THE COMPLETE DUKE NUKEM 3D BUILD FAQ v1.0

Introduction

02/07/98

Here is version 1.0 of "The complete Duke Nukem Build FAQ". This file is still in an infancy stage and will be updated in the future. If there is anything which you think could be added to this file, or if you find a mistake please let me know, I'd be glad to hear from you <galapogo@>

Note to all who wish to print this out : This file is almost 12000 words long, so in a word DON'T print it out.

The start of this file is aimed at total beginners to build, but there is plenty for more experienced users to learn in the later stages of this file.

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INSTALLING BUILD

To get build to work you will have to copy the entire contents of the Goodies\BUILD directory into your duke3d directory. Many people encounter a problem where the screen gets messed up when they enter 3d mode. This is because the build files need to be in the same directory as the DUKE3D.GRP file which is in your duke3d directory.

 

 

INDEX TO CHAPTER ONE - Building your first level

1.1 Planing

1.2 Theme

1.3 Level type

1.4 Dukematch

1.5 Single play

1.6 Co-operative

1.7 Shading

1.8 Getting started

1.9 The roof

1.10 The floor

1.11 The walls

1.12 The armchair

1.13 The desk

1.14 Door ways

1.15 The joining room

1.16 The crate

1.17 The vent

1.18 Outside

1.19 The sky

1.20 The skip

1.21 The neighbouring buildings

1.22 The monsters

1.23 Weapons

1.24 The nuke button

INDEX TO CHAPTER TWO - Special Sprites

Guide to the special sprites

INDEX TO CHAPTER THREE - Hi-tags and Lo-tags

3.1 What is a Lo-tag?

What is a Hi-tag?

Tagging sprites

INDEX TO CHAPTER FOUR - Sector Tags

4.1 What are sector tags?

4.2 How to use sector tags

INDEX TO CHAPTER FIVE - Sector Effectors

5.1 Guide to sectoreffector

5.2 How to use these sectoreffectors

INDEX TO CHAPTER SIX - Music and SFX reference guide

A complete listing of all music and sound effects in Duke Nukem 3d

INDEX TO CHAPTER SEVEN - How to……

7.0 Make toothed doors

7.1 Make doors that open from the bottom up

7.2 Make swinging doors

7.3 Make doors that are opened by a switch

7.4 Make doors that are opened by a keycard

7.5 Make a mirror

7.6 Make teleporters

7.7 Make glass

7.8 Make security cameras

7.9 Make a sky window

7.10 Make low perimeter walls

7.11 Make earthquakes

7.12 Make water

7.13 Make elevators

7.14 Make random lights

7.15 Make lights flash after they have been shot out

7.16 Make explosions triggered by C-9

7.17 Make explosions triggered by a crack

7.18 Make stacked sectors

7.19 Make sprites spawn from a bin

7.20 Make Bridges

7.21 Make up and down doors

7.22 Make roof to floor doors

7.23 Make crushers

7.24 Make an echo sector

7.25 Make a two way train

7.26 Make a building blow up

7.27 Make the ceiling come down when shots are fired

 

INDEX TO CHAPTER EIGHT - Miscellaneous

8.0 All build keys and their functions

8.1 The map authoring template

8.2 Setting the player start point

8.3 Multi player start points

8.4 Co-op start points

8.5 Multi player only sprites

8.6 One way walls

8.7 Secret areas

8.8 Frame rate

8.9 First walls

Demo cameras

Tagging sprites

 

CHAPTER ONE - building your first level

In this section I intend to give you a straight forward walk-through guide into building your first level. Your outcome from this section will be a pretty lame and very amateur looking attempt, but its only to give you the basic skills so that you may then go on to improving your level.

1.1 PLANING

The way to a good level is to plan it thoroughly before you start. You must know where that doorway is going to lead you before you make it or what purpose that room will serve etc. Many levels are spoilt because the author has had a good idea in one area, but then ruined the level because he has ran out of ideas to finish the level with :o(

In this chapter I am going to show you how to make a room containing an armchair and a desk which will lead onto another room containing a crate, then through a vent in this room, you will be led outside.

1.2 THEME

Theme is one of the most important aspects of level design. Before you start your level you will have to consider if it will be set in a city, in space or in a castle etc. (for the purposes of this tutorial the level will be set in a city). Your texture choice will be directly related to the theme. For example DO NOT have a city backdrop, then have the walls of a space station splashed around everywhere - it looks out of place and it ruins the level. So remember, When you start a level, make sure you know where it is to be set, and choose your textures so that they fit this choice.

1.3 LEVEL TYPE

Level type choice is yet another aspect which will be directly related to the design of your level. You have three main choice for level type. These are Single play, Deathmatch or Co-operative. Explanations of each level type and what each type requires to make your map successful in your chosen field will follow below.

1.4 DUKEMATCH

A dukematch level has to be medium sized (depending on how many players you intend it for) and well linked together. In a dukematch map DO NOT have, for example, a corridor that leads you onto another long corridor which will the lead you onto a maze of rooms with only one way out which is back through the long corridors you came through. Maps like these make dukematch boring (because you spend half the match looking for each other) and frustrating (because if you go one way, you are trapped). Many people think that open spaced maps (like stadium) provide for excellent dukematches, I disagree. A good dukematch map should contain a good balance of open space - like a street (not too open) and an inside area. Maps like these provide for more strategic game play and less mindless, skill less RPG shots into the pack :o)

1.5 SINGLE PLAY

A single play map should be larger than a dukematch level with the key cards placed in strategic positions throughout it. When you build a single play map you should have the user follow a route to get the key cards. Like in E1M2 (Red Light District), you HAVE to blow up that building to get the yellow card. DO NOT have acres of open space with nothing in them, these make terrible maps. Also, do not have areas of the map which are irrelevant to the completion of the level, make the map so the player has to go through EVERY area.

1.6 CO-OPERATIVE

Co-operative levels follow the same basic principal as single play, except make sure there is enough for more than one person to do. For example make a big level with lots of enemies and enough weapons to go round (but don't swamp the place, make it a challenge).

1.7 SHADING

Shading is what makes the level look good. No shading provides a plain level which looks as though it has been hammered up in two minutes. In a simple square room there should be two opposing sides which are lighter or darker than the other two. Throughout the walk-through guide below I am not going to tell you when to shade or what to shade (that would take forever) I am assuming you are shading after you complete, for example the first room. So remember to constantly have short breaks from the actual building of your map to shade what you have done so far.

1.8 GETTING STARTED

OK, now its time to start the level. Begin by drawing a box in 2d mode which is approximately 5 by 7 squares of the largest grid size. Press enter, you should now be in 3d mode. Now your map has started.

1.9 THE ROOF

We now need to make that small gap between the floor and the ceiling about the height that the roof would normally be. In 3d mode, point at the roof and press PAGE UP until the roof is at the desired height (remember not to make everything out of scale, many people do this in their 1st map). After doing this we need to get rid of that damn ugly default texture. Point at the roof and press [V] twice. Choose a texture that is suitable for a roof, I'm using texture number 814. Then press return, your roof should now be done.

1.10 THE FLOOR

Now we need to get that carpeted floor texture on the floor (as this part of the map is inside). Press [V] twice on the floor and select the red carpet texture (texture 899). Press return and now you should have a carpeted floor.

1.11 THE WALLS

Now yet again we need to get rid of that ugly default texture and choose something more suitable for our room. Go to texture 827 and put that on all the walls. You do not have to use the textures I have told you, its really whatever you prefer, but try to keep all the textures matched up.

