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- ---------------------------------
- | BUILD "HOT SHEET" by BEARD BROS.|
- ---------------------------------
-
-
- ___ ____ _ ___ __
- DONE BY /___/ /___ /_| /__/ / |
- /___/ /___ / | / | /__/
- ___ ___ ___ _____
- /___/ /__/ / / /__
- /___/ / | /___/ /
- _________________________________________/
-
- BEARD BROS.
-
-
- Welcome to the Beard Bros. Build Hot sheet! We've been
- busy the last few months, and haven't made any hot sheets for
- UMK3 or any other games. Here we are now making one for the
- Duke Nukem 3D level editor, BUILD. Ok, enough about us, let's
- get down to business.
-
- ===============================================================================
- Table of Contents
- ===============================================================================
-
- Introduction -- Boring stuff you have to know about BUILD and our "Hot Sheet"
-
- 1) Chapter 1 -- Drawing Lines and Making Rooms in BUILD
-
- 1.0 - Drawing lives and making a room
- 1.1 - Different 3D mode Modes
- 1.2 - Deleting lines
- 1.3 - Adding Verticies on lines
- 1.4 - Moving Verticies
- 1.5 - Deleting Verticies
- 1.6 - Putting Player 1 Start
-
- 2) Chapter 2 -- Your First Cheezy Room
-
- 2.0 - What is a Sector?
- 2.1 - Making a Sector/Room and entering 3D mode
- 2.2 - Raising/Lowering the Ceiling and Floor
- 2.3 - Slopes
- 2.4 - Trying your cheezy level in Duke
-
- 3) Chapter 3 -- Fixing Your Room, and Making it Look Good
-
- 3.0 - Changing Textures
- 3.1 - Texture Alignment and Modification
- 3.2 - Texture Shading
- 3.3 - Parallax Ceilings
- 3.4 - Multiple Sectors in a Sector
- 3.5 - Sector Splitting
-
- 4) Chapter 4 -- Sprites
-
- 4.0 - What is a Sprite?
- 4.1 - Adding a Sprite
- 4.2 - Moving a Sprite
- 4.3 - Deleting a Sprite
- 4.4 - "Flattening" a Sprite
- 4.5 - Changing a Sprite
- 4.6 - Changing the angle of a sprite
- 4.7 - Sector Effectors
-
- 5) Chapter 5 -- Hi-Tags and Lo-tags
-
- 5.0 - What are hi and lo-tags?
- 5.1 - How to give a sector/sprite a tag
- 5.2 - Your first hi-tag and lo-tag (Teleporters)
- 5.3 - Water
-
- 6) Chapter 6 -- The Little Things That Make it Happen
-
- 6.0 - How to Make Glass
- 6.1 - How to Make a Vent
- 6.2 - How to Make a Mirror
- 6.3 - Security Cameras
- 6.4 - Echo effect
- 6.5 - Light switches
- 6.6 - Where to get the SFX numbers
- 6.7 - EXPLOSIONS!!
-
- 7) Chapter 7 -- The Different Types Kinds of Doors
-
- 7.0 - The Regular Doom Door
- 7.1 - Swinging Doors
-
- 8) Chapter 8 -- Things That Just Make it Easier
-
- 8.0 - Sprite copy/move
- 8.1 - Sector copy/move
-
- 9) Chapter 9 -- Rooms Over Rooms
-
- 9.0 - How do you do This?
- 9.1 - Making multi-floored levels
-
- Final Chapter
-
- ?.0 - A quick reference list of the sector
- specials for doors
- ?.1 - Explosions quick reference
- ===============================================================================
- Introduction The Basics of BUILD
- ===============================================================================
-
- - First of all, if there is anything you don't understand, please refer to
- BUILDHLP.EXE that you have on the CD from your REGISTERED Duke Nukem CD.
- <ahem>. :) There are many things we won't mention that are in there.
- But, we tried to make this as user-friendly as possible. :)
-
- - Don't stop to think twice if you want to E-Mail us! If there's something
- you need to know. 72734,232
-
- - We will not repeat ourselves, if you don't know what we're talking
- about, we likely mentioned it earlier, and you didn't read it. :)
-
- - We will mention that you have to use the KEYPAD a lot. This is also
- known as the NUMBER PAD to most people. It's the NUMBER PAD on the
- right side (usually) of the keyboard
-
- - MAKE SURE THAT BUILD.EXE IS IN YOUR DUKE NUKEM DIRECTORY. You cannot
- enter 3D mode proporly if it's not.
