: This is indicated by a red or white cross in the edit area
and can be moved with the mouse.
3) Player Position: This is from where your view would be in 3d mode. It
appears as a white arrow which points in the direction the view will face
in 3d mode.
4) Vertices: These are the endpoints of lines and the corners of sectors.
They are represented by small green boxes.
5) Lines/walls: Lines define walls and divisions between sectors. A white
line is a one sided wall that has valid player space on only one side,
while a red line is a two sided wall that has valid player space on both
sides.
6) Sectors: An area enclosed by white or red lines (or a combination of both)
is a sector. A sector can be made up of any number of lines/walls and can
take on any geometric shape.
7) Sprites: Sprites are objects in the game. They are represented by colored
dots with a long "tail." The tail points in the direction the Sprite is
facing (default: north).
8) Signs: Signs appear within sectors, along lines/walls, and over sprites
whenever those objects have been tagged with a palette, HiTag or LoTag
greater than zero.
9) Colors: There are color codes that are useful in determining the type of
effect that has been placed on the objects found in 2d mode. These color
codes vary depending on the object. Generally, a pink object (wall or
sprite) is a solid (impassable, blockable) object, and a double thickness
pink/blue line is also attributed as having "HitScan." A red cursor appears
when grid locking is on, and a white one appears when grid locking is off.
A white line is a one sided wall, while red lines have two sides.
Note: While a line is pink, it will not also indicate visually in red as
being a two sided wall as it is assumed that only two sided walls can be
made to be blockable.
***Editing in 2d mode:
Mouse: Movement of the mouse will position the cursor in the edit area window.
Left button-Click: Used to select an object.
Left button-Click and drag: Used to manipulate a vertex or sprite.
Dragging the mouse with the left click held will
move the nearest object with the mouse cursor.
Right button-Click: Used to place the Player Position Cursor.
Right button-Click and drag: Used to move the Player Position Cursor as you
move the mouse.
Keyboard: Most commands are initiated with the keyboard. The following is a
--------- list of commands available in 2d mode. Note: a command that starts
with "Num" is only activated with the numeric keypad.
Esc: Gives you the file menu with the following commands: New, Load,
Save, Save as, and Quit.
New: Starts a new map (asks for confirmation).
Load: Loads a map from the list of all maps found in edit directory.
Loading a new map will not give you an automatic opportunity
to save current work as in most applications.
Save: Saves whatever map youÆre working on as its current title.
Un-named maps will be saved as "NEWBOARD.MAP".
Save as: Allows you to choose a file name for the map you are working on
and saves it as that filename. It is not required that you use
the .map extension when naming your file. Also, using this
feature to save a map that already exists with that name will
automatically overwrite the file without a warning.
Quit: Will allow you to escape to the operating system. An option of
saving your work is given after you confirm your desire to exit
BUILD.
NumEnter: Toggles mode from 2d to 3d.
Arrow Keys: Used to turn and move the Player Position Cursor (white arrow).
Left-Alt: Used with arrow keys to strafe the Player Position Cursor left
or right. [Note: The default key in BSETUP for strafing is
Right-CTRL]
Left-Shift: Used to increase the movement speed of the Player Position
Cursor. Hold left-shift while using the cursors for movement.
Right Shift: Hold this key as you drag the mouse (left click and hold) to
select a group of vertices for movement. Selected objects will
blink. You may then move all of the selected objects as one
by clicking and dragging any of the highlighted objects.
Right Alt: Another group selection tool that can be used for duplicating
sectors, or moving them around. Used exactly like "Right Shift".
When objects are selected in this way the selected objects are
indicated with sectors filled in with diagonal flashing lines.
Space: Used to place vertices when drawing sectors. The space bar
will always create a new vertex unless the mouse is directly
over an existing vertex when it is pressed. There are other
conditions that will prevent a newly placed vertex to share or
link with an existing vertex including but not limited to
non-grid locking mode, and trying to build a sector in sector
that meets the outer sector at only one (starting) vertex.
Backspace: Use the backspace when drawing new sectors (spacebar) to remove
the last vertex you placed. You can use multiple backspace
keypresses to completely undo the sector creation.
Insert: Inserts a new point along an already existing line when the
mouse cursor has highlighted the line. Also can be used to
copy or duplicate a group of sectors that have been selected
with the "Right Alt" key.
Delete: Used to delete sprites.
Scroll Lock: Used to set the starting position for Duke in game mode.
A brown arrow (similar to player position cursor) is left
wherever the player position cursor was placed.
A: Used to zoom in on the map (higher detail, less view area).
Z: Used to zoom out on the map (lower detail, more view area).
G: Used to cycle through the various grid resolutions. There are
six different settings from no grid to 16x. The default size
is 4x and each size is exponential (twice the next size in area).
L: Used to toggle "grid locking". When grid locking is on the
mouse cursor is red and all objects will snap to grid points.
When grid locking is off the mouse cursor is white and all
objects will float free (true placement).
J: Used to join two sectors. Press J once over first sector and
a second time over the second sector you wish to join.
RightCtrlDelete Used to delete sectors. Recommend saving map before attempting
sector deletes.
Alt-S: Used inside a white walled sector to create valid player space
on both sides. This command will turn the walls of a newly
placed sector in a sector with red lines.
S: Drops a sprite at the mouse cursor position.
B: Sets "Blocking" on walls and sprites under the mouse cursor.
Object will now appear pink.
Alt-F: Use Alt-F to set the "first wall" of a sector. The "first wall"
is used in determining the pivot point for angled floors and
ceilings in 3d mode. Also, the floor and ceiling textures align
themselves from the "first wall" if "relative alignment" mode
is on (press R on floor/ceiling).
The "first wall" also plays an important role in the creation
of certain effects like the exploding walls.
C: Change a line into a circle. After first press move the mouse
to choose the size of the circle, use -/+ to change the number
of vertices around the circle. Press "C" again to cancel the
selection or use SpaceBar to change the map by adding the
circled line.
T: Use inside of a sector to add a "LoTag" to that sector. You
will then input your LoTag value in the "Command Line" window
(center of screen). Use this command again if you wish to
change your LoTag value.
Alt-T: Use to add a "LoTag" to a sprite or wall. Use the mouse to
highlight the sprite or wall you desire to change the
"LoTag" for.
H: Used inside of a sector to add a "HiTag" to that sector.
Alt-H: Used to affect "HiTag" for sprites and walls.
E: Change a spriteÆs status list number. [Note: shouldn't be used]
< and > Changes the angle of a sprite. Use the mouse cursor to
highlight the sprite first.
Shift < or >: Changes the angles of sprites in smaller increments.
Ctrl-T Turn tag boxes on/off. Useful when fine tuning the position
of many closely grouped sprites. The demolition triggers in
E1M2 come to mind as being a good example of an area where
turning tag boxes off must have been mandatory to correctly
position the sprites in 2d mode.
Tab: Use this key to display the attributes of a sector. Attributes
appear in the information window.
Alt-Tab: Used to see the attributes of sprites and walls.
[ and ] Used to search backwards and forwards for a specific sector or
wall. Select the tags to search with F8 for walls or F9 for
sectors. If an object is found the cursor will jump to one of
the points of that object.
Enter: Displays "Highlighted line pointers checked" [has no function]
æM: This brings up a memory status window. This has been reported
to cause problems with BUILD and there is no real reason to use
this key. [Note: In most cases BUILD will crash the next time
you try to switch to 3D mode after using this key]
æ3: This useful command will change the way tag signs are displayed
in the following way:
0: No tags displayed
1: Sector tags only
2: Wall tags only
3: Sprite tags only
4: All tags
5: Item tags only
6: Shows only current sprite tags (highlighted sprite).
F2-F4: Affects the Player Position by tiny increments. No apparent use.
F5: If cursor is in a valid sector a number of map statistics will
be shown. Blue numbers are those that are only found in
Dukematch mode.
F6: Shows more information about your map included the number of
monsters.
F8: Used with [ and ] for wall searches.
F9: Used with [ and ] for sector searches.
F10: Affects the angle of the Player Position by tiny increments.
F11: Unknown, Displays "Grabbed wall sprite/picnum #"
F12: Will save a PCX screen shot of current view. Recommend grid
turned off before use.
Duke Addict 100606.2141@Compuserve.com
--------------------------------------
This is just a rough insight into BUILD editing basics. I'm sure that there
are things missing or the descriptions may be a bit short. But on the other
hand I tried to focus on things not mentioned in BUILDHLP.EXE. This is sort
of an add-on to the official help file.
The 2D editing mode is a top view of your level. It only displays the lines,
vertexes and sprites without any textures nor shading or similar stuff. In 2D
mode you will create the basic layout, the form of your level and place
sprites.
When you start a new Map (in BUILD referred to as "Board") you will see a
purple crosshair like the one in Duke, some gray lines (the grid) and a white
arrow. This arrow is your current position, you can change it by clicking
the right mouse button anywhere on the map. This white arrow also helps you
to define the single player starting position. Move the arrow (by either
clicking the right mouse button or using the arrow keys) to the desired
location and let it face the desired position. Now press "Scroll Lock" on
your keyboard (left to the "Pause" key) and you've just set your player's
starting position. This starting position is displayed as a brown arrow, but
you can't see it right now because the white arrow covers it.
By pressing A respectively Z you can zoom in and out in 2D mode.
For now I recommend you to load a small map which you know, I'd say E1L1.MAP.
I think most of us know this level by heart! :)
(Btw, you can extract maps from DUKE3D.GRP by using KEXTRACT.EXE, extract all
*.MAP files.)
You will notice those square grey lines, this is the grid. The grid size can
be changed by pressing G. All vertices and sprites will align to this grid,
unless you didn't turn off Grid Locking by pressing L (not recommended).
At the bottom you can see an empty status bar, this can be later filled with
information by pressing TAB or ALT+TAB. This is only for advanced BUILDers.
By pressing SPACE you get into the sector drawing mode. A white line will now
follow your cursor movements. Press SPACE again to place a vertex. Try to
shape a regular, 6-sided sector. If you're ready to close the sector, move
your cursor over the first placed vertex, the one you began drawing at and
press SPACE. Sector editing mode will end and you have now formed your first
sector.
Vertices:
All lines start and end at a vertex, vertices are the most basic structure in
every map. You will see the vertices as small, green squares, always (!)
connected to a line (or the other way round <g>). Vertices form the shape
of a sector (a sector being a bunch of lines which form a closed shape).
Wherever a wall has a fold you'll find a vertex at this point. Of course there
are vertices on straight lines, now what are they used for? That's simple,
you can select only one texture per line, and if you want to make have a
straight line but more than one texture at that line you divide the line by
inserting one or more vertices, so you'll be able to assign different textures
to this straight line. You can insert new vertices into existing lines by
highlighting the line and pressing INSERT at the desired location. Note that
the new vertex will automatically snap to the grid, so it may move off the
position you wanted it to have. Don't turn Grid Locking off, this is no good
for vertices. You will see where this can be useful as you learn more but to
avoid frustration simply keep Grid Locking on, always. You can see whether
grid locking is on by looking at your cursor. If it's purple then grid locking
is turned on, if it's white it is off and you can move all vertices and
sprites freely. You can switch grid locking on and off by pressing L.
You can drag vertices the same way as sprites, highlight the vertex so that
it'll pulsate and press and hold the left mouse button, then move your mouse
and still keep holding the button. Release the button if your vertex is at the
desired location.
Sprites:
By pressing S you can insert a sprite. Your first sprite will look like a
small circle with a line attached to it. The line defines the direction the
sprite is facing. You can rotate the sprite with the , and . keys (< and >).
Note that not all sprites can be rotated, they will always face the same
direction in 3D mode - these sprites are always facing the player. Sprites
which can't be rotated (or better for which it doesn't matter which direction
they're facing) are things like the fire hydrant, trees, vases, guns and ammo
and a lot more. "Rotatable" sprites are all monster (also referred to as
actor) sprites. Sprites can also be rotated and placed somewhere in mid-air,
all bridges you can go under in Duke are formed out of tricky placed sprites.
The third form of sprites are flat sprites, mainly all sorts of textures. They
can be pasted on walls to form posters, switches, text and a lot more things.
After changing sprites in 3D mode to something sensible you will notice that
most of the sprites have names in 2D mode, so you can recognize them more
easily, but only if you zoom in close enough. Some will even carry numbers,
these are the sprite's High-tag (hitag - the first digit) and Low-tag (lotag -
the second digit) values. Their function will be explained later.
You will notice that when zooming out the sprite's description and tags will
disappear and if you zoom further the sprites itself will also disappear. This
effect is quite useful in large maps where you could probably see thousands
of sprites at once, so they're simply not displayed if you zoom far enough.
I think you can imagine that displaying thousands of sprites would make BUILD
very, very slow. :)
You can drag around sprites by moving your crosshair (I will refer to it as
cursor) near to the sprite and then holding the left mouse button and
dragging the sprite. You will notice that the sprite will be highlighted if
your cursor comes close, it'll pulsate fast between two colors. You may also
notice that this happens to lines as well. As a matter of fact, one line will
always pulsate as well although you wanted to select this sprite. Don't worry,
if your sprite is pulsating you won't drag the line (in fact, you can't drag
lines anyway, only vertices). You will notice that if your sprite is somewhere
near a vertex that either the sprite or the vertex will pulsate. So you will
either drag the vertex or the sprite.
If you get close to a sprite and it doesn't pulsate then there are two or more
sprites at the same position facing the same direction.
It happened to me that after moving a switch or similar sprite away from a wall
it wouldn't go back to that wall, it always remained at the next closest grid
line. You can easily paste such a sprite to the next wall, in the opposite
direction the sprite is facing, by pressing O when the sprite is selected.
If you have this problem with sprites hanging in mid-air you can align them
to the floor or ceiling if you're in 3D mode. Point at the sprite and press
either CTRL+PGUP or CTRL+PGDN.
Lines:
You can't do much with lines in 2D mode. You can't move them around, this is
done by dragging the vertices of a line. There are only a few things you can
do, for example highlight a red line and press B. You will notice that the
line turns purple. This means you can't no longer walk over this line, even
if there's no big height difference between the two sectors nor a texture.
It is blocked. This is mostly used for windows the player shouldn't be allowed
to go through. Now I think I'll have to explain the difference between red
and white lines. The white lines resemble "solid walls", they can't be crossed
by the player even if you did not explicitly block them. One side of the wall
faces the sector it helps to form, this side of the wall can have textures and
contains valid player space. The other side can't be seen, this white wall
can be seen as a separation line between valid player space and NULL space,
space where the player will never be able to get to. White lines are also
often referred to as single-sided lines. Now you can probably imagine what
red lines are. They're connection lines between two sectors, they have two
sides and thus can be approached from two sides (thus the synonym two-sided
line). A good example for red lines is a window or a door.
If you zoom close enough you will notice a small white dot on highlighted red
lines, this is an indicator for where your vertex would be inserted if you'd
wanted to insert one by pressing the INSERT key.
Sometimes it appears that lines (and sprites as well) have thick lines. This
is not a bug but represents the hitscan state of the line. If the line is
thick it will block shots. Press H to toggle hitscan on and off.
Sectors:
Sectors are made up of lines, each sector is a closed polygon containing
valid player space (this also implies sectors whose ceiling is lowered to the
floor, although Duke can't enter this sector it is valid space; you can clip
through that in BUILD's 3D mode). There's not much you can do with sectors
in BUILD, you can copy them by selecting one or more sectors with the Right
ALT key. Hold it and move the mouse while holding down the left mouse button,
then press INSERT to copy the selected sector(s) and move your mouse to the
new location of the sectors.
---------------
[1.01.2] -=> 3D Mode <=-
---------------
Duke Addict 100606,2141
-----------------------
Press ENTER on the *keypad* to switch to 3D mode.
Your current position must be in a sector or Build won't switch to 3D mode.
I recommend that you load E1L1.MAP first so that you'll have something to
look at. ;)
You'll notice that everything seems to be like in the game, except that there's
no status bar and weapons and in the level are many strange sprites which don't
appear in the game. But first you need to know that you can walk around like
in Duke while your mouse controls the white cursor. Moving that cursor over a
wall or floor texture or a sprite means that you selected this thing. For
example point at any texture or sprite and press V twice. You will now be able
to select a different texture for this wall/sprite. Note that by changing a
sprite's texture you also change its behavior. If you change a liztroop to
a trashcan texture it'll behave like a trashcan as well. If you change it to
a simple wall texture you'll see a weird piece of texture rotating in air.
But you could also try to paste it on the floor, press R repeatedly to see
what you can get. Also try to press O, the sprite will then be pushed back
and pasted onto the wall.
On the topleft corner you can see the frames per second which Build can display
in this resolution while looking at the momentary direction. Always remember
the Levelord's words: "Framerate is god!". If the value drops below 15 the
motion is jerky, everything below 10 is hardly playable. But note that if
you're editing in 640x480 your framerate will be significantly higher if you
actually play it in 320x200 mode.
In 3D mode you can also change sector floor and ceiling heights, simply point
at a floor or ceiling and press PGUP or PGDN. If you hold down the left mouse
button before pressing PGUP/PGDN you will be able to keep raising a ceiling
for example even if it's no longer on the screen. This left mouse button
feature is very useful, sort of an "editing lock" on the selected object.
This also applies to slopes. By pressing [ or ] while pointing at a floor or
ceiling you can slope it. You can change the sloping direction by pointing at
one of the sector's walls and press ALT+F. If nothing happens or it's still
the wrong direction try another wall. You will understand this ALT+F key
better after reading through the other chapters.
You know by reading BUILDHLP.EXE how to move up and down but you can also look
up and down. Simply press CTRL+A or CTRL+Z.
Another thing you should know is that by pressing E you can make floor/
ceiling textures look more detailed (smaller). Press E again to switch back
to the normal size floor/ceiling texture.
.==========================================.
| [1.02] How to load new levels into Duke? |
`=========================================='
Craig Hubbard 102344,2235
-------------------------
One way is to run setup and choose "Select User Level." You'll be shown all
the available .map files.
Duke Addict 100606,2141
-----------------------
Use the command line parameter "MAP" to load new levels. Assuming you'd like
to play a level named MYFIRST.MAP type the following:
DUKE3D MAP MYFIRST
Note that the extension .MAP can be omitted and the parameter MAP does not
need any preceding / or - .
------------------------------
[1.02.1] -=> How to make an episode <=-
------------------------------
Duke Addict 100606,2141
-----------------------
To make an episode (level after level) you'll have to rename your levels to
ExLy.MAP format, whereas x stands for the episode (1-3) and y for the level
number (1-11). If you plan to replace all six levels in the first episode
then rename your levels to E1L1.MAP, E1L2.MAP, E1L3.MAP and so on and put them
in your Duke3D directory.
For the freaks out there: you can change the level names by editing the USER.CON
file.
Phantom 72734,2553
------------------
You can even change the level names in user.con and start the game as you
normally would. The new level name will replace the original as long as the
the new map file is in your duke3d directory. You can also change the names
of the midi files for each level. Rearrange them or add new ones. I used a
midi file of the theme from "Mission Impossible" and a few others and they
all worked fine <g>.
.==========================================.
| [1.03] How to load Duke levels in BUILD? |
`=========================================='
Craig Hubbard 102344,2235
-------------------------
Type "kextract duke3d.grp *.map" at the DOS prompt and you will be rewarded.
Duke Addict 100606,2141
-----------------------
Use the KEXTRACT utility to extract all *.MAP files from DUKE3D.GRP and then
load BUILD and choose one of the extracted levels to load. Their naming scheme
looks like this: ExLyy.MAP (whereas x is the episode number 1-3 and yy the
level number 1-11).
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
In the \goodies\build directory of your Duke 3D CD, there is a program called
KEXTRACT. Copy it to your Duke 3D directory and use the following command:
KEXTRACT DUKE3D.GRP *.MAP
This will extract all the original levels. Look at them and see how much
work was put into them...boy! :)
.=============================.
| [1.04] How to make sectors? |
`============================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
First, make sure you are in 2D mode. (Since you've read BUILDHLP,
you know how to get there) Position the cursor somewhere on the
grid. BUILD automatically starts you out in the lower-right corner.
You shouldn't worry about this.....yet. Press the space bar to enter
line-draw mode. Move the mouse around, see what happens. Nothing
special, except that when you press the space bar again, this is where
the next line will start. For now, we'll just make a square room.
If you want, when you're done, you can position the cursor on one of
the vertexes, hold the left mouse button and drag the vertex around
to change how the room looks. Next, place the arrow somewhere in
the room, and press scroll lock. This puts the starting point in.
Pardon my artwork, but it should look something like this:
_____________________________ The -'s and :'s represent the lines,
: : and the --> is your starting point.
: :
: --> :
: :
:____________________________:
At this point, you can save and run your level. Pretty cool, huh?
.=============================.
| [1.05] How to delete lines? |
`============================='
Eric C. Reuter 74567,1510
-------------------------
To delete a line, drag the vertices on top of each other and the node will be
deleted. If you inadvertantly connect 2 white walls with 2 parallel lines,
lets say; maybe your trying to make a door sector or such. You realize you
don't want that sector there, but if you drag the vertices (that are on the
white walls, actually) you will drag the white wall lines with you, which is
no good, of course. You can delete the sector by joining it with a neigboring
sector. Place the cursor on sector outside of the one you dont want, hit "J".
Move to the offending sector, hit "J" again. Sectors will be combined with
the same floor and ceiling heights, and the red line will dissapear. Vertices
will be left behind, however on the white sector walls.
.=============================.
| [1.06] How to copy sectors? |
`============================='
Eric C. Reuter 74567,1510
-------------------------
All right, this is tricky, but very doable. This can be a little buggy, even
when you do it correctly. You must FIRST draw a white sector "box", big enough
to contain your copied sector into, in the place you want it. You then take
the copied sector, with its now white walls, and drop it into this box. You
will need to match the number of nodes on the outside of your copied sector,
so inert enough on the white box you made to contain the copied ones. You
then drag each node of the enclosing box till they match up and join with the
copied sectors. If its done right, the lines will turn red.
You can copy sectors by holding down the right alt key and holding down the
left mouse button and dragging a box around the sector. It will highlite. You
can then press INSERT while holding the left mouse button. Keep holding it
and drag it to its new location, if you forget to keep holding the mouse
button while pressing insert you will have a nasty problem of 2 sectors
directly overlapping each other. You can't just drag the sector anywhere, you
need to create a white wall sector within the sector you want to copy the
sector or group of sectors into. you place the sector copy within this white
wall sector and then drag the nodes / vertices of the white sector in to
connect to the copied sectors nodes. Obviously if the copied sector has 12
nodes, you will need to insert nodes on your white sector so that you can
drag them together.
It would be nice to just "drag and drop". A "template" is not really required,
just a big enough "box" to hold the copied sectors. I just add the needed
nodes to the outer box after I've copied in the sectors. Then I just drag the
points from the white walled "box" into the copied sectors's nodes, pretty
much as I add them.
Levelord 74722,2520
-------------------
[About the sector copy problem:]
>> An easy example of this is to just paint a sector [A]. In the middle of it
create another sector [B] and make it a player space (ALT-S), and raise it a bit
from the floor. If you now try copying this inner sector [B] to somewehere else
in the same outer entity [A], the new sector [C] becomes a non-player space
sector (white lines) that cannot be converted into a player space. Furthermore,
quite often this seems to corrupt the map itself ! <<
...here's what he is doing wrong - before he makes a copy of the inner
sector [B], he MUST make a white wall sector [D], also inside sector [A] that
the copy of [B] (aka [C]) can fit into. Then he can copy and move the new
sector [C] into the non-player space of sector [D]. Sector [D] must be the
exact same size as [C]. Get it?
Neil Fawcett NEIL@mcs.co.uk
---------------------------
If the sector you are copying is a player space (red-lines) then you must copy
the duplicate sector into an empty sector that matches it perfectly in size and
positions of its vertices. (I'm called this sector a "shell" !)
Try the following example...
1) Paint a sector [A].
2) Paint another small sector [B] in it and make it a player space (Alt-S it).
Go into 3D mode and raise it slightly so you can at least see it !
3) Create another sector [C] somewhere else in [A] that is identical in shape to
[B] and has all its vertices in the same places etc. DONT DO ANYTHING ELSE
WITH IT - LEAVE IT AS A NON PLAYER SPACE !
4) Now copy sector [B] and move the copy directly into [C]. Amazing... you have
now made a copy of [B] ! Go into 3d mode and you can see two identical inner
sectors.
Note: You will need grid locking on, and the vertices to be on this grid
to get the vertices to join.
5) Let out a huge sigh of relief !
So basically in order to copy a sector you must have of first created a "shell"
sector which is identical in shape and vertices to the original. Then you copy
the original sector and place the copy in this "shell".
If [B] had other sectors painted in it of any type (player or non-player) these
would also appear correctly ! YOU DO NOT NEED TO WORRY ABOUT THESE IN THE
DESTINATION SECTOR ! Try the above example again but this time with a couple of
other sectors in [B]. Try both a player (red lines) and non-player (white lines)
in it for example.
Now the fun really start when you have a complicated outer player space sector
which is, say for example, made up of 20 vertices all over the place. How do you
create a destination sector ("shell") which is exactly the same size and shape ?
Ok try this example:
1) Paint a Sector [A].
2) Paint another small sector [B] in it and make it a player space (Alt-S it).
Go into 3D mode and raise it slightly so you can at least see it !
3) Copy sector [B] to somewhere else in [A] creating a new sector [C]. This
sector suffers from the problems we have all encountered:- it is a non-player
space and cannot be converted etc...
4) To get over this paint a new sector [D] roughly around [C]. Not covering it,
but just roughly around it leaving some space between the two. After this
you should have a non-player space sector [C] (a duplicate of [B])
surrounded by another non-player space sector [D]. This is basically
our "shell" sector again.
5) Make sure that you have the same number of vertices in [D] as [C] and then
one by one drag each vertex of [D] onto the corresponding vertex of [C].
As you do this you should see each line of [C] becoming a two sided line
(red line). Note: You will need grid locking on to get the vertices to match.
6) Once you have done this [D] should have disappeared and [C] should now be a
true copy of [B].
This isn't as complicated as it sounds. However, if the sector you are
duplicating doesn't fit nicely onto the grid then you will probably have to
adjust the duplicated version in order to do the above techniques.
Once its been converted back to a player space (red-lines) you can then worry
about reshaping it back to how it should be.
I've messed around with this for a couple of hours and haven't encountered any
problems yet.
.==========================================.
| [1.07] How to make a sector in a sector? |
`=========================================='
Eric C. Reuter 74567,3307
-------------------------
Connect your lines to make your sector in 2D mode. Put the cursor within
the new sector's boundaries and try ALT-S to make it a red sector. It will
have the same foor and ceiling texture as the surrounding sector, so in 3D
mode you won't see it until you highlite the area and either lower or raise
the floor / ceiling or increase / decrease the brightness. Once you've "got
it", you can change textures etc.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
If we wanted to make and elevated surface in the middle of
the room for absolutely no reason other than to learn how, we would
place the cursor somewhere inside our sector, and draw a new box.
We'll call the box you just made "BOX B" and the other will be "BOX A"
It should look something like this:
________________________________
: ________________________ :
: : : :
: : BOX B : :
: : : :
: :______________________: :
: BOX A :
:_______________________________:
Now, click on the outer portion, and enter 3D mode. Notice what it
did. You now have the new box as walls facing outward, and you can't
go in the box that you made. It's just walls. We could leave it like
that, but we want an elevated platform, right? So, go back into 2D
mode. Place the cursor inside BOX B. Now, hit ALT+S. Notice that
the lines that make up BOX B have turned red. This means that those
walls are "Two sided walls", and the box inside has now turned into
what is called "Valid player space". Go into 3D Mode, and watch what
happened. The room should look exactly like our one-sector room did.
Go into 3D mode now, and point the mouse at BOX B. To make BOX B
elevate, use the PAGE UP and PAGE DOWN keys. Try it with BOX B's
floor and ceiling, along with BOX A's floor and ceiling. Our surface
is now elevated.
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
Sector in sector can be used for infinite purposes, but is in general needed
when you'd like to add a feature to an already built room.
Such features include raised floors or lowered ceilings, trigger sectors for
sector effectors, musicsfx and other special sprites (explained later), or
confined areas for monsters.
The easiest way to build a sector within a sector is to draw a normal sector
within a sector you've already created. This is accomplished in 2d mode with
the space bar and mouse. Each press of the mouse will create a new vertex
for your sector and to complete your sector you'd place the final vertex over
the first vertex you placed (you must be in grid locking mode <L key> for
this to work).
After the sector is created, you'll notice the walls are white. This new
sector is "invalid player space." That means that nothing exists in the
center of your sector. You have, in essence, created a gap of nothingness
within your previous sector. To make the sector in sector valid player
space, enter 2d mode and position the mouse cursor within your new sector.
Then, hit alt-s. You'll notice all of your lines have changed color from
white to red. Red lines are two sided walls that have "valid player space"
on either side. You may now affect that sector in sector as you wish in 3d
mode.
Also note that it is possible to create a sector in sector with "valid player
space" by simply drawing over your sector. In effect, you'll be placing the
same exact sector twice on top of the other. When finished with your second
placement of the sector all of the white lines will turn red.
.================================.
| [1.08] How to change textures? |
`================================'
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Point the mouse to the texture you want to change. Hit the 'V'
key. You will now have a screen with that ugly texture, and
you can go down and see the names of everything else. It's
like this because that's the only texture we've used. Later,
when we use more, the ones we use will show up automatically.
Anyway, for now, we want pictures. So go ahead and hit the 'V'
key again to get all of the items. Scroll down till you find
a cool texture, and hit enter. The wall has now changed textures.
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
To select a texture in 3d mode (not possible in 2d mode), you must first
position your mouse cursor over the texture you wish to change, then hit the
"V" key. The screen shown will contain all of the textures you've used thus
far in your map. If this is the first texture you've changed, there will only
be a single brown/gray brick wall to choose from.
To see the complete selection of textures, hit the "V" key a second time. This
will allow you to scroll around and select any of the available textures from
Duke3d or ones that you've created with Editart.
On the first texture screen, the numbers next to each texture show the number
of times that texture appears (# of walls) in your map. On the second texture
selection screen, the texture number and any notes are also displayed while
the cursor is over any given texture. Some textures have a message attached
to them (Door1, door2, mirror1, etc.), some are just pictures you'll have to
examine for yourself.
In texture view mode, you'll often see textures that are bordered by an ugly
pinkish color. In Duke3d this pink color is considered as "invisible." Most
textures with that pinkish border are meant to be used as sprites. The
exceptions are the mirrors, fans and grates, and force fields. Note: Although
you may place fans and grates at textures (example in E3M1) these are most
effective as sprites so that they can be animated and affected by the player
(shot and damaged).
.===============================.
| [1.09] How to shade textures? |
`==============================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Well, to make it darker, all you have to do is point at a
texture and hit the + and - keys on your numeric pad. To make
the whole room dark, just shade all the walls.
Duke Addict 100606,2141
-----------------------
You can change a sector's light level by shading the floor texture darker.
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
Shading of objects (textures, sprites and sector floors and ceilings) is
accomplished with the plus and minus keys (+/-) of the numeric keypad. In 3d
mode point the mouse cursor over the object you wish to change the light level
of and use the minus key (-) to lower the light level and the plus key (+) to
raise the light level.
Shading is often considered the most time consuming aspect of BUILDing for
beginners. To help in that end, a BUILDer may affect the shade of many areas
at once! This is accomplished by using 2d mode to group select an area
(Right-Shift, mouse drag, and Right-alt, mouse drag). Once the area is
selected, go into 3d mode and point the mouse cursor at any of the selected
areas. When affecting the shade of that sprite, or texture all of the linked
sprites and textures in your group select will also be affected!
