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- ┌─────────────────────────────────────────────────────────────────────────┐
- │ │
- │ This TUTORIAL was modified from DEU TUTORIAL v1.5. This conversion │
- │ may contain typos and errors, but everybody wanted something, so we │
- │ modified the DEU tutorial, which describes some of the basics. │
- │ │
- │ We suggest reading other information describing WAD construction. │
- │ The ones for DEU are OK, for beginners, since you need examples │
- │ and different viewpoints of the same subject. │
- │ │
- │ │
- │ Hope this helps some! │
- │ SBS │
- │ Mike Vermeulen │
- │ (V7.11 makes a lot of this superflous, but it does give some insights) │
- └─────────────────────────────────────────────────────────────────────────┘
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ DEEPEXAM.WAD - Examples of DeeP construction objects │
- └─────────────────────────────────────────────────────────────────────────┘
-
- DEEPEXAM.WAD is intended to supplement TUTOR.WAD. It gives a more
- complete picture of the objects you can readily make with the DeeP tools.
- (Some more to be added later).
-
- Each element is readily viewable. The favorite topics of teleports,
- doors, stairs, rising stair, windows, pools, pillars and some basic
- "how-to-get-a-look" are shown by example in this level.
-
- You can play it (of course), but the main goal was to have some fun AND
- see how to do it.
-
- Almost ALL the objects were made with the Tools. Very little manual drawing
- was done. Access the Tools by pressing F9 and selecting what you want.
-
- You don't have to know all the details. Copy what's done and later figure
- out the "why's"<g>.
-
- Some simple guidelines:
-
- Use the scaling and rotate feature to size and position objects made.
- (Press F1 for the keys to use).
-
- When you draw lines, pay attention to the direction of the arrows. They
- have to be the same as shown, or it won't be the SAME.
-
- Here's a brief overview of how the level was made:
-
- 1. The big outside polygon was drawn first (use F9 polygon object Tool).
-
- 2. The spiral center was made using the stair tool. This was then edited
- into sections and touched up in width at the end by dragging the
- vertices over.
-
- 3. The Window walls next to where you start were dropped in. The sides
- were merged into the polygon sides. The sidedefs and textures were
- corrected as required. I suggest you build a duplicate "window" right
- next to the one shown and you'll see that some tinkering is required.
-
- 4. The corridor to the left (as you look at the map) was done in Vertex
- line drawing mode. The doors were drawn in and make a door from
- 4-linedefs was used to make the doors. Again, the blending of the walls
- to the polygon side had some adjustments.
-
- 5. One polygon 6-sided plain object was made. This is the column. This was
- then cloned using copy and then pasted repeatedly.
-
- 6. The pool was made as 2 pool objects with a bunch of sides to get it
- round looking. Use the F8 X-aligment to get it to look good. This also
- applies to all the walls.
-
- 7. The letters were made by hand, although the second "DeeP" was cloned
- from the first, by copy/paste and then scale/rotate. Just remember that
- when you draw block "letters", always go clockwise. There is a Sector
- between the 2 LineDefs to give the depth to the letters.
-
- 8. The little stairs and pedestal were also Tooled in.
-
- 9. The visible Teleports were made using the teleport Tool. The "tags"
- making it work were done at the same time (so you don't forget).
-
- 10. Extra LineDefs were drawn on the curving stair to serve as teleports.
- They are made in Vertex mode. Press Ins (or left-double click) to start.
- Then when you have the cursor right on top of a LineDef left click. Move
- the cursor to the other side and left click again. Now press the right
- mouse button and choosed 2-sided LineDef from the menu.
-
- 11. Things were put in.
-
-
- That covers almost everything!
-
- SPECIAL NOTE:
-
- The walls have to be positioned where they are as full height! If you
- move areas and expose more "visible" areas, you may get visi-plane
- overflow errors. Sorry, that's a DOOM engine limit! So if you get that
- error, block the line-of-sight with a WALL. That's what was done here.
-
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ Introduction - Making your first original level. │
- └─────────────────────────────────────────────────────────────────────────┘
-
- This document and the accompanying TUTOR.WAD file should help you to see
- what you need to do to build a level. It's a sort of touch-and-see
- how it works thing (sounds like fun!)