1.12 THE ARMCHAIR

 

The armchair is just a collection of sectors. In the simplest case there would be four different sectors to construct the chair - one for the seat, one for each of the arm rests and one for the back rest. First reduce the grid size (press [G] a few times). Now draw a small rectangle in your original room - this is the seat. Make this area player space (if you have forgotten, put the cursor inside the sector and then press [ALT S] ). Now draw two smaller rectangles at each end of the long rectangle .The longer side of the smaller rectangle should be the smaller side of the larger rectangle, get that? :o) now draw a long thin rectangle right across the back of all the sectors you have made. What you should now have will look something like this (hopefully) :

 

 

_____________________

|____________________| Your screen in 2d mode should now

| | | | show something like this. They

| | | | should ALL be red lines.

|__|_______________ |__|

 

Now go into 3d mode (press ENTER) and put the cursor on the seat sector. Press PAGE UP 3 or 4 times on it. Now move onto one of the armrests. Put the cursor on it and press page up about 6 or 7 times on it, do that same for the other armrest. Now go to that back rest (the longest rectangle) and press PAGE UP on it approximately 9 or 10 times on it. You should now have a 3d armchair covered in the default texture. Once again, press [V] twice on it and choose a suitable texture for an armchair.

1.13 THE DESK

The desk is very easy, just make a small rectangle (not too small), make it player space [ALT S] and raise it up to the desired height using PAGE UP and PAGE DOWN. Again texture this to your own taste.

1.14 THE DOORWAY

Right, insert two points on one side of your room (if you don't know how, press INSERT in 2d mode on a line) Put these points where you would like the door frame to be (don't go putting them behind the armchair). Now start to draw a sector form one of these points, make a small rectangle shape (make sure you DO NOT draw over any other lines on the first line you draw). The last line you draw should go over the line between the two points (white line) and back to your original point you started the drawing from, this line should now go red. Get all that? :o)

It should look something like this

____________

|___ : = RED LINES

: | | = WHITE LINES

: |

:___|

______________| THIS IS NOT TO SCALE

Now go into 3d mode. Go over to the sector you have just made and lower the ceiling down (not to the floor, just lower than your roof). Once again make sure you have not made it too tall, thin, short or wide. The only thing left is to texture it, you should know how by this stage ;o)

1.15 THE JOINING ROOM

Start from the doorways two corners and make another room in exactly the same way you did the doorway, except this time make a sector about the same size as your original room (about 5 by 7 squares of the largest grid size). Now go into 3d mode and make the roof of this room about the same height as you did the original room (it should be higher than the doorway). Texture this room how you please.

1.16 THE CRATE

The crate is done exactly the same way as the desk was. Make a square in this case, Make it player space [ALT S] then raise it up to the desired height. Now give it the wooden crate texture.

1.17 THE VENT

The vent is very easy to make. Just make a narrow sector from one side of your room (leading to nowhere yet) pull the ceiling down till it looks like a small crawl space, give the inside of your vent the vent texture. Now go into 2d mode. Insert a sprite [S] in the middle of your vent entrance. Now go back into 3d mode, point at the sprite and press [V] twice. Look for the vent grill sprite, highlight it, then press enter. Go back into 2d mode and look what way the sprite is facing (you can tell by looking at what way the sprites "tail" points). The sprite tail should be pointing AWAY from the vents entrance, if it is not, press [<] or [>] until it is. Now go back into 3d mode. Point at the grill and press [R] on the sprite (relative alignment) the sprite should no longer pivot and follow you as you walk around it. Now you will need to make the grill the correct size. Point at it and press the numeric arrow keys (2,4,6 and 8) until you have got it at the right size.

1.18 OUTSIDE

Now, from the end of your vent, make a large sector which will be the outside area.

1.19 THE SKY

In 3d mode, go to this area and raise the ceiling of it up high (not too high). Press [V] on the roof and give it the texture of a city sky ( the one called L.A. is the best I think) Now you should have a flat blur of colour on your roof, press [P] on it (parallax). You should now have a sky.

1.20 THE SKIP

The skip is just two sectors. Begin by making a rectangle, make it player space [ALT S] now make another sector INSIDE of this sector, make that player space. There should now be two sectors, one Is the rim of the skip, the other is the inside of it. Go into 3d mode and raise the RIM of the skip up to a good height, leave the inside of the skip where it is. Texture this accordingly.

1.21 THE NEIGHBOURING BUILDINGS

Buildings are just a texture on the wall, so give the walls of your outside area one of the building textures.

1.22 MONSTERS

Monsters are simply sprites. Insert a sprite where you would like a monster to be, then press [V] twice on the sprite. You will find the monsters sprites towards the end of the list. Select whatever monster you would like to put in.

1.23 WEAPONS

Weapons are just sprites. Insert a sprite wherever you would like a weapons, then change the sprite to a weapon or ammo, you will find them at the start of the list.

1.24 THE NUKE BUTTON

The nuke button sprite can be found towards the start of the sprite/texture list. Insert this sprite on a wall of you choosing (make sure duke can reach it, if it is to high, press PAGE DOWN until it is at the correct height). Now, for this button to activate and end the level, you will have to give it a Lo-tag. I will explain about Lo-tags and Hi-tags later in this document, but for now, just accept that you have to do it :o)

A Lo-tag value is given to a sprite by highlighting it, the pressing [ALT T] in 2d mode. You will then be prompted for the Lo-tag value to be given, in this case, type in 65535. Now press return. Your nuke button is now working and your first level is now complete :o)

 

 

You should not be discouraged that this map is pretty lame and basic, but I kept it simple as it is a first attempt.

 

CHAPTER TWO - Special sprites

2.0 GUIDE TO THE SPECIAL SPRITES

In the build there are special sprites used to create many different effects. Below is a list of each of the special sprites and what each of them do.

1 Sector Effector

This is not visible during play. Its main function is to give a sector special properties (often used with sector tags) to create all kinds of special effects.

2 Activator

This is also invisible during play. It is used in conjunction with switches or touchplates to activate sector effectors or sectors with special properties (tagged sectors).

3 Touchplate

This is also invisible during play. This will trigger an activator or masterswitch when a player enters the sector that the touchplate is in.

4 ActivatorLocked

Once again this is invisible during play. It can be used, for example, to unlock a door once the keycard has been entered.

5 MusicAndSfx

Also invisible during play. This sprite controls the music and sound effects for the sector that it is in. Can be activated by the opening of a door for example.

6 Locator

Also invisible during play. It is used to define a path for a moving sector to follow.

7 MasterSwitch

Also invisible during play. It is activated by a touchplate. A masterSwitch activates the sector effector or sector tag it is linked to.

9 Respawn

Also invisible during play. It will make sprites appear (such as monsters) when triggered by a touchplate.

10 Gpspeed

Also invisible during play. This sprite sets the rate for a sector to move at. For example, what speed a door would open at.

 

CHAPTER THREE - Hitags and Lo-tags

3.1 WHAT IS A LO-TAG?

A Lo-tag is the value which is given to a sector, sectoreffector, sprite etc.

The Lo-tag tells the thing which is tagged what "operation" to carry out.

3.2 WHAT IS A HI-TAG?

A Hi-tag is the number which links one thing to another. For example if you had two sector effectors with Lo-tag 7 and Hi-tag 1, stepping into one of these sector effectors would take you to the other. This is because Lo-tag seven turns that sector effector into a teleporter, and as both SE sprite have the same Hi-tag, one will subsequently take you to the other.

TAGGING SPRITES

To insert a sprite tag simply highlight the sprite you wish to tag and then press [Alt-T] to insert a Lo-tag value and/or [Alt-H] for a Hi-tag value.

 

 

CHAPTER FOUR - Sector Tags

4.1 WHAT ARE SECTOR TAGS?

Sector tags are numbers which give a sector special properties. For example, in the simplest case - A sector is just a sector without a sector tag , it will do nothing , just be a sector. But, if we give this sector a Lo-tag value of, for example 20, this sector will now become a door which slides from the bottom up :o)

4.2 HOW TO USE SECTOR TAGS

Sector tags are very easy to use. To insert a sector tag you simply put the cursor inside the sector you wish to tag (in 2d mode) then press [T]. Then type in the value of the tag you would like to give the sector. I will explain what tag to give a sector (depending on what you want to do) at the end of this document.