.=================================================.
| [1.10] How to squeeze/stretch textures/sprites? |
`================================================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Texture panning is a great feature. You can scroll a
wall up and down, possibly to meet other textures on
either side. To do this, go into 3D mode. Point to
the texture you want to pan. Next, hold down the shift
key and use the arrows on the number pad to pan. Cool?
You can also shrink and enlarge the texture (this also
works for sprites) by using just the arrow keys. If you
ever totally mess up a wall, you can get it back by
pressing "/". If you like the way you panned or shrunk a
wall, you can hit the > key to do it all around.
.===============================.
| [1.11] How to rotate sprites? |
`==============================='
Dame' D. Lackaff 102404,2065
----------------------------
If you put the cross hair on the sprite, and press the '<' or '>' keys, you
can rotate the sprites, the 'TAIL' shows the front of the sprite. You can
press SHIFT + '<' or '>' to fine tune the sprite's position.
.===========================================.
| [1.12] How to stop sprites from rotating? |
`==========================================='
Craig Hubbard 102344,2235
-------------------------
Point at your vent of choice and press "R" to rotate it. This will flatten it
vertically so you can place it against a wall and it won't move. Hit "R"
twice for floor sprites (magazines, sewer covers, etc.). Hitting "R" the
third time will return the sprite to "normal" mode. :)
.===========================.
| [1.13] How to make skies? |
`==========================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
If you tried to change the ceiling to a sky, and it looked
all wrong, you can fix that very easily. In 3D mode, point
to the sky, and press the 'P' key. This is called parallaxing.
It makes the ceiling (or floor for a neat effect) look like it
arches and goes forever. Very cool stuff....
Duke Addict 100606,2141
-----------------------
Note that by pressing CTRL+P you can toggle between three different modes
of parallaxing. You'll have to see which produces the best effect.
.============================.
| [1.14] How to make slopes? |
`============================'
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Slopes are quite easy, actually. All you do is go into
3D mode and point at the wall/ceiling you want sloped. Then,
use the [ and ] keys to slope. That's it!
Duke Addict 100606,2141
-----------------------
Note that floor and ceiling slopes (in the same sector) are linked
together. It's not easy to explain, well you simply can't have the floor
slope facing west and the ceiling slope facing north. However they can
be differently sloped, so the floor slope can go down to the west and
the ceiling slope can go down as well or up. They don't need to have the
same slope gradient either.
You will notice that slopes first won't slope in that direction you want
them to go, you can control that by using ALT+F. Slopes always align to
a sector's first wall, and by pressing ALT+F while a line is highlighted
(or near below or above a wall in 3D mode) you can change the sector's
first wall to that wall. So the slope will face this wall. If it goes up
at one end where you want it to go down, simply slope it until it fits
your desired slope gradient, then use PGUP and PGDN to adjust the height.
By holding SHIFT while using the slope keys [ and ] you can fine adjust
the slope, for example to match a neighboring, non-orthogonal slope.
Eric C. Reuter 74567,3307
-------------------------
In 2D mode, put your cursor near the line of the sector you want the
slope to "pivot" from. Hit ALT-F to assign this as the "first wall". Then
you can go into 3D mode and use [ and ] to slope it from it's new origin.
.=================================================.
| [1.15] How to define player starting positions? |
`================================================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
To make co-op and Dukematch starting points, put a Duke sprite (his
initial frame) in your level. That would be a Dukematch start. To
make a co-op start, give Duke's sprite a Lotag of 1. Co-op starts
should all be at the beginning, with the player 1 start. Dukematch
starts should be where no player is at an advantage, i.e. near a
good weapon, etc.
Duke Addict 100606,2141
-----------------------
You can set the single player starting position by moving the white arrow to
the desired location (right mouse button and/or arrow keys) and then press
SCROLL LOCK (left to the PAUSE key). The single player starting position
can't be seen in 3D mode. In 2D mode it looks like your arrow but has a
brown color. You won't be able to see it after pressing SCROLL LOCK until
you moved the white arrow a little away from it. ;)
.======================================================.
| [1.16] How to make things for Multiplayer mode only? |
`======================================================'
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
To make an object appear only in Dukematch or Co-op play, go into
3D Mode. Point to the sprite with the cursor and hit the ALT+P
keys. (This is to change the palette) Type in '1' to make the
object "Dukematch-only". That's it!
.=================================================.
| [1.17] What things can you do with the Palette? |
`================================================='
??? unknown ???
---------------
You can do all sorts of cool things with palettes. Here are some specific
examples:
1) More bottles: Make it look like you have more types of booze by changing
the color pallete. I've found 13, 14, 17-20 give good effects depending on
the bottle.
2) Try 17-20 on the ooze filter and ceenine bottle to get new stuff.
3) All of the "chick" sprites have this stock blue color for their clothing
(as does one folding chair), palettes 10-20 changes the blue to other
colors.
4) Coloring the floor, try "2" for example, changes the light on Duke, nice
for a colored spot effect.
5) Palette 4 is all black (it may have some special use I don't know of yet).
Just playing around I took a dancer sprite, set her to "4", flattened her,
and stuck her on the outside of a window. Now it looks like she's a shadow.
6) Palette 7 has a strange "yellow" look that I don't remember seeing in the
game.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
To make colored lights, make a sector. Choose textures. Change the
palette number (use ALT+P) of the walls, ceiling, and floor to
a number from a list below. Next, add a sector effector. Change
the sector effector's palette, and give it a Lotag of 4.
The only palette numbers for lights that seem to work are:
1 = Blue
2 = Red
7 = Yellow
8 = Green
Duke Addict 100606,2141
-----------------------
Another neat effect you can get with the palette is a water tank, an aquarium
that is. You can view through the glass and see the underwater sector behind.
However, simply setting this sector to underwater (Lotag 2) doesn't work. You
also need to change the palette on all the textures of the sector which
should become the aquarium, change it to 1 and all textures will look like
as if they were underwater.
Andy Hall 101722,1034
---------------------
Changing the palette numbers of bad guys will not only change their colour
but will sometimes make them harder to kill. For example a Pig Cop takes two
shotgun blasts before he goes down; changing his pallette number to 10
(making him red) will increase his hit points to three shotgun blasts.
Phantom 72734,2553
------------------
Also, if you give the Trooper palette #21 it will become a captain with the
hand-held transporter. Use ALT+P to change a sprite's palette.
Christophe Gerbier 101530,662
-----------------------------
I have found that if you put a different palette to the sky, Duke can now go
out under a parallaxed sky with first textures [the first textures in a set]
without exploding. You can put a palette 3, which doesn't change the actuals
colors.
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
1) Use palette to change the color uniform of your monsters. A red
(palette 24) trooper is a super trooper that can teleport!
2) Use palette to choose code keys for locked doors (explained below).
3) Use palette 1 (blue) on a sprite to make it only appear in a dukematch.
4) Use palette 4 (special) to turn a sprite solid black.
5) Palette 6 is night vision.
6) Green palette (8) is used instead of palette 1 in water to make the
water look like slime.
7) Palettes 10-20 are used to affect the color of clothes on creatures.
Some also affect skin color. Experiment!
8) Key cards are created with palette 1 (blue card), 21 (red card), and
23, yellow card.
9) Most people notice that boss1 when killed in a user map will always
automatically end a level. Set boss1's palette to 21 to make him a
mini boss.
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
By simply changing the palette of the walls and floors and ceilings of
sectors, you can make those cool red and blue rooms like in the real game.
Simply press alt-p while highlighting the desired object's palette you
wish to change while in 3d mode. Then put in a number (1 or 2 for the
colored rooms). You can also do this on objects (but they are auto palette
converted if they are in a colored room). By setting weapons to a palette
of 1, they are placed in multiplayer mode only. You can also change the
colors of the enemies using numbers around 12 and in the teens. Instead
of a blue trooper, you can have a green or red one, but the skin color
doesn't change. When you use certain palette swaps, you'll notice that
the whole object changes color. You'll probably want to avoid this unless
you're trying to make some groovy 70's kind of pyschadelic level (did I spell
that right?) A cool effect is to take the waterdrip sprite and give it a
palette of 2 to make it red. Now you've got blood dripping from the ceiling.
Use it to make some cool carnage scenes.
.===============================================.
| [1.18] How to shade multiple sectors at once? |
`==============================================='
Allen H. Blum III Stryker@metronet.com
--------------------------------------
About shading the whole level at once, go into 2D mode and zoom out enough to
see the whole map. Then with the mouse, point to the upper left corner and hold
down the RIGHT-ALT key. Then while holding down that key drag the square over
the size of your map. This should make all the sectors flash with green lines.
Then go into 3D mode and when you shade one wall, they will all shade. You can
also do this with the visability ( RIGHT-ALT and KEYPAD + or - ). Then go to
2d and press the RIGHT-ALT key to get rid of the flashing.
.=============================.
| |
| [2] SPECIAL MAP OBJECTS |
| |
`~~~~~~~~~~~~~~~~~~~~~~~~~~~~~'
.----------------------------.
| !!! UNDER CONSTRUCTION !!! |
`----------------------------'
.===========================================================.
| [2.01] What are Low-Tags and High-Tags (Lo-tags/Hi-Tags)? |
`==========================================================='
NOTE from Duke Addict:
----------------------
These explanations of Hi- and Lotags are kind of vague, you should know
that there is no standard use for Hi- and Lotags, for example in some
cases you will need to set a Lo-Tag where normally you would think this
should be a Hitag. And for different sprites like MUSICANDSFX these tags
have different meanings, in this case the lotag defines the sound to be
played (see the sound reference section for a list of sounds) and the
hitag is used to define the maximum sound radius. This is for ambient
sounds, other's work differently.
You see, this can be very confusing, but don't be frustrated! As you get
the hang of it you will notice that this isn't too complicated. It's just
that there's no global definition for Hi- and Lotags, but they do follow
some basic rules which depend on which thing you assign a tag (sprite,
sector, wall).
Phantom 72734,2553
------------------
Low-tags define a sector/wall/sprite's characterisitcs - what it does in the
game. Ex: giving a sector a low-tag of 2 makes it underwater; a low-tag of 20
makes it a door that rises up into the ceiling.
Hi-tags are used to indentify sectors/walls/sprites. Ex: if you give 3
sectors a high-tag of 1 then all three will be affected by the same trigger -
let's say a wall switch.
Duke Addict 100606,2141
-----------------------
The tag values can be seen as connection tags (linking a switch to a door with
the same tag number for example) or as operating tags, for example a sector
tag of 20 would make that sector a basic door.
You can assign High- and Lowtags to every SPRITE, SECTOR and WALL. Normally
these tags are used for the "function" sprites like the Sector Effector.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
These are some of the hardest things to explain. I'm going
to explain it like this: Lotags are usually defined by the
game, and they describe how something is going to act. Lotags
can be changed by placing the cursor on what you want to change
and pressing 'T' for sectors, and 'ALT+T' for sprites. Hitags
are usually defined by the user. They explain where something
is going to go to, or what's going to activate it. For example,
it could be where a teleporter is going to teleport to, or what
switch a conveyor belt is going to stop for. Hitags are defined
by using 'H' key for sectors, and 'ALT+H' for sprites.
Vlad 100430,1502
----------------
The best solution is to look at the _se.map
Write down the effects you see for each effect number, and then go in
BUILD and load this map. You can try to figure out how the Sprites and
sector Low tag and Hi tag are used to make great effects using this and
the doc.
Each sprite, sector and wall in a level has a Lotag and a Hitag, by
changing these tags, you can create effects like doors, elevators and
water effects... To change these tags (in 2D mode);
press alt-T for sprite lotag, alt-H for sprite hitag, T for sector lotag
and H for sector hitag.
Sprites with same hitags (or sometimes lotags) are used in conjunction to
create effects. For a switch that open a door : you put a sprite of a
switch on a wall and give to this sprite a Lotag number of x (any number
not used for other effects) and this switch will activate a sprite called
ACTIVATOR with the same lotag number that must be in the door sector. This
ACTIVATOR will activate the sector Lotag that should be 20 for a door.
I hope you understand my confused explanation... But I think the best way
to learn all these effects is to give some try...based on the _se.map
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
The best description for tags is that they are used in BUILD to tell the game
engine what to do in special circumstances.
Tags are different for each type of sprite, wall or sector.
Sometimes, Hitags are used to link one sprite, wall or sector to another
sprite, wall or sector.
Sometimes a LoTag will tell duke3d to play a sound, or start an event.
Sometimes a tag will be a measure of time or distance.
Each special effect or event in Duke3d will use a special set of HiTags,
LoTags, sprites, walls and sectors.
Each of these special effects are listed below.
To set a LoTag or HiTag use the "T" or "H" key in a sector or "Alt-T" and
"Alt-H" on a sprite or wall. This is done usually in 2d mode.
.===================================.
| [2.02] What are Sector Effectors? |
`==================================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Sector effectors are just what the name says. They say what
will happen to a sector when you blow that crack, flip that
switch, open that door, or activate that touchplate. They
need Hitags and Lotags to go with them.
Duke Addict 100606,2141
-----------------------
A sector effector is simply a sprite, but a special one. It's texture
number is 1. Any sprite that will be given that texture will turn into a
so called sector effector. It's purpose is to operate something (see the
Sector Effector Reference) in the sector it is placed.
Place a sprite using the S key and then V to change its texture. Use texture
number 1, this is the Sector Effector sprite. You will notice that there are
more "useful" sprites beginning at texture number 1.
Phantom 72734,2553
------------------
Point the cursor at the area where you want to put it and hit the "S" key.
You should see a square with an "S" on it - that's the sector effector. Then
set the low-tag by pointing at the "S" at hitting ALT+T, and set the high-tag
byt hitting ALT+H. To use the proper low/high-tags you'll have to read the
build help file and see what tags are used to do whatever it is that you are
trying to do.
.===========================.
| [2.03] What are Locators? |
`==========================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Locators can determine where a Recon Control Vehicle goes
or where a subway turns or goes. You get the idea.
Duke Addict 100606,2141
-----------------------
Locators are also special sprites, they function as waypoints for subways
or the Recon Vehicles.
.======================================.
| [2.04] What are MUSICANDSFX sprites? |
`======================================'
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
One really good thing about Duke 3D is that YOU define the
sounds that a door, lift, or just about anything for that
matter makes. Use this to say what sound these things make
when used. Stuff like switches, teleporters, and other things
do NOT need this.
Duke Addict 100606,2141
-----------------------
There are three possible ways of using the MUSICANDSFX sprite:
As an activation sound: place it into a sector with a Lotag and the sound
will only be played if the sector's lotag function is activated. The sprite's
Lotag is the sound to be played (refer to the sound reference list).
As an ambient/background sound: simply place it in a sector with NO lotag
and give it an appropriate lotag. The hitag in this case defines the
maximum radius of the sound where it can still be heard.
As an echo effect: place it into a sector with no lotag. Give it a lotag
between 10000 and 10255. This determines the amount of echo.
In contrast to that you could also assign a sector a lotag of 10000 *plus*
the sound number to play a sound upon entering the sector. If you wanted to
repeat the sound change the hitag of the sector to the amount of repetitions.
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
Echo Effect:
To create a cool echo effect, place a MUSICANDSFX sprite in the desired
sector. Give it a hi-tag of the max. distance you can hear it from.
Set the lo-tag to a 1000 plus the amount of echo (from 0 - 255). So,
if you wanted a maximum echo, you would give it a lo-tag of 1255.
Activation Sound:
This is used with doors, lifts, etc. All you need is to place a MUSICANDSFX
sprite in the sector that is being activated. Then, everytime the sector's
lo-tag function is activated, the sound will play. The hi-tag and lo-tag
should be set to the sound you want to play when the sector starts and
stops (e.g. when a door opens and when a door closes).
.======================.
| |
| [3] LEVEL DESIGN |
| |
`~~~~~~~~~~~~~~~~~~~~~~'
.==================================.
| [3.01] How to make secret areas? |
`=================================='
Duke Addict 100606,2141
-----------------------
Simply assign the sector which should become a secret place a lotag of 32767.
It will then be regarded as "Secret place" if Duke enters that sector.
.================================================.
| [3.02] How to make an end-level switch/sector? |
`================================================'
Duke Addict 100606,2141
-----------------------
Sprites or sectors which have a Lotag of 65535 will end the level if you press
SPACE in front of it or enter it. However there seems to be a different end
level tag in E1L2 where the pig cops capture Duke at the end. This sector tag
is 65534, I'm not sure wether this includes a fixed delay or if it waits until
the sound referenced through the sector's hitag number has been played. I
assume the latter.
To make an end-level nuke button you need to assign the Nuke button (#142) a
lotag of 65535 to go to the next level, or a lotag of 0-10 to go to this
specific level. Change the palette of the button (ALT+P) to 14 to make it a
secret level exit button.
Some say that even 32767 as lotag of the Nukebutton works. I assume that the
lotag of the Nukebutton doesn't matter anyway if it's not 0-10, it'll end the
level in any case. I wonder if it'll try to warp you to level 20 if the lotag
is set to 19, anyone like to test it out? <g>
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
All you have to do for a Nukebutton is put the sprite (#142) on a
wall, and give it a Lotag of '32767'. Also, to end a level, put
a sectoreffector in a sector and give it a Lotag of '65535'. This
will end the level when the player walks on the sector.
.===========================.
| [3.03] How to make doors? |
`==========================='
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
All door are sectors that move in one way or another.
Some doors only move their floor or ceiling height (or both). Others actually
physically move the sector around a pivot point. Others still will shrink and
grow as they open and close.
Here are some general guidelines about door sectors and how to build them
without trouble.
1) Door sectors that work by moving floor and ceiling height may be attached
to nearby sectors (door tracks). These doors can share lines with as many
other sectors as you wish.
2) Door sectors that slide open and closed (shrinking and growing sectors)
must not be attached to more than two sectors. Typically, the side of the
door sector that will be sliding must have valid player space on either
side it's borders. It's corner vertices must not be linked to other sectors
on the side where the sector wall will be moving.
3) Door sectors that rotate around a hinge (SE 11) must not be attached to more
than two sectors. Only the pivot point corner (vertex) of the pivot door
sector can be linked to another sector's vertex. Swinging doors work best
when the corner vertices are not actually attached to neighboring sector's
vertices. That means that these doors work best as true sector in sector
areas.
4) Doors do not have to be rectangular in shape. BUILD will allow doors to
have walls that do not meet at 90 degree angles.
5) Doors are not limited to only 4 sides. You may create curved doors by
adding vertices to your door sectors. It is also possible to bend doors
around corners, fill circular holes with vertically opening doors, and
rotate doors with odd shapes.
6) Doors that physically move their sector location when opening and closing
do not like to cross other sectors.
7) There are also rare bugs with swinging doors under or over other levels
with lines across the door opening space.
---------------------------------
[3.03.1] =-> Simple Doors (with sound) <=-
---------------------------------
Craig Hubbard 102344,2235
-------------------------
My first word of advice: don't launch into a complicated level with lots of
b!tch!n' stuff or you'll end up frustrated. Practice effects and sector tags
with small test levels.
It's a good habit to set all your doors and windows in frames. In other
words, instead of creating a narrow sector between two rooms and having it
be the door, try creating a slightly wider sector and subdivide it into 3
narrow sectors. The middle one, which is wider than the other two, is the
door--it rises only to the height of the nearest ceiling, so you keep your
door frame at the desired height. Not only does it keep the whole front of
your building from moving whenever you open the door, it also emulates
real architecture--doors always come in frames. :)
For doors, make a room or corridor and subdivide it
with two red lines spaced fairly close together (your door). Point in between
them and hit "T" for sector tag. Type 20 (ceiling door) and hit enter.
Now, go to 3D mode and point at the ceiling. Click on it and hold down the
left mouse button. Hit PgDn until the ceiling touches the floor. Save your
level and run it. You've got your first door. The floor door works just the
opposite--raise the floor until it touches the ceiling. The split door makes
the two meet in the middle, etc. Don't worry about the more advanced doors
until you've got a feel for these basic ones.
Another tip: print out the DEFS.CON file for all the sound fx numbers. It
makes a big difference when your door makes a sound. :)
Put a MUSICANDSFX sprite in the door sector and assign one of the door sounds.
If you use a spacedoor sound, you'll have to add a GPSPEED sprite to slow
down the door (unless it's really huge). Try a speed of 96 for anything other
than the basics--166 and 167.
Eric C. Reuter 74567,3307
-------------------------
[Question: Don't they have to share walls? When I insert points on two nearby
sectors and create a third, "adjoining" sector, the walls become
red on the 2D map and disappear in 3D -- i.e., the new sector just
becomes a hall to walk down to get to the other sector.]
This new sector ("hallway") that you created can become the door. You first
should lower the ceiling till it meets the floor, then apply the appropriate
tag to the sector, and textures to the walls of your new door. I would
suggest not making the door sector to thick, or else it won't resemble a door
(D'oh)., would look more like a big ceiling "crusher" going up. This is a
simple explanation of a "Doom" style, up-opening door. If you find that your
textures are not moving with the door, go to 3D mode, highlite the offending
area with the mouse cursor, and press "o". This _should_ help. This will also
help if the "door tracks" on either side _are_ moving with the door, and
obviously you don't want them to. The "o" key toggles the texture's
orientation and "stickiness", as I call it. In Doom editors you would refer
to this as "pegged" or "unpegged".
Phantom 72734,2553
------------------
[Question: Don't they have to share walls? When I insert points on two nearby
sectors and create a third, "adjoining" sector, the walls become
red on the 2D map and disappear in 3D -- i.e., the new sector just
becomes a hall to walk down to get to the other sector.]
Yes they have to share a wall. The "hall" can be made into a door by giving
it a low-tag of "20" in the 2D mode. In 3D mode, use the left mouse button
and the page-down key to lower the ceiling of the hall so that it's at the
same level as the floor. Now when you walk up to the hall sector (in the
game) hit spacebar, or whatever you use to open doors, and the ceiling will
rise - that's your door. This only works for doors that open vertically -
swinging and sliding doors are done differently. I haven't taken the time to
mess around with them yet. To make it look like a real door, put another
thin sector on either side of the door sector and lower the ceilings a little.
That will make it look like the door is opening up into the wall (recessed)
instead of the entire wall moving. Also, use the "o" key to "peg" the door
jam so when the door slides up the jams don't move - looks more realistic.
Put the cursor over the inside walls (jam, or frame) of the door sector and
hit "o". Do the same thing for the outside walls of the door.
Emil R. Eisenhardt 72610,2100
-----------------------------
I figured out how to use a sector effector to make a door activate a sound
when opened. It is a lot easier than I thought, but I don't know exactly
what everything means:
After you have made a working door, go to 3D mode and place two sprites in
the door sector (you will need to use PageUp to open the door enough to put
the sprites inside).
One sprite should be the weird "S" which is on the first line of the texture
select mode. The other should be an "M" in the same font as the "S". Now
switch to 2D and position the cursor over the sprite representing the "S".
Now press LeftAlt-H, and type in "128". You have just chosen the high-tag for
the sprite. Now press LeftAlt-T and type in "10". That is the low-tag for
your "S". Now place your cursor over the sprite representing the "M". Press
LeftAlt-T and type in "166". You do not need to change the high-tag for the
"M". Now save your work and check it out. You should hear the sound of a
door opening when you open your door!
[Notes from Phantom 72734,2553]
>> you will need to use PageUp to open the door enough to put the sprites
inside <<
You can do that from the 2D mode more easily. Just position the cursor in the
door sector and hit "S".
The sector effector sprite "S" controls the door. The high-tag (128) is how
long the door stays open and the low-tag (10) makes the door close
automatically. If you change the high-tag to 64 the door will close faster.
The music sprite "M" controls the sound effect. You can try 74 for a good
door sound also. Look at the "defs.con" file for a listing of all the
different effects.
Andre Frey 100666,3361
----------------------
Draw two adjacent sectors, which later should be connected with a door.
Make it look like this:
--------- ---------
| |-| |
| 1 |3| 2 |
| |-| |
-------- ---------
You will connect these two sectors, placing 4 points (verticles) with INS
(Insert) on the adjacent white lines of each sector. This points, connected
together, will form sector 3, which is your upcoming door. Now you're drawing
your new sector by placing the cursor onto one of the newly inserted points,
and draw lines from point 1 through 4 pressing SPACE on each point. Upon
reaching point 1 again, the lines of sector 3 will turn red, indicating, they
now can be seen in the game from both sides. ( if you make a mistake, simply
hit BACKSPACE to delete all former lines drawed)
Now place your cursor (red cross) close to sector 3 and hit the _right_ mouse
button. The symbol of your player (white arrow) jumps now to that place. Now
you're changing into the 3D-mode from BUILD with KEYPAD ENTER(!) You now
should be in one of both rooms, facing the other room through the hole in the
wall. This hole is your sector 3, but not yet a door! Place the cursor
(little white cross) _exactly_ at the ceiling of the hole, >the space between<
the two walls.
This looks like this:
|------+------|
| |
| |
| |
The little + sign should indicate the little white cursor. To the left and
right are the two walls. Caution: Now you hold the _left_ MOUSE button
depressed and hit PG DN _once_. If the ceiling exactly _between_ the two walls
is moving downward, you've done right; if you missed the spot, either the
ceiling of sector 1 or 2 will move; then you will have to place the cursor
better. Well until now I've used far more then 3 sentences; shame on me... <bg>
OK; if you've hit the right spot, hold the left MOUSE button depressed and
keep hitting PG DN, _until_ the space between the two walls is completely(!)
closed. Now jump back to 2D-mode with KEYPAD ENTER and place the cursor (red
cross) in sector 3, the _now_ closed wall (door) Hit 'T' once; it will be
displayed your sector number (should be 3) and the LOW TAG status; still 0.
Change this number into 20 and save your map. (ESC, AS, NAME) Once more jump
into 3D mode and place your favorite door texture onto the now closed door,
which will move later in the game (note; it will _not_ move while you're in
BUILD; you've to load the map into DUKE first!) Place the cursor at the door
and hit once or twice ''V' choose your texture and hit ENTER. The texture is
now on your door, but still not aligned. You now can shrink or enlarge,
squeeze or stretch it with the KEYPAD numbers (2,4,6,8) until it fits well.
This must be done on both sides of the door....
Duval Magic 75567.473@compuserve.com
------------------------------------
This door is like the standard doors in DooM. The door is a sector between
two other sectors that determine the height of the door. A door is just a
sector who's ceiling is the same height as its floor, when opened the ceiling
raises to the height of a nearby sector. Before the sector's ceiling is
lowered to the floor it is important to add whatever sector effects are
required for the door to work. For a standard DooM type door, the sector
needs to be given a Sector LoTag of 20. This is done by hitting the "T" key
in 2d mode while the mouse pointer is within the sector that is to become a
door. You may add a Sector Effect Sprite (represented by Sprite #1, a large
"S") to cause the door to auto close after a time delay. The Sector Effect
Sprite must be given a LoTag of 10. This is done by hitting Alt-T in 2d mode
while the mouse is pointing at the Sector Effect Sprite. The HiTag of the
sprite will determine the delay of the closing operation. Set HiTag with
Alt-H while the mouse is pointing at the Sector Effect Sprite.
32 units = 1 second.
You may also give sound to your door by adding a MusicandSFX Sprite
(represented by Sprite #5, a large "M"). I suggest a LoTag of 166 for
typical door sound. Make sure the sector's ceiling is lowered to the floor
level after the Sprites have been placed, then save the map and try out your
door!
Tempest pwong@pobox.leidenuniv.nl
---------------------------------
Make a door opening. Choose some cool textures.
Move the ceiling of the door to the floor. Do this by aiming at the
wall or the ceiling of the door sector and pressing PgDn. If you
want the door to open without the walls also moving, press 'O' on
the sides of the wall. You'll notice that when you move the ceiling
up or down, that the walls move differently. In fact, they don't
move at all anymore.
Now that you have moved the ceiling of the door sector all the way
down to the floor, we're ready to make the door work.
For a door that opens up by moving upwards, you have to give the
door sector a Lo-tag value of 20. Do this by going to 2D-mode,
moving the mouse cursor to the door sector, press 'T' and then
enter the value "20". You'll see a white rectangle within the
sector with the text "0,20" in it. That's it!
If you want the door to make a sound, insert a Music & SFX sprite.
Insert a sprite in 2D-mode by pressing 'S'. In 3D-mode you'll have
to point to the floor and then press 'S'. Press 'V' twice to
get a listing of all sprites. Select the blue M, that's sprite #5.
You can press 'G' to select the sprite# to jump to. Move the
sprite inside the door sector and give it a Lo-tag value of 166
or any other sound you want for the door. Giving sprites a Lo-tag
value requires you to be in 2D-mode, moving the mouse cursor on
the sprite and then press 'Alt-T'.
Give the door a certain speed by adding a Speed-sprite (sprite#10).
It's Lo-tag value must be the speed of the door. I used 256 in
my example map.
You can make the door close after a while by adding a Sector
Effector sprite (sprite#2). The Lo-tag value must be 10. The
Hi-Tag value must be the time that the door waits before closing.
Give the SE (Sector Effector) a Hi-tag value by pressing 'Alt-H'
in 2D-mode.
Loach killer@raven.cybercomm.net
--------------------------------
STEP 1: Make a rectangle room or something
STEP 2: make a small rectangle off of the first one
Example:
____
_|____|_______
| |
| |
| Big room |
|______________|
STEP 3: Make a room on the other side of the door sector
____
| | <--- Other room
|____|
door ---> _|____|_______
| |
| |
| Big room |
|______________|
STEP 4: point in door sector and set HITAG: 0 LOTAG: 20
for a ceiling door there should be a gray tag: (0,20)
STEP 5: insert SECTOREFFECTOR sprite into door sector and set
HITAG: 128
LOTAG: 10
the HITAG number is the delay till the door closes.
STEP 6: Insert MUSIC&SFX sprite into door sector and HITAG: 0 LOTAG: 166
foor the standard door sound
STEP 7: lower celing of door sector to the floor
STEP 8: Select Textures.
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
This is a tough one, all ya need is a sector effector (only if you
want the door to auto-close) and a musicandsfx sprite. First make
a sector that you want to be a door. You should lower the ceiling of
the sector all the way to the floor, unless you're making some strange
door. Next place a sector effector and a musicandsfx sprite on the floor
inside the sector that is the door. Give the musicandsfx sprite a high
and lo-tag of whatever sounds you want played, and give the sector
effector a lo-tag of 10 and a hi-tag of the time delay you want on
the door before it auto-closes (I usually use 256). Next, give the
sector itself a lo-tag of 20 and you're all done! By pressing O on the
walls that are on the inside of the door you can toggle between them
moving when the door raises or not.
O O
O O
O O
*------------------------*
O MSFX SE O <--- The SE in the door is optional
*------------------------*
O O
O O
O O
O O
----------------------
[3.03.2] =-> Swinging Doors <=-
----------------------
Phantom 72734,2553
------------------
You need to make 2 sectors - one in between the two rooms and a smaller
sector (that will be the door) in front of the first one. Put a sector
effector at the top of the door sector where the hinge would be. Give the
door sector low-tag 23 and give the sector effector low-tag 11. Make sure
the sprite is in the corner of the door sector but not on a wall or vertex.
The door will pivot around that point. Add a musicsfx sprite and you're all
set. The angle determines the direction that the door opens. You'll have to
use "f", in 3D mode, to flip the wall texture on one side of the door.
