---------------------------------
| 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 Lines and Making a Room
1.1 - Entering 3D Mode
1.2 - Different Modes in 3D Mode
1.3 - Deleting Lines
1.4 - Adding Verticies on Lines
1.5 - Moving Verticies
1.6 - Deleting Verticies
1.7 - Putting Player 1 Start
1.8 - Making Circles
2) Chapter 2 -- Your First Cheezy Room
2.0 - What is a Sector?
2.1 - Making a Sector/Room
2.2 - Raising/Lowering the Ceiling and Floor
2.3 - Slopes
2.4 - Trying Your Cheezy Level in Duke
2.5 - Deleting a Sector
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 (skies)
3.4 - Multiple Sectors in a Sector
3.5 - Sector Splitting
3.6 - Sloped Hallways
3.7 - Stairways
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 (Relative Alignment)
4.5 - Changing a Sprite
4.6 - Changing the angle of a sprite
4.7 - Sector Effectors
4.8 - Gspeed
4.9 - Music&sfx
4.10 - Cycler
5) Chapter 5 -- Hi-Tags and Lo-tags
5.0 - What are hi and lo-tags?
5.1 - How to give a sector/sprite/wall a tag
5.2 - Your first hi-tag and lo-tag (Teleporters)
5.3 - Water
5.4 - Touchplates and Masterswitches
5.5 - Lifts
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!!
6.8 - Demo Cameras
6.9 - Rotating Gears
6.10 - Water Current and Conveyor Belts
6.11 - Invisible / Quiet Teleporters
6.12 - Waves
6.13 - Shooters -- Method #1
6.14 - Shooters -- Method #2
6.14 - Multiplayer / Co-op starts
6.15 - Nuke Button (exit)
6.16 - Secret Places
7) Chapter 7 -- The Different Types Kinds of Doors
7.0 - The Regular Doom Door
7.1 - Swinging Doors
7.2 - Sliding Doors
7.3 - "Squishy" Sliding Doors
7.4 - Splitting Doors
7.5 - Splitting-Sliding Doors
7.6 - Doors That Close
7.7 - Doors Opened by a Switch
7.8 - Access Card Doors (locked)
8) Chapter 8 -- Things That Just Make it Easier
8.0 - Sprite copy/move
8.1 - Sector copy/move
9) Chapter 9 -- Subways
9.0 - The Regular Subway
9.1 - 2-Way Subways
10) Chapter 10 -- Rooms Over Rooms
10.0 - How do you do This?
10.1 - Making multi-floored levels
10.2 - The "Cheating" Way to Show More Than 1 Floor
Final Chapter
11.0 - A quick reference list of the sector
specials for doors
11.1 - Explosions quick reference
Credits
===============================================================================
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 properly if it's not.
- About the .PCX files you got with the .ZIP file: For the sections
that might be difficult to explain, or understand, we have included
screen shots of BUILD that will hopefully help you out! Please
refer to them for assistance if they are available for the section
you are in.
- Also, we have included a SOUNDS.HOT file. This is a brief description
of some of the sounds.
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
===============================================================================
1.0 -- Drawing Lines, and Making a Room
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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
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 -- Entering 3D Mode
~~~~~~~~~~~~~~~~
To enter 3D mode, simply press ENTER on the KEYPAD. Press it
again to back to 2D mode. NOTE: You must be in a sector to
enter 3D mode.
1.2 -- Different Modes in 3D Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
1.3 -- Deleting Lines
~~~~~~~~~~~~~~
If you accidentally draw a room wrong, and you are still in
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.
1.4 -- Adding Verticies on Lines
~~~~~~~~~~~~~~~~~~~~~~~~~
If you want to connect the line to another line, (add a vertex),
insert a point there first: Press INSERT on the line wherever
you want the new vertex. Be sure you are NOT in drawing mode
or it will mess up your map.
1.5 -- Moving Verticies
~~~~~~~~~~~~~~~~
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.
1.6 -- Deleting Verticies
~~~~~~~~~~~~~~~~~~
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.
1.7 -- Placing Player 1 Start
~~~~~~~~~~~~~~~~~~~~~~
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). If you want your player
start to be higher, so he's falling when you start, enter 3D mode
and move higher using 'A', then go back to 2D mode, and press
SCROLL LOCK.