CHAPTER FIVE - Sector Effectors

5.2 GUIDE TO SECTOEFFECTORS

As told above, sector effectors give sectors special properties. Below I have compiled a list of all the sector effectors (remember, it is the lo-tag which is given below)

 

0 Rotated sector

1 Pivot sprite for SE0

2 Earthquake

3 Random lights after shoot out

4 Random lights

6 Subway

7 Transport (teleport, water)

8 Up open door lights

9 Down open door lights

10 Door auto close (the Hi-tag is the time delay)

11 Rotate sector door

12 Light switch

13 C-9 Explosive

14 Subway car

15 Slide door (use with sector tag 25)

16 Rotate reactor sector

17 Elevator Transport

19 Shot touchplate ceiling down

20 Bridge (sector tag 27)

21 Drop Floor (sector tag 28)

22 Prong (sector tag 29)

24 Convairbelt

25 Engine

27 Camera for playback

29 Float

30 2 way train (sector tag 31)

31 Floor Rise

32 Ceiling fall

33 Spawn Jib W/Quake

36 Shrink ray shooter

There would be no point in myself going through each of these sectoreffector and telling you how to use each of them, all of that an be found in the BUILDHLP which comes with the build. You will find Definitions for each of the sector effectors in there underneath the list of sector effectors. If there is any part of the explanation in the BUILDHLP that you do not understand or if you can not get anything to work, let me know <galapogo@averell.demon.co.uk>

 

CHAPTER SIX - Music and SFX reference guide

Below is a list of all music and SFX in Duke Nukem 3d.

To use one of these sounds in, for example, a door, just insert a MUSICANDSFX sprite in the door sector. Now give the sprite the Lo-tag value of the sound number.

 