-
- That should be it for now. Just read carefully, and don't
- skip any parts. This is organized so that you have to know
- what you're doing before going on. :)
-
-
- ===============================================================================
- Chapter 1 Drawing Lines, and Making Rooms in BUILD
- ===============================================================================
-
- Naturally, your first .MAP is going to be cheezy. This is good
- because it's the only way to learn, isn't it? Now, from your
- Duke Nukem directory, type 'BUILD', and you should see a grid
- when you get into to it right? Good. Move the mouse around
- 1.0 a bit and wherever you want, press SPACEBAR. Notice how when
- you move the mouse around, a line follows you. Press SPACE again,
- and it will stop, inserting a vertex, and another line will
- follow you. Don't cross lines! You will run into problems. =)
- When you press SPACEBAR on the FIRST vertex again,
- it will stop drawing. This is how we draw rooms in Duke.
- Oh ya, if you want to zoom in or out, press A or Z. You can
- change the grid size by pressing G, and toggle Grid Locking
- by pressing L. We know it's a lot to learn, but you're on
- your way to great levels!
-
- 1.1 When in 2D mode, press A and Z to zoom in and out. When in
- 3D mode, press A to move up, and Z to move down. Press
- CAPS LOCK in 3D mode to change modes. There are 3 modes:
- 1) Regular walking - Press A, and you will move up one
- notch at a time
- 2) Flying mode - Hold A, and you will float up
- 3) Water mode - Same as mode 2, but you will not change
- heights. Kinda hard to explain, so just try it out.
-
- If you accidentally draw a room wrong, and you are still in
- 1.2 line mode (the line is still following you), press BACKSPACE and you
- will delete the last line you did. You can keep pressing it
- until you reach the first point.
-
- If you want to connect the line to another line, (add a vertex),
- 1.3 insert a point there first: Press INSERT on the line wherever
- you want the new vertex.
-
- 1.4 If you want to move a vertex, simply click on it with the left
- mouse button, and drag it to the desired location, and let go
- of the mouse button.
-
- 1.5 When there is a vertex that you don't want, or don't need, just
- drag it over another vertex, and it will be deleted.
-
- 1.6 To put player 1 start where you like, put the white arrow where
- you like (click the RIGHT mouse button), and press SCROLL LOCK.
- This is VERY important, as if you try to start the game without
- it, you will get crushed. (It's like putting no clipping on
- and trying to walk through the level).
-
- ===============================================================================
- Chapter 2 Your first, cheezy room
- ===============================================================================
-
- 2.0 What is a sector? It is simply an enclosed area made up of
- lines. Sectors can be any shape, but most are geometrical
- shapes (square, rectangle, polygons etc...). Inside these
- sectors, you can put anything such as bad guys, weapons,
- items, noises, explosions, etc..
-
- 2.1 Making a sector is very very easy. All you have to do, is
- draw a square. It is now a sector. Place the white arrow inside
- the box by pressing the RIGHT mouse button inside of the box that
- you have made. Press ENTER on the KEYPAD, and you will enter 3D
- mode. This is your first room, and this is what it looks like
- in the game. Ugly texture huh? Oh well, we'll fix it after.
-
- 2.2 Now, you can raise/lower the ceiling/floor height by putting the
- white plus sign (mouse) over it, and pressing PGUP or PGDN. If
- you hold the left mouse button on the floor/ceiling, and hold
- PGUP or PGDN, you don't have to follow the floor/ceiling.
- In other words, while you are holding the left mouse button
- down, the floor or ceiling is still highlighted, and no matter
- where you point the mouse, you can still modify the object you
- are holding the mouse button down on.
-
- 2.3 Slopes have to be one of the easiest things to do in BUILD.
- All you have to do is point to the floor or ceiling that you
- want sloped, and press "[" or "]" to slope it! Ta da!! Now,
- what if you want it sloped the other way? Well, it's quite
- simple. Point to the wall that you want to be the bottom or top
- of the slope, and press ALT+F. The floor will slope the way that
- you wanted now. Neat eh?