Duval Magic 75567.473@compuserve.com
------------------------------------
To make a swinging door, you need to first make sure the door has room to
swing. A swinging door is a pair of sectors that will rotate on a pivot point
at one of the door sectors corners. You will need to make sure your door
sector is only sharing one vertex with adjacent walls. This is best done by
building a complete sector using only one vertex from each sector on either
side of your door, and dropping the other two vertexes a grid space away from
the walls on the side you'd like your doors to swing out from or into. Next,
insert a vertex on each side of your door sector at the line's mid point and
split the sector there. So, you should have two sectors attached to each
other that will be your door. Each half of that split sector will swing one
way. Beside your door sector should be the walls that surround the door that
are attached to the door by only one vertex on each side. I've noticed that
3dRealms has always added two extra vertexes on the walls on each side of the
door to meet up with the corners of the door sectors as they swing. I don't
think this is required, but presumably it has some effect on stability of the
door. Place a Sector Effect Sprite with a LoTag of 11 at the pivot points of
the swinging door. Set each door sector to a LoTag of 23. Use a matching
HiTag for each Sector Effect Sprite to have the doors open simultaneously.
Or, use an un-matching SE HiTag to have each half of the door open
independantly. Angle one of the SE Sprites up to rotate half of the door
clockwise, and the other SE Sprite should be facing down to rotate that half
of the door counter-clockwise. Use MusicandSFX Sprite HiTag and LoTag to set
door open and closing sound.
Tempest pwong@pobox.leidenuniv.nl
---------------------------------
Make a door opening. Choose some cool textures.
Now create a sector that is to be used as the door.
Notice that the door sector is not connected to any other sector.
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.
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).
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!!!
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
These are EXTREMELY hard at first, but when you know how, you can
do it with the snap of a finger. I recommend you follow these
directions and make your own before you look at the example, because
the example is very confusing.
STEP 1: Make the following sectors:
_____________________
: :
: :
: :__________
: : :
: A : B :
: : :
: :_________:
: :
: :
:___________________:
They should be both valid player space, and the line separating them
should be red.
STEP 2: Now, we make the doors. This is the hard part. Go into
sector A and make the following:
___
: :
: :
: :
:__:
It is important that you realize that you must make the doors in a
valid sector. Doesn't matter which one, but a valid sector.
STEP 3: You should now have something like this:
_____________________
: :
: :
: :__________
: : :
: A : B :
: ___ : :
: : : :_________:
: : C: :
: : : :
: :__: :
:___________________:
First, make sector C valid player space by moving the cursor in it
and pressing ALT+S. Give it a Lotag of '23'. Move the vertexes
over to where the door will be. The upper right vertex of sector
C should overlap the upper left corner of sector B. Sector C's right
line should overlap sector B's left one. Get it? I hope so. :)
STEP 4: Make another sector C, and place it below the old sector C.
The new sector C's bottom vertexes should overlap the new sector C's
top vertexes.
You should have this:
_____________________
: :
: :
: _:__________
: : : :
: A :_: B :
: : : :
: :_:_________:
: :
: :
:___________________:
I hope you understand this part.
STEP 5: Now, the tricky part. You have to put a sector effector at
the pivot points of the two doors. Sound easy? Well, kinda, but
you have to get it just right. Turn grid locking off, and move the
sprite to the corner, but not ON the corner vertex. Just enough so
that it doesn't touch anything. Next, give the sector effectors a
unique Hitag, and a Lotag of 11.
STEP 6: For the next step, the docs appear to be wrong. They say
change the palette number of the sector-effector to change the
direction that the doors go, but actually, you have to point the
SE's the way you want.
STEP 7: Raise the floor of the door up to the ceiling, add nice
textures, and you're done!
NOTE: A door will not appear to work right when:
The floor/ceiling is sloped
The floor/ceiling is a different height than that of the
doors, from the beginning of the door to the end. (i.e. A
door will not work if swinging off a curb)
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
This one's a little complicated, but if ya can understand it, you'll be
able to make 'em by the millions. You need to make a sector that only
touches one neighboring wall w/ one vertex. This vertex will be the pivot
point of the sector. The best way to do this is to first create a
rectangular sector, then move one of the vertexes on the side where the
door will pivot to the other vertex (the one that will be the pivot point).
It should look something like this:
O O
O O
O *--------------------*O <-- pivot point (*) and sector effector within the
O | MSFX / O door sector, while as close as possible to
O *------------------* O vertex
O O
Note that only the pivot point (where you will also place the sector effector)
is the only place to touch the walls around the door. Next, place a
musicandsfx sprite in the sector, giving it the hi and lo tags of your
choice for sounds. Place a sector effector as close as possible to the
pivot point as you can while still keeping it within the door sector.
Next, give it a lo-tag of 11, and a hi-tag of your choice. The angle
of the sector effector determines which way the door will rotate around it.
If it is angled up it will rotate clockwise, and if it is angled down rotate
counter-clockwise. Give the door sector a lo-tag of 23, and a hi-tag that
matches with the sector effector's hi-tag. You can link doors together
with the hi-tags, so that if you open one door, another will open right
next to it (creating a French door-like effect). This is important, you
must leave enough room in the sector that the door is surrounded by
for the door to swing open! Make sure you have enough clearance that
when the door swings open, it does not go into any other sectors, otherwise
you will notice that the door "disappears" when it goes into another sector.
Andy Hall 101722,1034
---------------------
1) When you make swing doors, you must leave adequate space for the doors to
swing into. If you don't the door will swing back into the wall and the
textures will seem to "spill" out into the floor and ceiling.
2) The door must not overlap any other sectors other than the one that its
pivot point is in or the same effect as above will occur. If you don't know
what I mean then take a look at the following picture (if you can call it a
picture).
[Note: This is a sketch showing how swing doors will NOT work properly]
________________
[ ] *------------------- pivot (*)
other sector____[ ] /]
[ ] / ]
[ ] / ]
[ ] / ]
[ / ]
door_________ / ] ]__________sector with door pivot
[___/___]________]
-----------------------
[3.03.3] =-> Star Trek Doors <=-
-----------------------
Tempest pwong@pobox.leidenuniv.nl
---------------------------------
Make a door opening. Choose some cool textures.
Watch carefully at the map. I've added 3 vertices on each side of
the door sector, and moved them inwards. Star Trek doors are
actually made out of the side walls. Assign your door texture now
before you close the door.
Construct a vertical-split door by moving the vertices to their
correct position. Easy, eh? You'll have to make sure that you don't
accidently connect the two side walls together at their meeting
point.
A Star Trek door needs a Lo-tag value of 9. Add a Speed sprite
(#10) to determine the speed in which the door will open. Add
a Music&SFX sprite (#5) for the door sound. You'll notice a bug
in Duke Nukem 3D. The sound will be played twice. It doesn't
sound quite right. It's odd that I haven't seen a Star Trek door
in the game itself.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Sliding Star Trek doors, despite what you might think, are very easy.
But, they can be very hard to teach by way of directions.
These doors are just 2 sides that pull apart. An example from the
real game is the door leading out of the arcade in E1L1.
STEP 1: Make the following sectors:
_______________ ________________
: : : :
: : : :
: :___"___: :
: : : : : :
: : : : : :
: D : C:A:B : E :
: :__:_:__: :
: : " : :
: : : :
:______________: :_______________:
Ok, now. Sector A is what we will be working with. Insert 3 vertexes
on the bottom and top lines of sector A. If you're not sure what I
mean, the lines to insert the vertexes are marked with a ". They
should be side by side, parallel to each other.
STEP 2: Slide the two middle vertexes into the exact middle. They
should overlap. Next, take the top and bottom vertexes and slide
them on the line that separates setctor A from B, and A from C.
STEP 3: You are now done constructing the door. Add some nice
textures. Now, go into 2D mode. Point the cursor to one of the
triangles that you made by sliding vertexes. Doesn't matter which
one, top of bottom. Hit the 'T' key and give it a Lotag of 9.
At this point, you can use your new door. To make the door nice,
put a MUSIC&SFX sprite and a GSPEED sprite in one of the triangles.
Give the GSPEED sprite a Lotag of 64, and the MUSIC&SFX sprite
a lotag of 259.
NOTES: 1.) The texture of the door will "squish" when it is opened.
No way around it.
2.) For some odd reason, the door's sound will play twice
when the door is opened. No way around this. :(
Michael K. Glass webmaster@millerheiman.com
-------------------------------------------
Create four sectors as shown. As you can see, both middle sectors
have a lotag of 25:
- ----o-o-o-o-o-o-o-----
| |
| |
| |
| |
| 0,25 |
| |
| |
| |
| |
to | |
room | | to
o-----------o room
| |
| |
| |
| |
| |
| |
| 0,25 |
| |
| |
| |
| |
| |
- ----o-o-o-o-o-o-o-----
(The o's are vertices)
Now, slide vertices 1 and 2 to the "x";
slide vertices a b c d to A B C D, respectively;
- ----o-o-a-1-b-o-o-----
| |
| |
| |
| |
| |
| |
| |
| |
A B
| |
| |
o-----x-----o
| |
| |
C D
| |
| |
| |
| |
| |
| |
| |
| |
| |
- ----o-o-c-2-d-o-o-----
Your 4 sectors should now look like this:
- ----o--3 4--o-----
| |
~ ~
| |
| |
o o
| \ / |
| \ / |
o-----x-----o
| / \ |
| / \ |
o o
| |
| |
~ ~
| |
| |
| |
- ----o--1 2--o-----
This next step will make the doors "slide" instead of "stretch" open.
Check out the door in the arcade of E1L1 to see it in action!
Slide vertices 3 and 4 up, and 1 and 2 down, then slide the
vertices next to them over to replace them. Your vertices will look
like this:
3
|
- -----o
|
|
|
|
~
Now, place (SE XX,15) in one top triangle, and one bottom triangle
(the "XX" is the same for both SE's so the doors will open at the
same time)
place (M 00,259) in any triangle.
A speed sprite in each top and bottom sector will determine how
far the door opens.
Now you have working, sliding "Star Trek" doors that don't stretch!!!
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
Star Trek doors do not involve anything but a sector lo-tag. Musicandsfx
sprites are of course, optional.
This is a very difficult structure to actually create, and much harder
to describe. If all else fails, load up a level with one in it and just
move the vertices around to see how it's built.
First, create a 3 sector corridor between two rooms.
Sector A and sector B are the two rooms being connected. Sectors C and D are
the doorways, which aren't necessary, but make it look much better. Sector
E is the actual door. Give sector E a lo-tag of 9. In the diagram, the
doors are triangular, but normally would be more rectangular, and the middle
vertex on each door would be touching (but not joined) in the middle of the
sector. A normal Star Trek door (completed) would look something like this:
O (A) O
O O
*-------------------------------*
O (C) O
*OOOOO*OOOOOOOOOOOO*-----*OOOOOOOOOOOO*OOOOO*
O(E)O
* <--- Both the top and bottom areas are Sector E
O X O <--- Squeeze a MSFX sprite where the X is
*OOOOO*OOOOOOOOOOOO*-----*OOOOOOOOOOOO*OOOOO*
O (D) O
*-------------------------------*
O O
O (B) O
-----------------------------
[3.03.4] =-> Split Star Trek Doors <=-
-----------------------------
Tempest pwong@pobox.leidenuniv.nl
---------------------------------
Make a regular Star Trek door.
Move the ceiling and the floor of the door sector. Point at the
door and press 'PgDn' to move the ceiling down. Point at the little
triangled area of the door sector that is still visible when you
look at the floor, and press 'PgDn' to get the floor up. Choose a
cool texture for the door.
Let the ceiling and floor meet together halfway. You're now
finished with constructing the split Star Trek door. Now we're
ready to add the finishing touches.
Give the door sector a Lo-Tag of 26. Add a Speed sprite and
a Music&SFX sprite as necessary. Again you'll get to hear the
sound twice when you open the door. I guess there's no way to
fix this problem. Either accept the buggy sound or make the door
silent.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
These have got to be the COOLEST doors in the game, and they're
quite easy to make. Here's how:
STEP 1: Make a regular Star Trek Door.
STEP 2: Go into 3D mode. Choose nice textures. Point the cursor
at the triangle part, and make the floor and ceiling meet in the
middle. Keep in mind that the floor and ceiling of the triangles
will be the floor and ceiling of the door sector when the door is
open, so choose a texture like 1156. You are now done constructing
the door. Just a few little things to go...
STEP 3: Go back into 2D mode. Point at one of the middle triangles.
Give the sector a Lotag of 26. At this point, your door is done.
To make it nice, add a GSPEED and MUSIC&SFX sprite. Give the GSPEED
sprite a Lotag of 128, and the MUSIC&SFX sprite a Lotag of 527.
You're done!
MattCake 101502.1440@compuserve.com
-----------------------------------
If you've ever made a Split Door, you may notice that the texture on the
wall moves when the door opens and closes. The `O` key will only
orientate the texture to either the floor or ceiling, so when both are
moving, that texture will move too. It looks a mess. Here's how to keep
it still :-
OK, here's your Split Door :
| |
| |
|_____|
|_____|
| |
| |
| |
Cut two additional sectors out on both sides of the Door :
| |
| |
_|_____|_
|_|_____|_|
| |
| |
| |
Go into 3D Mode and raise the floor or lower the ceiling in both new
sectors. Select your texture and that's it. Because there is another sector
next to the door, the texture can be set and won't move when the floor and
ceiling do. Easy.
-------------------
[3.03.5] =-> Teeth Doors <=-
-------------------
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Another cool door, and it's real easy to make.
STEP 1: Make the following sectors:
________________________ ______________________
: : : :
: : : :
: :_____________: :
: : _____ : :
: : :__B__: : :
: D : _____ A : E :
: : :__C__: : :
: :_____________: :
: : : :
: : : :
:______________________: :_____________________:
They should all be valid player space.
STEP 2: Raise sector A, B, and C's ceiling to match D and E's.
Leave sector A's floor alone, but make B and C's floor low enough
so that you can't see it, even looking down. Add nice textures.
STEP 3: Give sector A a unique Hitag, and a Lotag of 29. Place
one sector effector in sector B and C. Give the effectors the unique
Hitag you gave sector A, and a Lotag of 22. You're done! You might
want a MUSICANDSFX sprite with a Lotag of 166 in sector A, up to you.
--------------------------
[3.03.6] =-> Auto closing Doors <=-
--------------------------
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
To make a door auto-close, put a sector effector in the door sector.
Give it a Lotag of 10. The Hitag is how long the game should wait
before closing the door. 128 equals 4 seconds, this is usually the
best.
----------------------------
[3.03.7] =-> Locked Keycard Doors <=-
----------------------------
Duke Addict 100606,2141
-----------------------
To make an existing door open only when the right keycard has been used on
the key lock, do the following: place an ActivatorLocked sprite in the same
sector where your SE sprite is in to lock that function until a switch has
been triggered. In our case this would be the door sector. Give the AL sprite
a unique lotag, for example 100. Then place a switch somewhere and give it
the same lotag as the AL sprite, in this case 100. If you wanted to use access
cards you need to use the access card switch. By changing the palette of this
switch you can determine which key should operate on it:
Palette set to 0 = blue keycard
Palette set to 21 = red keycard
Palette set to 22 = yellow keycard
(Note: the BUILDHLP.EXE has another error, 23 is the correct palette # for the
yellow key, NOT 22)
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
To have a door locked, do the following:
STEP 1: Put an access pad somewhere. Give it a Hitag of 212. Make
up a Lotag (I like to use 3, 4, and 5) and give it to the access pad.
STEP 2: Put an ACTIVATORLOCKED sprite (#4) in the door sector. Give
it the Lotag that you gave the access pad. That's it!
Now, that will make a blue access pad. To make a red and yellow
one, you have to change the palette number of the access pad. You
might want to change the key, also, if you you want the player
to be able to use the pad...:) Change them to one of the following:
(Use ALT+P in 3D mode)
21 = Red Access pad
23 = Yellow Access Pad
Mathieu Fenniak 75033,1616
--------------------------
1) Make a door. Any type of door will work. We'll make a normal door into a
key door.
2) Insert a acessswitch sprite (#130) near a wall next to the door. Go into
3d mode and put it on the wall by pointing at it and pressing 'R'.
3) Change the palette of the acessswitch to 0, 21, or 23 for a blue, red, or
yellow key door.
4) Create a ACTIVATORLOCKED sprite (#4). Set the lotag of the ACTIVATORLOCKED
to any number, and set the lowtag of the accessswitch to the same number.
5) Put a key in the level. Your done! Just make sure the angle of the
accessswitch is away from the wall. If you want to, set the hightag of the
accessswitch to the sound number to play when duke unlocks the door.
----------------------------------
[3.03.8] =-> Doors with changing lights <=-
----------------------------------
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
I'll use the step-by-step method for this one:
STEP 1: Make 3 sectors, you know, a room (to be lit up), a lit
room, maybe with lights in the back, and the door sector. To
make it look cool when the room lights up, make 2 extra sectors
on either side. That's the way I like it, your choice.
STEP 2: Set the sector brightness (Use ALT + +/- in 3D Mode) to
how bright it should be when the lights are on. Then, set
the shade of everything that you want dark when the lights are out.
(Use '+S while pointing at the desired wall/floor/ceiling/sprite)
Mine is 50, which is totally dark.
STEP 3: Put a Sector Effector sprite in the door sector, and in
all the sectors that will be lit up when the door is opened.
STEP 4: Give all the Sector Effector sprite a unique Hitag, and
a Lotag of 8. You're done!
.===============================.
| [3.04] How to make elevators? |
`==============================='
??? unknown ???
---------------
Just put put a lotag in the sector for the elevator of 18. It looks like
"0,18" when you are done. That will make a simple "down from the ceiling"
type. I added sound and it's great.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
There are four different kinds of lifts:
1. Starts at top, comes down. Ceiling stays put.
2. Starts at bottom, comes up. Ceiling stays put.
3. Starts on top, floor and ceiling come down together.
4. Starts on bottom, floor and ceiling come down together.
These are pretty easy to make. I would guess you know how to arrange
the sectors. Here's how you make the sector tags: (DO NOT MAKE SECTOR
EFFECTORS, JUST USE H FOR FIRST #, T FOR SECOND #.)
All Hitags are zero, so put the following #'s for Lotags:
1. 16
2. 17
3. 18
4. 19
For best effect, put a MUSIC&SFX sprite in the lift sector, make
the Hitag and Lotag (For MUSIC&SFX sprite) 73 for Hitag, 71 for Lotag.
Neil NEIL@mcs.co.uk
-------------------
> I'm still having problems trying to get a switch working. I have a
> switch on a wall and when its is pressed I would like to have a lift
> (located in the same room) go about halfway to the ceiling. I
> would like to be able to press the switch again to have the lift return
> to the floor.
1) Create yourself a normal lift. Ie: a sector on the ground [B] with another
sector [C] next to it but above it, ie: a raised passage way into [A].
(The lift [B] will go from the ground level of [A] up to the ground level of
the raised sector [C].)
-------------------------
| A |
| ---|---
| | B | C |
| ---|---
| |
-------------------------
2) Make the lift actually work by changing its lo-tag to 17. You should now be
able to play your level and jump onto your lift press space and happily go up
and down between the two levels. Great !
3) Now, you wanted a switch to activate the lift ? Ok, paste a sprite somewhere
on a wall in sector [A]. Make the sprite a switch sprite eg tile 140.
Now add an activator symbol (sprite 2) in the lift sector [B]. Now simply
give both the switch sprite and the activator the same unique lo-tag. Eg 1.
You should now be play your level, go up to the switch and click it and the
lift will go up. Press it again and it will come down. Note: As you now have
an activator in your lift you can no longer go directly up to the lift and
press space as you could at the end of part 2).
If you want another switch to also activate the lift just paste another
sprite switch somewhere (eg: where the lift stops) and give it your unique
lo-tag (Eg: 1).
4) You mentioned you didn't really want an upper sector and that you just
wanted the lift to go part way up a wall ? Well if you don't want the opening
to sector [C] just point your cursor below the opening to it in 3D mode and
press "M" and mask the door out. After changing its tile type to match the
rest of the door, and lining it up, you will no longer be able to see it.
You will now have a lift that goes up and down a flat wall with no opening
when you press a switch (or switches).
Dan Benge DanBenge@ix.netcom.com
--------------------------------
First of all, make sure that you have the SECTOR TAGS (lotags) set for
Tranporter Elevator and that your "First Floor" elevator has a hitag of 0
and your "second floor" elevator has a hitag of 1. Make sure that the
sector-effectors are in the MIDDLE of both sectors..meaning, put them right
on top of the sector tags in your elevators..make sure they both have the
same hitag. Now, you need to choose the starting point for your
elevator...darken the sector-effector (using the '-' key on the keypad) in
(3-D) mode in the "shaft" where you want the elevator to be at when you
start the level. In other words, do you want the elevator to start on the
top floor or the bottom floor?
Now, the TOP elevator has to be at LEAST 30 clicks higher than the Bottom
elevator. You do this by raising the ceiling 10 clicks, then the floor 10
clicks, and so on until you have raised the entire room 30 clicks. I
recommend doing it 40 clicks, just to be safe.
The more you raise it, the longer the trip will be.
This should do it. When you enter your elevator, press the space key, and
you will start going up until you get to the "Second" floor.
If you are making a "Lower" floor..then you will do the opposite and LOWER
the floor 30+ clicks.
BTW, don't put sprites in your elevator sector (except for nasties, they'll
work) such as switches, etc. They produce weird effects when you "Jump" to
the other elevator. I tried numbering my floors from the inside, and it
didn't work.
You can also play around with the darkness in the second elevator to make it
look like the lights have gone out half way up, and place a monster inside
that appears when you
JUMP to the other elevator...and make it a LONG ride up with the Alien.. ;)
Tom Mustaine Mustaine@usa.net
-----------------------------
When doing a teleport lift, a few things need to be done.
#1 ) The lift must be a exact match, in sector/wall size, AND in
floor ceiling height.
#2 ) The sector Effectors must have the 17,<x> attribute.
Where <x>=Unique Hightag (By the way, I am doing all this from
memory, so I'm not even sure that 17 is the right tag)
#3 ) One of the Sector Effectors must be set at Shade value of 31.
You can do this by going to 3d mode and hitting 'S to manually set the
shade value.
#4 ) Your acutal sectors need to be tagged in some manner. I believe
I did a 0,15 lo/hi tag in the top sector and a 1,15 lo/hi tag in the
lower.
(Here is the important one)
#5 ) The game MUST have room between the floors to hide the transition
between levels. IE, the total floor to ceiliing height of your lift
must be represented at least once in the transition. Example.
Side View here Of how duke hides the transition.
+-----+-----
lift| | ^
128 | A | B Top Floor 128 High
high| | v
+-----+------
| | ^
| C | This is where the magic teleport happens
| | Transition Area, at least 128 high
| | v
+-----+-------
lift| |
128 | D | E Lower floor 128 high
high| |
+-----+-------
A = Your lift, on the top floor, lets say its 128 units tall.
B = Top floor, 128 units tall
C = The space that would be necessary for duke to make the clean
transisiton between floors. It would HAVE to be at least 128
units.
D = The Other sector you are going to beam into, 128 units tall
E = Your lower floor, 128 units tall
(You've got to forgive my unit measurements, Been editing Doom FAR
too long)
The way I presented that could be a bit confusing, but - just try to
rememeber that the Top Floor has to be out of view totally before the
lower floor can show up, therefore the "transition area" needs to
cover your viewpoint totally (IE, looking at the wall go by as you go
down/up) before it can make the switch between sectors correctly.
Craig Hubbard 102344,2235
-------------------------
Elevators are very simple, although drop floors/ceilings are not.
Concentrate on elevators for now. For a test level, all you have to do is
place three sectors in a row. Tag the middle one with sector tag 16 for
starters. That'll create an elevator platform that will drop to the next
sector elevation. Now go to your third sector and drop it as far as you
want. If you want, use a MUSICAND SFX sprite for a start/stop sound and a
GPSPEED sprite to set the rate of descent/ascent.
Put the player start position in the "up" room and run the level. You
should have a working elevator. :)
Apply the same principles to ST 17, 18, and 19.
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
Here are some more rules about making elevators:
1) Elevators do not have to be square. All vertices in elevators do not have
to meet at 90 degree angles.
2) Elevators may have more than 4 sides. Feel free to make your elevators of
any size and shape you wish.
3) Elevators may have sides that are two sided or one sided lines.
4) A MusicSFX sprite may be used on an elevator to affect sound. The HiTag is
the Stop sound and the LoTag is the Start sound.
5) Try not to place elevators very close to doors. Sometimes while standing
on an elevator attempting to trigger it (space bar in the game) the trigger
will affect the door instead of the elevator. Experiment on trigger
distances.
6) You may trigger elevators remotely with activators and switches. This is
done with an activator within the elevator (x,0 tags) and place switches
anywhere (x,0 tags). The HiTag of X will link the switch to the activator.
You may have more than one switch per elevator, and more than one elevator
per switch.
7) You set the starting position of an elevator within BUILD. When activated,
the elevator will travel in the opposite direction. However, there are
still 4 sector tags associated with elevators - open and closed up
elevators and open and closed down elevators. This is redundant and seems
to be a waste of tags. :)
7) Elevators cannot be underwater.
8) There is a special type of Elevator that is also, in effect, a transporter
from one elevator shaft to another equal elevator shaft. An example of
this is found in E2M1.
.=====================================.
| [3.05] How to make dropping floors? |
`====================================='
Craig Hubbard 102344,2235
-------------------------
[Question: Have you figured out how to do floor drops? The docs say the floor
will drop to the level of the SE sprite at pre-map. I can't figure
a way to get the sprite to go below the floor I am trying to drop.]
First of all, don't use a MASTERSWITCH. I haven't had any luck with it. Use
an ACTIVATOR instead, even if you're using a touchplate sprite instead of a
switch. Secondly, I've only had good results when I used a GPSPEED sprite to
set the rate of descent. You may have to play around to find the rate you
like, but from what I can tell, not using a GPSPEED sprite will produce
bizarre and sometimes incomprehensible results (like drop floors that just
keep going and going forever and ever--like the Energizer bunny on PCP <g>).
Also, make sure to set the LoTag to 28 in the drop sector--I overlooked this
little step a couple of times and it was rather frustrating. <g> Positioning
your SE is where it gets tricky. I'm sure there's an easier way, but what I
did was to drop the floor to the level I wanted (11 clicks down for test
purposes) and then raise it back to the start elevation. To move the SE
sprite into the floor, left click on it and hold the mouse button down. You
can now press PgDn and move it up or down as far as you desire. [BTW, if
you're not using this "left mouse hold" thing in general, you should try it.
It makes creating doors really simple and allows you to shade and resize
things without fear of accidentally messing up something else.] Now move your
SE down into the floor the desired number of clicks (this is where it gets
weird--there may be a way to set the height of the SE without click-counting).
You can leave your ACTIVATOR and GPSPEED sprite on the regular floor level
--in fact, it's probably safer to. <g> Make sure the tail of your SE is
pointing down if you want to drop the floor (you probably know how, but just
in case: use the "<" and ">" keys to change the angle). That should do it.
Place your TOUCHPLATE wherever you want and run the level. It should work
like a charm. :)
.=================================.
| [3.06] How to make teleporters? |
`================================='
Duke Addict 100606,2141
-----------------------
A teleporter is pretty easy to do, you need to have two sectors which will
become your teleporters. We have to have two sectors which are both teleport
destination _and_ source (you can step into them on both sides that is).
Place one Sector Effector sprite in each sector. Highlight the SE sprite and
press ALT+T to set the Lo-Tag to 7 (7==teleporter). Do the same with the other
SE sprite. Now give them a common Hi-Tag so Duke nows they're related. Let's
give them a Hi-Tag of 100 for example, so the SE sprites have these tags:
100,7.
Every time you step into one of those sectors you will be teleported to the
other sector. You will be teleported directly onto the SE sprite and you'll
face the same direction after teleporting the SE sprite faces.
If you want to make a one-way teleporter which only works in one direction
you'll have to do a bit more. First, set up your SE sprites as usual. Then
move the SE of the teleporter side you don't want people to step into a bit
off the ground, so the player won't be teleported if he enters that sector.
However, if you raised the SE once for example, the player _will_ teleport if
he crouches, that is if his hip is the same height as the SE sprite. But he
will not teleport to the other SE, he'll come out the same place of the SE
sprite which actually teleported him. This is kinda weird. To avoid players
getting teleported by such a raised SE teleport sprite insert a small insular
sector around the SE, make it as small as you can (turn grid locking off if
you want to make it very small) and put the SE in the middle. This way
there's only a small chance left that the players will get teleported.
This way you could make a nice death trap, raise one SE near the ceiling of a
very high sector and let god sort 'em out. ;)
If both SE sprites are in air then there'll be no flashing light and it'll
work similar as water teleporting. Look at E1L2 where you fall down through
a hole to the sewers. There are SE 7 sprites in both sectors which will
teleport you silently, thus creating the illusion that both sectors are
connected. Note that elevator teleporters work differently.
Duval Magic 75567.473@compuserve.com
------------------------------------
A teleporter works exactly like an underwater/above water transition, except
no underwater or above water sector tags are required. First place Sector
Effect Sprites on both teleporter pads. Set the LoTag of the Sector Effect
Sprite to 7 for each pad. Set the HiTag number of one teleporter to match the
HiTag number of another teleporter. It is the HiTag of the sector that links
one teleporter to another.
Tempest pwong@pobox.leidenuniv.nl
---------------------------------
Make two teleporter pads. They don't have to be the same size or
shape.
Place a sector effector(SE) on each teleporter pad. (Point to the
floor, press S to insert a sprite, press V twice to get a listing
of all the sprites, and select sprite #1). It doesn't matter where
you put the SE's, as long as they're in their intended teleporter
sector. Rotate the sprites in 2D-mode with the < and the > keys to
point the direction the player will look at when he/she teleports.
Assign both SE's a Lo-tag value of 7 (2D-mode, press 'Alt-T') and
an equal Hi-tag value (2D-mode, press 'Alt-H'). It doesn't matter
which value you choose as a Hi-tag, as long as they're the same
for both teleporter SE's, and as long as they're not the same as
the Hi-tag value of any other SE's that you might have in your
level. That's it!
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Teleporters are some of the easiest hard things to make in Duke 3D,
so we'll start with them first. First, make the following room:
____________________________________
: : We'll call this fig. a. The
: : outside box is just your normal,
: : basic room. Make the two inner
: : Sectors (marked with a "T") valid
: ___ ___ : Player space. If you want to make
: : T : : T : : it look good, put the grid size on
: :___: :___: : the biggest one, and line up the
: : "T" sectors with the grid. Use the
:__________________________________: teleporter tile for the floor, and
raise the floor. The next step is the hard part. Place a sector-
effector sprite in the middle of each of the "T" sectors. Since this
is your first teleporter, make the Hitag for this sprite 1, and the
Lotag 7. 1 is because this is your first teleporter, and if you made
another, you would change it to 2. 7 is because that is that is the
Lotag for teleporting. That's it!
Notes:
Note that whatever angle the sector-effector sprite is facing is
the way that the player is facing when he/she comes out of the
teleporter. You could have the player come out facing a wall with
10 aliens to his back...but you didn't get that idea from me! :)
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
More rules on teleporters:
1) Teleporters entry and exit sectors do not have to be the same size and shape.
2) The sector effector sprite must be on the floor of each sector. If the
sector effector sprite is floating, the teleport will be silent. Otherwise,
sound is controlled automatically (no need for a MusicSFX sprite).