0 Duke kicking something

1 Bulet ricocheting

define PISTOL_BODYHIT 2

3 Pistol Firing

4 The sound that a clip makes when it is taken out of the gun

5 The sound that a clip makes when it is put into the gun

6 Chaingun firing

7 RPG shooting

8 When a pool ball strikes another ball

9 Explosion (RPG)

define CAT_FIRE 10

11 The shrinker firing

12 Something (anything) being shrunk

13 Sound a pipebomb makes when it is tossed

14 Another explosion (pipebomb)

15 When a tripbomb is put on a wall

define LASERTRIP_ARMING 16

17 Another explosion (tripbomb)

18 The sound a vent makes when broken

19 Glass breaking

20 Glass breaking

define SHORT_CIRCUIT 21

22 Something splashing in the water

DUKE BREATHING (?) 23

define DUKE_EXHALING 24

25 Duke gasping when he comes out of water

define SLIM_RECOG 26

define ENDSEQVOL3SND1 27

28 Peeing sound when Duke urinates

define ENDSEQVOL3SND2 29

define ENDSEQVOL3SND3 30

define DUKE_PASSWIND 32

33 Duke cracking knuckles

define SLIM_ATTACK 34

define SOMETHINGHITFORCE 35

36 Lapping sound when duke drinks

37 Duke dyeing

define DUKE_GRUNT 38

39 The intense heartbeat when using steroids

40 Duke wading on water

define DUKE_DEAD 41

define DUKE_LAND 42

43 Sound when duke walks in vents

define DUKE_GLAD 44

define DUKE_YES 45

define DUKE_HEHE 46

define DUKE_SHUCKS 47

define DUKE_UNDERWATER 48

49 Jetpack on

50 Jetpack idle

51 Jetpack off

define LIZTROOP_GROWL 52

define LIZTROOP_TALK1 53

define LIZTROOP_TALK2 54

define LIZTROOP_TALK3 55

define DUKETALKTOBOSS 56

define LIZCAPT_GROWL 57

define LIZCAPT_TALK1 58

define LIZCAPT_TALK2 59

define LIZCAPT_TALK3 60

define LIZARD_BEG 61

define LIZARD_PAIN 62

define LIZARD_DEATH 63

define LIZARD_SPIT 64

define DRONE1_HISSRATTLE 65

define DRONE1_HISSSCREECH 66

define DUKE_TIP2 67

define FLESH_BURNING 68

69 Squishing sound

70 Teleporter

71 Elevator goes up

72 Duke got killed

73 Elevator going down

define DOOR_OPERATE1 74

75 Sound subway makes

define SWITCH_ON 76

define FAN 77

define DUKE_GETWEAPON3 78

79 Tiolet flushing

define HOVER_CRAFT 80

81 Rumbling sound, used in quakes

define INTRUDER_ALERT 82

define END_OF_LEVEL_WARN 83

define ENGINE_OPERATING 84

define REACTOR_ON 85

define COMPUTER_AMBIENCE 86

define GEARS_GRINDING 87

88 Bubble ambience when Duke is underwater

define MACHINE_AMBIENCE 89

90 Sewer ambience (like in the E1L2 sewer)

91 Wind abience (for on top of rooves, etc.)

92 Dripping sound

93 Steam sound

define THEATER_BREATH 94

95 Music used in a bar

define BOS1_ROAM 96

define BOS1_RECOG 97

define BOS1_ATTACK1 98

define BOS1_PAIN 99

define BOS1_DYING 100

define BOS2_ROAM 101

define BOS2_RECOG 102

define BOS2_ATTACK 103

define BOS2_PAIN 104

define BOS2_DYING 105

106 Powerup sound when Duke gets atomic health

define DUKE_GETWEAPON2 107

108 Sound the 3rd boss makes when he dies

109 Shotgun firing

define PRED_ROAM 110

define PRED_RECOG 111

define PRED_ATTACK 112

define PRED_PAIN 113

define PRED_DYING 114

define CAPT_ROAM 115

define CAPT_ATTACK 116

define CAPT_RECOG 117

define CAPT_PAIN 118

define CAPT_DYING 119

define PIG_ROAM 120

define PIG_RECOG 121

define PIG_ATTACK 122

define PIG_PAIN 123

define PIG_DYING 124

define RECO_ROAM 125

define RECO_RECOG 126

define RECO_ATTACK 127

define RECO_PAIN 128

define RECO_DYING 129

define DRON_ROAM 130

define DRON_RECOG 131

define DRON_ATTACK1 132

define DRON_PAIN 133

define DRON_DYING 134

define COMM_ROAM 135

define COMM_RECOG 136

define COMM_ATTACK 137

define COMM_PAIN 138

define COMM_DYING 139

define OCTA_ROAM 140

define OCTA_RECOG 141

define OCTA_ATTACK1 142

define OCTA_PAIN 143

define OCTA_DYING 144

define TURR_ROAM 145

define TURR_RECOG 146

define TURR_ATTACK 147

define DUMPSTER_MOVE 148

define SLIM_DYING 149

define BOS3_ROAM 150

define BOS3_RECOG 151

define BOS3_ATTACK1 152

define BOS3_PAIN 153

define BOS1_ATTACK2 154

define COMM_SPIN 155

define BOS1_WALK 156

define DRON_ATTACK2 157

define THUD 158

define OCTA_ATTACK2 159

define WIERDSHOT_FLY 160

define TURR_PAIN 161

define TURR_DYING 162

define SLIM_ROAM 163

define LADY_SCREAM 164

define DOOR_OPERATE2 165

define DOOR_OPERATE3 166

define DOOR_OPERATE4 167

define BORNTOBEWILDSND 168

169 Shotgun cock

define GENERIC_AMBIENCE1 170

define GENERIC_AMBIENCE2 171

define GENERIC_AMBIENCE3 172

define GENERIC_AMBIENCE4 173

define GENERIC_AMBIENCE5 174

define GENERIC_AMBIENCE6 175

176 3rd boss atacking

define GENERIC_AMBIENCE17 177

define GENERIC_AMBIENCE18 178

define GENERIC_AMBIENCE19 179

define GENERIC_AMBIENCE20 180

define GENERIC_AMBIENCE21 181

define GENERIC_AMBIENCE22 182

183 "Secret Level" sound

define GENERIC_AMBIENCE8 184

define GENERIC_AMBIENCE9 185

define GENERIC_AMBIENCE10 186

define GENERIC_AMBIENCE11 187

define GENERIC_AMBIENCE12 188

define GENERIC_AMBIENCE13 189

define GENERIC_AMBIENCE14 190

define GENERIC_AMBIENCE15 192

define GENERIC_AMBIENCE16 193

194 Crackling Fire

define BONUS_SPEECH1 195

define BONUS_SPEECH2 196

define BONUS_SPEECH3 197

define PIG_CAPTURE_DUKE 198

define BONUS_SPEECH4 199

200 The sound Duke makes when he jumps off somewhere high

define DUKE_HIT_STRIPPER1 201

define DUKE_TIP1 202

define DUKE_KILLED2 203

define PRED_ROAM2 204

define PIG_ROAM2 205

define DUKE_GETWEAPON1 206

define DUKE_SEARCH2 207

define DUKE_CRACK2 208

define DUKE_SEARCH 209

define DUKE_GET 210

define DUKE_LONGTERM_PAIN 211

212 Monitor sound

213 Nightvision on/off

define DUKE_HIT_STRIPPER2 214

define DUKE_CRACK_FIRST 215

216 Duke using the medikit (AAAAAAH)

define DUKE_TAKEPILLS 217

218 "Aaaaahhhh, much better!"

219 Sound made when a weapon is selected

define WATER_GURGLE 220

define DUKE_GETWEAPON4 221

define JIBBED_ACTOR1 222

define JIBBED_ACTOR2 223

define JIBBED_ACTOR3 224

define JIBBED_ACTOR4 225

define JIBBED_ACTOR5 226

define JIBBED_ACTOR6 227

define JIBBED_ACTOR7 228

define DUKE_GOTHEALTHATLOW 229

define BOSSTALKTODUKE 230

define WAR_AMBIENCE1 231

define WAR_AMBIENCE2 232

define WAR_AMBIENCE3 233

define WAR_AMBIENCE4 234

define WAR_AMBIENCE5 235

define WAR_AMBIENCE6 236

define WAR_AMBIENCE7 237

define WAR_AMBIENCE8 238

define WAR_AMBIENCE9 239

define WAR_AMBIENCE10 240

define ALIEN_TALK1 241

define ALIEN_TALK2 242

define EXITMENUSOUND 243

define FLY_BY 244

define DUKE_SCREAM 245

define SHRINKER_HIT 246

define RATTY 247

define INTO_MENU 248

define BONUSMUSIC 249

define DUKE_BOOBY 250

define DUKE_TALKTOBOSSFALL 251

define DUKE_LOOKINTOMIRROR 252

define PIG_ROAM3 253

define KILLME 254

define DRON_JETSND 255

define SPACE_DOOR1 256

define SPACE_DOOR2 257

define SPACE_DOOR3 258

define SPACE_DOOR4 259

define SPACE_DOOR5 260

define ALIEN_ELEVATOR1 261

define VAULT_DOOR 262

define JIBBED_ACTOR13 263

define DUKE_GETWEAPON6 264

define JIBBED_ACTOR8 265

define JIBBED_ACTOR9 266

define JIBBED_ACTOR10 267

define JIBBED_ACTOR11 268

define JIBBED_ACTOR12 269

define DUKE_KILLED4 270

define DUKE_KILLED5 271

define ALIEN_SWITCH1 272

define DUKE_STEPONFECES 273

define DUKE_LONGTERM_PAIN2 274

define DUKE_LONGTERM_PAIN3 275

define DUKE_LONGTERM_PAIN4 276

define COMPANB2 277

define KTIT 278

define HELICOP_IDLE 279

define STEPNIT 280

define SPACE_AMBIENCE1 281

define SPACE_AMBIENCE2 282

define SLIM_HATCH 283

define RIPHEADNECK 284

define FOUNDJONES 285

define ALIEN_DOOR1 286

define ALIEN_DOOR2 287

define ENDSEQVOL3SND4 288

define ENDSEQVOL3SND5 289

define ENDSEQVOL3SND6 290

define ENDSEQVOL3SND7 291

define ENDSEQVOL3SND8 292

define ENDSEQVOL3SND9 293

define WHIPYOURASS 294

define ENDSEQVOL2SND1 295

define ENDSEQVOL2SND2 296

define ENDSEQVOL2SND3 297

define ENDSEQVOL2SND4 298

define ENDSEQVOL2SND5 299

define ENDSEQVOL2SND6 300

define ENDSEQVOL2SND7 301

define GENERIC_AMBIENCE23 302

define SOMETHINGFROZE 303

define DUKE_LONGTERM_PAIN5 304

define DUKE_LONGTERM_PAIN6 305

define DUKE_LONGTERM_PAIN7 306

define DUKE_LONGTERM_PAIN8 307

define WIND_REPEAT 308

 

 

 

 

CHAPTER SEVEN - How to……

This chapter shows how to do many of the most common things in Duke3d that some people don't know how to do.

 

7.0 TOOTHED DOORS

This door looks really cool and it's real easy to make.

1) Create a series of sectors as shown below

________________________ ______________________

: : : :

: : : :

: :_____________: :

: : _____ : :

: : :__B__: : :

: D : _____ A : E :

: : :__C__: : :

: :_____________: :

: : : :

: : : :

:______________________: :_____________________:

2) Raise sector A, B, and C's ceiling to match D and E's. Leave sector A's floor alone, but make B and C's floor low enough so that you can't see it, even looking down. Texture these.

3) Give sector A a unique Hitag, and a Lotag of 29. Place one sector effector in sector B and C. Give these sectoreffectors the unique Hitag you gave sector A, and a Lotag of 22. That's it. You might

want a MUSICANDSFX sprite with a Lotag of 166 in sector A.

.

7.1 MAKE DOORS THAT OPEN FROM THE BOTTOM UP

"Normal" doors are very easy to make. These doors are often referred to as "Doom doors" or "Door 20"

1) First start by making your door sector.

2) In 3d mode, press [O] on the walls of this sector (this orientates the wall so it does not move with the door).

3) Go back into 2d mode and give the door sector a Lo-tag of 20 (press [T] in 2d mode)

4) Insert a MUSICANDSFX sprite in the door sector and give it the Lo-tag value of your choosing (167 is often used)

5) Now go back into 3d mode and pull the roof of the door sector down to the floor

And that should now be a working door.

 

7.2 MAKE SWINGING DOORS

Swinging doors are more tricky to make at first, but once you know how to it is very easy.

1) Create your door opening

2) Now create an independent sector which is not connected to anything. Make this player space [ALT S] in 2d mode. This will be your door so raise it up to the desired height.

3) Move your door sector into position. Make sure the points of the door sector are not connected to any other points

4) Give the door sector a Lo-tag value of 23

5) Now you will have to define a pivot point for which the door will pivot on. Insert a sectoreffector on the very edge of the door sector, but make sure it is inside the sector,

6) Give the sector effector a Lo-tag value of 11

7) Now you will have to define whether the door is to open clockwise or counter clockwise. If you want it to open clockwise, make the SE sprite point downwards and to make it open counter clockwise, make the SE sprite point upwards.

8) Now add your MUSICANDSFX sprite, typically, give the sprite a Lo-tag value of 165 and a Hi-tag value of 165.

That's it, a swinging door.

7.3 MAKE DOORS THAT ARE OPENED BY A SWITCH

1) Make a door (for simplicities sake, make it a normal door)

2) Now insert a switch somewhere on a wall

3) Insert an ACTIVATOR sprite in the door sector

4) Give the switch a Lo-tag value of your choosing

5) Give the ACTIVATOR the same Lo-tag value as the switch

6) Insert a MUSICANDSFX sprite in the door sector

7) ALTERNATIVLY to step 6, you could give the switch the Hi-tag value of the music or SFX you would like in the door, this way the sound only activates once, like in E1L1 (Hollywood holocaust) when you open the arcade machine and Duke says "Hmmm, don't have time to play with myself".

