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- DMapEdit v4.0 FAQ
- -----------------
-
- Ok, this is a FAQ (Frequently Asked Questions) for DMapEdit specific
- problems. If you have a question about general map building problems,
- and the answer isn't listed here, check out the Doom level design FAQ
- (design11.faq), which should be available at ftp.cdrom.com. Probably
- been updated, so that may not be the correct version anymore. Anyway..
-
- Creating maps for Doom isn't always an easy business. As easy as any
- editor makes the editing process, there is still quite a bit the user
- needs to know to make effective maps. When first starting out, you
- usually don't know all that much about how everything works, except in
- theory perhaps. It's easy to make a mistake without even realizing it,
- and then not know what to do. To help anyone out that finds themselves
- in this situation, I have written up this little troubleshooting guide to
- assist you. If you can't find a solution to your problem here, you are
- welcome to contact me directly. I can usually resolve any problems people
- have, although not always without actually having a copy of the problem
- map to analyze. Also, being as detailed as possible in describing your
- problem helps a lot.
-
- The best way to avoid a lot of problems is to arm yourself with
- knowledge. If you haven't, you should read the file 'concepts.txt'. A
- basic understanding of the principles and theory of map editing can help
- you avoid doing anything wrong in the first place.
-
- Whenever you are having a problem with anything, first make sure you are
- doing it correctly. Read about it in the documentation to make sure
- there's nothing you are doing wrong, or overlooking. After that, if you
- are sure you are doing it correctly, but it is 'acting strange' or
- whatever, run the error checker on your map. Select 'check all of the
- above' option, to run all the checks on your map. Several things are
- checked for while you edit, but not everything. These checks will find
- these 'other' errors. Also, many functions you perform while editing
- may assume certain things are correct. If they aren't, it may get
- confused and give you unpredictable results. I usually try to make them
- not assume much, but sometimes they have to, or something might be wrong
- that I didn't consider when writting the code. In any case, running the
- error checkers and fixing things that are wrong can help a lot. After
- things are fixed up, try it again and see if it works.
-
- The rest of this file is broken up into question/answer pairs. 'Q'
- will state a question or problem, and 'A' will provide a answer or
- solution to that question or problem.
-
- -----
-
- Q: How do I make a door?
-
- A: The most asked question! This is now explained in the 'doors.txt' file.
- In this file, you will learn everything you ever wanted to know about
- doors. Check it out!
-
- -----
-
- Q: I can't even get DMapEdit to run! It keeps bombing out while
- starting up saying something like 'Can't find a Doom or Doom II
- IWAD file'.
-
- A: In order to work properly, DMapEdit needs to know where to find your
- doom.wad and/or doom2.wad files. If you get the above error, it
- wasn't able to find them. You can either use the '-i' or '-i2'
- command line switches, or change the 'doom path =' and/or 'doom 2
- path =' lines in the dmapedit.ini file with any text editor, such as
- MSDOS's 'edit' command.
-
- -----
-
- Q: DMapEdit won't run! It only prints out an XPD infomation line and then
- bombs out.
-
- A: If you run into any problems like this, it's probably XPD crashing, and
- since I didn't write XPD, I can't really troubleshoot it (but I can pass
- the info on to get it fixed). To solve this problem and get DMapEdit
- working for right now, you can copy 'dmapedit.bin' over 'dmapedit.exe',
- and you should be able to run DMapEdit. You will need to specify the
- '-d' switch to tell DMapEdit where it's system files are.
-
- -----
-
- Q: I got something that looks like this on my screen:
-
- Segmentation violation in pointer 0x00000000 at d8:46ac7
- eax=0006b000 ebx=7ffffac4 ecx=ffffffff edx=0000002a esi=00000000 edi=00000000
- ebp=7ffffbc4 esp=7ffff854 cs=d8 ds=48 es=48 fs=48 gs=38 ss=48 cr2=00000000
- Call frame traceback EIPs:
- 0x00046ac7
- 0x00002be7
- 0x00001386
-
- Now what do I do?
-
- A: This is a total program crash, and indicates some sort of a bug I missed
- somewhere usually. Unlike a computer, these number mean nothing to me,
- and if you send me an output like this, I won't be able to help you out
- at all with it. However, if you type "symify dmapedit.exe" right after
- a crash like this, and then send me the new, modified output, I will be
- able to tell where it crashed and can start looking into fixing the bug.
- As always, it helps to be as detailed as possible when when you report
- a bug, so give me all the info you can about your system, what you were
- doing when this happened, what you were doing before that, what IWADs
- DMapEdit has detected, INI file settings that may relate to this, etc.
-
- -----
-
- Q: It refuses to run, telling me to get a real video card!