1.8 -- Making Circles
~~~~~~~~~~~~~~
Making a circle, or semi-circle is not very common among Duke
levels, but it's pretty cool. Point to the line that you want
to be circular, and press 'C'. Notice that when you move the
mouse, about 5 or 6 vertecies show up in a semi-circular format.
When it looks ok to you, press SPACEBAR. Your line is now
curved!
===============================================================================
Chapter 2 Your first, cheezy room
===============================================================================
2.0 -- What is a Sector?
~~~~~~~~~~~~~~~~
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/Room
~~~~~~~~~~~~~~~~~~~~
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 -- Raising/Lowering the Ceiling and Floors
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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
~~~~~~
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 -- Trying Your Cheezy Level in Duke
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
Then type DUKE3D -map (map name). You don't the .MAP extension.
After, type BUILD and the file name that you used. It will
automatically put you in 3D mode. You can also do this from
SETUP mode, but it takes longer.
2.5 -- Deleting a Sector
~~~~~~~~~~~~~~~~~
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 -- Changing Textures
~~~~~~~~~~~~~~~~~
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 in 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. The tile number is
displayed at the bottom of the screen.
3.1 -- Texture Alignment and Modification
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Point to a texture, it can be either a wall, a sprite, 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.
NOTE: You can NOT shrink the ceiling or floors. =(
3.2 -- Texture Shading
~~~~~~~~~~~~~~~
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)
If you want to shade only ONE sector, press ALT and + or -.
It will darken the whole sector that you're pointing at.
3.3 -- Parallax Ceilings (skies)
~~~~~~~~~~~~~~~~~~~~~~~~~
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!! =)
NOTE: Sometimes it looks funny in 3D mode, but when you enter
Duke, it will be ok. =)
3.4 -- Multiple Sectors in a Sector
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-PCX file -- 2SECTORS.PCX
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 Splitting
~~~~~~~~~~~~~~~~
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.
3.6 -- Sloped Hallways
~~~~~~~~~~~~~~~
Sloped hallways are quite simple. Make 3 sectors:
_____________________________________________________
| | | |
| A |<---- C | B |
|______|______________________________________|_______|
Make sector A your ground level, and sector B your next level.
Then, slope sector C until it reaches sector B. You may need
to press ALT+F at the bottom of the slope (where the arrow is
pointing). Lower sector C for now, and press ALT+F on the wall
where the arrow is pointing. Don't forget, while sloping to
fine tune it using SHIFT + '[' and ']'. =)
3.7 -- Stairways
~~~~~~~~~
Stairways are pretty easy. All it is, is a bunch of sectors
but they are all different heights. Make 4 rectangle sectors:
____________________ Raise the sectors according to the numbers
| | | | | indicated, and you'll have stairs! These
|____|_____|____|____| heights, of COURSE, are just guidelines.
5 10 15 20 You can make them as high as you want.
Make a big sector off of it if you like.
===============================================================================
Chapter 4 Sprites
===============================================================================
4.0 -- What is a Sprite?
~~~~~~~~~~~~~~~~
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 -- Adding a Sprite
~~~~~~~~~~~~~~~
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, or have it
selected / highlighted. =)
4.2 -- Moving a Sprite
~~~~~~~~~~~~~~~
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
~~~~~~~~~~~~~~~~~
Deleting a sprite is simply pointing to it and pressing Delete.
You can be in either mode for this (2D or 3D).
4.4 -- "Flattening" a Sprite (Relative Alignment)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you want the sprite to be against the wall, press R until
it's against the wall. Sometimes they disappear, or just seem
to disappear. It's there somewhere, but that's because it tried
to go against the floor, not against the wall. :) Again, if
you hold the left mouse button down on it, you don't have to
see it to modify it. Keep pressing 'R', you'll see it. =)
4.5 -- Changing a Sprite
~~~~~~~~~~~~~~~~~
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 -- Changing the Angle of a Sprite
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Be sure you are in 2D mode. Point to the sprite that you like,
and press the "<" and ">" keys. The directional line you see
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 -- Sector Effectors
~~~~~~~~~~~~~~~~
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.
4.8 -- G-Speed
~~~~~~~
GSPEED is the sprite beside all of the letters at the top of the
sprite display when you press 'V'. It determines how fast the
sector will be moving. Give it a lo-tag of how fast you want it.
The higher the lo-tag, the faster it will go.
4.9 -- Music & SFX
~~~~~~~~~~~
The best part about this is that you can give anything any sound
you want! The lo-tag of the Music&SFX sprite is the number of
the sound effect on the list given in your DEFS.CON. (6.6) It's
the 'M' at the top of the sprite list when you press 'V' on a
texture, or sprite.
