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- *** Tempest's BUILD Tutorial ***
- Lesson 7 : Making water
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- Purpose:
- A Tutorial on making water in Duke Nukem 3D using Build. This time,
- due to the nature of creating water, my example map isn't as
- visually informative as my previous tutorials. Sorry about that.
-
- Step 1:
- 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.
-
- Step 2:
- 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.
-
- Step 3:
- 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.
-
- Step 4:
- 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.
-
- Step 5:
- 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. In the example map you'll see that
- I've chosen a value of 100.
-
- 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.. :-)
-
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- Cho Yan Wong (aka Tempest)
- pwong@pobox.leidenuniv.nl
- http://www.wi.leidenuniv.nl/~cwong/myindex.html
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