-
- This tutorial works best it you print out this (TUTOR.DOC) and then follow
- along with DeeP on the computer.
-
- Start DeeP and read in the file TUTOR.WAD (R C:\yourdir\TUTOR.WAD). If you
- set the Patch directory to yourdir then the path is not required (the
- .WAD is always optional).
-
- The sample levels just loaded were made for DOOM. It is also compatible
- with DOOM II, except that the COMPUTE1 texture in levels MAP05 to MAP12
- must be changed for DOOM II.
-
- YOU CANNOT PLAY these levels on DOOM II without first converting them!!!
-
- Set you texture default with F5 and use the F10 option D to make the
- changes automatically.
-
- Save any changes F10 makes so you don't have to do it again.
- (See shareware/LITE note below).
-
- Everywhere you see episode/mission (EeMm) DOOM references, substitute
- mission (MAPxx) numbers for DOOM II.
-
- Items appearing in braces {} indicate that there is a sample level that you
- can edit to follow along and see how to do things. Edit the example level
- by selecting File and Edit level in DeeP Edit mode.
-
- Select the editing mode(s) indicated and move the pointer around to touch
- things and look at how they are structured.
-
- You may wish to adjust some options. Screen redraw speed ([]), Mouse speed,
- mouse click speed, grid lines/size and how quickly DeeP will select an
- object are all user definable. You may also wish to turn on auto-start now
- (this will start DeeP in Edit mode right away).
-
- Select Edit and Load Options (Alt+F5) and Zoom Options (F6) to set these
- to your comfort level. As you get more experience, you may wish to change
- them again.
-
- Set the Zoom size (using +/- keys) to at least 1000. The grid looks bad at
- less than this (switch to solid lines) and it's hard to make things out.
-
- You will probably be zooming a lot, so set the Zoom range for Z also.
- You can also use the +/- buttons on the top menu bar to control zooming.
-
- Be sure to use the [ and ] keys to slow down your display speed for these
- tiny levels (Delay displayed on bottom bar), otherwise you'll fly all over
- the place.
-
- DeeP defaults to snap-to-grid 8. If you want to see the grid, press H or
- click the top button h. In Edit Options, change the grid to a solid line
- (default is dashed) depending on your zoom level and monitor. Your lines
- are forced to the intersecting lines on the grid, which is recommended
- for clean drawing and a better match with the textures.
-
- When you play around, press Esc (or Alt+F4) to quit and say you want
- really want to quit even though you didn't save it.
-
- Use the J command to jump to the object number described. Press J and
- then enter the number in the box that pops up.
-
- >> Shareware/LITE Note <<
-
- The shareware version has a limit of 3 external PWAD files you can edit.
- Two files if you save, since the save temporarily becomes a 3rd as a
- backup (if you save twice).
-
- The LITE version has a limit of 6 external PWAD files you can edit. Five
- files if you save, see above.
-
- In addition, the shareware and LITE versions will not save a grouped PWAD
- (that's what TUTOR.WAD is), but it will save one level at a time.
-
- Use the -n load option to reset all the files: > DeeP -n or use the
- reset level menu option under file. If you forget, you will get the
- message limit of 3 (or 6) files exceeded!
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ Chapter 1: Creating a new Level │
- └─────────────────────────────────────────────────────────────────────────┘
-
- 1. First, start by selecting File (Alt+F or use the Mouse and left click).
-
- a. Select New Level (you can also press Shift+F3 and do it all).
- b. Select level E1M1 (or MAP01). We are now creating a new map.
-
- a. Go into vertex edit mode by pressing V. (You can also quickly
- Double-Left mouse click and select Vertex mode from the little menu.)
- b. Now press "Ins" and position the cursor where you want to start a
- line.
- c. Now press the Left Mouse button.
-
- A blue square is placed where you have started creating a vertex.
- Move to the right some distance and press the left mouse again. You
- have just created a LineDef. (You can change the color of the square).
-
- You will need a minimum of three LineDefs to create an enclosed polygon.
- Move some more and press the Left Mouse button again. Form a square or
- any type of room you want, moving in a clockwise direction. Click the
- mouse button to place each point and draw a line.