4.10 -- Cyclers
~~~~~~~
These are really cool. Place a CYCLER in a sector, and make the
sector as dark as you want it. Make the CYCLER sprite as bright
as you want the sector to light up. Give the CYCLER a unique
hi-tag, and put a GSPEED in the sector too. Give that the same
hi-tag, and give it a lo-tag for how fast the lights will
pulsate.
NOTE: Take a look at Lunar Reactor (2-7) in Duke3d if you want
to try it their way.
===============================================================================
Chapter 5 Hi-Tags and Lo-Tags
===============================================================================
5.0 -- Hi-tags and Lo-tags
~~~~~~~~~~~~~~~~~~~
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 -- How do you Give a Sprite/Sector/Wall a tag?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To give a SECTOR a HT, press H
To give a SECTOR a LT, press T
To give a SPRITE or WALL a HT, press ALT+H
To give a SPRITE or WALL a LT, press ALT+T
5.2 -- Teleporters
~~~~~~~~~~~
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
~~~~~
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! =)
5.4 -- Touchplates and Masterswitches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A TOUCHPLATE is a sprite, and when you enter the sector that the
TOUCHPLATE is in, then something happens, like an explosion, or
a door opens, and just about everything else. What you need
along with these, is a MASTERSWITCH. Give the TOUCHPLATE a lo-
tag, and give the MASTERSWITCH the same lo-tag. Every SE that
is in the same sector as the MASTERSWITCH will be activated.
The hi-tag for a MASTERSWITCH is the delay until it is activated.
5.5 -- Lifts
~~~~~
Well, lifts are pretty easy. Just make the appropriate sectors,
and apply the sector lo-tag that you want. Here's a list of the
sector lo-tags:
16 -- The floor goes down, and the ceiling stays where it is.
Starts from the top
17 -- The floor goes up, and the ceiling stays where it is.
Starts from the bottom
18 -- The floor and ceiling come down together.
Starts from the top
19 -- The floor and ceiling go up together.
Starts from the bottom
You'll probably want to put the MUSIC&SFX sprite to make it
sound real. Give it a hi-tag of 73, and a lo-tag 71.
That's it!
===============================================================================
Chapter 6 The Little Things That Make it Happen
===============================================================================
6.0 -- How to Make Glass
~~~~~~~~~~~~~~~~~
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 wall 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 -- How to Make Vents
~~~~~~~~~~~~~~~~~
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 word properly unles you insert the sprite
in 2D mode.
6.2 -- How to Make a Mirror
~~~~~~~~~~~~~~~~~~~~
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 wall where the arrow is pointing.
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 -- Security Cameras
~~~~~~~~~~~~~~~~
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
~~~~~~~~~~~
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
~~~~~~~~~~~~~~
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 -- Where to get the SFX Numbers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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!!
~~~~~~~~~~~~
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!!
6.8 -- Demo Cameras
~~~~~~~~~~~~
Demo cameras are for watching a previously recorded demo. They
are also very easy to do. Place a SE wherever you want the
camera, give it a lo-tag of 27, and the hi-tag is how far it
can see. Don't forget that for distances, we talk in grid
size: 1024 = 1 square on the largest grid size.
6.9 -- Rotating Gears
~~~~~~~~~~~~~~
Another easy task! Make the gear sector, in any shape you like,
and put 2 sprites on the pivot point that you want. They are to be
Sector Effectors. One has a lo-tag of 1, and they both have
the same unique hi-tag. You can put sprite #418 in the middle
if you like. This isn't needed, but it looks cool with gears.
Press "R" on the floor and/or ceiling (which ever you want to
be spinning), and you're done!
One fun thing you can do with this:
Make an octagon sector, or something like it, and place the sprites.
Give the floor a water texture, and slope the floor as much as
you want. Make another sector, as small as you want directly in
the middle of the big sector. Raise the floor of the little one
and try it out. The water will look like it's churning!
NOTE: If you want to find the DIRECT middle of the sector, give
the sector a temporary lo-tag or hi-tag. BUILD will display
the tag in the middle of the sector, put your sprites there.
