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 1
st 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 3
rd boss makes when he dies109 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 3
rd 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@