home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Toolkit for DOOM
/
DOOMTOOL.ISO
/
news
/
0500
/
0502
< prev
next >
Wrap
Internet Message Format
|
1994-07-30
|
9KB
Path: cdrom.com!barrnet.net!agate!msuinfo!harbinger.cc.monash.edu.au!richardson-1g1-03.cc.monash.edu.au!daveb
From: daveb@halls1.cc.monash.edu.au (Dave BIGGS - Dave)
Newsgroups: alt.games.doom
Subject: DEU for Dummies...A BEGINERS GUIDE TO DEU!!!!
Date: Sun, 31 Jul 1994 04:49:20 GMT
Organization: Halls of Residence, Monash University
Lines: 301
Message-ID: <daveb.21.2E3B2D50@halls1.cc.monash.edu.au>
NNTP-Posting-Host: richardson-1g1-03.cc.monash.edu.au
Here's a DEU help for not so DEU literate people I mostly wrote.
Credits to Robert Zubek who did the first section and credits to
me David Biggsfor doing all the other bits....
Comment to Daveb@halls1.cc.monash.edu.au
++++++Making a small level with DEU 5.21+++++++++++
Okay, first of all, you can't have a single-sector wad (I don't
think you had, but just in case...). Then, when you make sectors,
make sure those things hanging on the right side of the linedef point
inwards into the sector. The point is, that when you make lines into
a sector, the editor will add a texture on that right side of the
line, so if that side isnot visible from inside the sector you will
get hom. Now, let's make a little wad. First of all, add a few
vertices, let's say like this:
x x
x x x
Now mark them in a clockwise order:
1x 2x
5x 4x 3x
If you pressShift-Insert, you'll get lines like this:
x----------x
|_ | _|
| | | |
x-----x----x
Then press insert once again and you get a sector:
x----------x
| |
| |
| |
x-----x----x
+++++++++++Adding a door+++++++++++++
Now let's add three more vertices for a door
x----------x
| |
| |
| |
x-----x----x
x x
Mark them:
x----------x
| |
| |
x-----x3---x4
x2 x1
Once again shift-insert:
x----------x
|_ | _|
| | | |
x-----x----x
|_ _|
| | |
x----x
And insert again:
x----------x
| |
| |
| |
x-----x----x
x----x
Now the other room behind the door
put in 3 more vertices
x----------x
| |
| |
| |
x-----x----x
| |
x x----x
x x
and mark them in this order.
x----------x
| |
| |
| |
x-----x----x
| |
x4 x----x1
5
x3 x2
and press shift insert to put in the lines and insert again to make
the sector.
It should look like this.
x----------x
| |
| |
| |
x-----x----x
| |
x-----x----x
| |
x----------x
now press "s" for sector mode and select the centre sector.
GO to the menus and select "create door from sector" and wallah!..you
have a door and 2 rooms......
Now for a pillar that goes to the roof
insert 4 vertices
x----------x
| x x |
| |
| x x |
x-----x----x
| |
x-----x----x
| |
x----------x
select them like this....
x----------x
| 1x x2 |
| |
| 4x x3 |
x-----x----x
| |
x-----x----x
| |
x----------x
and press shift insert and insert again to make the sector.
it should look like this
x----------x
| x--x |
| | | |
| x--x |
x-----x----x
| |
x-----x----x
| |
x----------x
now press s for sector mode and select the sector you just made.
press enter to modify the sector and change the floor height to be
equal to the ceiling hieght..(Probably 128)
Now press "L" for line mode. Now look at the "second side def" of
one of these lines (the box on the right). You will notice that they
have written in red "Lower texture". In red means that you need to
assign a texture here but haven't. select all the lines of the pillar
sector and press "Enter" to modify them. Go to "Edit second side
def" and change the lower texture to what ever you want.
And you're all set. Now don't forget player's starting point.
Press "T" for thing mode. press insert where you want to start and
then enter to modify the "thing". change it to a player one start.
Now you should be able to try the thing out. But first press F10 and
do all the checks and it should be fine.
There will be a few errors that come up concerning other playerstarts
and deathmatch starts but ignore these. They are not needed unless
you want to do a deathmatch level.
Now try out you level and It should be fine.
++++++++++Side defs++++++++++=
Now I'll explain Side defs.
You would have noticed all the lines look like this
---------------->
|
The side with the bit sticking out is the "1st side def" and the
other is the "2nd side def". Like this
2nd side def
---------------->
| 1st side def
The bit is always on the same side of the line. If you are only
ever going to see one side of a normal wall it must be the 1st side.
That's why you select the vertices in that order. So all first side
defs will be pointing in.
+++++++Textures!+++++++++++++
You will notice that each side def has "Normal", "Upper" and "lower"
textures. Now a "normal" texture is just for and wall etc with do
strange bits...just yor average wall.
An "upper" texture is used for doors and places where the ceiling
height changes between sectors and also for doors.
A "lower" texture is for places where the floor changes in height
between sectors such as stairs.
For example......I you have a room with floor height 0 and ceiling
128 and another beside it with floor 20 and ceiling 100 then you have
a difference in floor and ceiling.
So it would look like this if you looked from one tall sector into
the smaller one
_________________
| |
|_______________|
| |
| |
| |
|---------------|
|_______________|
Now the textures are like this
_________________
|upper texture |
|_______________|
| |
|normal texture |
| |
|---------------|
|_lower texture_|
But You would have a normal texture as you want to see through this
pat of the wall.
Now that about all the easy stuff there is to explain. Once you've
figured out this much and can confidently apply it to your own level
you should have enough skill to do any thing you want. But remember
to do the check with F10 and if you have probs..Fiddle a bit. You'll
learn a lot just by fiddling around with different things and
experimenting. But if all else fails, Bang you head against the
monitor then mail to alt.games.doom or get on #doom IRC for freindly
(most of the time) advice. See me there under the nick of "HotFat".
I'll do my best to help you out.
Happy DEUing........
David Biggs