Don't to remove the tag after! =) (unless you want it)
6.10 -- Water Current and Conveyor Belts
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yet ANOTHER easy thing about BUILD! Ok, here's what you do:
Make the sector that you want to be your conveyor belt. Add
a SE, and give it lo-tag of 24. Point it the way you want
the conveyor belt to go. Add a GSPEED sprite and give it lo-tag
of how fast you want it to go. GSPEED is optional. Ta dah!
NOTE: If you want this to be water, give the sector a lo-tag
of 1.
NOTE: If the texture appears to be scrolling the wrong way,
you have to FLIP it in 3D mode. Use the 'F' key. You'll
have to experiment a little.
6.11 -- Invisible / Quiet Teleporters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These are used for things like man-holes, and vents that you
fall down. Make your regular teleporter room setup like we did
in 5.2. Lower the floor in sector 2 so you can't see it, even
when looking down it. Raise the ceiling in sector 3 so you can't
see it, even when looking up. Put the SE's in the same place in
both sectors, and give them the appropriate tags (you of COURSE
know what we're talking about) =). Now, here's the silent part.
Raise the SE in sector 3 up off of the ground, and into the ceiling
so you can't see it. Not IN the ceiling, but up where you want to
teleport to. =) Lower the SE in sector 2 below the floor where
you can't see it. Now, when you fall in sector 2, it will
transport you to sector 3, and you won't even know it!
NOTE: Be sure that the SE's are NOT on the floor or ceiling,
and that the sector size is EXACTLY the same.
6.12 -- Waves
~~~~~
Waves are really cool, and they're fairly easy. Make a
rectangular sector. Split it into as many other rectangular
sectors as you want. These will be the waves. Put a SE in
every sector EXCEPT the outer-most two. Give the SE's a lo-tag
of 29. Place a GSPEED in the sectors if you like. The lo-tag
determines the height of the waves. High lo-tag, high waves. =)
6.13 -- Shooters -- Method #1
~~~~~~~~~~~~~~~~~~~~~
This method is kind where the wall texture shoots at you.
a) Ok, make the sector where it's going to shoot from and put 3
sprites: MASTERSWITCH, GSPEED, and SECTOR EFFECTOR.
b) Put a switch somewhere and give it and the MASTERSWITCH the
same lo-tag.
c) Give the MASTERSWITCH a hi-tag of 50.
d) Put an SE where you want it to shoot from, and angle it the
way you want. Give the SE a lo-tag of 36.
e) Now you have to decide what it's going to shoot. Give the
GSPEED one of the following lo-tags:
>> Regular Lizard Lasers -- 1636 --
>> Rockets -- 2605 --
>> Shrinker -- 2556 --
>> Alien Laser -- 1625 --
>> Mortars -- 1650 --
6.14 -- Shooters -- Method #2
~~~~~~~~~~~~~~~~~~~~~
These are those really annoying things that snipe at you from
places you can't even see. Very annoying. Very easy.
Place a RotateGun sprite (#2360) wherever you want. Ta dah!
6.14 -- Dukematch/Co-op Starting Placements
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All you have to do, is put a Duke sprite (the first frame)
wherever you want the start. That's it! If you want it to
be a Co-op start, give it a lo-tag of 1.
NOTE: We haven't actually tested this out, so it may not be
totally accurate. You may need 8 co-op/dukematch starts in
order for it to work properly.
6.15 -- Nuke Buttons (Exit)
~~~~~~~~~~~~~~~~~~~
Ok, no problem here: Place a sprite on the wall, make it the
nukebutton sprite (#142), and give it a lo-tag of 32767. If
you want to exit the level when you enter the sector, then put
an SE in the sector, and give it a lo-tag of 65535.
6.16 -- Secret Places
~~~~~~~~~~~~~
Easy. Give the sector a lo-tag of 32767.
===============================================================================
Chapter 7 The Different Types of Doors
===============================================================================
7.0 -- The Regular Doom Door
~~~~~~~~~~~~~~~~~~~~~
PCX file -- DOOMDOOR.PCX
The doom-type door is simple. Most of you should know how to
make the appropriate setup:
1) Make a big sector
2) Make 3 little sectors connected to it
3) Make another big sector beside them (optional)
4) Give the middle sector of the 3 little ones, a lo-tag of 20
5) Bring its' ceiling down to the floor.
6) Put nice textures
________________________ _______________
| | | |
| |_ _ _| |
| | | | | |
| |_|_|_| |
| | ^ | |
| | 0,20| |
|________________________| |_______________|
You'll most likely want it to have a Music&sfx sprite, so
if you like, put one in and give it lo-tag of 166.