-
- The last LineDef connecting (or closing) the polygon is made by pressing
- the Right mouse button. You can move on top of the first vertex created
- (wait till the vertex lights up) or just press the Right button.
-
- It is useful to sometimes move on top of existing vertexes to connect
- areas, so experiment with the different ways you can connect lines.
-
- You are still in Insert Mode. Keep clicking the Left mouse button and
- repeatedly make more nice areas, as many sides as you want for now.
-
- Each time you finish an area, a Sector is also created (the default
- one). You can go back later in Sector mode and edit the height and
- textures of the floor and ceiling. Similarly, for LineDefs, you go
- to LineDef mode and again edit the wall textures.
-
- We will do this next.
-
- For rooms, move in a CLOCKWISE direction, for objects in rooms move
- COUNTER CLOCKWISE (just one of those "rules").
-
- To quit creating, press the Right mouse button again (just after you
- made your last area) and now you are back in basic Edit command mode.
-
-
- 2. You may have 2 Sectors side by side and you want to walk from one
- sector into the next one, like walking from the one rooms in a house
- to another. The lines where they join is where you cross from room.
-
- This line should have the Flags Two-Sided and turn the Impassable Flag
- should be turned off. Two-Side, because you can be on both sides of
- the line and not Impassable or you couldn't walk through the wall!
-
- If you joined them while making it all, it should be OK, but just
- in case you want to know how to fix it afterwards, this is how.
-
- Get rid of any of the Normal/Upper/Lower Textures that are on lines
- that you walk across. If you want to create the illusion of walking
- through a wall, you can leave it in. Try this out!
-
-
- 3. {E2M2 or MAP03} Check out LineDef # 1.
- (To go to LineDef editing mode press L).
-
- To change the way the walls look, select a line or a group of lines
- and change the Normal texture on some of the SideDefs. (To go to
- line editing mode, press L).
-
- {E2M3 or MAP05} Take a look at LineDefs #0,2, and 3.
-
- To change just the texture (and nothing else), select the LineDef to
- change, when it lights up, press the shift key (to keep the LineDef
- "locked") and click the Left mouse button over the LineDef texture
- displayed on the bottom that you want to change.
-
- The shift key keeps DeeP from following you and selecting a different
- LineDef. You can make it always not follow by pressing the A key and
- turning auto-select on/off. Look at the bottom of the screen when you
- do this in the box with Delay.
-
- You can also press the Right mouse button on top of the active LineDef
- and go into complete LineDef edit mode or press Enter.
-
-
- 4. Change the Floor and Ceiling Textures in a Sector.
- (To go to Sector editing mode press S).
-
- {E2M4 or MAP06} Look at Sector #1, compare to the default in
- Sector 0.
-
- The same editing options explained for LineDefs apply for Sectors.
-
-
- 5. Add a Player1 Start Thing.
- (To go to Thing editing mode press T).
-
- Press "Ins" and a Thing object is added at the current cursor spot.
- Each time Ins is pressed, another Thing is created.
-
- You can also quickly Double-Left mouse click to insert a Thing.
-
- If you want to play cooperatively you will also want to add Player2,
- Player3 and Player4 start Things.
-
- If you want to play in deathmatch mode you must have a MINIMUM
- of 4 deathmatch start Things.
-
- {E2M5 or MAP07} That's were you start and the direction you're
- facing.
-
- The same editing options explained for LineDefs apply for Things.
-
- If you press T while in Thing edit mode, pictures of the Things are
- displayed. You can change the background color if you like in the
- Edit submenu selection.
-
- 6. Change the type of one of the lines to:
-
- "Special - Ends level goes to next level."
-
- If you want to be able to leave the level you will need an exit.
- (Even if just to see the deathmatch frag counts!).
-
- {E2M6 or MAP08} Check out Line 5.
-
- Oh yeah, the texture was changed to one of the SW1xxxx textures so that
- it looks like a switch too. Edit the LineDef (as explained earlier)
- and change the normal texture to see what the texture looks like.
-
- 7. Press F2 to save your changes. Answer Y to the question
- about building the nodes, etc. (Be sure you read README.DOC about
- testing your system for compatibility with DeePbsp.)