That is now your finished door and switch set-up. If you would like the switch to be invisible, simply turn the switch around so that it faces the wall. If you have forgotten how to turn sprites around, you press [<] or [>]

7.4 MAKE DOORS THAT ARE OPENED BY A KEYCARD

1) First make your door

2) Put a keycard switch on a nearby wall

3) Insert a keycard somewhere in your map

4) In the door sector, insert a LOCKED ACTIVATOR

5) Give the LOCKED ACTIVATOR a Lo-tag value of your choosing

6) Give the keycard switch the same Lo-tag value

You now have a working Locked door.

NOTE:

To get the different keycard colours you must palette shift [AltGr P] the keycards and keycard switches to :-

21 for red

23 for yellow

Blue is default

7.5 MAKE A MIRROR

For a mirror to work, you will need a large room behind the area where you intend the mirror to be.

1) Create the sector for the mirror

2) Now make a room (best to make it over twice as big as the room you will see the mirror from) behind the mirror sector

3) Mask the wall the mirror will be on (point at the floor and press [M]

4) Now assign the mirror texture to the mask wall (number 560)

5) Now, make the masked wall one sided by pointing at it and pressing [1]. You should now see a pink colour indicating transparency

6) Now point at the mirror (in 3d mode) and make it blockable [B], and hitable [H]

 

Your mirror is now finished

7.6 MAKE A TELEPORTER

1) Make a TWO small sectors, these will be the teleport pads. Each pad will transport you to the other so put them in places you would want, rather than right next to each other :o)

2) In each of these sectors, insert a sectoreffector sprite

3) Give BOTH of these sprites a Lo-tag value of 7

4) Give BOTH of the sprites the SAME Hi-tag value (it doesn't matter what value you give them, just as long as they don't conflict with any other Hi-tags)

You should now have two working teleporters, one taking you to the other.

7.7 MAKE GLASS

Glass is very easy.

1) Mask the wall you want the glass to be on [M]

2) Assign the glass texture (number 503)

3) Make the glass Blockable [B] ,and hitable [H]

4) You have a transparency effect by pressing [T] a few times on the glass

You now have glass, go and smash it.

7.8 MAKE SECURITY CAMERAS

1) Insert the view screen AS A SPRITE on the wall

2) Insert the camera sprite around the place (wherever you want a camera)

3) Give the view screen sprite a Hi-tag of your choosing

4) Give the cameras the SAME Lo-tag as the view screens Hi-tag

5) If you like, you can make the cameras pan around. This is done by giving the cameras a Hi-tag value, the larger the value, the larger the distance the camera will pan.

7.9 MAKE A SKY WINDOW

Sky windows are windows which will look out onto a parallax sky texture. These make the map seem more open.

1) Create your window

2) From the back of the window sector, make another sector. I will call this sector number TWO

3) From the back of sector number TWO, make another sector. I will call this sector number THREE

4) Now give the roof and floor of sector THREE a parallax sky texture

5) Then give the roof and floor of sector TWO the same parallax texture

6) Now pull the roof of sector THREE down to the floor

7) Now put grid locking off [L]

8) Drag the points that divide sector TWO and THREE down as close as possible to the points of sector ONE without putting the points on top of the other points. If you do this correctly, you should no longer be able to see the edges of sector TWO at all.

9) In 2d mode, make the back line of sector TWO blockable [B]

If you followed all that, you should now have a window which looks out onto a parallax sky.

7.10 MAKE LOW PERIMETER WALLS

1) Make the sector which is to be the wall

2) Give the roof of this sector a parallax sky texture

3) Now make a sector which runs parallel to the wall, give this sectors roof and floor the same parallax sky texture

4) Now pull the roof of the outer sector down to the floor

5) Go into 2d mode. Make the edge of your wall blockable [B]

You should now have a low perimeter wall.

 

7.11 EARTHQUAKE

Earthquakes require a few things to work. First, you'll build your map so that the RESULT of the earth quake is showing. Also, you'll need some sort of trigger for the earthquake. Earthquake sounds are automatic, but earthquake jibs must be added by you.

1) First step is to create the result of the earthquake. Try building a sector within a sector, then split that sector with a jagged line (add vertexes to the split line and move the vertexes around to make it jagged).

2) Then, use the [ and ] keys to tilt half of your new sector into the ground. You can use the [Alt-F] key in 2d mode to reset the "first wall" of the sector. Tilted floors pivot along the "first wall" of a sector.

3) The way your sector now looks in 3d mode will be how your sector will look after the earthquake is triggered.

3) Build another sector in a sector a short distance from your quake result sectors. This is going to be your "touch plate." Raise the floor a bit so you'll be able to see the "touch plate" sector when your play your map.

4) Now to add the correct Sector Effect Sprites, Master Switch Sprites, and Touch Plate Sprites. First, place a Sector Effect Sprite with Lo-tag 2 on the sector that will be affected by the earthquake. You may adjust the direction of the SE 2 Sprite to indicate the direction the sector will move during the quake.

5) Add a Master Switch Sprite (Sprite number 8) near the SE 2 Sprite within the sector that will be moved.

6) Raise the height (Page Up in 3d mode) of both the Master Switch Sprite and the Sector Effect Sprite to be equal with the normal floor level.

7) Now, place a Touch Plate Sprite (Sprite #3) on the touch plate sector. Give the Touch Plate Sprite and the Master Switch Sprite matching Loo-Tags. This is one instance where the two Sprites (Master Switch and Touch Plate) will be linked with Loo-Tag and not Hi-Tag.

8) Finally, if you want little chunks of rock to fall or bounce around while the earth quake is taking place you may place some Spawn Earthquake Jib Sector Effect Sprites (SE 33) around the earthquake area.

7.12 WATER

Water consists of two different sectors, above and below water.

1) Make your above water sector. Texture it with the water tile texture (number 336) Give this sector a Lo-tag value of 1

2) Make your underwater sector THIS SECTOR MUST BE EXACTLY THE SAME SIZE AS THE ABOVE WATER SECTOR IN LENGTH AND BREADTH, the distance from floor to ceiling makes no difference. Texture the roof of this sector with the water tile. Give this sector a Lo-tag value of 2

3) Insert a SECTOREFFECTOR sprite in both the above and below water sectors in EXACTLY the same place

4) Now give both Sectoreffectors a Lo-Tag value of 7

5) Give both sector effectors a Hi-tag value of your choosing.

All going well, you should now be taken from above water to below water when you enter the sector

 

7.13 MAKE ELEVATORS

To make an elevator like the one in E1L1 (Hollywood holocaust), follow this procedure.

1) Make your elevator sector

2) Give this sector a Lo-tag value of 17

3) Press PAGE UP on the elevator sector a few times so that you can see the edge of it. When you can see this apply the elevator texture.

4) Insert a sectoreffector sprite and give it a Lo-tag value of 12

5) Insert a musicandsfx sprite and give it a Hi-tag of 73 and a Lo-tag value of 71

 

7.14 MAKE RANDOM LIGHTS

 

To make Lights Flash on and off randomly is very easy.

1) Insert a Sectoreffector sprite in the sector you wish to flash and give it a Lo-tag value of 4.

2) Shade the SE sprite to the brightness you wish to wish the room to flash to, and set the sector brightness to when the lights are not flashing.

3) You can palette shift [AltGr-p] the sectoreffector sprite to get the sector to flash that colour. You can also palette shift the sector to a different colour so you can get that blue and red flashing lights effect like in E1L2 (Red Light District)

7.15 MAKE LIGHTS FLASH AFTER THEY HAVE BEEN SHOT OUT

This is a little more difficult than just random lights, but it is still easy :o)

1) Apply the Light texture to the roof of the sector in which you wish to apply the effect (number 701)

2) Now insert a Sectoreffector sprite in the sector and give it a Lo-tag value of 3

3) As in random lights, shade the SE sprite to the brightness you want the room to flash to, and the sector brightness to the brightness you wish the room to be when it is not flashing

When you now enter your map the lights should be on and only once you shoot the lights, they should flash.