7.1 -- Swinging Doors
~~~~~~~~~~~~~~
PCX files: -- SWDOOR1.PCX
SWDOOR2.PCX
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 | | (They have to be
| | B | connected in order
| |----------- to walk from one to
| | the other)
-----------------
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! NOTE: Apparently, when the SE's are
pointing up, the door will spin clockwise, and when they are
pointing down, they spin counter-clockwise.
7.2 -- Sliding Doors
~~~~~~~~~~~~~
PCX file: SLTUTOR.PCX
We're not going to take 3 pages to write up how to do this, as
it is probably the most confusing thing about BUILD. So, look
at SLTUTOR.PCX for help.
About the 5th step: The lines turn red NOT from ALT+S, but from
DRAWING from the far left point, to the far right point. DON'T
CONNECT TO ANY OF THE LINES IN THE MIDDLE. Just press SPACEBAR
on the left vertex, then drag the line to the far right vertex,
and press SPACEBAR again. It will say "SECTOR SPLIT". Do this
to both of the "sticking" out lines.
About the SE's: You can see the way they are facing (I hope),
but you can't see the tags. The tags for the Sector Effectors
is: Any hi-tag, be sure both are the same, and the lo-tag is
15.
About the sector tag: Give the triangular sectors a lo-tag of
25.
The last step is optional, but it looks better. =)
<SIGH> Tough one.
7.3 -- "Squishy" Sliding Doors
~~~~~~~~~~~~~~~~~~~~~~~
PCX file: SQUISH.PCX
Alright, again, the sliding door technique is difficult to
explain, so please refer to the PCX file. There are a few
bummers about this kind of door that CANNOT be helped.
Alright, you have to give the whole door a lo-tag of 9.
To do this, press 'T' (sector lo-tag) on either one of the
triangular sectors. Add a GSPEED and MUSIC&SFX sprite if you
like.
a) The door texture will fold up against the wall when the
door opens.
b) The sound you put for the door opening will play twice
when you open or close the door.
7.4 -- Splitting Doors
~~~~~~~~~~~~~~~
Well, I guess you know the setup: Make a regular doom door, but
bring the ceiling only half way down, and bring the floor up to
meet the ceiling in the middle. Put cool textures, and give the
sector a lo-tag of 22.
7.5 -- Splitting-Sliding Doors
~~~~~~~~~~~~~~~~~~~~~~~
If you know how to make the "Squishy" Sliding Door, then this will
take you about 3 seconds to finish! And, these are just about
the COOLEST doors in Duke3D.
a) Make the "Squishy" Sliding Door.
b) Bring the floor of the triangle sector and the ceiling of
the triangle sector to the middle.
c) Change the lo-tag of the sector from 9 to 26.
WOW!
7.3 -- Auto-Closing Doors
~~~~~~~~~~~~~~~~~~
If you want the door to close by itself, put a SE in the sector,
and give it lo-tag 10. The hi-tag is how long it takes before the
door will close. It will act funny if you don't give it a hi-tag.
7.4 -- Doors Opened by a Switch
~~~~~~~~~~~~~~~~~~~~~~~~
Make your door the way you want it. Place a switch somewhere, and
give it a lo-tag of your choice, and place an Activator sprite in
the door sector. Give it the SAME lo-tag as the switch. Be sure
the door sector has the appropriate tag, and you've got yourself
a switch-operated door!! Give the ACTIVATOR sprite a hi-tag for
how many times the door will open. If you want it to always
open, use a really high number.
7.5 -- Locked Access Card Doors
~~~~~~~~~~~~~~~~~~~~~~~~
Make your door the way you want it. Place an access panel on a
wall somewhere, and give it a hi-tag of 212. Also, give it a
lo-tag you haven't used yet. Put an ACTIVATORLOCKED sprite in
the door sector, and give it the same lo-tag (of course) =)
You'll notice you can only find a blue access pad and card
right? Well, change the palette to 21 if you want it RED, or
23 if you want it Yellow. Ta da!!
===============================================================================
Chapter 8 The Things That Just Make it Easier
===============================================================================
8.0 -- Sprite Copy/Move
~~~~~~~~~~~~~~~~
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,
NOTE: For sprite moving, you don't have to highlight it, but you
do for sectors.
8.1 -- Sector Copy/Move
~~~~~~~~~~~~~~~~
The exact same as Sprite copy, but use Right-Alt, instead of
Shift. SAVE BEFORE YOU DO THIS!!