3) The direction of the SE sprite determines the player facing when the
teleporter is exited.
4) It is only possible to enter a teleporter sector if the sector's floor has
tile 626. Any other floor tile on a teleporter will make that sector
behave as a teleport exit only.
[Note: from my experience this seems to be wrong, but there _may_ be tiles
from which you can't teleport. If anyone knows more about that please
let me know.]
5) You can use HiTags to link teleporters. It is possible to link more than
two teleporters, but the exit sector will be the one with the lowest HiTag
of the group. If you are teleporting from the lowest HiTag, the next
lowest HiTag sector will be the exit. In this way you can make many
teleport entrances, but limit the group to only two possible exit
teleporters.
6) Be careful when putting multiple teleporters in the same room. If an
object (like an RPG shell) travels through more than one teleporter
unpredictable results will be produced.
7) Be careful when masking and blocking and hitscanning teleporter walls.
There have been reports of errors using too many of these effects.
.===========================.
| [3.07] How to make water? |
`==========================='
Phantom 72734,2553
------------------
Water is very cool (no pun intended :). When you go underwater you actually
transport to another sector. Make a sector and then make an exact copy of it
and put it anywhere on the screen. Give one sector low-tag 1 (above water)
and the other low-tag 2 (underwater). Put the #1 (sector-effector) sprite in
both sectors with low-tag 7. In 3D mode give the floor texture of the above
water sector and the ceiling texture of the underwater sector the water tile.
Throw a few sharks in and that's it! If you want more then one water area
then give each diferent area a diferent SE high-tag (ex: first water area has
sector-efector high-tag 1 / low-tag 7 - second water area has high-tag 2 /
low-tag 7 - both above and under water sectors must have the same high-tag or
you'll get the "lonely sector effector").
Duke Addict 100606,2141
-----------------------
If you want to have sectors look like an underwater area (water colors and
sound) you need to give each underwater sector a Lo-Tag of 2. Highlight the
desired sector and press T to insert the Lo-Tag.
If you like to have a sector from which you can dive into the water, you need
to place one sector effector sprite in each sector (they MUST match or else
you will teleport to death). I mentioned the teleporter, and that's just what
it is. The SE sprites must have a Lo-Tag of 7 (see "How to make a Teleporter")
and the Hi-Tag must be common to both SE sprites (and unused of course). What
you do have now is simply a teleporter, how to make it water then? Well, one
of your sectors will be above the water level so give it a water or other
"liquid" floor texture. Do the same with the other sector's ceiling. Finally
give the underwater sector(s) a Lo-Tag of 2 so that it looks like this: 0,2.
And the sector above the water must have its Lo-Tag set to 1 (0,1). Duke will
automatically know that it should make the player go underwater rather than
teleporting.
Note that the two SE sprites should be at the same relative position in both
sectors!
Craig Hubbard 102344,2235
-------------------------
[If things are not working as they should]
* Make sure the underwater tag is 0,2 and the above water tag is 0,1.
* Make sure the SE 7s have the same hitag.
* Make sure the SE 7 in the underwater sector is on the lowest point of the
floor. If your floor is sloped (generally not advisable in this sort of
sector) it has to be at the very bottom corner or else you'll come in at
the top of the room every time your waist comes parallel with the SE sprite.
Try unslanting the floor and Ctrl-PgDn the SE sprite.
Duval Magic 75567.473@compuserve.com
------------------------------------
Underwater areas are indicated by sectors with a LoTag of 2. All areas that
have LoTags of 2 will behave as if they are underwater.
Both the above water area and the underwater area must have a sector of
exactly the same size and dimensions. The above water area has a Sector
Effect Sprite sitting on the water texture with a LoTag of 7. This is set by
using the Alt-T key while the mouse is pointed at the sprite. The below water
area has a Sector Effect Sprite with a LoTag of 7. Both the above water area
and below water area must have the same Sector Effect Sprite HiTag number
which may be chosen arbitrarily. The above water area has a Sector LoTag of 1,
while all of the underwater areas must have a Sector LoTag of 2. This is done
with the "T" key while the mouse is inside the sector you wish to set a LoTag
to. A common mistake is to only set the transition sector underwater to
LoTag 2. All the sectors around the transition sector would then behave as if
they were above water. You may also set the palette of the underwater area to
0 = Water or 8 = Green Slime.
Tempest pwong@pobox.leidenuniv.nl
---------------------------------
Ok, a waterpool is made out of 2 separate sectors. One above water,
and one underwater. So, construct a sector that's gonna be your
pool, seen from above. Assign the water texture (sprite #336) on the
floor and you'll see animated water in Build.
Make the sector that is going to be underwater. This sector MUST be
the SAME SIZE as the sector above water. With size I mean the width
and the length, and NOT the height between floor and ceiling. You can
have different heights.
Now assign a Lo-tag value of 1 to the above-water sector. (If you have
forgotten how to assign a lo-tag value to a sector, here's how to do it:
In 2D-mode point the mouse cursor on a sector and then press 'T'). The
underwater sector must have a lo-tag value of 2.
Now add a sector effector (sprite #1) in the above-water sector and
another sector effector in the underwater sector. (To add a sector
effector, point at the floor, and press 'S'. Press V twice to get
a list of sprites, then select sprite #1). This is important:
MAKE SURE YOU PLACE BOTH SECTOR EFFECTORS IN THE EXACT RELATIVE
POSITION TO THEIR APPROPRIATE SECTOR! That is, if one sector effector
is located in the middle of its sector, then the other sector
effector MUST also be in the middle of its sector. If you don't do
this correctly, then you will die whenever you jump into the pool
from certain places.
Assign to both sector effectors a lo-tag value of 7 (2D-mode: point
at the sprite and press 'Alt-T'). Also assign a hi-tag value ('Alt-H').
This value most be the same for both sector effectors, and the value
must not be equal to the hi-tag values of other sector effectors that
are used elsewhere in the level.
Well, there you have it! Basically, water pools work this way: the
game looks if the player is on a sector with a lo-tag=1. It recognizes
this sector as being above-water. It look at the sector effector in
the sector. If this SE has a Lo-tag of 7, the game will transport the
player to a sector with a Lo-tag of 2 (underwater) and a SE with an
equal Hi-tag value. Or something like that.. :-)
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Like teleporters, water is very easy. First, make a square sector.
Put another sector in the middle of it, this will be the top of the
water. Next, make a sector anywhere (except in the outer part of
the first one). One thing you must make sure of is that both of the
inner sectors are the same EXACT size, and that they are valid player
space. When you're done, it should look like this:
Now comes the hard part. We're working
____________ now with the inner sector, since that is
:______B_____: the water. Sector A is going to the top
of the water, so change that SECTOR's
Lotag to 2. This signifies that this sector
__________________________ will be "on top" of the water. Do the
: : same thing to sector B, but make the Lotag
: ______________ : 1. This tells the game that this sector will
: :______A_____: : be underwater. Next, put sector-effectors
: : in the same place of sector A and sector B.
:_________________________: Just like teleporters, this is your first
piece of water, so make the Hitag for both sector-effectors 1, and the
Lotag 7. That's it!
.=====================================.
| [3.08] How to make one-sided walls? |
`====================================='
Eric C. Reuter 74567,3307
-------------------------
You go into 2D mode, and highlite the red sector line that you want to be an
invisible blocking wall and hit B. Thats it. It should turn purple. You can't
walk through it. It must be a single line, though. You cant make a sector
(like a door) invisible. The trick of getting "outer" walls lower is really
just a matter of tricky design. The sectors must have a parallaxing sky
ceiling. You can then lower the ceiling down and it appears like the wall is
lower. This is done in the sector on the very "outside", if you know what I'm
talking about. Its much easier to show this, than to describe it. :-(
Hope that helps, a little anyway.
Duval Magic 75567.473@compuserve.com
------------------------------------
Sometimes, you want to cover an open area (like a window) with a texture on
one or both sides. This can be done with the "M" key for both sides, or
Shift-M for one side. First aim the mouse at a texture above or below (on the
same line as) the area you want to fill in with a texture in 3d mode. Then
hit either the "M" key or Shift-M and a texture will appear. This texture can
be manipulated as normal by applying new textures, or stretching and panning
as you wish. If you used "M" don't forget about the back side!
.=======================================================.
| [3.09] How to make masked walls/translucent textures? |
`======================================================='
Eric C. Reuter 74567,3307
-------------------------
You should only need to press "m" for a "masked" wall, not shift-m. Place the
cursor (in 3D Mode) slightly in front of the "line" you want masked, either
on the floor or ceiling and then press "m". Select the texture as described
above. You can also make masked walls just for appearance sake, with any
texture that fits.
You can also make translucent textures out of them!. Just press "t" in 3D
mode, with cursor on the masked wall. Translucent textures all over the place
_will_ slow things down, so use sparingly. Pressing "1" on a masked wall or
sprite makes it "one-sided". Pressing it again reverts back to default of
"2-sided". You can place sprites on walls and they will become "rotated wall
sprites", matching the plane of the wall, and becoming by default, a 1-sided
sprite. You can also do this manually, by placing a sprite anywhere, and then
hitting "r" while the ponter is on the sprite. You may have to hit "r" a few
times to get the alignment correct. (it cycles through various "planes"). If
you want the rotated sprite to face "east" or "west", you must first align
the direction of the sprite in 2D mode, by using the "," or "." keys to
rotate the sprite's "direction". The little "tail" on the sprite, in 2D mode
is your indicator.
.==================================.
| [3.10] How to make force fields? |
`=================================='
Craig Hubbard 102344,2235
-------------------------
Force fields are done the same way as windows. Create your threshold, split
it lengthwise down the middle, raise one half a click or two so you can see
the front of it, hit "M" for maskable wall, hit "V" on the texture and select
the force field sprite. The game handles force fields all on its own, so
there's no need to use hitscan or anything else. You're all set. (Actually,
if you use hitscan, the doorway will block bullets even when the forcefield
is off--although you can still pass through!)
Duke Addict 100606,2141
-----------------------
Actually the forcefield is a masked wall with the forcefield texture (#663
I think). Press M above or below the wall and select that texture, that will
make a force field (you don't need to block it).
You can make forcefields "switchable" (turn them on and off that is) by
giving the force field wall a lotag equal to the lotag of a switch sprite,
so the field and the switch are linked together. Now you'll be able to turn
the forcefield on and off.
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
Force fields are made by masking a wall and choosing the texture of the mask
to be one of the force field textures. A masked wall is a normally open area
that will be covered with a texture. This is accomplished in 3d mode. First
position the mouse cursor on a wall above or below the area you wish to mask.
Then use the "M" key for a 2 side mask (The texture will appear from both
sides), or "Shift-M" key for a 1 sided mask (the texture will only appear on
one side).
The open area will then be covered with you default texture. Position the
mouse cursor over this texture and use the "V" key once or twice to enter
texture selection mode. Select a force field texture from the list (663).
Force fields can be invisible by unmasking the wall (M key) after the force
field texture has been placed over the mask. Although the force field texture
will no longer be seen, it will work like a normal forcefield when shot at or
bumped into.
.===========================.
| [3.11] How to make vents? |
`==========================='
Duval Magic 75567.473@compuserve.com
------------------------------------
Vents are fairly easy. They just require placing a sprite against a wall and
changing that sprite to look like the vent you'd like to shoot out. The key
is to place the Sprite on the line between your sectors (red line) in 2D Mode,
not 3d mode. After the sprite is placed in the exact right spot, you'll go
into 3d mode to select the texture ( "V" key) and set "relative alignment"
( "R" key). At this point you may stretch your texture (keypad arrows) to fit
the opening you need.
Dan Benge DanBenge@ix.netcom.com
--------------------------------
You use the < > keys to rotate a sprite in 2D mode. The direction of the
sprite is determined by the little line that extends from the circle.
As for people having problems with vents...
Vents are "Breakable" sprites. You have to place a vent on a wall, just as
you would place a sprite on the wall. In this case, you'd put a vent over a
small opening. You use the R (relative) key to re-orient the vent sprite.
Instead of it facing you all the time, you make it RELATIVE to the direction
it's pointing in 2D mode. If your sprite disappears when you hit R, don't
panic. It's still there, but it's not facing you so you can't see it. Go
into 2D mode and rotate it to the direction you want to face. After the Vent
is in place, go into 2D mode, point at the vent sprite and hit B (barrier).
The sprite should turn purple to indicate you can't walk through it. Now
point at the sprite and hit CTRL-H to make it breakable..this will make the
sprite directional line thicker.
To place a sprite directly on a wall, point at the wall and hit "S". It's
that easy.
Vents DO NOT work like breakable glass, and you will get frustrated trying to
make them as such.
TV SETS, Toilets, Urinals, etc. also work the same way vents do.
Tip: Sprites will not move with rising walls and ceilings UNLESS the sprite
is directly ON TOP of the floor that's moving.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Put the vent sprite on both sides of the opening, make it hittable,
(use CTRL+H in 2D mode) size it down, and make the vent have that
metal texture as a floor. That's it! You might want to size down the
second sector to make it look something like a vent. :)
.=============================.
| [3.12] How to make bridges? |
`============================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Bridges, despite what you might think, are extremely easy. A
bridge is actually a sprite.
To make the bridge collapsable, like in E1L1, give the bridge
sprite a Hitag. It doesn't matter what number, as long as it
is unique to that bridge.
NOTE: You may have to use the 'R' key on the bridge sprite to
get it the way you want it.
Duke Addict 100606,2141
-----------------------
Note that you need to block the sprite by pressing B or else you will fall
through it. I guess that would not fit the purpose of a bridge. :)
Tom Pitts 71322,501
-------------------
Bridges can be tricky so I'll try my best to explain how to do them. They
are actually 4(or more) different sprites. First make a sprite and pick
the bridge texture(goto 513). Once you have the sprite in the texture
press R on it 2 times to get it in the right position. Then rotate it with
the <> buttons. This will be the top of the bridge. Raise it into
position using PageUp. Then make another sprite and pick 513. Hit R on
this sprite 1 time and squeeze it down with the 8 on the number pad till
you have the height of the bridge. Rotate this perpendicular to the first
sprite. Move it into position right below the other sprite so the edges
are touching.
____
It should look like this so far... |
Tab the sprite you just made and make another. Next rotate it 180 degrees
with the <> buttons. Move it into position on the other edge like you did
with the other sprite.
____
Now it should look like this | |
Now Tab the Top sprite and make another and move it into position under
the 2 side sprites.
____
It should look like this |____|
You will have problems if you don't do this. Press B on all the sides and
press 1 on all the sides. This will make the sprites 1 sided and "Blocking"
the bridge looks right and you don't fall through it. Now all you have to
do is in 2d mode position the bridge between the 2 spots you want it to go.
Ginger lattav@vnet.net
----------------------
>I am trying to build a sewer under street and room sectors. I really
>have no idea how to create this sector under the existing sectors. Do
>anyone know how to do this?
My suggestion for you is a little strange and involved. I've tried stacking
sectors on top of each other, and haven't had much luck. Wierd things happen,
and I get fake walls that aren't really there, but look like they are.
In any case, my suggestion is that you build your rooms with the sectors set
so that the sewer part is already there. Forget the upper part for now.
Instead, you have something like the example below:
______________
| raised floor | _______
|______________|__|___ |
|___________________ | |
| | | |_| |
|______________| |_______|
Lower the floor on the inner portion to what you feel is appropriate for your
sewers.
Find a sprite which will look good as the 'ceiling' of the lower section. I
used a nice tiled ceiling so that it was easy for me to determine what was
what, but you may think differently. Get one tile's worth of ceiling enlarged
and looking correct. Make it relative by hitting the 'R' key until it lays
flat on the floor. Go into 2-d mode if necessary and place it just right.
Now page it up until it is where you want the ceiling of your sewers to be.
(make sure that it isn't quite at the top) Keep doing this step until your
sewer is roofed all of the way.
Make sure all of the sprites you lay down following these rules are blocking.
Otherwise wierd stuff can happen.
Keys that will help you: The _tab_ key copies all of the attributes of a
sprite except the height above ground. It displays some white numbers in the
upper right hand part of your screen in 3d mode. Hit tab again to turn the
copy off.
The _regular enter_ key pastes whatever you last copied with the tab key onto
a sprite. Make sure that the white numbers are still showing when you paste.
That will make sure that you don't have to keep panning and resizing the
texture that you pick.
Read the stuff below about making the sprite face the proper way for other
help.
Additional stuff you can do at this point: If you would like for players to
be able to (for example) shoot an RPG at the ceiling of the sewer and have a
hole open up in the street so that they can climb in and out (and vice-versa),
make each sprite hittable, and give it a unique hitag. (1,2,3,4,5, etc.)
You'll have to do that with the floors for the upper parts too, when we get
there. Now that you've got a ceiling for your sewer, check it by running it in
play mode, and make sure you like it.
Be sure to test it with pipe bombs and other droppable things from above to
make sure that you like the effects that happen.
Make 'floors' for the upper portion the same way, choosing the road textures
or whatever properly fills in at that point. Page them down to the right
point, and fill everything in properly.
More wierd stuff you can do at this point: Make the hittags of the floor
parts match the ceiling parts which are just below them if you want the pieces
to blow up at the same time. Otherwise, if you want them to blow up in two
separate steps, continue your numbering scheme (7,8,9,10,etc.). If you don't
want them to blow up at all, don't worry about it.
WARNINGS: This method might _not_ work with under water areas correctly.
I've tried that, and I've gotten some unexpected results.(Of course, I could
have made other mistakes.)
Make sure you test what happens if you locate sprites above your floors. In
my tests, things like pipe bombs fall through the rotated sprites onto the
real 'floor'. If you like that, go with it, if not, keep asking, and maybe
someone will give us a really detailed explaination of how to stack sectors.
.=========================================.
| [3.13] How to make overlapping sectors? |
`========================================='
Craig Hubbard 102344,2235
-------------------------
It's surprisingly simple to do--more difficult to actually understand (I'm
not even going to bother trying <g>). The only restriction is that
overlapping sectors can't share a red wall. Try this: draw an L-shaped
corridor. At one end, draw a room. Draw another L-shaped corridor that starts
at that room and passes over the first corridor. Now, place the white arrow
in the first corridor and go to 3D mode. You'll notice you can walk all the
way through that passageway--over (or under) the other sector even though
they're technically at the same elevation. All you have to do at that point
is lift or lower one and create a stairway from individual sectors or simply
use a slope to connect the two levels. No teleporters necessary.
[Question: If you look down the stairs you get this crazy graphics display
until you go partway down the stairs.]
Sounds like the floor of the upper level is below the ceiling of the lower
one. While you can get away with this in Build, it may freak out when you
actually play it in Duke. Try adjusting the elevations and see if that fixes
the problem. Most of all--keep experimenting.
Phantom 72734,2553
------------------
You can overlap sectors as long as the vertices don't touch. If the vertices
touch the sectors will adjoin into one big sector. Just offset them a little
and make sure the floor of one is above the ceiling of the other.
Eric C. Reuter 74567,3307
-------------------------
Well, I won't get into a long dissertation, but you can have sector over
sector, you just have to make sure that you don't have:
a) two contiguous nodes dragged on top of or matched to the
sector above or below it, because then you will join the sectors.
b) The two rooms visible at the same time from any location.
You can create an example of this very easily:
Make a rectangular sector, longer than it is wide, and place horizontally.
Raise the ceiling up about 20 "steps" or so, and raise the floor up at least
that much. (This allows you to get the sector out of the same "Z" plane that
the next one will be in.)
Make another rectangle like above but place it vertically. Draw it directly
intersecting the horizontal sector so that it looks like a cross. You can now
go into either sector and walk above or below each, depending on where you
start. You must make sure that the ceiling of one is below the floor of the
other! You could also connect them, by means of curved stairs or other
sectors, say from end to end.
Eric C. Reuter 74567,3307
-------------------------
Not the exact same position - they can't be 2 squares with one directly on
top of the other. If the vertices of one are on the vertices of the one
below it then the sectors will adjoin. So you have to offset the two a
little. I think that's what Levelord meant by "overlapping sectors" in the
build help file. So you could spin the top sector around 45 degrees and it
should work.
This is correct, and the limitation of the engine. You _must_ obey some rules
for it to be effective. If you had 2 sectors identically mapped, node for
node, on top of each other, the editor will join them, and that is NG. You
must offset them as stated. You have to be creative in their use, because the
engine can't display them at the same time. You can do some convincing things
with them though, you just have to be inventive. The hallway under the
projection booth in E1L1 is a perfect example. Its obvious that you are
either under or over one or the other, depending on where you are, but you
never see the areas at the same time. That was a very good use of this
feature. Engines like Prey or Quake will allow for true 3D multi-story areas,
visible at the same time.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
This is quite easy to do. First, make a big sector. Make the ceiling
high, choose some nice textures. Make a place leading from that, and
up a staircase or slope. Go around until you get to one of the sides
of the first sector. You should something like have this:
______________________________________
: ________________________ :
: : : :
: : :______:
: : 0 0
: : __________________________________________
: : : :
: : : :
: : : :
: :__: :
: :
: :
:________ :
: :
: :
: :
: :
:__________________________________________:
Now, the two 0's are the ending vertexes for the sloped hallway. I
know they look nothing like it, but bear with me. :) Now, start
making a new sector, starting from the 0's. Make it inside the
first sector. DO NOT put vertexes on the lines for the first sector.
just let the lines overlap. Now, travel up your slope, and go
into the sector you just made. Right now, it's at regular floor height.
Just raise the floor, and you've got a sector over a sector!
.============================================.
| [3.14] How to make breaking glass windows? |
`============================================'
Craig Hubbard 102344,2235
-------------------------
You've got to point at the front of the wall, below or above the window
opening, and hit "M" for maskable wall. The window opening will be covered
with an ugly brown texture. Hit "V" and select glass.
You can't stop there, however. You've got to point at the glass now and hit
"H" for hitscan. Otherwise, bullets will pass through the window! Now you're
all set. :)
For a slightly better aesthetic profile, place the window in the middle of
the window frame instead of on the front or back. Looks more realistic. ;)
Phantom 72734,2553
------------------
A window is just sector between two other sectors with the floor raised up
and the ceiling lowered down. After you make the sector, point the cursor at
the bottom sill of the window and hit "m", then "v" and "v" again. Give the
wall the glass texture (503, I think), then put the cursor on the bottom sill
again and hit "b", then "h". "b" blocks the player from jumping through and
"h" makes the glass break when you shoot at it.
If it doesn't work properly then you probably edited the wrong wall - you
should be able to jump up on the sill from one side, but not walk through it
unless you shoot it and break the glass. One wall of the window sector should
have a double purple line in Build's 2D mode.
Loach killer@raven.cybercomm.net
--------------------------------
STEP 1: First make a sector. Then make a sector connected to the one you just
made and this will be the sector with the window in it. Now make a sector
connected to THAT sector to be the opposite room.
example:
__________
| Room 2 |
|__________|
glass--> _|______|_
| Room 1 |
|__________|
STEP 2: The glass is actually on one line, it is not the whole sector.
So first, select the line in the middle sector there which you want to contain
the glass. In 2d mode, press "B" to make it purple. which means it will block
things from walking through. now hit CONTROL-H on the line and itll make it
somewhat fatter of a purple line, Which means it will now do something on a
hit.
STEP 3: Now go in 3d mode and point to the ceiling of that sector and hit "M"
to MASK it and show the line you want to make the glass on. A big solid
wall will appear, which is really the line you want to put the glass texture
on. So point at it and hit "V" and select the glass texture with the streaks.
It will appear to have a hotpink background in the selector.. but that
indicates transparency. Now insert that texture, and now you have glass!
STEP 4 (optional): You can point to the glass and make it more transparent
by hitting "T" for transparency. This will tone it down, AND OTHER textures.
The streaked glass is about the only breakable glass texture though. You can
make glass out of other textures like the glass window BEHIND the breakable
one in the example. However it is not breakable..
Tempest pwong@pobox.leidenuniv.nl
---------------------------------
Make a base for the window.
Point the mouse cursor to the wall of the base where you want the
glass window. Press 'M' to mask the wall. You will see a texture
appear between the floor and the ceiling of the sector.
Point the mouse cursor to the texture and change it to the window
texture (sprite #503).
Point the mouse cursor to the glass and press 'B' to make it
blocking. You can't move through the glass this way. Press 'H' to
make it hittable. If you shoot at the glass it will break. Press
'T' once or twice for a transparent effect. You now have created
a glass window.
??? unknown ???
---------------
To get a window to be breakable you have to go to 3d mode, put the cursor on
the glass texture and press the 'H' key. This will turn off the pass thru
bit. I think the line will turn into a double purple line in 2d mode after
you have done this. In case you are having trouble getting the rest of the
window working, here is a quick list of things you need to do to make a
window. This may not be the best way, but it works for me. In 2d mode,
hilite the red line that will be your window and press the 'B' key(the line
will turn purple). Goto 3d mode and locate the opening where your window will
be. To map the glass texture on it you will probably need to put the cursor
near the corner of the sector and press the '1' key. This will map a texture
onto the wall so that you can see it. Once you have a wall to map to, press
the 'V' key and select texture #503. The wall will be pink. Put the cursor
on the wall and then press the 'M' key. This should make the glass see thru.
Finally, press 'H' to turn off the pass thru bit.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Glass, believe it or not, is fairly easy. The procedure is as
follows:
Make the following rooms:
__________ _________
: : : : The sector in the middle should be valid
: :_: : player space. Next, go into 3D Mode.
: : : : Point the cursor to the ceiling of the middle
: : : : sector, and press 'M'. An ugly brown texture
: :_: : will apear. Press 'V' on this texture and
: : : : select the glass texture. Next, go into 2D
:_________: :________: mode. Point to the line with the glass
texture. Press 'B' to make it so you can't walk through the glass,
and CTRL+H to make the glass breakable. You've got yourself a new
window!
Matt Bollier 103220,3302
------------------------
This is quite a simple effect, once you understand it. Make a spot where
you want to have the glass (NOTE: you can only use glass in certain areas)
preferably a windowsill. In 3d mode, press M on the bottom or top of
windowsill (the lower or upper wall, not the inside wall or floor or ceiling)
Then you should see a "ugly brown texture" in front of you. Press V and
change it to glass. Next press B while the cursor is over the glass, then
press H. When you return to 2D mode you should see a pink line that is very
thick (almost like 2 lines in one). Now, you have some glass that you
can smash.
.=============================.
| [3.15] How to make mirrors? |
`============================='
Phantom 72734,2553
------------------
To make a mirror, you need to make a small sector (the size that you want
your mirror to be) on one wall of a room. You need another large sector (at
least as large as the room sector) behind the sector that will be your mirror.
It should look like two rooms with an opening in one wall that connects them.
In 3D mode, put the cursor on the floor just in front of the wall that will
be your mirror (the back wall of your mirror sector) and hit the "1" key.
That makes a one-way wall. You can only see through it from one side. Now hit
"v" and then hit "v" again. Give the mirror wall texture #560. Put the
cursor on the mirror wall and hit "b". That will make it so you can't walk
through the wall. Now go into the room behind the mirror in 3D mode and give
the walls texture #561. Load the map into Duke and try it - you should see a
mirror recessed into the wall of the room. To make it show bullet holes and
break when you use an explosive weapon you need to do one more thing:
With the cursor on the mirror wall, hit the "H" key. In 2D mode the
purple line that is the mirror should look like a double line.
Now when you shoot at the mirror you should see bullet holes and when you use
the RPG or pipe bombs the mirror should break. If you see any distortion in
the mirror then make the room behind the mirror larger. If you have problems
with it, check out the mirror in the bathroom of episode 1 level 1.
Tempest pwong@pobox.leidenuniv.nl
---------------------------------
The way a mirror is created is quite odd. You might not expect it,
but a mirror needs a big room behind it. Try turning clipping off
(type DNCLIP) and walk through a mirror. You'll see that the room
where you came from has been duplicatded behind the mirror. To
create a mirror, make a big room behind the sector where your mirror
will be. It's best to make it at least twice as large as the room
where you'll be viewing the mirror from. The example uses relatively
small rooms and you'll notice weird effects when you look at the
mirror from certain angles.
Mask the wall (point at the floor or ceiling and press 'M'). This
will be your mirror.
Assign the mirror texture (sprite #560) to the masked wall.
This is important: make the masked wall singled sided by pointing
at the mirror and pressing '1'. All the transparent parts of the
mirror will be replaced by an opaque magenta color.
Point at the mirror and make it blockable (press 'B') and
hittable (press 'H'). Your mirror is now finished. Go break it!
??? unknown ???
---------------
Ok, there needs to be a sector on the opposite side of the mirror at least as
big as the room that the mirror is facing (no, this doesnt mean you need to
"duplicate" everything). Ok, now what you are suppose to have should look
like a window into a big deserted room. This "window" should only be one line,
not a sector! Next, in 3D mode, point the cursor on the floor right before
the "window." Press Shift-M (you could probably use just "m" here also, I'm
not too sure). You should see your "Window" covered with a texture. Now click
"v" on where the window was and change it to the Mirror (Tile 560). Now you
need to press "1" on the Mirror (should look like a bunch of pink blocks).
Now, in 2d mode clip "b" on the line(if you havent already), this will change
it so you cant walk throught the dang thing. That should do it! Im sure there
may be other methods, but this is what I figured out! Feel free to add to it
if you would like. Also, this is the basis for making those grates that you
walk through to get into those air ducts and other stuff like that.
To make it show bullet holes and break when you use an explosive weapon you
need to do 2 more things.
1) In 3D mode put the #1 sprite (the S) in front of the mirror wall and then
in 2D mode put the cursor over the sprite and hit alt+T. Give it a low-tag
of 12. Hit alt+H and give it a high tag of 188. Then go to 3D mode and put
the cursor on it and hit "B". (the sprite should turn blue)
2) Back to 2D mode - use alt+T to change the low-tag of the mirror wall to
252. Now when you shoot at the mirror you should see bullet holes and when
you use the RPG or pipe bombs the mirror should break.
If you see any distortion in the mirror then make the room behind the
mirror larger. I forgot to mention one thing. To make bullet holes appear
you have to put the cursor in front of the mirror wall (in 3D mode) and
hit the "H" key. In 2D mode the purple line that is the mirror should look
like a double line. Sorry 'bout that.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
Turn on no clipping (DNCLIP). Walk through the mirror. Weird?
This is a hall of mirrors effect, and you are actually in the
room behind the mirror. To make a mirror, make the following sectors:
_____________________________________
: :
: : ________
: : : :
: :___: :
: : : :
: : : :
: : : :
: C : B : A :
: : : :
: :___: :
: : : :
: : :________:
: :
:____________________________________:
Sector C is the room behind the mirror. As a rule of thumb, it should
usually be twice as big as sector A, if not bigger. The mirror will
usually work if sector C is the same size as sector A, but sometimes
if you look in the mirror at different angles, it gets messed up.
Now, go into sector A, in 3D mode. Point to the ceiling of sector
B, and press the 'M' key. Change that ugly texture to the mirror
texture, which is number 560. Next, point to the new texture and
press the '1' key. This makes the wall 1-sided, and there will now
be a pink backround and you can't see into the other room. Next,
go into 2D mode. Point to the wall that the mirror will be and
press the 'B' key and 'CTRL+H' keys. This makes the wall block you
and hittable. If you want Duke to say "Damn, I'm lookin' good!"
when you use the mirror, give the wall (use ALT+T on the wall for
Lotags, ALT+H for Hitags) a Lotag of 252. You're done!
Tom Mustaine Mustaine@usa.net
-----------------------------
To make mirrors work, the sector behind the mirror MUST meet the
following criteria.