7.16 MAKE EXPLOSIONS TRIGGERED BY C-9

In this section I intend to show you how to make a an explosion which is triggered by shooting C-9 canisters which are nearby. This will blow a hole in the wall.

1) First begin by making your map with the hole in the wall showing. NOTE: It is best to break your area in the wall up into two or three sectors, that way you can tilt ceilings and floors. Also, if you do tilt the ceilings and floors, make sure that you press the [ or ] keys the same amount of time on both floor and ceiling. They do not have to be tilted the same way, just tilted to the same extent. Not doing this will result in a gap in the wall where you have tilted to far, thus showing the falseness of it :o(

2) Now insert a Sectoreffector sprite in EVERY sector you wish to be blown open

3) Give these sector effectors a Lo-tag value of 13

4) give all sectoreffectors a linking Hi-tag

5) Now, insert some C-9 canisters (the ones you will have to shoot at to trigger the explosion)

6) Give these canisters a Hi-tag value THE SAME as you gave the Sectoreffectors

7) The C-9 canisters Lo-tag shows how long the time delay will be until it explodes once triggered.

8) Give one C-9 canister a Lo-tag of zero (it is best to go up in twenties), the next a Lo-tag of twenty, the next a Lo-tag of forty and so on

9) It is best to have separate explosions inside the sector which is to be blown open (so it looks like the hole has been blown wide open)

10) Insert more C-9 canisters inside the hole in the wall

11) This is important : Make these canisters very thin by pointing at it (in 3d mode) and pressing keypad 6 or 4. This makes the canisters invisible during play.

12) Give the new C-9 canisters (the thin ones) the same Hi-tag as the everything else.

13) As before, give these canisters a Lo-tag which will indicate the time it will take to explode. The best way to do this (so you get a nicely timed explosion) is to see what the highest Lo-tag has been so far. For example, the canisters which you will shoot in the game might have the Lo-tags : 0, 20, 40 so the thin ones should have the Hi-tags : 60, 80, 100, 120 …etc..

Shooting these canisters in the game should set off and explosion which will blow a hole in the wall.

7.17 MAKE EXPLOSIONS WHICH ARE TRIGGERED BY CRACK

Shooting a crack in the wall blows open a gapping hole. The steps below will show you how its done.

1) Start by making a hole in the wall (the result of the explosion). As I said above, its best to make it in a few different sectors so you can tilt the floor and ceiling but remember, you have to tilt the floor and ceiling the same amount of times (they can be tilted in opposite directions)

2) Now, in 2d mode insert a sprite on the line between the resulting hole and the area where the crack will be viewed from.

3) Give this crack a Hi-tag of your choosing (as long as there is no conflicting Hi-tags)

4) In each sector of the hole insert a Sector effector sprite

5) Give this SE a Lo-tag of 13

6) Now give the SE the same Hi-tag as the crack's

7) Insert C-9 canisters INSIDE the hole in the wall (or outside, if you want the explosion to carry out of the hole)

8) Make these C-9 canisters very thin by pointing at it (in 3d mode) and pressing keypad 4 on it or keypad 6, this makes the canisters invisible during play.

9) Give these canisters the Hi-tag that you gave everything else

10) Now, the Lo-tag of these canisters indicate the time it will take to explode once it has been triggered. Give one of the canisters a Lo-tag of 0, another of Lo-tag 20, the next of Lo-tag 40 and so on (progressing in twenty's)

Shooting this crack should now set off and explosion an blow a hole in the wall.

7.18 MAKE STACKED SECTORS

I am going to show you how to do this in the simplest way possible. That would be a square room with a staircase leading out of it which will take you to a room ABOVE that room. So you would have a "floor on floor" structure.

1) begin by making your ground floor, when adjusting the height of it, make sure you move the ROOF up.

2) now make a stair case leading out of the room, which in turn will lead you back into the room area, but on a higher level.

3) Now make your upper area (in a separate part of the map). When adjusting the height of this one follow this procedure : Move the ceiling up about twice as high as you want the room, hen move the FLOOR up (point at the floor and press PAGE UP) to the correct level.

4) Now, highlight your upper level (press and hold Alt-Gr, and drag the box over it)

5) Once it is highlighted, point at it and press and hold mouse button 1. You should now be able to move that section around the grid.

6) Drag it over to the other part you made (bottom floor and staircase) and place the highlighted upper floor ON TOP of the bottom floor (it best not to over lap the walls, it makes it easier to se things when you don't)

7) Press Alt-Gr again. The sector should no longer be highlighted

8) Now, join the upper floor to the stair case, as you normally would.

9) Now you need to match up the floor of the upper floor with the stair case

10) Move the ceiling of the upper floor up high and the floor down low, you should now see the entryway to the staircase.

11) All that's left to do is put the floor and ceiling at the correct level. Do this by pressing the PAGE UP and PAGE DOWN keys until the levels are correct.

That should be it. There are a few problems with stacked sectors in that you can never see both floors of stacked sectors at the same time and there is often "warp" bugs which will take you to the below floor.

7.19 MAKE SPRITE SPAWN FROM A BIN

This is when you shoot a bin and, for example, shotgun shells appear.

1) Insert the bin sprite called CANWITHSOMETHING. This is sprite number 1232.

2) Now give the can sprite a Lo-tag [Alt-T] value of the sprite number you wish it to spawn. So, if you want the bin to spawn shotgun shells once it is destroyed, you would give the bin a Lo-tag value of 49 which is the sprite number of shotgun shells. You can find the sprite number at the bottom left corner of the textures list (when you press V).

That's it.

7.20 MAKE BRIDGES

Bridges are made up of sprites.

1) Insert a sprite

2) Make this sprite relative to the floor (press [R] until it is flat on the ground)

3) Make this sprite blockable [B] and hitable [H]

4) Raise this sprite to the correct level by pressing PAGE UP or PAGE DOWN

5) Now add sprites around the edges of the first sprite so it looks like these sprites are the edges of the bridge (you'll have to make them relative to the bridge , so make them face away from it by pressing the < or > keys. After doing this, press [R] on it)

6) Add another sprite underneath the bridge (so it looks like the bottom of it) make this sprite relative to the ground and lift it to the correct level.

7.21 MAKE UP AND DOWN DOORS

These are doors which open from the middle.

1) Construct a "normal" door (door 20)

2) Make the ceiling an floor of the door sector meet in the middle

3) Give the door sector a Lo-tag value of 22

That's it, all done

7.22 MAKE ROOF TO FLOOR DOORS

These are doors which open from the roof to the floor.

1) Construct a "normal" door (door 20)

2) Pull the floor of this ceiling to the roof of the door sector

3) Give this sector a Lo-tag value of 21

7.23 MAKE CRUSHERS

These are like an engine piston. The ceiling of these sectors come up and down and crush you.

1) To do this, set the sector's ceiling to how high it will go, and the floor to how low it will go.

2) Put a SECTOR EFFECTOR in there and give it a Lo-tag of 25. That's it!

3) Put the SE at the height you would like the piston to start at.

7.24 MAKE AN ECHO SECTOR

This is when anything done in the sector will create an echo (like in the tunnel in L.A. rumble)

1) Place a MUSICANDSFX sprite (#5 )in the sector.

2) Give it a Hi-tag of how far away the shot has to be to be echoed, and a Lo-tag of how much it will echo

7.25 MAKE A TWO WAY TRAIN

1) Make your car sector. Give the sector a Lo-tag of 31. If you make more than one sector, you will have to give the other sectors a Lo-tag of 31 also

2) Put 2 sprites in the car, an activator and a Sector Effect

3) Put a switch somewhere, It can be in the car if you want.

4) Give the switch a Lo-tag

5) Give the activator the same Lo-tag.

6) Give the sector effector sprite a Lo-tag of 30.

7) Now you will need to define the track. Put two locators somewhere. The first place to put a locator should be BEHIND the train car. Give this locator a Lo-tag of 1.