-
- 8. If you have the ShareWare or LITE version press Alt+F4 to quit DeeP.
- Otherwise, under File, select the test level option and off you go!
-
- 9. Fire up DOOM and try it out!
-
- DOOM -FILE yourfile.WAD -warp e m
-
- If you have already started doom and forgot to add the -warp on the
- command line and you are working on a level higher than E1M1 you can
- go straight there by typing IDCLEVem (after you start the level)
- where e is the episode and m is the mission #.
-
- The warp for HERETIC is ENGAGEem (after you start the level).
-
- 10. To record a demo of your level (a .LMP file) type this:
-
- DOOM -DEVPARM -WARP e m -SKILL s -RECORD demofile -FILE yourfile.WAD
-
- You must NOT type the .LMP extention and you MUST type the .WAD
- extension. 'e' is for Episode (1, 2 or 3), 'm' is for mission
- (1 to 9) and 's' is for skill level (1 to 5). If you die before
- the end, press SPACE to end the recording and go back to DOS.
-
- 11. To play back your demo, type this:
-
- DOOM -PLAYDEMO demofile -FILE yourfile.WAD
-
- 12. Moving stuff around and more editing aids.
-
- To move anything in DeeP, select the object to move and press the
- right mouse button. When you move the cursor the object follows like
- a well trained puppy.
-
- You can "soft" select by clicking the Right button when the object
- to move lights up or you can select a whole bunch of them by Left
- clicking on each object and then doing a mass move.
-
- Be sure to keep the cursor on one of the "active" objects. It you move
- it to an object not already selected, DeeP will switch to your new
- object and discard (clear) all your selections. This is a handy feature
- for jumping around, but can be puzzling in the beginning.
-
- Each edit mode moves objects differently. Experiment with each one and
- see the different options available to change your areas.
-
- If you press the Left button down for over 1/4 of a second (this can
- be changed by you), a select box is created with the origin at the
- cursor location. Move the box to enclose all objects you want to select.
-
- All editing is done to all the objects selected by the box.
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ Chapter 2: The Adventure Continues │
- └─────────────────────────────────────────────────────────────────────────┘
-
- Now that we have a level, let's put some cool stuff in it. What
- we will do here is to show ONE possible way to construct some
- special Sectors like doors, stairs and lifts.
-
- Please note that there ARE other ways to do them because there are many
- different types of doors & lifts, etc. Also, you're a little more
- experienced at making vertices, lines and Sectors already so we are not
- going to have as many WAD files to demonstrate the structures, just one
- or two to show each structure.
-
- In the examples below, the changes made are discussed as a., b., etc.,
- describing the objects that were added and changed.
-
- Use the J command to jump to the object number described. Press J and
- then enter the number in the box that pops up.
-
- Toggle the information boxes displayed on the bottom by pressing the I
- key. This will speed up the display as required for some systems, since
- it takes a bit to show each LineDef texture.
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ Adding a *DOOR* We'll open it for you... │
- └─────────────────────────────────────────────────────────────────────────┘
-
- Note: There's now a REAL easy way to make doors.
- Please search the online Help for DOOR under Misc and also Obj
-
- The following shows how to do it step-by-step so you can
- fix any mistakes easier.
-
- 1. The split LineDef feature can be used to add a vertex which can then
- be dragged to where you want the edge of the door to be. This is
- helpful if you decide after you build the Sector that you want to have
- a door. If you planned ahead you won't need this.
-
- You can also go to Vertex mode, press Ins and Left click to drop a vertex
- on top of a LineDef and it will automatically split where you placed the
- vertex!
-
- Add some vertices & lines to build a new Sector which will later become
- the door.
-
- You may want to add some more vertices and lines to build a Sector on
- the other side of the door so you've got somewhere to go once the door
- is open.
-
- {E2M7 or MAP09}
-
- There's no door here yet, but it'll be coming soon.
-
- a. Split line 0 into lines 0 & 8.
-
- b. Added lines 9,10,11. Used lines 0,9,10,& 11 to add Sector 2
- (Sector 2 will become the door in the next file.)
-
- c. Added lines 12,13,14. Added Sector 3 on lines 10,12,13,& 14.
- Sector 3 is the room on the other side.