-
- 2.4 Go back to 2D mode (ENTER on the KEYPAD), and press ESC. A menu
- will pop up in the dialog box. Press "A" to Save As, and type
- a name in (with no .MAP extension). <ENTER> Then press ESC again,
- and press "Q" to quit. It'll ask whether you want to save the
- changes or not (we don't know why), but press "Y" anyways.
- Go into SETUP, and third from the bottom, select 'Select User
- Level'. Select your level, and Launch Duke! After, type
- BUILD and the file name that you used. It will automatically
- put you in 3D mode.
-
- 2.5 Deleting a sector is scary as there is NO UNDO FEATURE!! Be
- careful that you haven't worked for 2 hours on a sector, and
- accidentally delete it! There is NOTHING you can do unless
- you previously saved it. Point to the sector in 2D mode and
- press CTRL+DELETE. Extra careful! :)
-
-
- ===============================================================================
- Chapter 3 Changing Textures
- ===============================================================================
-
- 3.0 By now, you probably want to get rid of that reeeally ugly
- texture. Right? Ok, enter 3D mode, and point to the wall.
- Press V. You will see that same texture in the top right hand
- of the screen, and nothing else. That's because that's the only
- texture that we have used in the level so far. Press V again.
- Now you can see ALL of the textures, sprites, and everything
- used in the game! Select a cool texture, and press ENTER.
- Point to another wall, and press V. You'll notice that the
- texture that you chose is at the top of the screen now too!
- That's because now you've used it the level. The number on the
- picture show how many walls you've used that texture on. You
- can press 'G' for GO TO TILE, if you know the number. I will
- give you the tile numbers as much as I can.
-
- 3.1 Point to a texture, it can be either a wall, ceiling, floor or
- whatever. You can shrink and stretch the texture using the
- 2,4,6,8 numbers on the KEYPAD. If you want to simply move
- the texture up, down, or sideways on the wall, hold Right-Shift
- and press 2,4,6,8 on the KEYPAD. If you really mess up the
- texture, press the '/' (slash) key, and it will go back to
- normal. Also, you can flip a texture by pressing the F key.
- If you find the texture slides too slowly, hold 5 on the
- keypad while adjusting it, and it will go faster! If you
- like the way you have aligned the textures, point to the
- texture in 3D mode, and press the ">" key. It will auto-
- align all walls that have the same texture as the one that
- you are pointing at until it reaches a different texture.
-
- 3.2 You can darken or lighten a texture by pointing to the texture,
- and simply pressing the + and - keys on the KEYPAD. Very easy.
- If you want to darken a whole bunch of sectors at once, you
- have to highlight the sectors first. (see Chapter 8)
-
- 3.3 If you have tried to place a sky texture such as the L.A.
- texture, you'll notice that it didn't quite work, right? Well
- press "P" for Parallax, and now it won't follow you like the
- other textures. WOW!! =)
-
- 3.4 You can have multiple sectors in one sector. All you have to do
- is make a box within a box...right? Well, let's try it. Make a
- big square, and inside that square, make a little square. (2D mode)
- Something like this:
-
- --------------------------
- | |
- | -------- |
- | | | |
- | 1 | 2 | |
- | | | |
- | -------- |
- --------------------------
-
- Place the white arrow in square #1, and enter 3D mode. Notice
- how you can't walk inside square #2. This is because there is
- nothing inside square 2. If you were to put no clipping on in
- Duke, and enter square 2, you would get crushed. It's called
- VOID. Void is the 'nothingness' of a level. In order to make
- square #2 VALID PLAYING SPACE, you have to point to it in 2D mode,
- and press ALT+S. The box should turn red, and the dialog box will
- say, "Inner loop made into sector". Right? Good. Enter 3D mode
- and notice how you can walk through the whole area. You can
- raise the floor and ceiling of either sector. Try it. Change
- the textures if you like. This is the base of ALL levels in
- Duke Nukem. Be sure you know how to do this, and that you
- UNDERSTAND what you are doing before moving on! :)
-
- 3.5 Sector split is just a matter of just what it says! You split
- the sector in any way, and BUILD will know what you're doing,
- and the line will turn red. You do not have to connect the line
- back to the starting vertex when splitting sectors.