#1 ) The sector behind the mirror needs to be at least 2x bigger than
the sector it is reflecting. (This is the real important factor, If
the behind sector is not at least 2x bigger via x,y then you will get
HOM's in the mirror from many angles)
IE: (Top View)
+----------------------+
| |
| |
| |
| |
| |
| | Behind Mirror Sector
| |
| |
+-------+------+-------+
+-+------+-+ <-----Masked/Hittable/*wall tagged mirror
| |
| | Reflected sector.
+----------+
* Has anybody figured out a way to get the wall tag working with the
mirror? I tried tagging it with the same tags as E1L1 L2 so when
you push on it, duke says the "Damn, I'm lookin good." But I
havent been able to get it working yet.
#2 ) The floor/ceiling height of the sector beind the mirror MUST match
the floor/ceiling height of the masked mirror sector. If it is
bigger or smaller, when you jump/duck, the mirror will HOM.
IE: (Side View)
+------+
| +-+---------------+
| A |B| C |
| | | |
| +-+---------------+
| |
+------+
A=Sector to be duplicated/reflected
B=Sector with the actual masked mirror in it
C=Sector behind the mirror, notice ceiling/floor height is the same as
sector B
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
Here are some rules to follow while building mirrors:
1) Do not allow multiple mirrors to "see" each other.
2) You may place multiple mirrors next to each other that share the same
reflector sector. The reflector sector is the huge sector that sits behind
the mirror.
3) The reflector sector must be bigger than all sectors the mirror can see.
This means that the distance from any location on the playable side of the
mirror to the actual mirror wall must be shorter than the distance from the
mirror wall to any of the walls in the reflector sector. Picture a line
drawn from any wall in the playable area to any wall in the reflector
sector. If the line were divided at the mirror wall, the length of the
line on the playable side must be shorter than the length of the line in
the reflector sector.
4) The reflector sector must have the exact same floor and ceiling height as
the mirror sector.
5) The mirror should be Blockable (B key), and have HitScan (H key) activated
to work correctly. This will cause bullet holes to appear in the mirror
when shot with normal ordinance and the mirror will be destroyed leaving a
wood texture when an explosion is detonated nearby.
6) The masked wall must be made single sided (use the "1" key not from the
keypad).
7) All mirrors are masked walls (M key) that have the mirror texture (tile 560).
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
So far, all the levels I've seen have done a slightly less than par job
on mirrors. They look fine at first, but when you duck they really get
screwed. This is all due to one oversight on the authors' part though.
Wanna know how to make mirrors that actually work correctly?
Alrighty, first make a windowsill or something like what you would use for
making glass. Next make a HUGE sector (bigger than all the others that the
mirror will "see") but KEEP THE FLOOR AND CEILING HEIGHT THE SAME AS THE
MIRROR! The major problem of other authors was lowering the huge room's
floor down to what the mirror was "seeing" rather than the height of the
windowsill and mirror. Next, press M to create a maskwall on the side
of the windowsill facing the huge room.
NOTE: You may have to lower the room a bit so that you can create the
maskwall then raise it back up again.
Confused? You should be. The reason you do this is because you can only
create a maskwall when you can see a lower or upper texture. After you
create it, the upper or lower texture doesn't matter, but you have to
originally press M when the cursor is on the U or L texture. Next,
switch the maskwall texture to that of the mirror (the little pink square
cleverly called "MIRROR").
Then, in 3D mode, press B then H while the cursor is over the mirror.
It shouldn't look like a mirror in 3D mode, but when you play the game
it will.
Finally, press 1 on the mirror while in 3D mode to make the mirror 1-sided.
You should see pink squares on the mirror in between the black lines.
It is very important that you follow a standard rule: Do not let two mirrors
see each other! You may want to try this to get some cool results, but it
doesn't look pretty.
.======================================.
| [3.16] How to make security cameras? |
`======================================'
Duke Addict 100606,2141
-----------------------
First you need to put a viewscreen (#502) somewhere in the map on a wall,
I recommend to put it behind a force field, so that it looks like the screen
in E1L1 in the first secret flat.
Assign a *Hitag* value to the viewscreen sprite which the cameras will share.
Now you're missing the cameras (#621), so put one camera somewhere else in
your level and assign its lotag the same value as the viewscreen's hitag, I
know this is kind of confusing but not my fault. :)
The camera's hitag defines the turning radius (2048 being 360 degrees). If
you assign a hitag value of 400 it will turn 200 Duke degrees to left and
then come back to turn 200 degrees to the right. If you leave the hitag at 0
the camera will be static. You can change the camera's viewing angle by
shading it, press ' + S to directly insert a shade value in 3D mode. Shading
it darker with the +/- keys makes it angle up, if you want to let it face
you have to use ' + S and insert a high shade value such as 500, which will
result in a negative value. Press ' + S once again to see the current value
(you will be able to set it to 500 but to see which value that actually
represents you either have to press ' + S again or in 2D mode press ALT +
TAB while pointing at the camera). I assume that values above 127 will
result in negative values. The direction where it points to is the same
direction as the sprite faces. If you put more than one camera with the
same lotag they can be viewed consecutively through one screen. I'm not sure
how it is determined which camera's view comes first.
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
This is almost a necessity for DukeMatch levels, and it's one of the
easier effects. All you need is a Viewscreen and Cameras to play the
video. First, create a spot for the viewscreen. Next, put a viewscreen
sprite on the wall by first hitting S to create it, get it to the appropriate
height, and press R if you need to so that it is flat. Now, give it
a hi-tag of anything you want that will refer it to the cameras it will
view. Put the cameras wherever you want them along the map, setting the
angle of the sprite to the angle of the view, and use the shading keys
to set the angle of it looking up and down (the darker the shade, the lower
the viewing angle is). Give the cameras a hi-tag of the rotation
you want them to have (stick with increments of 128) and give it a lo-tag
that is the same as the viewscreen's hi-tag. Don't forget to press control -
page up to put the camera on the ceiling, otherwise it will look bad.
.======================================.
| [3.17] How to make playback cameras? |
`======================================'
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
To make a camera in your level that will play back demos after
they are recorded, put a sector effector somewhere (preferably
where you want the camera :) ). Give it a Lotag of 27. The
Hitag is how far the camera can see. Experiment a bit.
.======================================.
| [3.18] How to make rotating sectors? |
`======================================'
Duval Magic 75567.473@compuserve.com
------------------------------------
A rotating sector is accomplished with two Sector Effect Sprites. This first
one (SE LoTag 0) indicates the sector to be rotated, and the second one (SE
LoTag 1) indicates the "pivot" point for the rotation. First, place a Sector
Effect Sprite in the sector that you would like to rotate. Give that Sector
Effect Sprite a LoTag of 0. Set the HiTag of the Sector Effect Sprite equal
(arbitrary number) to the "pivot" point Sector Effect Sprite explained below.
Place a second Sector Effect Sprite at the "pivot" point of the rotation. If
you would like the sector to simply spin, place this sprite in the exact
midpoint of the sector. If you would like the sector to rotate around another
object or sector, place the sprite at that point instead. Give the second
(pivot) Sector Effect Sprite a LoTag of 1 and a HiTag matching the Sector
Effect Sprite HiTag of the Sector Effect Sprite you placed in the sector that
will rotate. Angle the Sector Effect Sprite (SE LoTag 0) up to rotate all
points around the Sector Effect Sprite LoTagged 1. Or, angle the Sector
Effect Sprite (SE LoTag 0) down to rotate just the sector around the Sector
Effect Sprite LoTagged 1. Angle the Sector Effect Sprite (SE LoTag 1) up to
rotate the sector clockwise. Or angle the Sector Effect Sprite (SE LoTag 1)
down to rotate the sector counter-clockwise. If Relative alignment "R" key is
set on the floor texture, all the sprites on that sector will rotate with the
sector. You may link several rotating sectors to a single pivot point by
matching the HiTags of the pivot Sector Effect Sprite (SE LoTag 1).
Neil NEIL@mcs.co.uk
-------------------
It's easy to make a sector that either just rotates, or rotates 90 degrees, at
the press of a button:
1) Paint a sector [A]. Paint another sector inside it which you want to be your
rotating sector [B]. Make [B] a player space (Alt-S it) and raise it just a
bit so you can at least see it.
2) Put a SE (Sector Effector) in the middle of your rotating sector [B] with
unique hitag (EG 1) and a lotag of 1. This is your pivot point.
3) Put a SE towards the outside (but still in it !) of the sector [B] with the
same hitag (EG 1) and a lotag of 0. This tells Build what to rotate around
the pivot point.
4) You should now be able to play your level and see the sector rotating.
5) Now you want a switch to work it ? Ok. Paste a switch sprite on a wall (eg
tile number 140) and an activator sprite in the rotating sector [B]. Give
them both a unique lotag (EG 2) to connect them.
6) You should now be able to play your level and switch the rotating sector on
and off.
7) Finally, you want the sector just to rotate 90 degree ? Change the sector
type of the rotating sector to 30, ie change sector [B]'s lotag to 30.
This changes the sector to a sector which will rotate 90 degrees from its
initial height to the height of the Sector Effector 0 in it.
For your example, make sure that the Sector Effector 0 is just sitting on the
top of the sector [B]. Therefore there is no height difference between the
top of the sector and the Sector Effector so it won't rise and fall as it
rotates. Raise the SE or lower the height of the sector and you'll see it
rising and falling as it rotates.
8) Play your level and the switch will now make the sector just rotate 90
degrees. I can't remember off the top of my head what makes it rotate
either clockwise or anti-clockwise... look at the Build help... its
probably the direction of the SE0 or SE1 !
PS: You will probably see that the texture on top of the rotating sector
doesn't rotate with it. You need to fix the texture to the surface by
pressing R in 3D mode.
Vlad 100430,1502
----------------
For a rotating sector, you only need two SE. One for the pivot point, the
other in the sector that will rotate. Choose the same unique hitag for both
of them and change the lotag of the pivot point to 1. You may need to change
the direction of the SE in the rotating sector (w/ lotag 0) to "south".
If you want the sprites and Duke to move with the rotating sector point at it
with the mouse and type R. You can also use a GSPEED sprite to change the
speed but I am still working on this now to try to understand how it is
working (at high speed)...
If you want to control your rotating sector with a switch. You only need a
switch and an ACTIVATOR with the same Lotag number, and then change the Lotag
of the Rotating Sector to 30.
I also think that the height of the SE (w/ lotag 0) will control the height of
your sector at the end of the rotation. Try to use the GSPEED sprite also...
[NOTE: 200 is a decent turn rate for rotating sectors]
The circling lights are easy to do. You need to do 4 sectors in a ROOM (two
small rectangles and two large circles). Two for the lights on the ceiling
(small rectangles) and two for the circles of light on the floor. To do that,
you need 4 SE with hightag equal to x1 x2 x3 and x4 and lotag equal to 1. Put
these SE at the same place in the ROOM as pivot points for your 4 sectors.
Put 4 SE with hitag equals to x1 .. x4 in each of your 4 small sectors and
with lotag equals to 0.
Change the shade of the two sectors on the floor to something very light...
Do 1 or 2 PgDn on the two rectangles on the ceilings and slope them and then
choose a light texture...
You may need to put some GSPEED sprite to change the speed of rotation.
It is not easy to explain, but have a look in E1L1
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
To make gears, make a gear sector. You know, make it look like a
gear. I didn't have the time nor the energy to make a whole lot
of prongs on my gear, so I just made a cross. Just the same. Anyway,
decide on a pivot point for the gear. Insert 3 sprites on the pivot
point. Go into 3D mode. Make 2 of them sector effectors, and one
sprite #418. Use relative alignment (R key) on sprite #418 to make
it lay flat. Go back into 2D mode. Give both of the sector effectors
a unique Hitag, not the same as all the other gears. I used 20. Then,
give one of the sector effectors a Lotag of 1. That's it! To make the
gear sound good, put a MUSIC&SFX sprite somewhere. Give it a Hitag of
8000, and a Lotag of 89. For multiple gears, do the same thing only
leave out the sector effector with no Lotag.
.====================================.
| [3.20] How to make conveyor belts? |
`===================================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
This is pretty easy. Note that to make water current, it's the same
deal, just put water on the floor and give the sector a Lotag of 1.
First, make your conveyor belt. Just a flat sector, maybe the
conveyor belt texture for the floor. Add a sector effector. Give
it a Lotag of 24, and point it the way you want the conveyor belt
to go. That's it! To make it go faster, put a GSPEED sprite in
the conveyor sector. Give it a Lotag of your choice. The higher
the Lotag, the faster it will go.
.=====================================.
| [3.21] How to make exploding walls? |
`====================================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
C-9 is the source of most of the explosions in Duke 3D. Here are some
facts:
A.) If you shrink C-9 (Use > and < keys on numberpad in 3D Mode) all
the way (widthwise), when you play the game you do not see it. It
can still be operated, but only by an OOZCAN, another C-9, or a crack.
B.) A C-9 sprite can be activated by an OOZCAN, crack, or another C-9.
C.) You can have a Dukematch-Only hole by making the crack Dukematch-
only. (See 4.10)
Well, that's it for the mile-long fact list...:) Now, to be able to
blow holes in walls....
Step 1: Make the following sectors:
____________________
: :
: :____
: :_A__:
: :_B__:
: :_C__:
: :
: :
:____________________:
Sectors A, B, and C should be all valid player space. We could have
sectors A, B, and C as all one sector, but we want our hole to look
cool. So make it 3, and arrange the slopes of the floor and ceiling
and the heights of the floor and ceiling until you've got a nice hole.
Add nice textures, the stuff inside the hole will be what it looks
like when blown out.
Step 2: Put a crack sprite somewhere. It really doesn't matter where,
it'll work just the same. I prefer in front of the hole. :) Make sure
that it's directly on a wall, though. Give the crack a Hitag.
Something unique, not the same as any other cracks. I used 213 in
my map.
Step 3: Place a Sector Effector *Sprite* in sectors A, B, and C.
Give them your unique Hitag, and a Lotag of '13'.
Step 4: Place a C-9 sprite in sectors A, B, and C. Now, go into 3D
mode. Use the '4' and '6' keys on your NUMBERPAD to shrink the C-9
WIDTHWISE as much as possible. If you don't know what I mean, look
at my map.
Step 5: Go back into 2D mode. Give each of the C-9's your special
Hitag. Now, the Lotag for the C-9's is up to you. That determines
how long it will be before the C-9 blows up. You can have it happen
right away, a long way away so the player walks up to the hole and has
C-9 blown up in his face, or all three go at different times. For now,
just put 20 for the middle one, 40 for the left one, and 60 for the
right one. This makes a nice explosion, and is not bad for a
beginners hole.
Step 6: You're done! Play the level! In future hole designing, you
might want to know this:
1. You can have the crack shatter as many sectors as you want, just
make sure they are of all equal Hitags.
2. If you want a HUGE explosion that'll last about 10 seconds, fill
the ENTIRE room with C-9, shrink them all, and give them your
Hitag. Set them all for different times, and watch it blow! Set
records for how long you can stay alive with C-9 blowing up in your
face!
3. Have JUST C-9 blow a hole by replacing the crack with a C-9
sprite. Make sure it's not on the wall, and KABOOM!
4. Use KEXTRACT to extract the original levels, get ideas from them.
Phantom 72734,2553
------------------
In 2D mode put the crack sprite on the wall then use the < and > keys to
rotate the sprite so the tail is perpendicular to the wall then hit the R key
to place the sprite against the wall (you may have to hit R 2 or 3 times to
get it right). That will make the exploding wall look like a normal wall.
You have to place textures in 3D mode, but you can place a sprite right in
front of a wall in 2D with the "S" key, then go to 3D and use "R" to paste it
to the wall.
Duke Addict 100606,2141
-----------------------
If there's a gap in the wall which should explode it is due to the wrong wall
being the sector's first wall. The sector will be lowered (during play by the
engine) until the first walls touch. If you sloped the sector in a way that
the lower and upper edge of the slope are at the sector's first wall the
sector won't close. Try selecting another wall as the sector's first wall by
pressing ALT+F. Experiment a bit, I know it's hard to explain but I'm sure
you'll figure it out.
It works like this: The ceiling lowers to the floor, so far so good. Again
the sector's first wall (press ALT+F to change it) play an important role
because the ceiling will lower (instantly during level loading of course)
until it hits the floor at the sector's first wall.
2D view:
____
|____|<--- sector first wall
3D front view
(sloped sector):
|\
| \
| \<---- this is the sector's first wall
| / (wrongly placed, it should be on the other side)
|/
Since the slopes are going in the "wrong" direction it comes that there's a
hole in the wall. So always make sure that the sector's first wall in such a
sloped sector is the one with the biggest difference in height from floor to
ceiling. I hope you understand this "explanation". ;)
Btw, you can make an explodable wall which only appears in Multiplayer by
changing the palette (ALT+P) of the crack to 1.
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
Here's another easy one. On the map, make the structures that you want
to show up after the explosion has taken place. Next, place a Sector
Effector in the sector that is going to be blown up and give it a lo-tag
of 13 and a hi-tag of your choice. Next, place the extinguisher or
other object that is going to blow up in the desired location. The
fire extinguisher could be replaced with a crack or seenine sprites if
you would rather have a different effect. Give the exploding object
a hi-tag that matches with the sector effectors hi-tag. That's it! To
make it more complicated you can do a few different things:
A) Floor or ceiling explosions only:
You can have the floor drop out or ceiling explode instead of
walls blowing up. All you have to do is set the sector effector
to where you want the ceiling or floor to raise or lower to
before the explosion. You should probably set it to the same
height as the neighboring sectors. Then, set the sector effectors
angle down, which causes the nearest piece (either floor or
ceiling) to come to it. If the angle is up, both the floor and
ceiling meet there. Now, it's ready to blow up. Note that all
the explosions involve floors and ceilings, but do not require
both. This method involves a single one, and the first method
uses both.
B) Timed explosions:
You can have explosions occur after the initial explosion as
well. Put seenine sprites where you want explosions to occur,
giving them a hi-tag the same as the sector effector and a lo-tag
of the time delay you want. A time delay of about 60
occurs about a second after the initial explosion. You also
have to "shrink" the seenine sprite along the x-axis so that it
does not show up as a can (the explosion will be normal size).
Use the 4 and 6 keys on the keypad to change the x-axis size.
You can link timed explosions to earthquakes by putting another
touchplate in the earthquake sector that has the same hi-tag
as the sector effector in the sector that is going to explode.
Everything above applies the same.
Neil Fawcett NEIL@mcs.co.uk
---------------------------
1) Create your destroyed wall/sectors as they are AFTER the event ! Chances
are you'll need quite a few small sectors making up a small portion of the
damaged wall, each at different angles and different heights, well you
are trying to make this hole look like its been blown away !
2) Right, you've got the wall looking as if its been destroyed. Now you want
to tell Build that infact the wall shouldn't look like this to start off
with, but instead only after its been blown up. Put SE13 (Sector Effector
sprite, lotag 13) in each of the sectors that make up your damaged wall.
3) To make a switch that activates the damaged sectors ? Ok. Paste a switch
sprite on a wall (eg tile number 140) and give it a unique lotag (EG 1).
Now give the SE13 sprites in your damaged sectors the same unique number
in their hitags (EG 1). This connects the switch to your damaged sectors.
4) You should be able play your level and see the wall in an undestroyed
form and press the button and the wall convert into your damaged wall. Wow!
Note: If you get strange "joins" or cracks in the wall this is simply because
all Build does with damaged sectors (ones with SE13 in) is before they
are damaged it simply brings the ceiling down to the floor. The ceiling
drops down to the floor based on the sectors FIRST wall. You can change
wich wall is the first one by pressing ALT+F.
Make things easier !
====================
A trick I use is: Imagine you've created your damaged wall which is made
up of twenty+ sectors. Now rather than having to put SE13 in all these
sectors all I do is instead create a thin sector infront of them. You
could think of this as a piece of hard-board across the hole and flush
with the rest of the wall. Make this sectors ceiling and floor flush with
with the rooms ceiling and floor (so you cant see it) and put an SE13
sprite in just this one sector. When you play the level Build will now
drop the ceiling of this sector down to the floor before the sector has
been destroyed thus covering the hole. When the SE13 is activated the
wall will disappear revealing the hole. This is a lot easier and more
efficient than trying to put dozens of SE13 in the different sectors
making up your hole, and it means you dont get funny joins prior to the
wall being destroyed !
5) If you want explosions when your wall is destroyed place C9 sprites where
you want the explosion and give them the hitag that is activating the
destruction (EG 1). The lotag is the delay of the explosion. To make actual
sprites invisable when you play the level make the sprites as thin as
possible.
6) If you want a crack on the wall to activate the destruction then place a
sprite on the wall and change its texture to a crack. Set its hitag to your
unique number for the wall destruction (EG 1).
.=================================.
| [3.22] How to make earthquakes? |
`================================='
Duval Magic 75567.473@compuserve.com
------------------------------------
Earthquakes require a few things to work. First, you'll build your map so
that the *result* of the earth quake is showing. Also, you'll need some sort
of trigger for the earthquake. Earthquake sounds are automatic, but
earthquake jibs must be added by you. First step is to create the result of
the earthquake. Try building a sector within a sector, then split that
sector with a jagged line (add vertexes to the split line and move the
vertexes around to make it jagged). Then, use the [ and ] keys to tile half
of your new sector into the ground. You can use the Alt-F key in 2d mode to
reset the "first wall" of the sector. Tilted floors pivot along the "first
wall" of a sector. The way your sector looks in 3d mode will be how your
sector will look after the earthquake is triggered. Build another sector in
sector a short distance from your quake result sectors. This is going to be
your "touch plate." Raise the floor a bit so you'll be able to see the
"touch plate" sector when your play your map. Now to add the correct Sector
Effect Sprites, Master Switch Sprites, and Touch Plate Sprites. First, place
a Sector Effect Sprite with LoTag 2 on the sector that will be affected by
the earthquake. You may adjust the direction of the SE 2 Sprite to indicate
the direction the sector will move during the quake. Add a Master Switch
Sprite (Sprite #8) near the SE 2 Sprite within the sector that will be moved.
You'll need to raise the height (Page Up in 3d mode) of both the Master
Switch Sprite and the Sector Effect Sprite to be equal with the normal floor
level. [Note: I get the same results even when the SEs are on the ceiling.]
Now, place a Touch Plate Sprite (Sprite #3) on the touch plate sector.
Give the Touch Plate Sprite and the Master Switch Sprite matching LoTags.
This is one instance where the two Sprites (Master Switch and Touch Plate)
will be linked with "LoTag" and not "HiTag." Finally, if you want little
chunks of rock to fall or bounce around while the earth quake is taking place
you may place some Spawn Earthquake Jib Sector Effect Sprites (SE 33) around
the earthquake area. If you leave the EQ JIB SE 33 on the ground, you'll just
get little chucks bouncing around, if you raise the SE33 Sprites to the
ceiling, rocks will rain from above....kinda cool.
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
This is a somewhat simple effect that for some reason (either people don't
understand it or just don't want to use it) has been pretty much absent from
most levels (except Ground Zero and Fistful of Steel <g>). All it involves
is a touchplate, a sector effector, and a masterswitch. First, make
sure you place all three of these sprites within the sector you wish to have
the earthquake in (some can be in a diff. sector, but hey, you're learning
here, keep 'em in the same sector).
Give the sector effector a lo-tag of 2 and set the angle (using the < > keys
to the direction that you want the floor to move during the quake)
NOTE: This can seriously alter the structure of your map, make sure to leave
enough space for the sector to move into and make sure you don't have anything
that has to be carefully aligned or have any sprites that might be hit by a
moving sector.
Next give the touchplate a lo-tag of any number (as long as you haven't used
it yet) and give it a hi-tag of the number of times that you want the
effect to happen (right now use 1, but you can use any number. 0 makes it
happen everytime you walk in the sector).
Give the masterswitch a lo-tag the same as the touchplate's lo-tag. Then
give it a hi-tag of the amount of delay you want before the effect occurs.
(Give it a delay of 0 for earthquakes, you don't really need it to be
delayed)
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
To make earthquakes, follow these steps:
STEP 1: Make the sector that will be altered during the earthquake.
Make it look like the finished product of the quake, i.e. make
slopes, altered floor/cieling heights, whatever.
STEP 2: Make the sector that will activate the quake.
STEP 3: Now, to add sprites. For each sector that will be altered
in the quake, put a Sector Effector sprite and a Master Switch (#8)
sprite, both in the same sector. It's really hard to get it perfect.
Sometimes you'll get raised floors that just won't go down.
In that case, I presume you have a slope. Put the 2
sprites (Sector Effector and MASTERSWITCH on the AXIS of the slope.
The last sprite to add is a TOUCHPLATE sprite (#3) in the sector that
will activate the quake.
STEP 4: Give ALL the Sector Effectors a Lotag of '2'. Give the
TOUCHPLATE sprite a unique Lotag. Give the same lotag as you gave
the touchplate to the MASTERSWITCH sprites. That's it!
NOTES:
A.) To make the earthquake make scraps of rock and metal fly around,
put a sector effector sprite where you want the scraps to start.
Give it a lotag of '33'. Now, if you want stuff to just roll around
on the ground, keep it on the ground. To make it come from the air,
raise the SE 33 sprite to the cieling.
B.) To make Duke say "Holy Shit!" when he steps on the touchplate
sector, give the touchplate SECTOR a Lotag of 10225.
Gary Hearne 101377,3242
-----------------------
Here's some simplified rules for earthquakes to go with the instructions
already submitted.
The Sector Effector LoTag is set to 2 for quakes.
Sprite | HiTag | Lotag | Comments
TOUCHPLATE | 0 | x | This is put in it's own little sector,
which can be placed anywhere.
MASTERSWITCH | y | x | I set this in the actual quake sector -
the 'y' variable sets the delay between
when the touchplate is stepped on and
the quake occuring.
SECTOR EFFECTOR | x | 2 | This IS the quake. Set this in the
sector to be 'all shook up'. Make this
sector a sector within a sector, then
enter 3D and do your tilting on this
sector to show how it WILL look.
SECTOR EFFECTOR | x | 33 | This is for debris falling - as Duval
says, it works best from the ceiling.
'x' is a unique identifier made up by yourself that links all these sprites.
.================================.
| [3.23] How to make a "subway"? |
`================================'
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
To make subway cars, first make a subway track. Doesn't have to be
too elaborate, something like a race car track. First, we'll make
the engine. Make a simple square sector, for our first subway.
Later, we can make bigger and better cars, but for now just use a
square. Make the square valid player space. Go into 3D mode. Go
into 3D mode and do anything you want to the car... i.e. make the
floor higher, put nice textures, etc. Next, put a sector effector
in the subway car. For the Hitag of that sector effector, we'll
use the number 1. 1 is because the subway is going to start at
locator number 1. For the Lotag of the sector effector, put a
6. 6 means that this is the engine of the train, and all cars will
follow it. Now, the locators. Put locators (sprite #6) around the
track.
Each locator tells the car where to go next. Now, put Lotags on the
Locators. It is important that you DON'T give the first locator a
Lotag, or the game will crash [lotag must be 0]. Give all the other
locators Lotags going in number order, from the first to last. [0-x]
Now, if you wanted to make 2 cars, make another subway sector.
Give the sector effector (you do not have to make new locators)
a Lotag of 14 instead of 6. If you want to have multiple trains
on one track, give the first train SECTORs a Hitag of 1, the second
a 2, and so-on and so-forth. Also, to make it so the floor doesn't
move with the car, go into 3D mode and point to the floor of the car.
Press 'R'.
??? unknown ???
---------------
I have seen several posts about the subways. I was able to get one working
but it took a little trial and error. Here are a few tips that might help...
1. Make sure that the Sector Effector on the subway car is pointing at the
first locator sprite (LoTag 0) (use the <> keys to adjust its angle).
2. Make sure the track is defined by locator sprites (no sector effectors).
The locator sprite is an L with a + beside it.
3. Make sure your locators are LoTagged sequentially. I missed a number on my
map and the subway car went crazy.
4. Make sure that your first car has a sector effector with a low tag of 6.
All other cars need a Sector effector with a LoTag of 14.
Duke Addict 100606,2141
-----------------------
To make your subway shoot rockets at you, just like in E2L1, set the subway's
sector ceiling to parallax mode (press P). But if you assign the parallaxed
ceiling a different palette # other than 0 (3 works best) you can have an
outside tram. ;)
.===========================.
| [3.24] How to make waves? |
`==========================='
Phantom 72734,2553
------------------
To make a wave, stand at the edge of the pool then jump as high as you can.
Pull your knees into your chest and scream at the top of your lungs. Then
tell the lifeguard that you accidently slipped and fell into the pool. <g>
Now, to make a wave in DN3D, draw a rectangular sector (it can only have 4
lines). Give the sector a low-tag of 1 . Put a sector effector sprite in
the sector and give it low-tag 29. High tag can be any number between 0 and
2048 - this will determine the shape of the wave (experiment with different
numbers to get the desired effect). Put a speed sprite in the sector and
give low-tag between 0 and 2048 - this will determine the height of the wave
(again, experiment with different numbers to get the desired effect).
To make it look like a real wave you will need several sectors connected
together with different shapes and heights. I used 4 sectors with
alternating shapes and heights. One sector has SE high-tag 1024, the next
one has SE high-tag 2048, etc...... You will also need to experiment with
different "first walls" (alt+f keys) to get the effect that you want. If
you start with the sector farthest away from the player's position and make
the wall at the far end of that sector it's "first wall", then do the same
for all the other sectors, you'll get a decent looking wave.
You can copy all the sectors and paste them somewhere else on the screen
then give them all low-tag 2, and you will be able to swim underwater
beneath the wave (just like a normal underwater sector). If the wave is
too high then Duke will not be able to stay afloat, so be careful (unless,
of course, you want to make the wave an obstacle). That's it!
.=================================================.
| [3.25] How to make differently colored sectors? |
`================================================='
Matt Bollier 103220,3302
------------------------
By simply changing the palette of the walls and floors and ceilings of
sectors, you can make those cool red and blue rooms like in the real game.
Simply press alt-p while highlighting the desired object's palette you
wish to change while in 3d mode. Then put in a number (1 or 2 for the
colored rooms). You can also do this on objects (but they are auto palette
converted if they are in a colored room). By setting weapons to a palette
of 1, they are placed in multiplayer mode only. You can also change the
colors of the enemies using numbers around 12 and in the teens. Instead
of a blue trooper, you can have a green or red one, but the skin color
doesn't change. When you use certain palette swaps, you'll notice that
the whole object changes color. You'll probably want to avoid this unless
you're trying to make some groovy 70's kind of pyschadelic level (did I spell
that right?)
.====================================.
| [3.26] How to make light switches? |
`===================================='
Duke Addict 100606,2141
-----------------------
To make a light switch you first place a switch on a wall, give this switch
sprite a unique lotag. Then place one or more Sector Effectors in the
sector(s) you want to turn on/off the lights. Give all the SEs the same
hitag as the switch's lotag. The SE's lotag has to be 12.
When triggered, the light will switch between the sector's light level
and the SE's shade value. You can even make switches which change the
palette of a room by setting the palette (ALT+P) of the SE sprite(s) to the
palette the sector should have after triggering. This way you could make a
switch turning the sector from red to blue and back.
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
This is easy. Here's the step-by-step:
STEP 1: Make a sector.
STEP 2: Set the sector brightness (Use ALT + +/- in 3D Mode) to
how bright it should be when the lights are on. Then, set
the shade of everything that you want dark when the lights are out.
(Use '+S while pointing at the desired wall/floor/ceiling/sprite)
Mine is 50, which is totally dark.