-
- 2. The "Normal" vector of the lines (The side of the arrow with the
- line sticking out of it) must be on the 'outside' of the door.
-
- a. Change the type of the LineDefs on the front and back of the door
- to a DOOR type. 1 DR Open door - closes after 6 seconds is the
- best one for beginners, you'll figure out other types of doors later.
-
- b. Change the first SideDef of the front & back of the door to have
- an Upper Texture only (NO Normal or Lower Texture). If you want it
- to be obvious, make it a texture that looks like a door.
-
- c. Change the ceiling height of the door Sector to the same level
- as it's floor. It will rise until it's just below the height
- of the lowest adjacent ceiling.
-
- d. Change the ceiling texture of the door Sector to something that looks
- like the bottom of the door.
-
- On the LineDefs on the sides of the door that are the door frame,
- set the flags to Lo (lower texture unpegged.) This will keep them
- from moving when the door goes up. Also, you should set the
- Normal texture to something that looks like a door frame.
-
- {E2M8 or MAP10}
-
- a. LineDefs 0 & 10, changed type to Door - DR open door
- b. Changed first SideDefs upper texture (BIGDOOR2).
- c. Set Sector #2 Ceiling height to the same as its' floor.
- d. Changed ceiling texture (FLAT20).
- e. Changed lines 9 & 11 texture (DOORTRAK).
- f. Set 9 & 11 to type Lower Unpegged.
-
- Tada! A working door!
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ The STAIRWAY to Hell! │
- └─────────────────────────────────────────────────────────────────────────┘
-
- Note: You can also build automatic stairs in two EASY ways.
- Search Help under Misc and Obj.
-
- This is a step-by-step for more intricate designs.
-
- 1. Add the LineDefs and Sectors that will become the stairs.
-
- 2. Individually change the floor heights of each stair Sector.
- Change them in units of 8 or 16 for best results (24 is the
- maximum for a stair you can climb, but it looks pretty tall).
-
- Increment for stairs going up, decrement for stairs going
- down. (obviously)
-
- 3. For SideDefs facing a Sector that has a floor height lower
- than its floor, set the lower texture to something that looks
- like a stair.
-
- 4. If the ceiling height is changed set the upper texture of SideDefs
- facing Sectors with higher cielings.
-
- {E2M9 or MAP11}
-
- a. Set individual floor heights on Sectors 4,5,6,7,8
- b. Set ceiling height on Sectors 4,5,6,7,8,9
- c. Set first SideDef lower texture on lines 13,16,19, & 22.
- d. Set second SideDef upper texture on line 13.
-
- Also, for demonstration set the floor height on Sector 9
- lower so that you could 'fall' down into it and not be able
- to get out because 64 units is too tall to climb (max is 24).
- Because Sector 9 is lower, set a lower texture on the second
- SideDef of line 28.
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ Hey Buddy! Need a *LIFT*? │
- └─────────────────────────────────────────────────────────────────────────┘
-
- Note: You can also build an automatic lift. Select a sector and
- then create a lift from sector (Misc).
-
- 1. It's best to make the LineDefs on the sides of the lift that
- you can walk across have their "Normal" sides (the one with the
- little line sticking out) on the outside of the lift.
-
- 2. Change the TYPE of the LineDef facing the Sector with the lower
- floor height to "Raise lift & switch to lower...".
-
- 3. Set the TYPE of the LineDef facing the Sector with the same floor
- height to "WR - lower lift...".
-
- 4. Verify or set the floor height of the lift Sector to its maximum
- height.
-
- 5. Set the FLAGS for LineDefs on the side (that you don't cross) to
- Upper texture unpegged.
-
- 6. Set a lower texture on the SideDef of the LineDef which will be
- higher than the lift when it is down.
-
- 7. Set a floor texture on the lift Sector to something that looks
- like a lift floor. (optional, but it looks good).
-
- 8. Assign the lift Sector a LineDef TAG number. Use the lowest
- available tag number.
-
- 9. Assign the LineDefs with the Lift TYPES the Sector TAG number
- that you assigned to the lift Sector.
-
- {E3M1 or MAP12)
-
- a. Flipped LineDef 28.
- b. Set LineDef 28 type to Raise lift...