8) Leave the other locator alone

7.26 MAKE A BUILDING BLOW UP

This is how to make a building blow up, like the one in E1L2 (Red Light District) First, you must understand the following:

To lower floors, use SE 13. Apparently, SE 13, which is used to make blastable walls, is actually a floor lowerer. But, without a GSPEED sprite applied to it, you don't see it lower the floor.

1) Create the result of the building blowing up. Put a SECTOR EFFECTOR, MASTERSWITCH, and GSPEED sprite in every sector that will be affected.

2) Give the GSPEED sprite a Lo-tag of 64 (this is just how fast the building will blow, and seems to be standard speed. Anything faster causes a VERY slow frame rate). Give the SECTOR EFFECTOR

a Lo-tag of 13, and a unique Hi-tag .Give the MASTER SWITCH sprites a Lo-tag equal to the SECTOR EFFECTORs Hi-tag

3) Put a switch or touchplate somewhere. Give it a Lo-tag that is equal to the MASTERSWITCH sprite Lots.

 

Now, if you just wanted to have the floor lower, this would not work. For some odd reason, you MUST have a C-9 sprite somewhere. I put 2 sprites, a C-9 sprite and a MASTERSWITCH sprite. The MASTERSWITCH sprites Lo-tag should be equal to the switches Lo-tag, and the C-9 should have the same number as it's Hi-tag, but no Lo-tag.

4) Now, the C-9. Place C-9 wherever you want. Keep in mind that wherever you place the C-9, at whatever height, that's where it will blow up.

5) Give the C-9 a Hi-tag that is equal to the switches Lo-tag. The Lo-tag for the C-9 is the time

delay before it explodes.

6) Put a MASTERSWITCH sprite in EVERY sector that you put C-9 in. Give it the same Lo-tag as the switches Lo-tag.

7.27 MAKE THE CEILING COME DOWN WHEN SHOTS ARE FIRED

This is a VERY simple procedure, and it's pretty cool, yet most probably useless. What it does is when an explosion is heard in the sector, it comes crashing on your head.

To do this, just put a sector effector in the sector you want and give it a Lo-tag of 19.

===========

This Chapter was only to tell you how to do the most common things. After reading this text file you should be able to work out what things you need for what. For example if I wanted a drawbridge to rise up after the shooting of two switches on the other side of a moat, I would need to have a : SECTOREFFECTOR, LOCKED ACTIVATOR, ACTIVTOR, GPSPEED, two switches and a MUSICAND SFX and a sector tag of 17. First I would start off making an elevator because I want the sector (the drawbridge) to rise up (sector tag 17 and sectoreffector 12 for an elevator. Its is explained in chapter seven), then I would insert the switches and give them a Lo-tag of my choosing. Then I would insert a Locked activator (because I don't want the drawbridge to rise up without these two switches being pressed) which is linked to the switches. Then I would insert an activator (because I want the drawbridge to rise up after it has been "unlocked" by the two switches). After doing all that, I would insert a GPSPEED and give it a Lo-tag of 90 (because I want it to rise up slowly). Then I would insert a MUSICANDSFX and give it the Lo-tag of 262, which is a suitable sound.

Now that that's all done, I should press the two switches and the drawbridge will rise up :o)

Finding things out in build is a simple process of trial and error, so don't give up if you got something wrong at first.

 

CHAPTER EIGHT - Miscellaneous

In this chapter I intend to give miscellaneous pieces of information which may be useful.

ALL BUILD KEYS AND THEIR FUNCTIONS

 

The 2d mode keyboard functions

Arrows Moves the 3D view cursor position. The cursor will be

clipped against blocking wall and sprite boundaries.

Press the right mouse button to move the 3D view

cursor to a different position on the map.

ESC Brings up the menu. Press ESC again to cancel.

PadEnter Toggle between 2D and 3D editing modes

SpaceBar Press the space bar when drawing new sectors. There

are several ways of drawing new sectors. The

following three ways of drawing sectors can all be

done by only using the space bar. The application is

"smart" enough to decide which method you are using.

1. Drawing a FULL LOOP - that is, whenever the new

sector meets the old sector, draw over that line

again. In full loop mode the new sector must not

already be in another sector. The loop is done

when you press the space bar at the first point

again.

2. SPLITTING a sector - press space bar to draw points

at which you want to split a sector. The computer

knows you are done splitting when you end at

another point that's on the edge of the sector you

are splitting.

3. Drawing a sector COMPLETELY INSIDE another sector.

(for example, columns) To do this, just press space

bar at every point in the loop. The loop is done

when you press the space bar at the first point

again.

Backspace

Deletes previously plotted point during sector creation. Press

repeatedly to get rid of all previously plotted points.

Insert Inserts a new endpoint at the midpoint of the highlighted

line. Then you can drag the point to wherever you like. (If

you insert on a red line, the point will be inserted on both

sides of the sector line.) If a bunch of sectors are selected

(see right ALT) then instead of inserted points, the selected

sector bunch will be duplicated (stamped). Don't forget to

drag the selected sectors after stamping.

Delete Use this to delete sprites. Do NOT delete marker sprites

created by the XSYSTEM. Instead, change the sector type.

NOTE: To delete endpoints from a line, DON'T PRESS DELETE.

Instead, drag the endpoint onto a neighboring endpoints, while

the grid is on. If the endpoint is dragged exactly on top of

the neighboring endpoint, it will automatically be deleted.

Right Ctrl-Delete

This deletes the whole sector that the mouse cursor is in. Use

this option with caution as it has been know to cause problems

in maps.

ScrollLock

Set editing starting position (brown arrow) to your current

position (white arrow). Also used to define the default player

starting positions, but level designers are expected to place

player starting marker sprites in all maps.

TAB View attributes of the sector under the cursor.

AltTAB View attributes of the wall or sprite closest to the cursor.

A/Z Zoom the 2D view in and out. Text tags may disappear when the

view is zoomed out. Zoom in to view them again. (ref. Ctrl-T)

B Toggles blocking attribute of walls and sprites. A blocked

wall or sprite will with a thick line in 2D EDIT MODE. See

the description for 'B' in the 3D EDIT MODE section for more

details.

C Turn a line into a circle defined by short line segments.

Press 'C' on a highlighted wall, and move the mouse cursor to

change the arc of the circle. Press [+] or [-] to change the

number of line segments in the circle. Press 'C' again to

cancel circle creation, or SpaceBar to accept the changes.

(NOTE: Grid size affects the position of the arc. Refer to 'G'

and 'L' below.)

E Change a sprite's status list number. Level designers should

not have to change a sprite's status directly, unless a bug is

reported when running the game.

G Change grid resolution. The grid resolution cycles through the

following sequence:

* Off : no grid

* 1x : 64x64 pixel grid

* 2x : 32x32 pixel grid

* 4x : 16x16 pixel grid (* DEFAULT *)

* 8x : 8x8 pixel grid

* 16x : 4x4 pixel grid (Has wall texturing problems.)

* 32x : 2x2 pixel grid (Has wall texturing problems.)

Use the two finest grid resolutions only for positioning

sprites. Wall vertices should not be closer to each other

than the grid lines at 8x resolution.

H Edit the high tag for the sector under the cursor.

Alt-H Edit the high tag for the wall or sprite under the cursor.

(See also: T and Alt-T. Level designers should not edit these

fields directly, as they are used internally by XSYSTEM.)

Ctrl-H Toggle the hitscan sensitivity of a sprite or masked wall.

Objects which are hitscan sensitive can be hit be vector

weapons.

L Turns grid locking on or off. If the mouse cursor is pink then

grid locking is on. If it is white then grid locking is off.

There is no grid locking if the grid is turned off. Also,

grid locking will lock to nearby points.

J Join two neighboring sectors. Press J when mouse cursor is

over the first sector. Then press J again when the mouse

cursor is over the neighboring sector. The attributes of the

combined sector will be taken from the first sector selected.

K Mark a wall or sprite for motion

(blue = forward motion, green = reverse motion)

M Make a wall masked

S Places a sprite at the location under the mouse cursor. Refer

to the SPRITES section (above) for more information.

