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- DMapEdit v4.0 FAQ
- -----------------
-
- Ok, this is a FAQ (Frequently Asked Questions) for DMapEdit specific
- problems. Also, I put in questions I got asked a lot. So, 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 gets, there is still quite a bit the user still needs to know.
- When first starting out, you usually don't know all that much about
- everything else, 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.
-
- 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 'asking 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 screw up. 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: 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: 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 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.
-