STEP 3: Put a light switch on the wall. Give it a unique Lotag.
Put Sector Effector sprites in ALL the sectors that will be lit up
when the switch is turned on.
STEP 4: Give the Sector Effector(s) a Hitag that is equal to the
switches Lotag.
STEP 5: Give the Sector Effector(s) a Lotag of 12. That's it!
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
This is a simple and quick effect that involves a switch (looks best if
you use the LIGHTSWITCH2 sprite) and a sector effector for each sector that
you want to have lights flip on in. All you need to do is put a switch on
the wall by creating the sprite then flattening it (use R if you have to).
Then give it a lo-tag of any number. Create a sector effector in each sector
that you want to have lights that go on and off in. Give each SE a lo-tag
of 12, and a hi-tag that matches with the switches lo-tag. To create the
amount of light, use the + and - keys on the keypad to set the shade of
the sector floor and ceiling when the lights will be off. Set the SE
shade to that of what it will be when the lights turn on.
.=======================================.
| [3.27] How to make crushing ceilings? |
`======================================='
Duke Addict 100606,2141
-----------------------
Crushing ceilings need the "engine" Sector Effector 25. Put an SE sprite
with a lotag of 25 in the sector which should become a crusher. Then move
the sprite up/down because the ceiling of the sector will move down to the
height of the SE and back again and back down again and....you know. <g>
To make it faster simply put a GPSPEED sprite in that sector with an
appropriate lotag. You can also add a MUSICANDSFX sprite to have it make
sound.
.=====================================.
| [3.28] How to spawn monsters/items? |
`====================================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
This section will cover three things: CANWITHSOMETHING's, killing
stuff and something else comes up (i.e. kill a dancer and a monster
comes) and touchplates to make monsters come up. (i.e. in E3L1, when
you step on the shaded sector on the top of the building, a monster
pops up out of nowhere)
1: CANWITHSOMETHING's are the garbage cans that when you "kill" them
something pops out of it. To make something come out, get the sprite
number of what you want to pop out. Give the can a Lotag of the
sprite you want to come out. Done!
2: Kill something, something comes up. This is used for stuff
like when you kill a dancer, a monster gets up and tries to kill you.
What you have to do is this:
STEP 1: Put a dancer somewhere.
STEP 2: Put a RESPAWN sprite where you want the monster to appear
after you've killed the dancer.
STEP 3: Give the dancer a Hitag. Doesn't matter what, as long as
it's the not the same as other dancers.
STEP 4: Give the respawn sprite a Lotag. Make it the same as the
Hitag you gave the dancer.
STEP 5: Give the respawn sprite a Hitag. Make it the # of the sprite
you want to appear when you kill the dancer. That's it!
Touchplates to make monsters come up are the exact same thing as
dancers, only change the dancer sprite to a TOUCHPLATE sprite.
.=======================================.
| [3.29] How to make an object shooter? |
`======================================='
Brett Gmoser gmoser@gramercy.ios.com
(taken out of his Map editing FAQ with permission)
--------------------------------------------------
You know, things that shoot shrinkers, mortars, lasers, etc.
Here's how to do it:
STEP 1: Make your sector that the shot will come from. Make it
look nice.
STEP 2: In that sector, put a Sector Effector sprite, a GSPEED sprite,
and a MASTERSWITCH sprite.
STEP 3: You MUST have a switch turn the shooter on, so put a switch
somewhere.
STEP 4: Give the switch and the MASTERSWITCH sprite a unique Lotag.
Give the MASTERSWITCH sprite a Hitag of 50.
STEP 5: Place the sector effector where you want the shot to come
from, and angle it to where it will shoot. (The rockets and lasers
ait themselves, but do it anyway, or they just crash into a wall).
Give the sector effector a Lotag of 36.
STEP 5: Now, to decide what to shoot. Do this by giving the GSPEED
sprite one of the following Lotags:
1636 = Lizard Goobs
1625 = Alien Lasers
1650 = Mortars (Like the first boss throws)
2605 = Rockets
2556 = Shrinkers
You've made a shooter!
.====================================.
| [3.30] How to make ambient sounds? |
`===================================='
Duke Addict 100606,2141
-----------------------
There are three possible ways of using the MUSICANDSFX sprite:
As an activation sound: place it into a sector with a Lotag and the sound
will only be played if the sector's lotag function is activated. The sprite's
Lotag is the sound to be played (refer to the sound reference list).
As an ambient/background sound: simply place it in a sector with NO lotag
and give it an appropriate lotag. The hitag in this case defines the
maximum radius of the sound where it can still be heard.
As an echo effect: place it into a sector with no lotag. Give it a lotag
between 10000 and 10255. This determines the amount of echo.
In contrast to that you could also assign a sector a lotag of 10000 *plus*
the sound number to play a sound upon entering the sector. If you wanted to
repeat the sound change the hitag of the sector to the amount of repetitions.
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
There are a couple ways to play ambiente sounds:
A) MUSICANDSFX Ambiente Sounds:
These are accomplished simply by placing a MUSICANDSFX
sprite where you want the sound to originate. Next, give
it a hi-tag of the maximum distance you want the sound
to be heard (1024 is equal to one square on the grid when
it is in the largest mode) and give it a lo-tag of the
sound you want to play. Note that all MSFX ambiente sounds
are loops, that is, they play over and over and over, so
if you want a one time sound, see below.
B) Sector Ambiente Sounds:
You can have a sound play once when the player walks
on the sector floor by giving the desired sector a lo-tag
of 10000 plus the number of the sound. For example,
if you wanted to play sound 128 when the player walked on
the sector, you would give it a lo-tag of 10128.
.===========================================.
| [3.31] How to add your own SFX and music? |
`==========================================='
Josh 100547,1075
----------------
-Sound There are also two ways to use your own sounds...
1) Use the sound editor of your choice, record your sound, and save it
in your Duke directory.
*NOTE*: The sound file has to have the save name as those listed
in USER.CON, INCLUDING being the same sound format (.VOC)!
or
2) Use the sound editor of your choice, record your sound, and save it
in your Duke directory. Go into USER.CON and substitute the real
sound name for the name of your sound file.
- Music
The same method applies for changing music as for changing sound.
1) Make your MIDI file (or use a complete one), copy it to your Duke3d
directory (or to your batchfile directory), and rename it as one
of Duke's original .MID files (again they're listed in USER.CON)...
or
2) Make your MIDI file, copy it to your Duke3d directory, and edit
USER.CON to replace the old .MID file with your new one.
.========================================.
| [3.32] How to add difficulty settings? |
`========================================'
Phantom 72734,2553
------------------
To add difficulty settings to an add-on level you have to give the sprites a
lotag.
Lotag 0 will show up in all difficulty settings.
Lotag 2 will show up in "Let's Rock" and harder settings.
Lotag 3 will show up in "Come Get Some" and harder settings.
Lotag 4 will show up only in "Damn, I'm Good".
Also, there seems to be a fifth setting that lotag 1 will work with,
although I don't think you would really need it.
This works for enemies as well as weapons, ammo and inventory items.
To start an add-on level at a specific difficulty setting you have to use
the "/s" parameter. EX: "duke3d /s2 map newboard" . This will start the
level at the "Let's Rock" setting. /s3 is "Come Get Some" and /s4 is "Damn
I'm Good". /s1 seems to be the additional setting that lotag 1 works with.
To start at "Piece of Cake", do not use the /s parameter (but, be warned
- the Dukester will think you're a whimp for playing at that level <g>).
.======================================.
| [3.33] How to make parallaxed walls? |
`======================================'
Vlad 100430,1502
----------------
How to make parallax walls?
or: to make space levels like in the episode 2 of Duke3D or platform levels
1. Make a big rectangle sector
2. Make another rectangle sector inside the first rectangle (just smaller)
You should have a circular "hallway".
3. Type alt-s in 2D to be able to go to the inner sector
4. PgUp both ceiling (if you want to build higher in this sector)
5. PgUp inner rectangle floor by 2 or 3
5. Make the walls of the inner rectangle blocking (type B in 3D mode)
6. Choose a cool sky texture (84 is working good, I got some problems with
some other textures, Duke dies when he walks under some sky textures!?!)
[NOTE: see the end of section 1.17 for help on this]
7. Put the texture on the ceiling of the inner rectangle, and type P (to
parallax it)
8. Put the same texture in the ceiling and floor of the hallway (A) and
type P.
9. Now, lower the ceiling of the hallway to the floor level, like you do for
a door. If you go back to the inner sector, you should find yourself on a
platform with paralaxed walls.
10. You can add a sky texture to the inner sector's floor and parallax it to
make a spaceship level.
---------------------------------------------------------
| "Hallway" A |
| ----------------------------------------- |
| | | |
| | | |
| | Innersector | |
| | | |
| | B | |
| | | |
| | | |
| | | |
| ----------------------------------------- |
| |
---------------------------------------------------------
Rem : It is important (I think) that the floor and ceiling of the "hallway"
are at the same level. They should be at a lower level than the inner
sector's floor.
Joe Giddings goldcard@intrstar.net
----------------------------------
Everyone wonders how the space scenes were created in episode 2 of Duke. This
is probably the easiest thing to do, and can be used to create all kinds of
interesting effects.
First, draw out your room in 2d mode. Any type of room will suffice. For now
though, stick to a large rectangular room.
Second, use lines to draw a sector inside your room. Use ALT-S to make the
new sector valid. Put the cursor on the lines and make them blocking, if you
like, but this is not necessary. You should now have a room like so :
___________________________________
I _______________________________ I
I I I I
I I I I
I I I I
I I I I
I ------------------------------- I
I_________________________________I
Now, go into 3d mode and pick whatever texture you want for the OUTSIDE sector.
Don't use Big Orbit in this example. Use the LA texture for simplicity. Once
it is in place, press P to parallax the texture. Then, move the pointer to
the ceiling of the outer sector and hold down the left mouse button. Press
PgDn, until the ceiling in this part touches to floor. Now place the same
texture on the ceiling and parallax it. All you should have now is a floor
and a cityscape. The city will look weird, but when you play the level it will
look normal.
Space scenes are a little different. Big Orbit has an annoying tendency to
kill you. Do the same for space, but then make a sector inside the inner
sector and make it something else, like a room. Make sure the walls block so
no one can wander out into space and die. This time, parallax the floors as
well.
IMPORTANT!!!! :
The only ceiling you have to pull down is the outermost sector. This
is because if you pull down the other sectors as well, you cannot
place sprites in space. See SPACE.MAP for example.
Once finished, you can use standard wall masking to put in glass or force
fields.
Using this method, one could surround an entire level and make it look like
the level is in space, using windows and such.
.============================================.
| [3.34] How to sever two connected sectors? |
`============================================'
Scott Harvey sharvey@enteract.com
---------------------------------
> I have a sector that I want to split with a wall but when I try to make a
> wall it just becomes a red line. My question is it possiable to add a
> wall into a sector and how?
Remember, in Build, a "solid" wall must have two sides, in other words,
it must have some thickness. If you've got a large square room you want
to cut in half, with a real wall between, your sector layout must look
similar to this:
+---------+ +---------+ +--------+ +--------+
| | | | |________| | |
| | +---------+ |________| +--------+
| | | | | | +--------+
+---------+ +---------+ +--------+ | |
fig 1 fig 2 fig 3 +--------+
fig 4
1: Starting square sector. Simple enough.
2. Points inserted in left and right walls, line drawn between them.
Line becomes red as sector is split. Both are valid player space (VPS).
3. Two more points are inserted. Again, a line is drawn, and we now have
three sectors.
4. Place the 2D cursor over the "middle" sector and press RtCtrl-Delete
and the middle sector is deleted.
This technique also works if you wish to add a wall that doesn't
completely cross the room. Just insert two points on one wall, draw
lines outward into the room, make the corners, and connect to the other
point on the wall. Delete the interior sector and you've got a new wall.
Alternate method to add a peninsula wall: Insert 4 points on wall, click
and drag two of them into the center of the room to create the desired
shape.
.==================================================.
| [3.35] How to make Duke's flying car/helicopter? |
`=================================================='
Matt Bollier 103220.3302@compuserve.com
---------------------------------------
The Flying Car??? Is this the name of some gay bar? No, it's that thing that
crashes at the beginning of Episode 1. This is a really easy and really
cool effect, that, if used right, can make your level look really cool
without much effort at all. All you have to do is place the DUKECAR sprite
(it's somewhere near the end of the list) where you want it to start. You
should have it pretty high up, if not on the ceiling. Next set the angle
that you want it to travel at. It automatically drops w/ gravity. It
blows up on its own too, some sort of fixed time delay, so be sure to give
it enough room to explode, otherwise it will hit the wall and just stop,
then blow up a few seconds later (this looks dumb just in case you didn't
catch the hint). You can also use the HELICOPT sprite (somewhere in the
1300's) in place of the DUKECAR. It works on the same exact principle.
You should use this is conjunction with a sound to create a little more
atmosphere. Ya know, something like, "Those alien bastards are gonna
pay for shootin' up my ride!"
.=========================.
| |
| [4] TROUBLESHOOTING |
| |
`~~~~~~~~~~~~~~~~~~~~~~~~~'
.======================================================.
| [4.01] I can't switch to 3D mode correctly in BUILD! |
`======================================================'
Duke Addict 100606,2141
-----------------------
You need to copy all the files in the BUILD directory into your Duke3D
directory (BUILD needs DUKE3D.GRP). After that it'll work just fine.
If not, run BSETUP.EXE to set up your graphics mode for BUILD's 3D mode.
Also, Matrox and ATI video card users reported problems to get things to
work whatever they do, there's probably an incompatibility with BUILD
and these cards.
.========================================================.
| [4.02] I can't find !SE.TXT mentioned in BUILDHLP.EXE! |
`========================================================'
Duke Addict 100606,2141
-----------------------
You already have this file! It's in BUILDHLP.EXE as the Sector Effector
Reference section.
You can also refer to the sector tags/effector reference section in this
document.
.==================================.
| [4.03] BSETUP says "can't save"! |
`=================================='
Duke Addict 100606,2141
-----------------------
Remove the read-only flag from SETUP.DAT, this can be done by typing
ATTRIB -R
in the directory containing BUILD.
Or simply attempt to delete SETUP.DAT if you're running Windows or
OS/2. You'll be asked whether you really want to delete this file,
simply click OK.
.=============================================.
| [4.04] BUILD using Network/Sound/Music/etc. |
`============================================='
Duke Addict 100606,2141
-----------------------
Although it looks like it is possible to Setup BUILD to play Sounds&Music and
to run it in "multi-editor" mode, it isn't.
I think BSETUP was Duke's former Setup program until it has been replaced by
the one which comes along with Duke. Thus there are still sound, music,
controller and networking options in there. However BSETUP does not save them,
only the video mode settings for BUILD's 3D mode. This is because BUILD does
not embody any network or sound/music code.
.================================================.
| [4.05] Why can't I see the new insular sector? |
`================================================'
Eric C. Reuter 74567,3307
-------------------------
When you create a new red walled sector in Build, the sector's floor and
ceiling heights will *match* the sector you made it within. The textures will
also be the same. You must then do something with the new sector's floor or
ceiling or both. Go into 3D mode and place the mouse cursor where you think
the new sector is. (If you're standing in or near it, use your intuition to
find it. Its not hard really.) You can then change textures, lighten or
darken, slope it, or raise or lower it. Usually you go to the ceiling, place
the crosshairs on it, hold down the left mouse button and hit the page-dn key.
If you want an up-opening door, lets say, you bring it down to the floor. You
then go into 2D mode, and tag the sector as a door.
.============================================================.
| [4.06] What to do when a sector ceiling matches the floor? |
`============================================================'
Phantom 72734,2553
------------------
You have to lower the floor on one side of the door then use use the "z" key
to lower your perspective and position yourself parallel to the door. Then
use the numeric keypad "0" or "del" keys to move into the door sector. You
should see a dark gray area above you and a light gray area below you. Put
the cursor on the dark gray area and use page-up to move the door sector up.
It takes a litte trial and error to get it right.
Duke Addict 100606,2141
-----------------------
Simply walk under (or into) the sector who's ceiling matches the floor, you
will notice mainly two different shades of colors. Point the cursor on one
of the two shades and press PGUP or PGDN to move the sector's ceiling or
floor. Note that if there's valid player space you'll be able to walk through
it in BUILD, no matter how small this space is.
.============================================================.
| [4.07] I can't find KENBUILD.TXT mentioned in WAD2MAP.EXE! |
`============================================================'
Duke Addict 100606,2141
-----------------------
This is an error, the name of the file is DUKE.TXT !
.====================================.
| [4.08] How MAPs can get corrupt... |
`===================================='
Neil NEIL@mcs.co.uk
-------------------
I'm afraid there seems to be a couple of things you can do to
corrupt maps. (These are what I've concluded and may not necessarily be
correct)
1) Deleting sector by dragging points over each other when the lines are two
sided (red line). Try and delete the sector first to make them one sided,
and then drag the points over each other. I use the word TRY as this is
exactly what I mean. Sometimes BUILD decides to just delete the outer
sector. Great ! If someone knows how to reliably delete sectors, please
tell us !
2) Deleting sectors with sector effects and sprites in them. Delete these
first ! I even remove sector lo and hi-tags first as well.
3) COPYING SECTORS WHOSE OUTER SECTOR IS A TWO SIDED LINE - Still hoping
someone can help here !
I'm afraid the only real answer to the problem is to save VERY frequently to
different file names ie: MAP01, MAP02, MAP03 so on and on and on and on !!!!
When you get a corruption go back to an earlier version !
A good idea may be to keep an eye on the counters at the bottom of the screen.
Especially the sector counter. Eg: If this doesn't go down when you delete a
sector Build could be getting ready to blow ! Saving it after this may be a
waste of time as the damage has already been done. It may not cause a problem
straight away... but instead raise its ugly head after you do something else.
.=======================.
| [4.09] BUILD bug list |
`======================='
DuvalMagic 75567.473@Compuserve.com
-----------------------------------
Build Bug List:
1) Long lines cannot be selected (and therefore cannot be split)
2) Sometimes resizing or panning textures on one wall will affect the size or
pan of a texture on a completely different wall in a totally different area
of the map.
3) Function keys in 3d mode screw up graphics...Hit keypad enter twice to fix.
4) Unpredictable bugs resulting in problems or crashes in sector deletion.
5) Sector copy can't place copied sectors in another sector (forces 1 sided
lines).
[Note: This is not a bug, see section 1.06 for an explanation]
Sector copy from one map to another doesn't seem to fly 100% either (or 25%
for that matter).
6) Sliding doors and split sliding doors (star-trek doors) play double sound
fx in game mode.
.====================.
| |
| [5] REFERENCES |
| |
`~~~~~~~~~~~~~~~~~~~~'
.==========================================.
| [5.01] Keyboard Commands Reference Chart |
`=========================================='
Duke Addict 100606,2141
-----------------------
This section is now at least 99% complete. If there's a key described as
useless it is just that. For example ALT+V and G (3D mode) don't work at all
but they did something in previous BUILD versions. They're also mentioned in
BUILDHLP.EXE which means absolutely nothing.
Levelord 74722,2520
-------------------
[referring to key commands]
Be aware that BUILD was given out for free. It wasn't "cleaned up" and still
has some left over things that either don't work any more, or they never did.
[Some of the ' keys for example don't work]
--------------------
[5.01.1] -=> 2D Mode Keys <=-
--------------------
...............................................................................
Mouse = move your cursor
Left button = used for dragging sprites, vertices and selected sectors
Right button = used to move your current position within the map (white arrow)
...............................................................................
F1 = Displays a quick help
Also decreasing your x-position by one
F2 = Increasing your x-position by one
F3 = Decreasing your y-position by one
F4 = Increasing your y-position by one
F5 = Displays level statistics
F6 = While a sprite is highlighted:
Sector Effector quick help chart
if no sprite is highlighted:
displays actor status and next free tag number
F7 = Sector Tags quick help chart (only if cursor is in a sector)
F8/F9 = Wall/Sector search (insert tag number then press [ or ])
F10 = Increasing your angle by one
F11 = Apparantly does nothing (Grabbed Wall Picnum # ???)
F12 = Screenshot (CAPTxxxx.PCX)
...............................................................................
Right ALT = Hold down and move mouse for sector selection box; use mouse
to drag selected sectors or press INSERT to duplicate sectors
Highlighted sectors can also be rotated with , and .
BACKSPACE = Remove the last drawn line while in line drawing mode, can
also completely end drawing
DEL = Delete highlighted sprite
Keypad ENTER = Enter 3D mode
ESC = New-Load-Save-Save As-Quit menu
INSERT = Insert vertex in highlighted line; used to duplicate selected
sectors (see Right ALT)
RETURN = The message you get is not meaningful - useless key
Right SHIFT = Hold down and move mouse for sprite/vertex selection box; use
mouse to drag selected sprites/vertices
SPACE = Press once to enter line drawing mode; press each time you
want to put a vertex at that position.
TAB = Showing information on highlighted sector
...............................................................................
ALT+TAB = Showing information on highlighted line respectively sprite
ALT+H = Enter highlighted sprite's or wall's Hi-Tag
ALT+F = Turns highlited line into sector's first wall (can be used to
control direction of the slope in that sector)
ALT+S = Turn an island sector into valid player space (sector in sector)
ALT+T = Enter highlighted sprite's or wall's Lo-Tag
...............................................................................
R.CTRL+DEL = Delete highlighted sector (warning: there's no undo!)
CTRL+H = Toggle highlited sprite's or wall's hitscan bit (lines will
turn thick if hitscan bit is set)
CTRL+R.SHIFT = Same as R.SHIFT but selects all vertices of a sector in a loop;
does not select sprites
CTRL+T = Turn on/off all tags and sprite descriptions
...............................................................................
SHIFT+< or > = (also , and .) Used to fine tune a sprite's/sector's angle
...............................................................................
' + M = display memory status (Build crashes the next time you want
to switch to 3D mode after using this key!)
' + 3 = toggle tag display (7 settings)
...............................................................................
A = Zoom in (see Z)
B = Toggle block bit on highlighted wall or sprite
C = Begin circle drawing on highlighted line, press + or - (keypad)
to increase/decrease the amount of vertices. Press C again or
switch to 3D mode to stop drawing, press space to finish
action and draw the circle. Use your mouse to adjust the
circle's size.
E = Change a sprites status list (statnum); used only for debugging
G = Increase grid size
H = Insert highlighted sector's Hi-Tag
J = Join sectors; highlight sector whose attributes should be kept
and press J, then highlight sector you want to get rid of and
press J again. Sector attributes from the first sector will
be copied to the other and connecting red lines will be deleted.
L = Toggle Grid Locking on/off; cursor will be white if off, else
it'll be purple as always
O = Used to move sprites to the next nearest solid (or blocked)
wall in the opposite direction of their current angle, their
angle will be adjusted to be orthogonal to the wall.
P = Enter highlighted sector's floor & ceiling pal(ette)
S = Insert sprite at current cursor position
T = Enter highlighted sector's Lo-Tag
Z = Zoom out (see A)
[ and ] = Sector/Wall search feature, press F8 or F9 first
< and > = Used to rotate sprites by 12.5 degrees and selected sector's
by 90 degrees each press
...............................................................................
--------------------
[5.01.2] -=> 3D Mode Keys <=-
--------------------
Most of these keys require the cursor to be pointed at the appropriate sprite,
wall/floor/ceiling texture to work.
...............................................................................
Mouse = move your cursor
Left button = used to avoid selection of other objects if object that is
being worked on is no longer under the cursor; keep the left
mouse button pressed and you can safely adjust ceiling heights
for example, without messing up other objects ;)
...............................................................................
F1 = Displays a quick help
F2 = move right
F3 = move forward
F4 = move backward
F5/F6 = no use (purple lines on screen; switch to 2D mode to fix that)
F9 = turn left
F10 = turn right
F11 = Gamma Correction
F12 = Screenshot (CAPTxxxx.PCX)
...............................................................................
CAPS LOCK = Toggle between three different z-coordinate modes
default mode = game mode / height lock mode / float mode
DEL = Delete highlighted sprite
Keypad ENTER = Switch to 2D mode
ESC = Quit (with confirmation)
PGUP/PGDN = Raise/Lower floors and ceilings
RETURN = Used to replace a texture by the one stored in the "TAB"
buffer, can also replace sprites
TAB = will copy the highlighted sprite/texture plus some attributes
into a temporary buffer. If used on a sprite this sprite will
by default be placed when pressing S until TAB has been used
on something else. If used on walls you can copy the wall onto
a different wall by pressing RETURN, or SHIFT+RETURN if you
only want to copy the texture's shading value.
...............................................................................
ALT+C = Very powerful function, works like RETURN, but replaces *all*
matching textures/sprites in the level at once!
ALT+D = Change a sprite's clipdist (whatever that is)
ALT+F = Set sector's first wall (slopes and relative aligned floor/
ceiling textures will align to that first wall
ALT+P = Change texture/sprite pal (ranging from 0-30)
ALT+V = useless key
ALT+[ and ] = Used on slopes to perfectly match the next ceiling/floor
ALT+ +/- = Adjust depth cueing in one sector (see 5.1.3)
...............................................................................
CTRL+A = Look up
CTRL+RETURN = same as RETURN, but pastes attributes to all walls in a loop
CTRL+P = Toggle between three different parallaxing modes (normal,
squeezed = further away, curved = for space textures)
CTRL+Z = Look down
CTRL+PGUP/DN = Move a sprite exactly on the ceiling/floor
...............................................................................
SHIFT+M = Used to make a maskable wall only on one side
SHIFT+RETURN = Same as RETURN, but copies only the shade value from the buffer
SHIFT+[ and ] = Used to fine adjust slopes
SHIFT+2,4,6,8 = Used to move a texture around on the wall; does not work on
sprites (keypad keys only)
...............................................................................
CTRL+ALT +/- = Adjust depth cueing in all sectors (see 5.1.3)
CTRL+SHIFT+
RETURN = Auto shade walls; use on the brightest wall, it'll shade walls
in a loop to the darkest wall
...............................................................................
' + C = changes the global sector shade to the shade of the selected
object (changes the same textures in the whole level to the
shade value of the selected texture)
' + D = "file not found" ???
' + G = toggles buffer texture display (when pressing TAB)
' + H = change hitag of selected object
' + R = toggles FPS display on/off
' + S = directly insert a shade value for the selected object
' + T = change lotag of selected object
' + V = changes a sector's visibility (see 5.1.3)
' + W = toggles sprite display (all sprites/no effectors/no actors/none)
' + Y = Undefined textures from the tile set are displayed as purple
instead of creating HOMs (only useful if you changed ART files)
' + DEL = "cstat=0" ???
' + RETURN = only copies the texture but leaves shading as it is
...............................................................................
1 = Makes a wall one way/sprite displayed as "static"
2 = Makes top and bottom textures seperately editable
2,4,6,8 = Used to stretch/squeeze textures/sprites (keypad keys only)
5 = Used to speed up the 2,4,6,8 keys functions (keypad key only)
A = move up (see Z)
B = Toggle a sprite's/line's block bit
C = Used to move a sprite half below the floor, probably to make
it look as if it is standing in water
E = Expand/Unexpand floor/ceiling textures; will result in sort of
"hi-res" floor/ceiling textures.
F = Flip sprite, wall/floor/ceiling texture
G = useless key
H = Toggle hitscan bit
M = Used to make a maskable wall on both sides of the line, for
example to add a glass texture
R = Used to flatten sprites and to put them on the floor if desired
Used for floor/ceiling textures so that they align to the
sector's first wall (also known as relative alignment mode)
O = Used to move sprites to the next nearest solid (or blocked)
wall in the opposite direction of their current angle, their
angle will be adjusted to be orthogonal to the wall.
Used to toggle orientation of textures on "red" lines, useful
to align textures above/below windows/doors.
P = Make floor/ceiling textures parallax (look like a sky that is)
S = insert sprite (if cursor is on wall it will insert a flat sprite)
T = Used to make sprites and masked walls translucent (50%/25%)
V = Texture selection screen, press twice to get a list of all
available textures
Z = move down (see A)
[ and ] = Used to slope floors/ceilings (be warned that floor and ceiling
slopes should not "touch" or overlap!)
. = Used to automatically align textures along walls, very
powerful function! Works from the selected texture to right.
...............................................................................
-------------------------------
[5.01.3] -=> Note on ALT+(CTRL+) +/- <=-
-------------------------------
Eric C. Reuter 74567,3307
-------------------------
Be careful with that function, especially in areas that have parallax sky
textures. That command is not for "shading" so to speak, but is a visibility
command. It changes the sector's visibility, not just the texture's light
values. If used incorrectly, you will see strange effects, such as an area
of "sky" that looks darker than the surrounding "sky". If you have a sector
that had it's visibility lowered, the farther you move away from it, the
darker it appears (diminishing effect), and sometimes this can mean almost
pure black. Which may or may not be what you want. ALso, if you lighten the
sector, and can see it from a distance, the whole sector will appear much
brighter than the others, and may look odd. Bottom line is, you have to be
judicious in using this feature. (I'm talking about ALT +/-) You can change
the "base" visibility of an entire map with CTRL ALT +/- as well. This is
best done when you only have a room or two, early on.