Alt-S Convert internal white sector (single-sided linedef) to a red

sector (double-sided linedef). Ctrl-Delete can be used to

reverse this. (NOTE: Outer loop cannot be converted!)

T Edit the low tag for the sector under the cursor.

Alt-T Edit the low tag for the wall or sprite under the cursor.

(See also: H and Alt-H. Level designers should not edit these

fields directly, as they are used internally by XSYSTEM.)

Ctrl-T Toggle the text captions for sectors, walls and sprites.

< | > Rotate a Sprite: Rotation has a precision of 2048 degrees, and

sprites can have an angle value range of 0 to 2047. Pressing

the shift key allows a finer degree of rotation.

Rotate a Sector: Sectors highlighted with RightAlt can also be

rotated using these keys.

[ | ] Rotate a sprite without wrapping. Generally used for marker

sprite rotation, allowing marked sprites to rotate several

times throughout a busy cycle.

F5 Display sector specific data

F6 Display sprite/wall specific data

Alt-F5 Edit sector specific data in the editing dialog.

Alt-F6 Edit sprite/wall specific data in the editing dialog.

While in the editing dialog, the following keys are active:

Esc Exit dialog and abandon changes

Enter Exit dialog and save changes

Left Previous control

Sh Tab Previous control

Right Next control

Tab Next control

Up Increase value by 1 or move radio button up

Pad + Increase value by 1

Down Decrease value by 1 or move radio button down

Pad - Decrease value by 1

Pg Up Increase value to next multiple of 10

Pg Dn Decrease value to next multiple of 10

Space Toggle check boxes

F10 Get next unused channel (rxID and txID only)

 

 

3d mode Keyboard functions

 

CapsLock change movement mode

Tab Copy to buffer

Enter Paste buffer

Shift Enter Paste shade and palette

Ctrl Enter Paste tile to all walls in loop

Shift Ctrl Enter Paste tile, shade, and palette to all walls in loop

Alt Enter Copy attribute (extra) information

< Rotate sprite CW

Sh < Fine rotate sprite CW

> Rotate sprite CCW or auto fix wall panning

Sh > Fine rotate sprite CCW

/ Set x and y repeat to default values

Sh / Set sprite x repeat to match y repeat

1 Toggle 1 sides sprites and 1 way walls

2 Toggle bottom wall swapping

Pad +/- Brighten / darken texture

Ctrl Pad +/- Set texture to max/min brightness

Pad 0 Set texture to 0 brightness

Pad arrow Adjust tile repeats

Ctrl Pad arrow Adjust tile panning

PageUp Raise z by 4 pixels

Sh PageUp Raise z by 1 pixel

Alt PageUp Enter new floor or ceiling height

Alt PageDn Enter new floor or ceiling height

Ctrl PageUp Put sprite on ceiling /

Move floor or ceiling to next higher neighbor Z

PageDn Lower z by 4 pixels Sh PageDn Lower z by 1 pixel

Ctrl PageDn Put sprite on floor /

Move floor or ceiling to next lower neighbor Z

Delete Delete sprite

B Toggle blocking

Alt C Change all tiles matching buffer to target

D -/+ Adjust depth cueing level

E Toggle expansion of floor/ceiling texture

F Flip texture

Alt F Turn on relative alignment in the highlighted sector.

If already on, change the first wall in the sector.

Relative alignment affects textures or slopes.

G -/+ Adjust gamma level

Alt G Change Global palette

H Hitscan sensitivity for masked walls AND sprites.

L Light bomb

M Toggle maskable wall

Sh M Toggle single side maskable wall

O Toggle orientation or post sprite on wall

P Toggle parallaxing for floor or ceiling

Ctrl P Change sky parallaxing type

Alt P Change palette

R Toggle floor/ceiling relative alignment or change sprite

rotation type

S Insert sprite

T Toggle translucency

V Select tile

Alt V Select heightmap

W Change lighting effect waveform

F2 Toggle state

F3 Show sector OFF z position

Alt F3 Capture sector OFF z position

F4 Show sector ON z position

Alt F4 Capture sector ON z position

F9 Auto stair builder. Highlight a group of sectors,

then point to an adjoining sector floor or ceiling

and press F9. The floor or ceiling you point to will

be the lowest step.

F11 Enable/disable panning

F12 Toggle beeps

Ctrl Alt - | + Decrease/Increase sector visibility

Ctrl - | + Decrease/Increase light effect amplitude

Shift - | + Decrease/Increase light effect phase

[ | ] Change floor or ceiling slope

\ Remove floor slope

 

 

 

 

8.1 MAP AUTHOURING TEMPLATE

You should include this a copy of the below text with every map you make.

Cut here:

=============================================================

Title : The name of your map

Filename : Tour maps filename

Author : Your name goes here

Email Address : Your E-mail address

Misc. Author Inf. : About yourself

Description : A bit about your level

Additional credits to : Anyone you'd like to thank

=============================================================

** Play Information **

Episode and level :

Single Player : Yes/No

Co-operative 2-8 Player : Yes/No

Dukematch 2-8 Player : Yes/No

Difficulty Settings : Yes/Not Implemented

Monsters : Yes/No

New Graphics : Yes/No

New Music : Yes/No

New Sound FX : Yes/No

Demos Replaced : Yes/No

=============================================================

** Build Information **

Base : New level from scratch / Modified (map name)

Editors used :

Build time : How long it took you

Known Bugs :

=============================================================

** Where to get this file **

WWW sites :

FTP sites :

BBS sites :

=============================================================

** Copyright/Permissions **

=============================================================

Cut here

 

 

8.2 SETTING THE PLAYER START POINT

This is important. You must have duke start in a valid sector or you'll get MAJOR problems when starting the game. In 3d mode position where you'd like duke to start, then go into 2d mode and press SCROLL LOCK once. That is now where duke will start.

8.3 MULTI PLAYER START POINTS

Multi player start points are indicated by the first duke sprite (sprite number 1405). Put in seven of these sprites in the places you would like the players to start at. You put in seven because the one player start point acts as one duke start point. Its best to position these points so that there is no advantage to one player.

8.4 CO-OP START POINTS

Insert seven duke start points nearby to the one player start point. Give these seven first duke sprites a Lo-tag value of 1. This will distinguish them from multi player start points.

8.5 MULTI ONLY SPRITES

Put your sprite in where you want it and then press [AltGr-P] and then press one (in other words, palette shift to palette one). These sprites will only appear in multi player mode now.

8.6 ONE WAY WALLS

One way walls are easy to do. Point at the wall and press 1 on it (not keypad one). It is hard to get the textures matched up once you have done this unless you press [O]. This keeps all the textures together and its easy to match them up.

8.7 SECRET AREAS

To get the message "A SECRET PLACE!" appear on your screen once you enter a secret area you will need to give the sector a Lo-tag value of 32767.

8.8 FRAME RATE

This is just a tip : ALWAYS WATCH YOUR FRAME RATE!!!! A level with a low frame rate is not going to provide good play. Keep this in mind. You can find your frame rate at the top left hand corner of your screen, or you can test it in the game by typing in DNRATE. The frame rate counter should appear at the top left of your screen.

8.9 FIRST WALLS

First walls are a pivot point for the sector to pivot from once tilted. To assign a first wall, put the cursor inside the sector (in 2d mode), highlight the wall you wish to make the first wall and then press [Alt-F]

8.10 DEMO CAMERAS

Demo cameras are simply Sectoreffectors with a Lo-tag of 27.

Position the Sector effector sprite where you would like the demo camera to be and give it a Lo-tag of 27. The Hi-tag of the SE determines how many grid boxes this camera can "see" for.

TAGGING SPRITES

To insert a sprite tag simply highlight the sprite you wish to tag and then press [Alt-T] to insert a Lo-tag value and/or [Alt-H] for a Hi-tag value.

=========

Well that' all in this FAQ for now. I will update this file in the future when I realise what I have forgotten to put in this one.

 

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Galapogo@