-
-
- ===============================================================================
- Chapter 4 Sprites
- ===============================================================================
-
- 4.0 Ok, a sprite is an object. It can be a bad guy, weapons,
- a noise, or a sector effector. We will talk about these
- shortly.
-
- 4.1 All you need to do to insert a sprite, is press S, either
- in 2D or 3D mode. But for now, go to 3D mode if you're not
- already there, and press S. You will see that same ugly,
- default texture right? Ok, point to and press V. The same
- as before applies, press V again to see all of the things
- used in Duke. At the top you will notice some letters. The
- most popular one is the S. It is on the top row, and at the
- bottom, it will say Sector Effector, this is how you select
- a Sector Effector, or SE for short. But for now, choose
- something, like a weapon, or a health kit. It doesn't matter.
- Press enter when you've found the one you like. You can move
- it either up and down the same way as textures. Be careful not
- to move the wall up and down instead of the sprite! Here's a
- hint: Hold the left mouse button on the sprite, and then hold
- PGUP or PGDN, then you don't have to stay on the sprite.
- If you want the sprite directly on the ceiling, press CTRL+PGUP.
- If you want the sprite directly on the floor, press CTRL+PGDN.
- You of course have to be pointing to the sprite. :)
-
- 4.2 Unfortunately, you can't move a sprite in 3D mode, you have to go
- to 2D mode to do that. But it's the same as moving a vertex,
- just drag the sprite to wherever you want it.
-
- 4.3 Deleting a sprite is simply pointing to it and pressing Delete.
- You can be in either mode for this (2D or 3D).
-
- 4.4 If you want the sprite to be against the wall, press R until
- it's against the wall. Somtimes they disappear, or just seem
- to disappear. It's there somwhere, but that's because it tried
- to go against the floor, not against the wall. :)
-
- 4.5 Changing a sprite is very easy. All you have to do is enter
- 3D mode, point to the sprite you want changed, press V twice,
- and pick the one you want!
-
- 4.6 Point to the sprite, and press the "<" and ">" keys. The line
- on the sprite will move. This determines which way the sprite
- is facing, or which way you will face when coming through a
- teleporter.
-
- 4.7 A sector effector is simply a sprite in a sector that makes
- something happen like a noise, or an explosion, teleport and
- stuff like that.
-
- ===============================================================================
- Chapter 5 Hi-Tags and Lo-Tags
- ===============================================================================
-
- 5.1 Hi-tags and Lo-tags are very hard to understand at first. To tell
- you the truth, we don't really understand them yet. But we will do
- our best. A Hi-Tag on a sprite is like it's name, or identity. If
- you wanted something to happen because of that sprite, their Lo-Tag
- would have to be the Hi-tag number. Here's an example:
-
- For security cameras, the hi-tag is how
- many degrees it turns. The screen that
- you look at the cameras with have to have
- the same hi-tag number as the cameras' lo-
- tag number.
-
- Here's another example:
-
- Camera A has a hi-tag of 90, and lo-tag of 4 (90,4)
- Camera B has a hi-tag of 180, and lo-tag of 3 (180,3)
-
- Screen A has a hi-tag of 4, and no lo-tag. (4,0)
- Screen B has a hi-tag of 3, and no lo-tag. (3,0)
-
- If you look in screen A, (hi-tag of 4), it
- will look through camera A (lo-tag of 4),
- and the camera will turn 90 degrees.
-
- If you look in screen B, (hi-tag of 3), it
- will look thorough camera B, (lo-tag of 3),
- and the camera will turn 180 degrees.
-
-
- Get it? If you don't, then read it a couple more
- times, maybe it'll help. If not, maybe you'll get it
- as we journey through this 'hot sheet'. That's what
- we did. It's easier to learn by doing it. =)
-
- 5.1 To give a sector a HT, press H
- To give a sector a LT, press T
- To give a SPRITE a HT, press ALT+H
- To give a SPRITE a LT, press ALT+T
-
- 5.2 The easiest application of hi-tags and lo-tags (ht and lt), is
- a teleporter. That's the first really cool thing we'll do.