-
- A: It's not detecting a SVGA card in your system. If you know you have a
- SVGA card, then you need to make it detectable to DMapEdit. The only way
- I know of to do this is to make it VESA compatible by loading a VESA
- driver for your specific type of card. You should be able to get one from
- your dealer, or you can try using one of the many available shareware
- programs like UNIVESA or UNIVBE (see dmapedit.doc for more info).
-
- -----
-
- Q: I have created a map, but it doesn't run in Doom. What's up?
-
- A: Before you can run any map in Doom, you must make sure it is error free.
- This is most easily done by doing a 'check everything' under the 'error
- checker' menu. If it detects no errors, you must next tell DMapEdit to
- generate the blockmap, nodes, and reject bitmap which Doom requires to
- run. Select 'make, save and quit' from the 'file' menu, and if all goes
- well, you will be returned to Dos. At this point, you can run your map.
-
- -----
-
- Q: Whenever I select "generate sectors", it sets all the sectors to a
- default value. Why doesn't it just add new sectors and not wipe out
- the old ones I have in place?
-
- A: Generate sectors, like all of the "generate" options, operates from
- scratch. Thus, it will first erase all the sectors (or whatever), and
- then proceed to generate new sectors. If you want to just fix damaged
- sectors and add new sectors where needed, use the "fix sectors" option.
-
- -----
-
- Q: I've created my map following all the rules laid out in the docs, but
- when I go do run it in Doom/Doom II, it just bombs out.
-
- A: Before you can play any map in Doom, you have to generate some final map
- structures that Doom requires. These are the Blockmap, the Nodes (a BSP
- tree), and the Reject bitmap. This can be done the most easily by just
- selecting 'make, save and quit' from the file menu. If all goes well,
- you will find yourself back at the dos prompt when it's all done. You
- are now ready to run the map in Doom.
-
- -----
-
- Q: With vertical lines I know which side it left and which is right, but
- which is which with a horizontal line?
-
- A: The right and left sidedefs do NOT work like you are thinking. It
- not left and right as seen on the screen, but left and right looking
- down the line from the line's starting vertex (think of the line as a
- vector). To fully understand this and more, read the 'concepts.txt'
- file.
-
- -----
-
- Q: I made a door, but I can't get it to open. Or: I made a lift, but I
- can't activate it.
-
- A: Many (if not all) lines can only be activated on the right side. The
- left side will not do anything. Make sure you are trying to activate
- the right side, and not the left. If so, flip the line around. Walk-over
- linetypes are activated by crossing over them from the right side to the
- left side, while switch linetypes are pressed while standing on the
- right side of such lines.
-
- -----
-
- Q: I made a door, but when I try to open it, the ceiling comes down on me!
-
- A: You are using a door type that requires a trigger id to tie the activating
- line to the affected sector. Your trigger id, however, is zero, which
- ties it to every sector sector on the map with a zero trigger id, which is
- usually all untied sectors. So, either switch to a non-trigger id
- activation linetype, or give both your line and the door sector the same,
- unique trigger id.
-
- -----
-
- Q: I noticed in other editors, floor and ceiling heights are usually
- much larger than in DMapEdit. Why is this? What's going on?
-
- A: All of id's original maps use heights at multiples of 8. Also, most
- PWADs build today also do so. As a result, I decided to simply divide
- heights by 8 to make dealing with these numbers easier. You can use
- true Doom units if you with, however, by changing it in the preferences
- menu.
-
- -----
-
- Q: For my first map, I didn't want to get complicated with it, so I just
- created a square. But when I went to create the nodes for it, it
- said 'Map is too simple (Can't create a nodeline)'.
-
- A: Almost everyone tries to create a square room for their first map.
- Unfortunately, it's a little to simple of a map. The node generator
- needs to have at least 2 convex polygons, or 1 non-convex polygon. A
- square is only 1 convex polygon. Try making an outlined 'L' shaped
- room, or 2 squares with a common line instead. These slightly more
- complex shapes will work better.
-
- -----
-
- Q: I created this line I want to face a certain direction, but it keeps
- getting flipped around to face the other direction. How do I get
- DMapEdit to stop flipping it around and leave it face the direction I
- want?
-
- A: First, a single sided line must have it's sidedef on the right side.
- You can't have it on the left. For a 2 sided line, if one of the
- sidedefs has wall textures but the other doesn't, then the sidedef
- with textures must be on the right side. To prevent DMapEdit from
- flipping it around for you automatically, you can place a texture in
- the upper or lower texture position of the sidedef that doesn't have
- any textures. Upper and lower texture slots should never be
- transparent, but if such a slot isn't visible anyway, then it doesn't
- matter. Putting a texture there when it won't be displayed doesn't
- hurt anything, or make it appear any different to the player, but it
- will keep DMapEdit from flipping them about.
-
- -----
-
- Have any suggestions for question that should be in here? Feel free to
- let me know. This was all I could think of, so if you can think of
- more, by all means, share them with me, and I'll share them with all my
- users. Thanks.
-