.==================================.
| [5.02] SECTOR EFFECTOR Reference |
`=================================='
0 : ROTATED SECTOR
1 : PIVOT SPRITE FOR SE 0
2 : EARTHQUAKE
3 : RANDOM LIGHTS AFTER SHOT OUT
4 : RANDOM LIGHTS
6 : SUBWAY
7 : TRANSPORT (UNDERWATER ST 1 or 2)
8 : UP OPEN DOOR LIGHTS
9 : DOWN OPEN DOOR LIGHTS
10 : DOOR AUTO CLOSE (H=DELAY)
11 : ROTATE SECTOR DOOR
12 : LIGHT SWITCH
13 : C-9 EXPLOSIVE
14 : SUBWAY CAR
15 : SLIDE DOOR (ST 25)
16 : ROTATE REACTOR SECTOR
17 : ELEVATOR TRANSPORT (ST 15)
19 : SHOT TOUCHPLATE CEILING DOWN
20 : BRIDGE (ST 27)
21 : DROP FLOOR (ST 28)
22 : PRONG (ST 29)
24 : CONVEYOR BELT
25 : ENGINE
27 : CAMERA FOR PLAYBACK
29 : FLOAT
30 : 2 WAY TRAIN (ST=31)
31 : FLOOR RISE
32 : CEILING FALL
33 : SPAWN JIB W/QUAKE
36 : SKRINK RAY SHOOTER
.==============================.
| [5.03] SECTOR TAGS Reference |
`=============================='
1 : WATER (SE 7)
2 : UNDERWATER (SE 7)
9 : STAR TREK DOORS
15 : ELEVATOR TRANSPORT (SE 17)
16 : ELEVATOR PLATFORM DOWN
17 : ELEVATOR PLATFORM UP
18 : ELEVATOR DOWN
19 : ELEVATOR UP
20 : CEILING DOOR
21 : FLOOR DOOR
22 : SPLIT DOOR
23 : SWING DOOR
25 : SLIDE DOOR (SE 15)
26 : SPLIT STAR TREK DOOR
27 : BRIDGE (SE 20)
28 : DROP FLOOR (SE 21)
29 : TEETH DOOR (SE 22)
30 : ROTATE RISE BRIDGE
31 : 2 WAY TRAIN (SE=30)
10000+ : 1TIME SOUND
32767 : SECRET ROOM
65535 : END OF LEVEL
.==================================.
| [5.04] Textures'n Tiles reference |
`=================================='
SECTOREFFECTOR : Sprite #1
ACTIVATOR : Sprite #2
TOUCHPLATE : Sprite #3
ACTIVATORLOCKED : Sprite #4
MUSICANDSFX : Sprite #5
LOCATORS : Sprite #6
CYCLER : Sprite #7
MASTERSWITCH : Sprite #8
RESPAWN : Sprite #9
GPSPEED : Sprite #10
ACCESSSWITCH : Sprite #130
SWITCH : Sprite #132 and all other SWITCHs
NUKEBUTTON : Sprite #142
MULTISWITCH : Sprite #146
DOORTILE5 : Tile #150 and all other DOORTILEs
DIPSWITCH : Sprite #162
VIEWSCREEN : Sprite #502
CRACK1 : Sprite #546 and all other CRACKs
MIRROR : Tile #560
CAMERA1 : Sprite #621
CANWITHSOMETHING : Sprite #1232
SEENINE : Sprite #1247
FEMPIC1 : Sprite #1280
APLAYER : Sprite #1405
Weapons:
--------
PISTOL : Sprite #21
SHOTGUN : Sprite #28
CHAINGUN : Sprite #22
RPG Launcher : Sprite #23
PIPEBOMB : Sprite #26
FREEZE CANNON : Sprite #24
SHRINK RAY : Sprite #25
LASER TRIPBOMB : Sprite #27
DEVASTATOR : Sprite #29
Ammo:
-----
Pistol Ammo : Sprite #40
Shotgun Ammo : Sprite #49
Chaingun Ammo : Sprite #41
RPG Ammo : Sprite #44
Pipebomb Box : Sprite #47
Freezer Ammo : Sprite #37-39
Shrink Ray Ammo : Sprite #46
Devastator Ammo : Sprite #42
Items:
-----
Small Medikit : Sprite #51
Large Medikit : Sprite #52
Portable Medikit : Sprite #53
Atomic Health : Sprite #100-115
Armor : Sprite #54
Steroids : Sprite #55
Scuba Gear : Sprite #56
Jetpack : Sprite #57
Spacesuit : Sprite #58 (probably once was a useful item)
Night Vision : Sprite #59
Access Card : Sprite #60 (use palette to change color)
Protective Boots : Sprite #61
Misc:
-----
Cameras : Tiles #11+12
Parallaxing : Tiles #80-96
Lights : Tiles #120-128
Switches : Tiles #129-149, #161-171
Doors : Tiles #150-159
Bridge Texture : Tile #513
Tripbomb (active): Sprite #2566
Scott Harvey sharvey@enteract.com
---------------------------------
Duke Nukem 3D Tile Reference v0.2b (28May)
==========================================
Introduction
------------
This is my humble attempt to make a handy-dandy reference sheet for
the 3000+ graphic elements in the DUKE3D.GRP file. I realize it's
not complete (for example, I know I left out the 'mirror' texture),
but it's only version 0.2. Version 0.1 wasn't even sorted.
There's a lot to do, and I'll work on it. This should hold you
over until the next update.
Notes
-----
I only listed the first sprite number for the aliens. Some of the
other sprites and textures have a starting and ending number, this
tells you how many frames are included in the animation.
Alternatively, the 'start' and 'end' listings for things like
switches mean that there are numerous varieties of switches in that
string of tiles.
Start End Description
================================================
** WEAPONS **
22 Chaingun cannon
29 Devastator
24 Freezethrower
27 Laser trip mine
26 Pipe bomb (single)
21 Pistol
23 RPG
28 Shotgun
25 Shrink Ray
** AMMUNITION **
41 Chaingun ammo
42 Devastator ammo
37 39 Freezethrower ammo
47 Pipebombs (crate)
40 Pistol clip
44 RPG ammo
49 Shotgun shells (box)
46 Shrinker ammo
** INVENTORY ITEMS **
54 Armor
100 115 Atomic health
61 Boots
1348 1351 Holoduke
57 Jetpack
60 Keycard (?)
52 Large medikit (+30)
59 Night vision goggles
53 Portable medikit
56 Scuba gear
51 Small medikit (+10)
55 Steroids
** ALIENS, BAD GUYS, AND SUCH **
1715 Assault captain (teleports)
1915 Assault commander (hovercraft/
1680 Assault trooper
2630 Battlelord (Ep 1 boss)
2710 Cycloid Emperor (Ep 3 boss)
675 677 Egg (slime spawner)
2120 Enforcer (lizard)
2350 Gun turret
1820 Octabrain
2760 Overlord (Ep 3 boss)
2000 Pig cop
2370 Protozoid slimer
1960 Recon patrol vehicle (flying p
1880 Robot drone
1550 Shark
940 944 Underwater mines
** THE FABULOUS DANCING BABES **
1312 1316 Dancer, blue
1325 1330 Dancer, red
1395 1398 Dancer, yet another
1317 1320 Pole dancer
3450 3455 Pom-pom (cheerleader)
3330 3340 Woman in 'shower(?)' - red tin
** EFFECTABLE SPRITES (useable, shootable) **
1160 1166 Bottles
1247 C-9 (gas) canister
546 549 Cracks
11 Demo camera
563 Drinking fountain
916 Fire extinguisher
981 Fire hydrant
503 Glass
954 957 Glasses & bottles
967 Pay phone
621 Security camera
499 Security monitor
502 Security monitor #2
569 Toilet
1062 Trash can (black/red)
571 Urinal
595 Vent
596 Vent, broken
** SWITCHES and BUTTONS **
1122 1123 Alien switch
1111 1112 Alien 'hand' button
862 863 Big switch 1
862 863 Big switch 2
864 865 Big switch 3
864 865 Big switch 4
712 713 Light switches
860 861 Power box switch
860 861 Switch - 'power box'
162 171 Switches & buttons
130 149 Switches, assorted
** TEXTURES/SPRITES (non-useable) **
120 128 Assorted lights (sprites & tex
576 Countertop (matches sink, #575
150 159 Doors (textures)
341 343 Ductwork textures (not vents)
407 411 Fan
574 Faucet
1082 1087 Lava animating texture
3341 3346 Pulsating red thru gap in wall
575 Sink
310 Transporter base (texture)
336 336 Water animation texture
** DECORATIVE SPRITES FOR WALLS **
963 965 Chick posters
1060 Clock
826 Duke Nukem 'movie poster'
961 Exit sign
931 936 Grafitti
** ANIMATING TEXTURES (MOVIES) **
1298 1305 Porno movie - face only
1280 1288 Porno movie #2
1289 1293 Porno movie #3
1306 1311 'Wink' movie (black/white)
** ALPHANUMERIC/TEXT TILES **
2930 2965 Alphanumeric , red (menu text)
2822 2915 Alphanumeric characters
2966 3001 Alphanumerics, silver
640 649 Digits, silver
3002 3009 Punctuation marks, red
** MISCELLANEOUS SPRITES **
490 497 Alien head hologram
3350 3361 Duke head hologram
3210 3216 Dull nuke logo, spins very fas
3190 3196 Red nuke logo, spins
3200 3206 Yellow nuke logo, spins faster
** SILLY STUFF **
3440 3448 3D Realms guys - green frames
3430 3437 3D Realms guys - white frames
1353 Doomed space marine
1352 Hanged monk
1355 Impaled Indiana Jones
1354 Mutilated stormtrooper
1357 Terminator arm
1356 Terminator endoskeleton torso
** MISCELLANEOUS GFX (in case you care) **
3584 DN3D User Art tile (black/yell
3245 End-of-level screen (in space)
3240 End-of-level screen (on Earth)
.========================================.
| [5.05] All Duke Nukem 3D sound effects |
`========================================'
Duke Addict 100606,2141
-----------------------
All those numbers are references to sound effects. For a list of the original
SFX names print out the DEFS.CON file which comes along with Duke3D.
Alex Mayberry 74724,3545
------------------------
This is a compilation of the sounds and/or music effects for the
MUSICANDFX sprite in DUKE NUKEM 3D. They are in order by numeric value, and
should be used in conjuction with the HI and LO tags of the sprite. Special
thanks goes to Todd (Stormbringer) Tusket, who created a small .MAP file
called SOUNDS.MAP with each sound effect tagged to a numbered switch. The
following information was obtained by accessing each switch, and writing down
the subsequent effect. Since there are 308 of these (!!!), it became a bit
tedious, and I began to run out of descriptions for the individual sounds. So
with this in mind, please forgive any vagueness or redundancy. I hope this
assists you in your BUILDing ventures, and you may do with this file
whatever you wish.
NUMBER SOUND/EFFECT
_______ ____________________________________________________
1 ricochet
2 smack
3 pistol shot
4 load clip
5 chamber a round
6 machine gun fire
7 RPG
8 snap
9 pipebomb explosion
10 Some weapon (or possible engine sound???)
11 shrink gun fire
12 shrink ray
13 pipe bomb drop
14 pipebomb explosion
15 clicking
16 laser trip wire
17 explosion
18 shooting of misc. item
19 breaking of glass
20 breaking of mirror/object
21 electricity
22 kerplunk
23 none
24 none
25 deep breath
26 pod monster
27 heartbeat (single)
28 urination
29 "Game Over"
30 roar of crowd
31 none
32 none
33 "What are you waiting for--Christmas!?"
34 crunching
35 TELEPORT/RESPAWN
36 drink water
37 "Damn!"
38 "Oof!"
39 heartbeat (double)
40 water swoosh
41 "Ooooh!"
42 jump
43 walking in vent
44 none
45 none
46 none
47 none
48 UNDERWATER (bubbles)
49 start up of jetpack
50 jetpack running
51 jetpack shutdown
52 none
53 none
54 none
55 none
56 "I'm Duke Nukem, and I'm coming to get the rest of
alien bastards!"
57 none
58 none
59 none
60 none
61 choking
62 none
63 none
64 growl
65 none
66 none
67 "Shake it baby!"
68 fire burning
69 crushing sound
70 STONE MOVING
71 LIFT MOVING
72 "This sucks!"
73 LIFT STOP
74 short mechanical lift sound
75 sound of train on tracks
76 switch sound (lightswitch in game)
77 none
78 "Groovey!"
79 flush of toilet
80 none
81 soft rumble
82 Energy powerup sound
83 CAMERA SWITCH
84 BACKGROUND HUM
85 energy flow
86 machinery
87 train???
88 BUBBLING LAVA
89 enging w/echo
90 drip
91 soft roaring (waves???)
92 drip
93 sizzling
94 none
95 music (dance club)
96 monster roar
97 monster growl
98 machine gun
99 monster roar
100 monster roar
101 monster growl
102 monster growl
103 monster roar
104 monster roar
105 loading of pistol
106 respawn???
107 "Come get some!"
108 Sound of something dying
109 shotgun
110 monster growl
111 monster growl
112 laser shot
113 monster roar
114 monster roar
115 hollow click
116 machine gun
117 monster roar
118 monster roar
119 something dying
120 monster laughing
121 monster growl
122 shotgun
123 monster growl
124 squeal
125 jetpack running
126 monster growl
127 laser shot
128 monster growl
129 squeal
130 none
131 monster growl
132 whine of drone
133 monster growl
134 monster growl
135 monster laugh
136 "Die Human!"
137 "2nd Down!"
138 monster growl
139 something dying
140 Octobrain
141 Octobrain
142 Octobrain
143 Octobrain
144 Octobrain
145 none
146 none
147 none
148 rock moving
149 squeal???
150 deep growl
151 painful growl
152 none
153 monster growl
154 RPG
155 Electric whine
156 large footstep
157 munching
158 large footstep
159 grunt
160 Octobrain
161 none
162 none
163 pod monster opening
164 woman dying
165 DOOR SWINGING OPEN
166 DOOR RISE
167 LIFT MOVING
168 music
169 shotgun rack
170 stone moving (perpetual)
171 deep resonant humming
172 resonant humming
173 BUBBLING WATER
174 telephone tone
175 alien vibration
176 none
177 "Hmmm, don't have time to play with myself"
178 metallic thrumming
179 loud humming
180 "Hmmm, looks like I have the con"
181 "Hahaha, too late Nukem, we're in control now!"
182 none
183 "Secret Level"
184 CHANTING
185 CHANTING
186 WATERFALL
187 projector
188 none
189 "Damn, those alien bastards are gonna pay for shooting
up my ride!"
190 "What! There's only ONE of you!?!?"
191 none
192 "I think I'll climb aboard!"
193 "Hmmm, that's one DOOMED space marine!"
194 fire crackling
195 "Let's Rock!"
196 "Ready for Action!"
197 "Gonna rip 'em a new one!"
198 "Gotcha now you bastard, and we're gonna fry your ass"
199 "Rockin'"
200 "Ooof"
201 "Damnit!"
202 "You wanna dance?"
203 "Damnit!"
204 monster growl
205 monster growl
206 "Cool"
207 "Where is it"
208 "Come on"
209 "Ooof"
210 item pickup
211 pained breath
212 switch beep (camera)
213 night vision
214 "Damn"
215 cracking nuckles
216 "Ahhh"
217 gulp
218 "Ahhh, much better"
219 weapon change
220 water fountain
221 "Who wants some"
222 "Hehehe, what a mess"
223 "Bitchin'"
224 "Holy cow"
225 "Holy shit"
226 "Damn I'm good"
227 "Yeah, piece of cake"
228 "Oooh, that's gotta hurt"
229 "Oooh, I needed that"
230 "Who the hell are you"
231 HELICOPTER
232 JET
233 JET/ROCKET
234 ROARING SOUND/SCREAM
235 "Now this is a force to be reckoned with"
236 "I ain't afraid of no QUAKE"
237 "Terminated"
238 "Born to be wild"
239 "Nobody steals our chics and lives"
240 "It's time to kick ass and chew bubble gum, and I'm
all out of gum."
241 "Duke Nukem must die!"
242 "Lunar attack force defeated!"
243 Energy chirp
244 spaceship???
245 falling
246 large footstep
247 rats
248 splat
249 music
250 "I should have known those alien maggots booby-trapped
the sub"
251 "Die you son of a bitch!"
252 "Damn, I'm lookin' good"
253 grunt
254 "Kill me"
255 pulsating engine sound
256 factory arm
257 machinery
258 LARGE METALLIC LIFT/DOOR
259 LARGE MECHANICAL LIFT/DOOR
260 AIRLOCK
261 LARGE MECHANICAL LIFT/DOOR
262 ENGINE HUM
263 "Let God sort 'em out"
264 "Hail to the king baby"
265 "Blow it out your ass"
266 "Eat shit and die"
267 "Your face, your ass, what's the difference"
268 "See you in Hell"
269 "Suck it down"
270 Gasp
271 "This really pisses me off"
272 splat
273 "Shit happens"
274 Duke yelling
275 Duke yelling
276 Duke yelling
277 Vibrating hum w/computer in background
278 "This is KTIT - Kay Tit - playing the breast...uhh...
the BEST tunes in town!"
279 Sound of drums beating (or some type of loud motor)
280 squish
281 screaching hum
282 humming
283 squish
284 "I'll rip your head off and shit down your neck!"
285 "We meet again Dr. Jones"
286 Loud sliding screech
287 OOZING LIFT
288 music
289 "My name is Duke Nukem"
290 "After a few days or R&R, I'll be ready for more
action"
291 "Awww, come back to bed Duke!" (female voice)
292 "I'm getting ready for some action NOW!" (female)
293 Duke and some female...errr...getting to know
eachother a little better :)
294 "It's down to you and me you one eyed freak!"
295 Cupboard door slam"
296 squishing/oozing
297 clicking
298 slam
299 squeak
300 "Oof!"
301 Duke whistling
302 "Damn, that's the 2nd time those alien bastards shot
up my ride!"
303 tinkling sound
304 "Owww"
305 "Argh!"
306 "Oh!"
307 "Ooooh!"
308 soft humming
--------------------------------------------------------------------------------
List compiled by Duke Addict and Joerg Aldinger
with help from Todd Tuskey's SOUNDS.ZIP.
N.A. = Not Available through switches (they didn't work in SOUNDS.MAP).
Name No. Description
KICK_HIT 0
PISTOL_ RICOCHET 1
PISTOL_BODYHIT 2 <splat>
PISTOL_FIRE 3
EJECT_CLIP 4
INSERT_CLIP 5
CHAINGUN_FIRE 6
RPG_SHOOT 7
POOLBALLHIT 8 Billiard balls
RPG_EXPLODE 9
CAT_FIRE 10
SHRINKER_FIRE 11
ACTOR_SHRINKING 12
PIPEBOMB_BOUNCE 13
PIPEBOMB_EXPLODE 14 same as 9
LASERTRIP_ONWALL 15
LASERTRIP_ARMING 16 <didididip!>
LASERTRIP_EXPLODE 17 same as 9
VENT_BUST 18
GLASS_BREAKING 19
GLASS_HEAVYBREAK 20
SHORT_CIRCUIT 21 electric chair sound
ITEM_SPLASH 22
DUKE_BREATHING 23 N.A.
DUKE_EXHALING 24 N.A.
DUKE_GASP 25 catching breath
SLIM_RECOG 26
ENDSEQVOL3SND1 27 <pluff>
DUKE_URINATE 28
ENDSEQVOL3SND2 29 "Game Over!"
ENDSEQVOL3SND3 30 people in a stadium
DUKE_PASSWIND 32 N.A.
DUKE_CRACK 33 "What are you waiting for, Christmas?"
SLIM_ATTACK 34
SOMETHINGHITFORCE 35 teleportsound
DUKE_DRINKING 36
DUKE_KILLED1 37 "Damn!"
DUKE_GRUNT 38
DUKE_HARTBEAT 39 used for steroids
DUKE_ONWATER 40
DUKE_DEAD 41
DUKE_LAND 42
DUKE_WALKINDUCTS 43
DUKE_GLAD 44 N.A.
DUKE_YES 45 N.A. (.VOC not found)
DUKE_HEHE 46 N.A.
DUKE_SHUCKS 47 N.A.
DUKE_UNDERWATER 48
DUKE_JETPACK_ON 49
DUKE_JETPACK_IDLE 50
DUKE_JETPACK_OFF 51
LIZTROOP_GROWL 52 N.A.
LIZTROOP_TALK1 53 N.A.
LIZTROOP_TALK2 54 N.A.
LIZTROOP_TALK3 55 N.A.
DUKETALKTOBOSS 56 "I'm Duke Nukem and I'm coming to get the rest
of you alien bastards!"
LIZCAPT_GROWL 57 N.A.
LIZCAPT_TALK1 58 N.A.
LIZCAPT_TALK2 59 N.A.
LIZCAPT_TALK3 60 N.A.
LIZARD_BEG 61
LIZARD_PAIN 62 N.A.
LIZARD_DEATH 63 N.A.
LIZARD_SPIT 64
DRONE1_HISSRATTLE 65 N.A.
DRONE1_HISSSCREECH 66 N.A.
DUKE_TIP2 67 "Shake it, baby!"
FLESH_BURNING 68
SQUISHED 69
TELEPORTER 70 elevator sound [looped]
ELEVATOR_ON 71
DUKE_KILLED3 72 "Uwaohhh, this sucks!"
ELEVATOR_OFF 73
DOOR_OPERATE1 74 prison door
SUBWAY 75
SWITCH_ON 76
FAN 77 N.A. (.VOC not found)
DUKE_GETWEAPON3 78 "Groovy!"
FLUSH_TOILET 79
HOVER_CRAFT 80 N.A. (.VOC not found)
EARTHQUAKE 81
INTRUDER_ALERT 82 alarm noise
END_OF_LEVEL_WARN 83 dipswitch sound
ENGINE_OPERATING 84 submarine engine sound
REACTOR_ON 85
COMPUTER_AMBIENCE 86
GEARS_GRINDING 87
BUBBLE_AMBIENCE 88
MACHINE_AMBIENCE 89
SEWER_AMBIENCE 90 drip
WIND_AMBIENCE 91
SOMETHING_DRIPPING 92 same as 90
STEAM_HISSING 93 [looped]
THEATER_BREATH 94 N.A.
BAR_MUSIC 95 [looped]
BOS1_ROAM 96
BOS1_RECOG 97
BOS1_ATTACK1 98
BOS1_PAIN 99
BOS1_DYING 100
BOS2_ROAM 101
BOS2_RECOG 102
BOS2_ATTACK 103
BOS2_PAIN 104
BOS2_DYING 105
GETATOMICHEALTH 106
DUKE_GETWEAPON2 107 "Come get some!"
BOS3_DYING 108
SHOTGUN_FIRE 109
PRED_ROAM 110
PRED_RECOG 111
PRED_ATTACK 112
PRED_PAIN 113
PRED_DYING 114
CAPT_ROAM 115
CAPT_ATTACK 116
CAPT_RECOG 117
CAPT_PAIN 118
CAPT_DYING 119
PIG_ROAM 120
PIG_RECOG 121
PIG_ATTACK 122
PIG_PAIN 123
PIG_DYING 124
RECO_ROAM 125
RECO_RECOG 126
RECO_ATTACK 127
RECO_PAIN 128
RECO_DYING 129
DRON_ROAM 130 N.A.
DRON_RECOG 131
DRON_ATTACK1 132
DRON_PAIN 133
DRON_DYING 134
COMM_ROAM 135
COMM_RECOG 136 "Die, human!"
COMM_ATTACK 137 "Suck it down!"
COMM_PAIN 138
COMM_DYING 139
OCTA_ROAM 140
OCTA_RECOG 141
OCTA_ATTACK1 142
OCTA_PAIN 143
OCTA_DYING 144
TURR_ROAM 145 N.A. (.VOC not found)
TURR_RECOG 146 N.A. (.VOC not found)
TURR_ATTACK 147 N.A. (.VOC not found)
DUMPSTER_MOVE 148
SLIM_DYING 149
BOS3_ROAM 150
BOS3_RECOG 151
BOS3_ATTACK1 152 N.A. (.VOC not found)
BOS3_PAIN 153
BOS1_ATTACK2 154
COMM_SPIN 155
BOS1_WALK 156
DRON_ATTACK2 157
THUD 158
OCTA_ATTACK2 159
WIERDSHOT_FLY 160 Octabrain projectile
TURR_PAIN 161 N.A. (.VOC not found)
TURR_DYING 162 N.A. (.VOC not found)
SLIM_ROAM 163
LADY_SCREAM 164
DOOR_OPERATE2 165 swing door
DOOR_OPERATE3 166 secret (case) door
DOOR_OPERATE4 167 normal door
BORNTOBEWILDSND 168 >Born to be wild< music
SHOTGUN_COCK 169
GENERIC_AMBIENCE1 170 moving floor/ceiling [looped]
GENERIC_AMBIENCE2 171 machine
GENERIC_AMBIENCE3 172 near water (?)
GENERIC_AMBIENCE4 173 water
GENERIC_AMBIENCE5 174 phone tuuuut
GENERIC_AMBIENCE6 175 alien ambience
BOS3_ATTACK2 176 N.A. (.VOC not found)
GENERIC_AMBIENCE17 177 "Don't have time to play with myself!"
GENERIC_AMBIENCE18 178 light metal sound
GENERIC_AMBIENCE19 179 stormy wind
GENERIC_AMBIENCE20 180 "Hmmm, looks like I have a gun!"
GENERIC_AMBIENCE21 181 "Hahaha too late ..., we're in control now!"
GENERIC_AMBIENCE22 182 N.A. (.VOC not found)
SECRETLEVELSND 183 "Secret Level!"
GENERIC_AMBIENCE8 184 alienish sound with silent screams
GENERIC_AMBIENCE9 185 something talking
GENERIC_AMBIENCE10 186 waterfall [looped]
GENERIC_AMBIENCE11 187 projector sound [looped]
GENERIC_AMBIENCE12 188 N.A.
GENERIC_AMBIENCE13 189 "Damn! Those alien bastards do gonna pay for
shooting up my ride!"
GENERIC_AMBIENCE14 190 "What? There's only one of you?"
GENERIC_AMBIENCE15 192 "I think all climb aboard!"
GENERIC_AMBIENCE16 193 "Hmmm, that's one doomed Space Marine!"
FIRE_CRACKLE 194
BONUS_SPEECH1 195 "Let's rock!"
BONUS_SPEECH2 196 "Ready for action!"
BONUS_SPEECH3 197 "Gonna rip 'em a new one!"
PIG_CAPTURE_DUKE 198 "Gotcha now, you bastard, and we're gonna fry
your ass!"
BONUS_SPEECH4 199 "Rockin' !"
DUKE_LAND_HURT 200
DUKE_HIT_STRIPPER1 201 "Damn it!"
DUKE_TIP1 202 "You wanna dance?"
DUKE_KILLED2 203 "Damn it!"
PRED_ROAM2 204
PIG_ROAM2 205
DUKE_GETWEAPON1 206 "Cool!"
DUKE_SEARCH2 207 "Where is it?"
DUKE_CRACK2 208 "Come on!"
DUKE_SEARCH 209
DUKE_GET 210
DUKE_LONGTERM_PAIN 211 heavy breathing
MONITOR_ACTIVE 212
NITEVISION_ONOFF 213
DUKE_HIT_STRIPPER2 214 "Damn!"
DUKE_CRACK_FIRST 215
DUKE_USEMEDKIT 216 relieving "Aaaah!"
DUKE_TAKEPILLS 217 steroids activated
DUKE_PISSRELIEF 218 "Aaaah, much better!"
SELECT_WEAPON 219
WATER_GURGLE 220
DUKE_GETWEAPON4 221 "Who wants some?"
JIBBED_ACTOR1 222 "Hehehe, what a mess!"
JIBBED_ACTOR2 223 "Bitchin' !"
JIBBED_ACTOR3 224 "Holy cow!"
JIBBED_ACTOR4 225 "Holy shit!"
JIBBED_ACTOR5 226 "Damn I'm good!"
JIBBED_ACTOR6 227 "Yeah, piece of cake!"
JIBBED_ACTOR7 228 "Uuuh, that's gotta hurt!"
DUKE_GOTHEALTHATLOW 229 "Uooh, I needed that!"
BOSSTALKTODUKE 230 "~who~~~~are~~you~?"
WAR_AMBIENCE1 231 helicopter flyby
WAR_AMBIENCE2 232 jet flyby
WAR_AMBIENCE3 233 jet, further away
WAR_AMBIENCE4 234 street sound with scream
WAR_AMBIENCE5 235 "Now this is a force to be reckoned with!"
WAR_AMBIENCE6 236 "I ain't afraid of no quake!"
WAR_AMBIENCE7 237 "Terminated!"
WAR_AMBIENCE8 238 "Born to be wi-ha-haha-i-iiiild!"
WAR_AMBIENCE9 239 "Nobody steals our chicks ... and lives!"
WAR_AMBIENCE10 240 "It's time to kick ass and chew bubble gum,
and I'm all out of gum!"
ALIEN_TALK1 241 "Duke Nukem must die!"
ALIEN_TALK2 242 "Lunar Attack Force defeated!"
EXITMENUSOUND 243
FLY_BY 244
DUKE_SCREAM 245 falling from high above
SHRINKER_HIT 246
RATTY 247 rat sounds
INTO_MENU 248
BONUSMUSIC 249 intermission screen music [looped]
DUKE_BOOBY 250 "I should have known those alien ... booby
(crapped the sub)!" (?)
DUKE_TALKTOBOSSFALL 251 "Die! You son of a bitch!"
DUKE_LOOKINTOMIRROR 252 "Damn, I'm looking good!"
PIG_ROAM3 253
KILLME 254
DRON_JETSND 255
SPACE_DOOR1 256
SPACE_DOOR2 257
SPACE_DOOR3 258
SPACE_DOOR4 259
SPACE_DOOR5 260
ALIEN_ELEVATOR1 261
VAULT_DOOR 262
JIBBED_ACTOR13 263 "Let god sort 'em out!"
DUKE_GETWEAPON6 264 "Hail to the king, baby!"
JIBBED_ACTOR8 265 "Blow it out your ass!"
JIBBED_ACTOR9 266 "Eat shit and die!"
JIBBED_ACTOR10 267 "Your face - your ass. What's the difference?"
JIBBED_ACTOR11 268 "See you in hell!"
JIBBED_ACTOR12 269 "Suck it down!"
DUKE_KILLED4 270
DUKE_KILLED5 271 "This really pisses me off!"
ALIEN_SWITCH1 272 <blurb> switch
DUKE_STEPONFECES 273 "Shit happens!"
DUKE_LONGTERM_PAIN2 274
DUKE_LONGTERM_PAIN3 275
DUKE_LONGTERM_PAIN4 276
COMPANB2 277 computer sound
KTIT 278 "This is K.T.I.T., K-Tit, playing the breast...
ahh...the best tunes in town!"
HELICOP_IDLE 279
STEPNIT 280
SPACE_AMBIENCE1 281
SPACE_AMBIENCE2 282
SLIM_HATCH 283
RIPHEADNECK 284 "I'll rip your head off and shit down your
neck!"
FOUNDJONES 285 "We meet again, Dr. Jones!"
ALIEN_DOOR1 286
ALIEN_DOOR2 287
ENDSEQVOL3SND4 288 Duke theme song [looped]
ENDSEQVOL3SND5 289 "My name's Duke Nukem!"
ENDSEQVOL3SND6 290 "After a few days of ..., I'll be ready for
more action!"
ENDSEQVOL3SND7 291 "Aaah, come back to bed, Duke!"
ENDSEQVOL3SND8 292 "I'm ready for some action...now!"
ENDSEQVOL3SND9 293 groaning, moaning, etc. :)
WHIPYOURASS 294 "It's down to you and me, you one night freak!"
ENDSEQVOL2SND1 295
ENDSEQVOL2SND2 296
ENDSEQVOL2SND3 297
ENDSEQVOL2SND4 298
ENDSEQVOL2SND5 299
ENDSEQVOL2SND6 300
ENDSEQVOL2SND7 301
GENERIC_AMBIENCE23 302 "Damn! That's the second time those alien
bastards shot up my ride!"
SOMETHINGFROZE 303
DUKE_LONGTERM_PAIN5 304
DUKE_LONGTERM_PAIN6 305
DUKE_LONGTERM_PAIN7 306
DUKE_LONGTERM_PAIN8 307
WIND_REPEAT 308 [looped]
.====================================.
| [5.06] MAP Authoring Template v2.0 |
`===================================='
Duke Nukem 3D .MAP Authoring Template v2.0
================================================================
Title :
Date Finished : The date of your file (eliminates same file name)
Filename : xxxx.MAP
Author : Your name here
Email Address :
Misc. Author Info :
Description :
Additional Credits to :
================================================================
* Type of Duke Nukem 3D file*
(Choose One)
New level MAP : Yes/No
Sound Add-On only : Yes/No
Music Add-On only : Yes/No
Graphic Add-On only : Yes/No
.CON file patch only : Yes/No (version to be used for required)
.DMO only : Yes/No
Other : Yes/No (describe)
Required To Have In Dir : (BUILD, KGROUP, etc.)
* Play Information *
Episode and Level # :
Single Player : Yes/No
Cooperative 2-8 Player : Yes/No
DukeMatch 2-8 Player : Yes/No
Difficulty Settings : Yes/Not implemented
New Sounds : Yes/No
New Music : Yes/No
New Graphics : Yes/No
New/changed CONs : Yes/No
Demos Replaced : None/1/2/3
* Construction *
Base : New level from scratch/Modified ExMx/xxx.MAP
Build Time :
Editor(s) used :
Known Bugs :
May Not Run With... :
* Copyright / Permissions *
Authors (MAY/may NOT) use this level as a base to build additional
levels.
(One of the following)
You MAY distribute this MAP, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.
You MAY not distribute this MAP file in any format.