- Make the following sectors, and place a Sector Effector (SE) in
- sectors 2 and 3:
-
- -----------------------------------------
- | |
- | ------ |
- | | 3 | |
- | | SE | |
- | 1 ------ |
- | |
- | -------- |
- | | 2 | |
- | | SE | |
- | -------- |
- | |
- -----------------------------------------
-
-
- All sectors should be VALID PLAYER SPACE. You remember how to
- do that? Good. Go to 3D mode, and raise the floor of
- sectors 2 and 3. Lower the ceilings of them too, just to make
- it look good. Put the teleporter texture on them (#626) and adjust
- the texture to make it look real (RSHIFT and 2,4,6,8...remember?)
- Now, the tagging part: Give the SE's a Hi-tag of 1. You give
- them 1 because it's the first thing you are doing in the level. If you
- did another one, the ht's would be 2, the next ones 3. Get it? The
- lo-tag of the two SE's is 7. You give them 7 because that tells
- Duke that that sector is for teleporting. That's just the magic
- number that they chose.
- One last thing: If you want the upper wall texture and the lower
- wall texture in sector B to be different, press '2' on the wall,
- and you can modify each one seperately!
- Save it, and try it out!
-
- 5.3 Water is quite easy, but sorta disappointing. Okay, make two
- identical sectors. It's probably easiest to go on the biggest
- grid setting for this. Anyway, make sure both sectors are the
- same size. Place a sector effector in both sectors. The SE in
- sector A must be in the same place as the SE in sector B, and
- the other way around too. Give the sector you want the top of
- the water to be, a low-tag of 1. This means that the sector
- will be the surface of the water. Give the underwater sector
- a lo-tag of 2. This means that the sector will be underwater.
- Give the SE's a ht of 1, and lt of 7. The same rules apply as
- the teleporter. Ok, place the water texture on the floor of the
- top of the water, and the ceiling of the underwater sector.
- You're done! =)
-
-
- ===============================================================================
- Chapter 6 The Little Things That Make it Happen
- ===============================================================================
-
- 6.0 Glass is VERY easy. All you have to do is this:
- Make a room (probably square, it's the easiest), and then
- make a little square inside it, like the teleporters, but
- you only need one square inside. Make the square in the
- middle valid player space (ALT+S). Go into 3D mode, and
- raise the floor, and lower the ceiling of the little square
- sector. This part is hard to explain, but easy to do.
- Point to the UPPER or LOWER part of the inner sector. Then
- press 'M' to mask the wall. The ugly brown texture again
- right? Change it to the glass texture (it'll say in the
- bottom right "GLASS". Go into 2D mode, and point to the line,
- and press 'B' to make the wall blockable, and then press
- CTRL+H to make it hittable. If you want, do this to all
- four sides of the inner sector, and put a goodie inside it.
-
- 6.1 Vents are our FAVOURITE thing about Duke. And they're easy
- to do. But all of the other FAQ's are wrong. They say to
- do the same thing as the glass. But instead, you insert a
- SPRITE (S), and change it to the vent texture. Position it
- where you like it, and that's it!! NOTE: This won't work
- proporly unless you insert the sprite in 2D MODE.
-
- 6.2 Mirrors can be quite tricky. But after a while, they're a
- snap. Make the following sectors:
- --------------------------------
- -------------------------- | |
- | | | |
- | |__| |
- | | | |
- | A |B | C |
- | | | |
- | |--| |
- | | | |
- -------------------------- | |
- --------------------------------
- Both should be VALID PLAYER SPACE. If you like, raise
- the floor, and lower the ceiling of sector B. Place the
- mirror texture (#560) on the right-hand wall of sector B. You
- remember how to do that? (6.0) The most important rule for
- a mirror is that the sector BEHIND the mirror has to be
- as big, or bigger than the sector itself (C bigger than A).
- In 3D mode, press '1' on the mirror texture to make it
- one-sided. Go to 2D mode, and make it hittable and blockable
- If you want Duke to talk to the mirror, give the wall a low-tag
- of 252. (ALT+T, and be sure the wall is flashing before
- you press it). And that's IT!!!
-
- 6.3 Well, we pretty much explained these to you in 5.0, trying to
- explain hi and low-tags. It's pretty easy: Insert a camera
- sprite (#621), and put it where you want. Put a viewscreen
- sprite on a wall (#429), and follow the steps outlined in 5.0.