- c. Set LineDef 25 type to Lower lift...
- d. Set LineDefs 26 & 27 flags to upper texture unpegged.
- e. Set floor height of Sector 9 to it's up position.
- f. Set floor texture of Sector 9 to STEP2.
- g. Set lower texture of LineDef 25 second SideDef.
- h. Assigned TAG #1 to Sector 9.
- i. Assigned TAG #1 to LineDefs 25 & 28.
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ *TELEPORT PAD* 1 to beam up! │
- └─────────────────────────────────────────────────────────────────────────┘
-
- Note: You can also build an automatic Teleporter pad. Select a Rectangle
- Object and make a Teleporter Exit (and Entrance, although any Sector
- will do for an entrance).
-
- For the next few examples you will want to also try out the WADs to see
- how they look in DOOM.
-
- 1. First create two Sectors, either use Vertex mode and Ins as described
- in the beginning or created a predefined object.
-
- One has to be a multiple of 64x64 units. It will be the 'pad' and has
- to be aligned on a vertex with a multiple of 64 (turn on snap-to-grid if
- you turned it off) or else the texture for the pad will be offset and
- will look bad.
-
- {E3M2 or MAP13}
-
- 2. Make sure the lines on the side of the pad are the right way, the
- player will teleport when they travel from side 1 to side 2 of the
- line.
-
- 3. Edit the line type and change it to 97 WR Teleport to other Sector
- (Go to line type, then special) or 39 W1 if you want it to work
- only once.
-
- 4. Set the Sector tag number of the lines to an unused number.
-
- 5. Next, you'll need to decide where you want to teleport. Select a
- Sector and set the LineDef tag to the same as above.
-
- 6. Lastly, add a Teleport Thing somewhere in the destination Sector.
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ OK! Let's make everything look good! │
- └─────────────────────────────────────────────────────────────────────────┘
-
- 1. {E3M3 or MAP14} is the same as above, but with textures aligned. Now
- you know why I took that weird texture!
-
- 2. Look at SideDef #2 & #5 (first SideDefs of lindedefs #2 & #5).
- You'll see that they have a texture X alignment.
-
- 3. Here's how to figure it out: go to a zoom of about 5000 (press + a few
- times), then display the smallest grid (press SHIFT-G once). Each
- square of the grid is 8 alignment points. To move a texture to
- the left, X needs to be positive and to move it to the right,
- X has to be negative. The way you have to look at it is taking
- the wall itself and moving it over (or behind) the other one
- as to blend the two together.
-
- 4. So, if you look at SideDefs #2 and #5, you'll see that #2 has an
- X offset of -64 and #5 of +64.
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ TEXTURE alignment, line them up! │
- └─────────────────────────────────────────────────────────────────────────┘
-
- Now, we do some heavy math stuff! Aligning vertically for stairs and
- more complex horizontal alignments. (NOTE: You can also automatically
- align X textures!).
-
-
- 1. {E1M1 or MAP01} is a test WAD with two stairs in it. One has varying
- ceiling heights and the other has the same ceiling. This one
- needs a LOT of work!
-
- 2. {E1M2 or MAP02} is the aligned one. Looks a lot better hey! Here's how
- it's done. NOTE that this is only for NORMAL textures, not
- UPPER or LOWER textures, they are aligned in a different way.
-
- 3. For starters, go back to A1, you'll notice that when the ceiling
- is the same height, the textures align (vertically that is!) and
- that's because DOOM displays a texture starting from the top left
- of the panel.
-
- So, to align a texture vertically all you need to know is the difference
- in ceiling height.
-
- In {E1M2 or MAP02} look at the Y offset of LineDefs #5, #13, #12 and #3.
-
- 4. There's a problem with aligning all these LineDefs because you'd
- need to be able to align beyond the -100 to 100 limit.
-
- The trick is to do a little adding and subtracting.
-
- If you need to align a texture by 128 points, then you'll need to move
- one 100 points one way and the other -28 the other.
-
- In {E1M2 or MAP02} look at the X offsets of LineDefs #14 and #0.
-
- 5. Another problem is when the LineDef is longer than the size of
- a given wall. In the case of SKY2, it's 256 points wide and the
- length of the wall composed of LineDefs #2, #4, #11 and #10 is a
- total of 464 points, so SKY1 fits almost twice.