You may do whatever you want with this file.
* Where to get this MAP file *
FTP sites:
BBS numbers:
Other:
.=================================.
| [5.07] Palette colors reference |
`================================='
Joe Giddings goldcard@intrstar.net
----------------------------------
Here is the update on the pallette colors. I have had time to experiment
with all of this and think I have made a pretty complete list of effects.
Through use, I have found when you change the pallette color of a monster,
that monster becomes harder to kill. Try it out. It is a great way to
make your levels that much harder.
When using these changes on certain sprites, say items, they do not appear
in the actual playing of the game. Exceptions are noted below, of course.
Use this to color your sprites and see what happens.
All colors were tested on many things. Clothing references regard the
fashionable clothes the monsters wear.
Use alt-p on sprite in 3d mode to access color pallette.
Color# Description
0 Normal color scheme. Pallette color for blue access panel
and access card.
1 Designates items as multiplayer game only. Also use
like pallette #2 for ambient lights
2 Use on a SE sprite with low tag of 4. Then color all walls
with this color. You now have a room with red lights.
3 Normal
4 Makes sprite solid black
5 Normal
6 Night vision look
7 Also used like pallette #2. Produces yellow light
8 Also used like pallette #2. Produces green light
9 Normal
10 Red clothing
11 Lt. Green clothing
12 Lt. Grey clothing
13 Dk. Grey clothing
14 Dk. Green clothing
15 Brown clothing
16 Dk. Blue clothing
17 Blue skin - Green clothes. Nice alien effect on monsters
18 Lt. Grey clothing
19 Red skin - Grey clothes
20 Blue skin - Grey clothes
21 Red clothes. Use on access card to make it red.
Don't forget to make access panel same color.
22 Lt. grey clothes
23 Yellow clothes. Same effect on cards like #21.
24 Normal
25 Turns accessories red. (Like the money on the stripper)
26+ Really weird. Careful, once made this color sometimes
the sprite cannot be changed back. From a distance the
sprite appears solid black.
.====================.
| |
| [6] APPENDICES |
| |
`~~~~~~~~~~~~~~~~~~~~'
<=---------------------------------------------=>
| [6.01] THE DUKE NUKEM 3D TROUBLESHOOTER v1.5a |
<=---------------------------------------------=>
Duke Addict 100606,2141
-----------------------
I wrote this file below in order to help people having problems with Duke3D.
I've put it here because I thought it's a good idea to ship a real trouble-
shooter (beyond DN3DHELP.EXE) together with the FAQ. Please note that you're
not allowed to seperate this file from the FAQ!
Whenever I refer to "this forum" or "download it here" I always mean the
GO APOGEE forum on Compuserve.
================================================================================
This document is supposed to help people with the most common problems
concerning Duke Nukem 3D in addition to DN3DHELP.EXE. Before posting questions
concerning Duke3D be sure you've read this document and DN3DHELP.EXE in your
Duke Nukem 3D directory. This way we can concentrate on the more serious
problems and can respond quicker. If these documents don't answer your
questions feel free to ask your questions publicly in this forum.
This document will be constantly updated, so if you have anything to add or
correct please leave me a message.
-Steffen "Duke Addict" Itterheim [Apogee Forum Staff] 100606,2141
[Excerpts taken from DN3DHELP.EXE written by Joe Siegler [SysOp] 74200,553 with
help from Lee Jackson.]
COVERED TOPICS/PROBLEMS ARE:
============================
I) FILES OF IMPORTANCE
II) GENERAL HELP
III) VIDEO
IV) SOUND
V) NETWORK & MODEM
VI) CRASHES
VII) PERFORMANCE
VIII) MEMORY
IX) UPGRADING/PATCHING
X) CHEATING
XI) CONTROLLERS
XII) EDITING TOOLS ISSUES
XIII) ADD ON LEVELS
============================
I) FILES OF IMPORTANCE (GO APOGEE)
==================================
In Lib 1 - Useful Files:
UNIVBE51.ZIP - UNIVBE v5.1a universal VESA 2.0 driver (Shareware)
SDD52.EXE - Display Doctor (UNIVBE v5.2) VESA 2.0 driver (Shareware)
WAVEPTCH.ZIP - SB16 Wavetable Daughterboard fix for Duke3D and other games
PKZ204G.ZIP - PKZIP/PKUNZIP v2.04g (de-)compression utilities
IPXODI.ZIP - IPX protocol network drivers
ORDERNFO.ZIP - Apogee/3D Realms Ordering Information
DEALERS.EXE - Apogee Overseas Dealers
In Lib 3 - 3D Realms Games:
3DDUKE13.ZIP - Duke Nukem 3D Shareware v1.3D
11CONS.ZIP - Default .CON files for Duke Nukem 3D Shareware v1.1
In Lib 5 - 3D Realms Patches:
DN3D11PT.ZIP - Duke Nukem 3D Shareware v1.0 to v1.1 patch
DNSW13PT.ZIP - Duke Nukem 3D Shareware v1.1 to v1.3D patch
In Lib 7 - Hints & Cheats:
DUKE3D.TXT - Duke Nukem 3D cheat codes
In Lib 14 - Duke3D User Files:
DUKEBENC.TXT - Duke Nukem 3D Benchmark chart
D3DHELP.TXT - The complete "Duke3D Troubleshooter" document
ADDICT*.ZIP - Demos from Duke 3D which show how to solve a specific level.
BUILDFAQ.ZIP - The Official BUILD FAQ, help file for level editing
Important Directories on the Duke Nukem 3D *Registered* CD
----------------------------------------------------------
\GOODIES\BUILD (the level editor for Duke3D, see section XII)
\GOODIES\RTSMAKER (Utility to create your own RTS files)
\GOODIES\UNIVBE (UNIVBE 5.1a - Universal VESA 2.0 driver)
\GOODIES\WAD2MAP (WAD to MAP conversion utility)
II) GENERAL HELP
================
-=> The actual game version of Duke Nukem 3D Shareware is v1.3D (3DDUKE13.ZIP)
-=> The latest patch is Duke Nukem 3D Shareware v1.1 to v1.3D (DNSW13PT.ZIP)
-=> The registered version is v1.3D (CD-ROM only).
-=> Duke Nukem 3D can't be registered online, you'll have to fill out the
ORDER.FRM in your Duke3D directory and send or fax it to Apogee, or refer to
DEALERS.EXE for a local Apogee dealer (Note: Only few Apogee dealers also carry
3D Realms games).
-=> There will NEVER be an editor for shareware Duke Nukem 3D (see
LICENSE.DOC), but the registered version will come along with the developers
editing tools to allow you to create new levels, monsters, graphics, etc.
-=> The Shareware version of Duke3D won't load new levels/add-ons (except for
CONs and demos).
-=> It is recommended to load Duke3D from plain DOS (not a DOS box from within
Windows 3.x/95) which will result in better performance and less problems.
-=> It is always a good idea to keep the original ZIP files of Duke3D and other
games as well as their patches, so that you always have a "fresh" and
untempered version of Duke3D respectively other games.
III) VIDEO
==========
-=> VESA 2.0 support is needed for 320x200 (VESA 2.0) and 320x400 modes. UNIVBE
5.1 adds support of these modes to nearly all types of video cards (download
UNIVBE51.ZIP). There are known problems with Matrox Millenium video cards which
will be fixed in UNIVBE 5.2 (Note: UNIVBE is not a product of Apogee/3D Realms)
-=> ATI MACH64 video card users reported problems concerning SVGA modes in
Duke3D. A patch available directly from ATI has helped a lot of users to get
Duke3D to run properly in SVGA with an ATI MACH64 video card. Try to load
M64VBE.COM in your ATI directory before running Duke3D and see if that helps.
ATI may already have a newer version of M64VBE.COM if you still have problems.
-=> If you had the VESA 2.0 modes working before but now they don't work any
longer it may be because you're using UNIVBE *shareware* which disables VESA
2.0 support exactly 21 days after installation (21 days evaluation period). If
this is the case it's time to register. ;)
-=> The RED BOX which appears in SETUP while choosing one of the VESA 2.0 modes
is just a reminder and does not necessarily imply that these modes won't work
on your system.
-=> If you have a Matrox Millenium card don't play in 800x600. The Matrox cards
don't seem to get along with Duke3D in this mode. Also be sure to have at least
BIOS version v1.9. Matrox recently released v2.0 of the Millenium bios. By
upgrading to this version you should be able to run Duke3D in 800x600 mode. It
appears that the lockups (savegame problem) with bios v1.9 are no longer a
problem. There still seem to be some minor glitches though. On the other hand
some people still have the same problems as before.
IV) SOUND
=========
-=> If you have a Creative Labs Soundblaster 16 (ASP) and a wavetable
daughterboard attached to it and you can't get Duke3D to work with General Midi
music download WAVEPTCH.ZIP and load it before running Duke3D. This should
help.
-=> Pro Audio Spectrum users need to load MVSOUND.SYS to make the PAS work.
Please consult your PAS manual if you don't know how to install this driver.
-=> If you can't get your soundcard to work with Duke3D at all check your SET
BLASTER= line. Look into DN3DHELP.EXE for more information about this and
configuring soundcards in general (page 11)!
-=> For troubleshooting try to use the lowest sound quality settings: 8 bit,
mono, 11 khz.
V) NETWORK & MODEM
==================
-=> If you continously get "out of sync" or "invalid game packet" errors or if
you experience connection losses please make sure that all players are using
the same .CON files. If you're using modified CONs then try to use the default
CONs instead. If you're playing via modem try to use 9600 as your baud rate
and/or turn OFF data compression and error correction (consult your modem's
manual). It is recommended though to use this Init String: ATZ&F&K0
If you are playing over a network try a different socket number. If this doesn't
help see the Troubleshooting section of DN3DHELP.EXE (page 14).
-=> If your modem neither dials nor answers nor responds to the init string
(you have to press ESC to go on that is) you probably don't have the proper
COM,IRQ,PORT ADDRESS values set in SETUP. Especially check for the right PORT
ADDRESS (possible values would be 2E8, 2F8, 3E8, 3F8)! (The same goes for serial
connections.) If you modem still doesn't respond see the Init String suggestions
in the Troubleshooting section of DN3DHELP.EXE (page 15). You can also try to
put an additional AT in front of your Init String, or a ~ or a simple blank space.
-=> To get around the invalid packet problem, launch totally from the command
line (after trying to connect once the regular way). Use COMMIT.EXE instead of
SETUP, this should work. Command line parameters are documented in the
DN3DHELP.EXE file.
-=> If the modem doesn't answer calls try to add S0=1 to your Init String.
-----------------------------
Info on Plug And Play Modems:
-----------------------------
If you are having problems using your Plug & Play Modem in DOS with our Duke
Nukem 3D (or any other of our modem games), the problem is this. Plug & Play
modems were designed for environments (ex: Win95) where the environment does
the initialization of the card.
The problem here is that if you are playing in MS-DOS mode, and bypassing the
Win95 GUI, your card is never being initialized, and as such, there's nothing
for our game to find.
What you will need to do is to find some way of initializing your PnP modem in
DOS. Info on this would be in the manual for the modem that you have. Quite
often modems with the brand name of "Winmodem" fall under this category, too.
Also, when you DO get the card configured in MS-DOS, make sure to take note of
the port address and IRQ number as well as the port number that the card is
initialized with. These WILL BE IMPORTANT when you setup the Duke3D game.
Once you have all this info from a properly initted PnP modem, go into the
Duke3D setup program, and:
0) DO NOT PICK DEFAULT FOR ANY OF THESE. ENTER INFO!
1) Select Modem Game
2) Select "Setup COM Port"
3) Select "Change Com Port" (If Necessary). Enter the Com port Number here.
4) Select "Change IRQ" (If Necessary). Enter the Com Port's IRQ # here.
5) Select "Change UART" (If Necessary). *THIS IS NOT 8250 or 16550*. This
is the hex address where your port resides at. For example, a value to
put here would be 02e8.
6) Put the port speed at 9600, and leave it there.
(This info is also useful if you don't have a PnP modem and are having
problems with your modem not being recognized.)
VI) CRASHES
===========
-=> If you experience crashes try the following:
(refer to DN3DHELP.EXE for further help on these suggestions)
1) try a "clean boot" (no memory managers and no disk caching software
loaded)
2) temporarily disable sound & music via SETUP, if it stops
crashing you might experiencing a DMA conflict or something similar.
3) try the normal 320x200 video mode, if it stops crashing you might
experiencing problems with your video card and/or VESA driver.
4) push the "TURBO" button (if your system has one) and see if that helps.
5) Go edit your duke3d.cfg file with an ascii file editor, and look for the
line:
BlasterDMA16 = 5
Make it say this:
BlasterDMA16 = 1
-=> NEXGEN users reported slowdowns and crashes. There's a file IDON.COM from
NexGen which reportedly helped to solve some problems concerning NexGen CPU's.
-=> One word about DNCLIP: This cheat code is dangerous since it can cause
crashes long after its use. We don't recommend its use.
-=> If you have a Matrox Millenium card don't play in 800x600. The Matrox cards
don't seem to get along with Duke3D in this mode. Also be sure to have at least
BIOS version v1.9. Matrox recently released v2.0 of the Millenium bios. By
upgrading to this version you should be able to run Duke3D in 800x600 mode. It
appears that the lockups (savegame problem) with bios v1.9 are no longer a
problem. There still seem to be some minor glitches though. On the other hand
some people still have the same problems as before.
-=> If SETUP crashes with a "Spawn error: error 0" you have an incomplete
DUKE3D.GRP file, please re-install.
-=> From my own experience I learned that there is a BIOS option in AWARD BIOSes
which will cause the SETUP "Spawn error: error 0" and the Duke3D "Could not
initialize LINEEXE_LOADER" error. This option in the "Chipset Configuration" of
the BIOS is called "Memory Hole At 15-16M" or similar. You must disable this
option! It doesn't hurt to do so, only thing it does is to provide a memory hole
for those few cards who support a linear frame address as I understand. The
manual says it can speed up those cards but I doubt that this will be noticeable
anyway.
-=> Saving crashes when you run out of disk space, so please check if you have
enough free space on the drive you installed Duke3D.
VII) PERFORMANCE
================
-=> There are lots of reasons why Duke3D won't perform on some systems as
people think it should. This is mostly due to the different opinions of what
players call a "fluid" gameplay. Another point are the many components in a PC
(CPU, video, RAM) which all count into a game's overall performance.
A Pentium 100 with an ISA video card for example won't perform much better than
a medium fast 486. See the Duke Nukem 3D Benchmark chart (DUKEBENC.ZIP) for an
overview of several systems listed with their most important components and how
they perform in Duke3D.
-=> Using UNIVBE 5.1 for SVGA modes instead of the card's built in VESA BIOS
results in better performance in most cases.
-=> The same goes for running Duke3D directly from DOS rather than a Win'95 DOS
box, especially if your PC does have only 8 MB memory.
-=> Upgrading from 8 MB memory to 12 or 16 MB also helps to increase Duke3D's
performance (as well as nearly all other applications). It does have another
advantage as well, you don't necessarily have to remove disk caching software
like SMARTDRV from memory (Note: disk caches can cause certain problems in
certain circumstances...<g>).
-=> NEXGEN users reported slowdowns and crashes. There's a file IDON.COM from
NexGen which reportedly helped to solve some problems concerning NexGen CPU's.
-=> Make sure your TURBO button (if your system has one) is turned on. ;)
-=> Contact someone who can have a look for your PC (local dealer/friend/etc.)
and who has the profession to tweak your PC's BIOS settings (Note: we can't do
this for you since it needs someone actually sitting in front of your PC due to
the wide variety of BIOSes and PCs; BIOS optimizing is *not* recommended if
you're not familiar with such things, there are certain options which may be
harmful to your system (and therefore your nerves <g>) - consult your
motherboard's manual if you want to have details about your PC's BIOS Setup
options. Tweaking the BIOS settings also sometimes helps to avoid crashes, but
it can as well cause new ones!
-=> If you have an ISA video card the game will play very sluggish (even on
Pentiums when compared to VESA Local or PCI bus video cards). Consult your
motherboard's manual to see whether it has VL or PCI slots. If not, you have an
(E)ISA video card in any case. If it supports VL and/or PCI cards but you want
to be sure about it contact your local dealer or someone who might be able to
tell you.
VIII) MEMORY
============
-=> Please follow the guideline in DN3DHELP.EXE on how to "boot clean" and/or
create a bootable floppy disk if you get any "out of memory" errors. It's
always a good idea to do so if you experience severe slowdowns or unexpected
crashes. Also, this might also be necessary if you only have 8 megabytes of
memory.
IX) UPGRADING/PATCHING
======================
-=> If upgrading/patching is unsuccessful for some reason try to re-install
Duke3D into an empty directory and apply the patch again. Clean booting (see
DN3DHELP.EXE) may also help. All the patches won't work correctly if your
version is tempered in some way. So always keep a clean backup of the
Installation files.
X) CHEATING
===========
-=> One word about DNCLIP: This cheat code is dangerous since it can cause
crashes long after its use. We don't recommend its use.
XI) CONTROLLERS
===============
-=> If the mouse sensitivity is too high, you can fix this by deleting
DUKE3D.CFG and re-running SETUP.EXE. You can also try this if you have
problems with a joystick.
-=> Don't forget to check out the "Advanced Controller Setup" SETUP.EXE,
there you can configure your throttle and turn mouse aiming on/off and lots
of other things.
-=> I heard that the MS Sidewinder 3D Pro sometimes doesn't work as it should
if the game is loaded from within a Win95 DOS box. Be sure to quit to DOS if
you're having problems.
XII) EDITING TOOLS ISSUES
=========================
-=> The Level Editor BUILD and the other editing tools are by default
installed in the subdir \goodies and won't work correctly in that (the 3D view
is messed up in BUILD). You'll have to copy all files from the BUILD directory
into your Duke3D directory and it'll work just fine.
Oh, and don't copy it under Windows, use plain DOS. For some strange reason
this can cause the copy to behave erratically.
-=> Check out _SE.MAP and _ST.MAP for help on the Sector Effectors and Tags.
-=> If you can't find !SE.TXT: you already have this file! It's also in
BUILDHLP.EXE as the Sector Effector Reference section. You may also want to
check out SEHELP.HLP and STHELP.HLP, I think they're the same as !SE.TXT and
!ST.TXT.
-=> If BSETUP fails to save your settings remove the read-only flag from
SETUP.DAT, this can be done by typing "ATTRIB -R" in the directory containing
BUILD and Duke.
-=> Although it looks like it is possible to Setup BUILD to play Sounds&Music
and to run it in "multi-editing" mode via network, it isn't. I believe BSETUP
was Duke's former Setup program until it has been replaced by the one which
now comes along with Duke. Because of this there are still sound, music,
controller and networking options in there. However BSETUP does not save them,
only the video mode settings for BUILD's 3D mode. This is because BUILD does
not embody any network or sound/music code.
-=> If EDITART won't load and you get a black screen you have to extract all
TILES*.ART files from DUKE3D.GRP. Type
KEXTRACT TILES*.ART
in the directory containing KEXTRAC, EDITART and DUKE3D.GRP.
XIII) ADD ON LEVELS
===================
-=> They have to be in the same directory as Duke. You can run them by going
into SETUP and "Select User Level", then launch. From the command line you can
use the MAP parameter as follows:
DUKE3D MAP _ZOO[.MAP]
_ZOO[.MAP] being one of the levels shipped together with BUILD, this would be
the name of the desired add-on MAP file. The extension .MAP can be omitted.
The Duke Nukem 3D Troubleshooter
--------------------------------
Copyright (C) 1996 by Steffen "Duke Addict" Itterheim
[Apogee Forum Staff] 100606,2141 All rights reserved.
Excerpts taken from DN3DHELP.EXE written by Joe Siegler [SysOp] 74200,553 with
help from Lee Jackson.
================================================================================
<=----------------------------=>
| [6.02] EDITART HELP DOCUMENT |
<=----------------------------=>
EDITART HELP (Version 1.1 - 3rd June 1996.)
By Ian Jones 100346,272 (or 100346.272@compuserve.com)
This help file is split into two chapters. The first is a brief description
of how I created my MP5K patch, the second is much more detailed and explains
how you can create your own graphics for Duke 3D.
Contents:-
Chapter 1
THE MAKING OF MP5K
1, INTRODUCTION
2, MP5K GRAPHICS
3, MP5K SOUND
4, MP5K PROPERTIES
5, MP5K FILES
Chapter 2
MAKE YOUR OWN TEXTURES
1, INTRODUCTION
2, EDITART SETUP
3, SELECTING A TEXTURE
4, EDITING ARTWORK
5, INCORPORATING NEW GRAPHICS
6, RESETING DUKE3D`S ORIGINAL GRAPHICS
Chapter 1
THE MAKING OF MP5K
1, INTRODUCTION
____________
I have recently created an MP5K patch for Duke Nukem 3D, which replaces the
pistol, with a rather cool sub machine gun. This patch is now available from
CompuServe, so feel free to download it, if you haven`t already. The
following is a brief list of what I did.
2, MP5K GRAPHICS
_____________
First I "Kextracted" the ART Files, then using EDITART, I found and captured
the textures for the Pistol.
I then created a 3D mesh of a MP5K in a 3D computer modeling package, working
of films and still pictures for reference.
Then I rendered the odject in the correct poses and used Dpaint to highlight
the edges, add nuzzle flash and the players hand, which was cut out of the
original textures I captured.
I then reincorporated the new picture files into the game.
3, MP5K SOUND
__________
I used a Windows Sampling package to sample a 5 shots burst of a machine.
I then saved this as a voc file in the Duke3D directory and assigned it to
the PISTOL_FIRE action in the user.con file.
4, MP5K PROPERTIES
_______________
Because I was unable to change the rate of fire of the Pistol, I multiplied
it`s weapon strength by five, so that each shot that is fired has the
strength of five. This was done by increasing the PISTOL_STRENGTH from 6 to
30 in the user.con file.
The increased weapon strength, along with the five shot sound effect, gives
the impression that the weapon has a faster rate of fire.
5, MP5K FILES
__________
When uploading my patch to CompuServe, I sent:-
The "TILE009.ART" file which contained the replacement tertures;
The original user.con file, called "USER.OLD
The replacement user.con file, called "USER.MP5"
And the "MP5.VOC" file containing the new sound effect.
The tile file contains not only my new textures, but also all the other
textures in that file. This means that the tile file is quite large and,
apart from pkzipping it, I have found no other way of decreasing the files
size. If you find a way, please contact me.
Chapter 2
MAKE YOUR OWN TEXTURES
1, Introduction
____________
When Duke Nukem 3D boots up, it looks to see if there are any Tiles00*.art
files in its directory, if there are it will use these instead of the
textures in its Group file.
All the texture in Duke3d can be extracted into fourteen separate Art files,
each one of these Art files contain hundreds of separate textures, and these
textures can be edited using a program called EDITART.EXE
NO ALTERATIONS YOU MAKE TO THE GRAPHICS WILL CHANGE THE DUKE3D.GRP FILE AND
SO CAN BE REMOVED LATER.
2, EDITART SETUP
_____________
1, Copy all the contents of "(CD):\GOODIES\BUILD\" into your Duke3d directory
on your hardDisk. (You no longer need to access your Duke3d CD-ROM)
2. Extract all the ART files from the Duke3d group file by typing
"KEXTRACT DUKE3D.GRP *.ART" in your Duke3d directory. Fourteen TILES00*.ART
files will appear.
3. Run the "EDITART" program. (you should see a wall texture in the middle of
the screen)
3, Selecting a Texture
___________________
When creating your own graphics for Duke3d, it is best to edit the existing
artwork rather than start from scratch, as all the textures have to have the
correct ID numbers and animation frames.
So first use the "Page Up", "Page Down" or "V" buttons to cycle through and
identify the texture(s) you want to edit.
Textures such as the Pistol have several animation frames, with details such
as muzzle flash and hand poses. These details should be recreated as closely
as possible when the individual frames are being edited.
It is possible for you to use the EditArt tools to change the artwork, but
these are somewhat limiting and so I highly recommend using a separate art
package.
If you make any changes to a texture and then try to move to another, you
will be asked if you want to save these changes Y/N.
FINDING TEXTURES
PAGE UP / PAGE DOWN Cycle through the different textures
V Display all textures
G Goto texture number
F12 Capture displayed Texture as PCX
If you are planning to use a separate art package to edit the artwork you
should use the F12 button to capture the selected texture as a pcx file. You
can then load this pcx file into an the art package and use it as a reference
for the Palette, Scale and Basic Detail.
4, Editing Artwork
_______________
For details on how to use the Editart tools to edit the textures, please
refer to the BUILDHLP file on your hard disk.
If you are using a separate Art package to edit the textures, load in one of
your captured pcx files (see above) to give you the correct Duke3d Palette
and remember, the background (transparent) colour should be the last colour
in the 256 palette and should appear as bright PINK.
Your new Artwork files should be saved as 320 x 200 pcx or bmp pictures.
The pictures can be cropped later in EDITART.
Now you are ready to incorporate the new artwork into the Duke3d Texture
Tiles.
5, Incorporating New Graphics
__________________________
Run EDITART.EXE
Use "Page Up", "Page Down" or "V" to find the texture you wish to override,
then press "U".
A file tree will appear displaying pcx and bmp files, find and load your
replacement picture.
By clicking (Left mouse button) and dragging with the mouse, stretch a
rectangle over the exact area of the picture that you want to use as the new
texture. ( Try to make each side of the rectangle touch each extreme of the
texture map ) Then Press RETURN.
Any last minute Changes can be done from within EDITART with the tools. (see
BUILDHLP for Details)
That is it, now press PAGE UP and the you will be asked if you wish to save
changes Y/N, Press "Y"
The computer will then say " updating TILES00 (something) .ART " make a note
of this, because this is the file your new texture(s) has been saved to and
the file that you can give your friend and say "Look what I`ve done, isn`t it
cool".
Try not to change too many sets of tiles if you intend to distribute your
patch, as you will end up with a huge patch file.
6, Reseting to Duke3d`s Original Graphics
______________________________________
Simply move all the tiles00*.art files from the Duke3d Directory into another
directory where Duke3d won`t look when booting up. (Not finding these files,
it will automatically use the preset Graphics and Textures from its
DUKE3D.GRP file and everything will be back to normal)
.====================.
| |
| [7] COMPLETION |
| |
`~~~~~~~~~~~~~~~~~~~~'
.=====================.
| [7.01] The Credits! |
`====================='
The Official BUILD FAQ was written by:
Steffen "Duke Addict" Itterheim
[Apogee Compuserve Forum Staff]
INTERNET:100606.2141@compuserve.com
COMPUSERVE:100606,2141
I'd like to say "Thank you!" to the following people, they have
helped to bring this FAQ into existance. They have done a great
work and shall hereby most solemn receive their credits! :)
Let me know if I forgot one of you and I'll put you in ASAP!
-Duke Addict
In alphabetical order:
----------------------
Joerg Aldinger
106047.2524@Compuserve.com
Dan Benge
DanBenge@ix.netcom.com
Allen H. Blum III
[3DRealms Software: Level/Game Designer]
Stryker@metronet.com
Matt Bollier
103220.3302@Compuserve.com
Emil R. Eisenhardt
72610.2100@Compuserve.com
Neil Fawcett
NEIL@mcs.co.uk
Mathieu Fenniak
75033.1616@Compuserve.com
Andre Frey
100666.3361@Compuserve.com
Christophe Gerbier
101530.662@Compuserve.com
Joe Giddings
goldcard@intrstar.net
Ginger
lattav@vnet.net
Brett Gmoser
gmoser@gramercy.ios.com
(all his descriptions taken out of his Map Editing FAQ
with his permission)
Richard M. Gold (aka Phantom)
72734.2553@Compuserve.com
Richard "Levelord" Gray
74722.2520@Compuserve.com
[Duke Nukem 3D and Blood Level Designer]
Andy Hall
101722.1034@Compuserve.com
Matt Harris (aka MattCake)
101502.1440@Compuserve.com
Scott Harvey
sharvey@enteract.com
Gary Hearne
101377.3242@Compuserve.com
Craig Hubbard
102344.2235@Compuserve.com
Ian Jones
100346.272@Compuserve.com
Josh
100547.1075@Compuserve.com
Dame' D. Lackaff
102404.2065@Compuserve.com
Loach
killer@raven.cybercomm.net
Alex Mayberry
[Action Games Forum Assistant Sysop]
74724.3545@Compuserve.com
Tom Mustaine
Mustaine@usa.net
Randall Pitchford (aka DuvalMagic)
[Prey Level Designer]
75567.473@Compuserve.com
DuvalMagic@mpb.com
Tom Pitts
71322.501@Compuserve.com
Sean Puckett
INTERNET:afs@shadow.net
Eric C. Reuter (aka Reuter Meister)
[Shadow Warrior Level Designer]
74567.3307@Compuserve.com
Todd Tuskey
76634.2652@Compuserve.com
Vlad
100430.1502@Compuserve.com
Cho Yan Wong (aka Tempest)
pwong@pobox.leidenuniv.nl
.========================.
| [7.02] Revision History |
`========================'
v0.5 - 05/23/1996
Public test version released in APOGEE's Compuserve forum only!
This version was to catch people's attention in hope to get more contributions
to the FAQ. It was for private use only and distribution to other sites was
not allowed.
v0.55 - 05/28/1996
Never released to the public.
Added new sound list, new hot keys, minor corrections, additions to bridges,
doors, tags, slopes descriptions.
New section on how to make waves.
v0.6 - 06/10/1996
Never released to the public.
Added more details to the Build Basics section. Added even more hotkeys,
changed descriptions. Minor changes and "bugfixes" throughout the FAQ. Updated
info on exploding walls, earthquakes, swing doors, breaking glass, bridges
(hitable sprites), vents, palette.
New section: differently colored sectors. Added Copyright stuff, changed the
Prefix. New title, still needs a cool ASCII logo.
v0.7 - 06/11/1996
Never released to the public.
Updated info on exits, exploding walls, teleporters, vents, auto-closing doors,
earthquakes, swing doors, palette, elevators, mirrors, star trek doors, rotating
sectors.
New sections: making light switches, crushing ceilings, special sprite reference,
MAP authoring template v2.0, palette color reference, KENBUILD.TXT help, spawn
monsters/items, doors with light, object shooter, shade multiple sectors.
Changed key reference again. Minor re-formatting.
v0.8 - 06/14/1996
Never released to the public.
More on elevators, Build Basics, palette things, rotating sectors,
exploding walls, force fields, keycard dors, Troubleshooter, subways,
security cameras, copy sectors, key doors.
New sections: difficulty settings, parallaxed walls.
Changed Prefix. General renumbering.
v0.9 - 06/15/1996 (revised 06/27/1996)
After some thinking I made this another test release in the Apogee
forum, but uploading the FAQ elsewhere was permitted.
Changed subway description, palette reference, key references,
mirrors, swing doors, earthquakes, exploding walls, breaking glass,
security cameras.
More on parallaxed walls, sector copying, split doors, Build Basics,
sector in sector, changing textures, shading textures, palette things,
lo-/hitags, doors in general, elevators, teleporters, force fields,
mirrors, simple doors, star trek doors, ambient sounds, MusicandSFX,
light switches.
New sections: Editart Help, sever connected sectors, BUILD bug list,
Duke's flying car/helicopter.
.=================.
| [7.03] The End! |
`================='
Just wanted to repeat that this FAQ is still
.----------------------------.
| !!! UNDER CONSTRUCTION !!! |
`----------------------------'
and needs YOUR help! <pointingatyou> ;)
>END OF FILE<