- It's pretty easy, but it CAN be tricky. May need to use
- Relative Alignment on the viewscreen to have it against the
- wall ("R"). Remember to keep the left mouse button depressed
- while working with objects, so that the object is still more
- or less 'highlighted'. Even though you can't see the object,
- you can still modify it.
-
-
- 6.4 Echo effect is easy, and cool. Here's how to do it: Place a
- Music&SFX sprite in the sector you want, give it a low-tag of
- 1000 + the amount of echo (0-255). The hi-tag is how far you
- can hear the sound. Every 1024 represents the biggest square
- on the grid. Oh ya, don't bother putting it to 255, because
- it's ridiculously too much. Trust us. =)
-
- 6.5 Light switches are easy. Make two sectors, put a light switch
- texture on any wall. Put a sector effector in every sector that
- you want the light switch to light up. Give the light switch a
- high-tag. It doesn't matter what, but don't use the same high-
- tag for another light switch. Give the SE's the same high-tag
- (because the switch and the SE's go together right?), and give
- the SE's a lo-tag of 12. You give them 12 because that's just
- the special number for light switch. NOTE: Make the room
- really dark, because the lights are bright!
-
- 6.6 The sound effect numbers are in your DEFS.CON file. They start
- on line 676. Just place the number as the low tag. Check
- BUILDHLP.EXE for more help on sound effects.
-
- 6.7 EXPLOSIONS!! These have got to be the most fun things to do
- in BUILD. To start off, we'll make a cheezy one, then you can
- add more and more to it later. Make a sector, and make another
- one beside it:
-
- ______________
- | |____
- | A | B |
- | |____|
- |______________|
-
- If you like, split sector B into as many sectors as you want,
- that will make the explosion more effective. But I'm just going
- to use one for now.
-
- Bring the ceiling up in sector A, and the floor down. Not too
- far, just enough to make it look good. You can apply the
- exploded texture to sector B if you like (Tile #852). Anyway,
- put a crack sprite on the wall seperating the two sectors.
- (Tile #546). There are about 4 cracks to choose from. So just
- pick one. Give the crack any hi-tag you like. Put a SE in
- every sector that is going to blow up when you shoot the crack.
- Give them your special hi-tag, and a lo-tag of 13. 13 means that
- it's a blowing up sector. You can replace the crack with the
- fire extinguisher if you like.
-
- Now, the fun part. Go to 3D mode and insert a sprite in sector
- B. Change it to the seenine sprite (it's down the bottom before
- the girl sprites). Shrink the canister (4 on the keypad) until
- it won't go any smaller. You can't see this in Duke. Go back
- to 2D mode. Give it your special hi-tag, and any lo-tag you
- like. The lo-tag in this case defines the delay until it blows
- up. 100 is about 1 second. Put as many seenine's (C-9) as
- you like. Put an RPG somewhere so you can blow up the crack.
- That's it!!
-
-
- ===============================================================================
- Chapter 7 The Different Types of Doors
- ===============================================================================
-
- 7.0 The doom-type door is simple. Most of you should know how to
- make the setup right? Make the same setup as you did for the
- mirror, but the sizes don't matter. The door sector (middle
- one) will be the only one we need to touch. Bring the
- ceiling of that sector down to the floor, and give the
- SECTOR a lo-tag of 20. Place a Music&sfx sprite in the door
- sector, and give it a low-tag of 259, place nice textures,
- and that's IT!!
-
- 7.1 Okay, it's VERY hard to do swinging doors the first time.
- After the first time, it's a snap. We'll try our best:
-
- Make these sectors:
-
-
- ----------------- Naturally, both
- | | sectors are to be
- | |----------- valid player space.
- | A | | (ALT+S)
- | | B |
- | |-----------
- | |
- -----------------
-
-
- Somewere in sector A, make a sector the half the size of what
- the door will be. Like this:
-
- -----------------
- | |
- | |-----------
- | A | | We'll call it sector C.
- | _ | B |
- | |_|<-- C |-----------
- | |
- -----------------
-
- Now, drag the vertecies over to where the door will be.
- Remember, that this is the left side of the door, or just
- the left door.