-
- Next, how we got the X offsets for the above lines.
-
- 6. Here's how it's done;
-
- a. lines #2, #4 and #11 together are 256 points long, so lines #2
- and # 10 will have the exact same offset.
-
- b. Next, if you left line #2 with an offset of 0, you would
- need to move line #4 by 128 (or -128 which is the same because
- the texture is 256) and line #4 by 128+64=192 (or -64 which is
- 192-256).
-
- c. You can't do that! Remember, you have a limit of -100 (SBS note,
- we think its -255 to 255) to 100, so 128 (or -128) will not do, so
- we need to use two lines to do it.
-
- d. If you move line #2 by -100, then you only need to move
- line #4 by 28 (-100 - 28 = -128) and line #11 by 92 (28
- + 64 = 92). Then all you do is set line #10 the same as line
- #2 which is -100.
-
- 7. This might look complicated and most of the time you don't have to
- do any of this at all. If you are bothered by some lines out of joint,
- this is how you do it.
-
- DeeP has an automatic align texture X. It helps to know how it works
- so you can calculate an initial offset value for the first texture.
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ MORE alignment ................! │
- └─────────────────────────────────────────────────────────────────────────┘
-
- OK, here's the best you can do to align the textures for windows and
- secret doors...
-
- 1. Look at {E3M4 or MAP15}
-
- Run DOOM as described earlier, go to each side of the window one
- side is aligned and the other is not. Now look at each of the
- secret doors, one is aligned vertically and the other is not. Can
- you figure out how to align UPPER textures? OK, I'll tell you.
-
- (The X offset alignment is the same as described in the last few
- paragraphs.)
-
- {Check the MAP (press TAB) , you can only see a door (yellow line)
- on the WEST side. The Secret bit is set for that LineDef, also the
- Sector behind the EAST door is also of type "secret".}
-
- 2. First, for windows, you'll just need to set the flag "Upper
- Texture is Unpegged" because normally an UPPER texture is drawn
- from the bottom left corner up (remember a NORMAL texture is
- drawn from the TOP left corner down) and changing this flag will
- make it drawn just like a NORMAL texture.
-
- This will align the texture vertically (assuming the ceiling height is
- the same as the adjoining walls).
-
- 3. Second, for doors, you don't want to set the "unpegged" flag
- because the door would not look right when oppening, so you want
- to adjust the texture with an offset. In W1, the ceiling is 100
- high and STARTAN3 is 128 high, so you want the Y offset to be
- -28 (128 - 100 = -28).
-
- 4. Third, you'll want to know how to align the bottom part of a
- window. Well, unless somebody proves otherwise, it can't be
- done. Sure, you can use textures that LOOK aligned (because
- of the Window height and texture type) but you can't REALLY
- do it.
-
- Here's why:
-
- LOWER textures and NORMAL textures are drawn from TOP left
- corner down, unless you set the "Lower texture is unpegged" flag.
-
- In that case it starts from wherever the upper texture ended.
- Look at the WEST side of the window in E3M4 or MAP15 (the side that
- isn't aligned).
-
- I set the upper and lower textures to unpegged. See the difference?
-
- The LOWER texture of the "aligned" side is the same as the
- UPPER texture there, but on the "un-aligned" side, it is the
- continuity of the UPPER texture.
-
- ──────────────────────────────────────────────────────────────────────────
-
- Well that's all for now...
-
- The rest you can probably figure out from looking at the original
- levels from id software. We suggest the first level from either DOOM
- or DOOM II. HERETIC is complicated right up front. So search around for
- one that looks simpler!
-
- It takes a while to get the hang of all the details. Don't feel stupid,
- it took me a month to finally understand all of this! (And even longer
- for Jack, he's not so smart<g>.)
-
- ──────────────────────────────────────────────────────────────────────────
-
- This was originally compiled by Steve Bareman and Jean-Serge Gagnon with
- guidance from Raphael Quinet and numerous helpful suggestions from DEU
- and DeeP users.
-
- Modified and extended by Mike Vermeulen, SBS using extra DeeP functionality.
-