===============================================================================
Chapter 9 Subways
===============================================================================
9.0 -- Regular Subways
~~~~~~~~~~~~~~~
Alrighty. These are pretty cool, but are not used very often.
Here's what you do:
Make a subway track, sort of like this:
________________________
/ \ Ok, sector A is the track, and
/ A \ sector B is just a place to stand.
| | Do whatever you want with sector B.
| L1 __________ | Sector C is the subway car. For now
| ___ | | | we're only going to have one car, the
| | C | | B | | engine. =)
| |___| | | | Put an SE in sector C, and give it a
| L2 |__________| | hi-tag of 1 because that's the first
| | locator that it's going to go to.
| | Give it a lo-tag of 6, as that is
\ / the special number for the engine.
\__________________________/
Now, put Locators (tile #6) where you want the train to go.
Put the first Locator where it says L1, and the last one
where it says L2 (on the pathetic drawing above). Ok,
now, give the first locator a lo-tag of 1, and the next
one a lo-tag of 2 all the way up to the last one. DO
NOT give the last locator a lo-tag, it will crash the
game before you get to see anything.
If you want the train to stop at any locator, give the locator
a hi-tag of 5. It will stop for about 5 seconds.
If you want to have 2 cars, then make another one behind it,
you don't have to join them, actually, don't join them. =)
Put an SE in the new car, and give it a lo-tag of 14 instead
of 6. That means that it's a car, not an engine. If you had
4 other cars, they would all have an SE with a lo-tag of 14.
Unfortunately, we haven't figured out how to make multiple
sectors in a subway car. =( We think it has something to do
with giving the sector a lo-tag of 31, but then the sector
crushes you.
NOTE: The track MUST be one sector only!! This is more or
less a downer, but at least now you know! =)
9.1 -- 2-Way Subways
~~~~~~~~~~~~~
2-Way Subways are the kind where you flip a switch, and the
subway goes back and forth. You can make these in space or
land, and they're pretty cool too.
This is fairly easy. Make a straight tunnel, and put your
subway sector in it. Give the sector a lo-tag of 31, and if
you want more sectors inside, then give them a lo-tag of 31
also. Put a Locator behind the train with a lo-tag of 1, and
another Locator where you want the train to stop. Don't give
it any tag at all. Put an SE, and an ACTIVATOR sprite in the
car. Put a switch anywhere you like, and give it and the
ACTIVATOR the same lo-tag. The SE should have a lo-tag of 30.
Ta dah!
NOTE: We have had trouble with these things, so it's not
perfectly accurate. But we're working on it! If you
can provide any help on this, it would be greatly
appreciated!
===============================================================================
Chapter 10 Rooms Over Rooms
===============================================================================
10.0 -- How Do You Do This?
~~~~~~~~~~~~~~~~~~~
PCX file: FLOORS.PCX
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.
10.1 -- Making Multi-Floored Levels
~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
10.2 -- The "Cheating" Way to Show More Than 1 Floor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here is an easy way to make another floor, right on top of
another one, but you cannot draw anything on it. Place a
sprite somewhere, and change it's texture to that of a
floor or ceiling texture. Press 'R' on it until it lays flat
on the floor. Size it the way you want using 2,4,6,8 on the
KEYPAD, and voila!
Note: This can look glitchy sometimes if you do to much.
===============================================================================
Final Chapter Time to Wrap it Up!
===============================================================================
11.0 DOORS REFERENCE LIST
1) Doom-type doors -- Sector lo-tag -- 20
-- SE lo-tag -- N/A
2) Swinging Doors -- Sector lo-tag -- 23
-- SE lo-tag -- 11 (pivot pt)
11.1 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)
11.2 DOOM DOOR QUICK REFERENCE
1) Make 3 little sectors: middle one is the door sector
2) Give it low tag of 20
3) Bring it's ceiling down to the floor
4) Add Textures
===============================================================================
CREDITS
===============================================================================
And now, it's time to recognize all the people that mailed to us
with suggestions.
Bill Walsh...............................whw@lr.net
Chris Turner.............................101724,1736
Duke Nukem...............................
All other FAQ makers!!
Remember: MAIL US!!! What can we change? What could
we add? Is there any inaccurate information?
It would be nice to know. Please take the
2 minutes it takes to mail us! =)
WE LOVE E-MAIL!!
Beard Bros. 72734,232
===============================================================================