-
- -----------------
- | |
- | _|-----------
- | A C --> |_| |
- | | B |
- | |-----------
- | |
- -----------------
-
- Be sure you lay the verticies on top of the other ones. You
- are to place the top right corner of C, to the top left corner
- of B. Right? Ok. Make another sector C, and do the
- exact same, except to the bottom part of the door. The
- two vertecies from the old sector C should overlap the new
- sector C. Like this:
-
- -----------------
- | A |
- | _|-----------
- | Old C --> |_| |
- | New C --> |_| B |
- | |-----------
- | |
- -----------------
-
- Place a sector effector in each sector C. Put them in the place
- where you want the door's pivot to be. You will have to turn
- off Grid Locking for this. (Press "L") Do NOT put them on the
- line, or it won't work. Get them as close as you can. Give each
- SE a low-tag of 11, and each the same hi-tag. It doesn't matter
- what the hi-tag is remember? As long as they're the same.
- Raise the floor to the ceiling, and point the SE's to the way
- you want them to open (experiment a bit). You can change the
- direction of a sprite by pressing "<" and ">" in 2D mode. Add
- textures, and try it out!
-
-
- ===============================================================================
- Chapter 8 The Things That Just Make it Easier
- ===============================================================================
-
- 8.1 If there is a sprite that you want to copy, be sure you're in
- 2D mode, and hold Right-Shift, and move the mouse to drag over
- the sprite. The next part is important! Hold the left mouse
- button down on the sprite, but don't move it! Press Insert, and
- move (drag) it to where you want it. Until you let go, every time
- you press Insert, it will copy the sprite again, and again. Let
- go, and press Right-Shift again, to de-select the sprite. If you
- simply want to just move the sprite, don't press insert, and you
- will move it from its original place. NOTE: For sprite moving,
- you don't have to highlight it, but you do for sectors.
-
- 8.2 The exact same as Sprite copy, but use Right-Alt, instead of
- Shift. SAVE BEFORE YOU DO THIS!!
-
-
- ===============================================================================
- Chapter 8 Rooms Over Rooms
- ===============================================================================
-
- 9.0 Rooms over rooms, believe it or not, is easy!! Mind you, it can
- be very confusing at times, because you can't draw in 3D mode.
- Okay, here we go:
-
- 1) Draw any kind of room (A)
- 2) Make a hallway out of the room (B)
-
- This may help:
-
- _______________
- | __________ |
- _________________| |_ | |
- | | | |
- | | ____| |
- | A | | B |
- | | |_______|
- |______________________|
-
-
- 3) Continue drawing past sector B, and right on top of sector A.
- What you don't want to do, is connect it in any way to sector
- A. Just draw right over the line, and bring it back to
- sector B.
-
- _______________
- | __________ |
- _________________| |_ | |
- | | | |
- | _______|__ ____| |
- | A | C | B |
- | |__________|_______|
- |______________________|
-
- The only problem is, is that Duke is not allowed to see two
- floors at once. Place yourself in sector A, and enter 3D mode.
- Walk down sector B, and into sector C. You'll notice that you
- are in sector C, but in a way, you're in sector A too! Weird.
- Don't worry, it gets easier as you do it more often.
-
- 9.1 Making floors is hard. If you are going to make floors on top
- of each other in a level like Hotel Hell, it's easiest to make
- the top floor and bottom floor seperately. Then copy the sector
- on top of the other one when it's TOTALLY finished. If you are
- going to do this however, the floors have to be literally the
- right hight to work properly.
-
- ===============================================================================
- Chapter ?? Time to Wrap it Up!
- ===============================================================================
-
- ?.0 DOORS REFERENCE LIST
-
- 1) Doom-type doors -- Sector lo-tag -- 20
- -- SE lo-tag -- N/A
-
- 2) Sliding Doors -- Sector lo-tag -- 9
- -- SE lo-tag -- N/A
-
- 3) Swinging Doors -- Sector lo-tag -- 23
- -- SE lo-tag -- 11 (pivot pt)
-
- ?.1 EXPLOSION QUICK REFERENCE
-
- 1) Make sectors
- 2) Place crack sprite
- 3) Give it hi-tag
- 4) SE's in blowing-up sectors (SE lo-tag 13)
- 5) Place C-9 sprites and shrink
- 6) Give them the crack hi-tag, and any lo-tag (delay)
-
-