----------REDNECK RAMPAGE & RIDES AGAIN -------------
MAKEMAP COMPENDIUM Ver 1.01
FOREWORD by Brett Walmsley
I became a Redneck Fan last winter. I had a demo of Rednecks and we had a few people here at Xmas. Before I knew it, we were all gathered around the computer Yellin and Yee-hawin! A little while later I found a copy of
RR Rides Again in a local store and I bought it. Played it. Loved it. Still play it. Still love it.I had no idea one could make levels. The documentation I had did not mention it and then I found Interplays Web site "The Redneck Ring" and the private "Totally Redneck" sites by accident. I down loaded a few levels and they worked! This really opened up a new world. I played around with Matt Newcombs truly helpful examples and I actually made a working level with doors, chickens and got the pretty Daisy Mae dancing mad The next step was to introduce more and more parts into my level and obviously my need for more information was like overloaded. I got stuck! I ended up downloading everything from both sites and then I had a big mess! I started putting the information together in one file, removing double entries, writing new parts to add to the missing clues and suddenly this compendium started growing. I have now made a Ver. Number and will gladly add tips and tricks to this book on a regular basis so please email me!
This book is not part of any commercial project and is to be considered as freeware. I disclaim any damage it may cause to existing installed files from Interplay. This information is provided as is and is not an official product item of the company Interplay. It was written and produced by Redneck fans for Redneck fans.
This compendium has been compiled from information previously released from the following people:
Alex Mayberry & Mal Blackwell, Matt Newcomb, Tom Bolton, Jon Hunt, Chris Rodge, Allen H Blum III & Richard Gray, Bruce Hamilton, Kenneth Silverman, Speed Racer, Brett Walmsley.
Enjoy.
Brett Walmsley (Jan.2000)
E-Mail :
bwalmsley@ or walmsley@
Setup instructions
In order to edit the original levels, you'll need to extract them first with the KEXTRACT.EXE program. Just copy the program into your REDNECK RAMPAGE game directory and then issue the followin' command:
KEXTRACT REDNECK.GRP *.MAP
Additionally, to get the editor to function properly, you'll also need to extract all of the art files first ('cause this version of the editor does not read the group file). To do this, issue the same command as above, but replace *.
MAP with *.ART.
User Programs
There is a usefull extraction program called Group File Studio (from Gary and Jonah Bishop), which is a Windows utility that allows the user to browse and extract files from the 3D Realms group file format (.grp). This may be an interesting tool if you have other 3D Realms games.
E-Mail : jonahb@
Web Site:
http://Another usefull program is RRCONV, written by Lars Heimann. RRCONV v1.0 is a Duke Nukem 3D to Redneck Rampage Map Converter and can be found at most good Redneck Web Sites. It can be used to make any Usermaps, which were build for Duke Nukem 3D (including those for the Atomic Edition), playable in Redneck Rampage. To attain this, the textures of the sectors, walls and sprites of the Duke Map must be replaced with textures from Redneck Rampage.
INDEX
PART 1 INTRODUCTION
1 The BUILD EDITOR AND BASIC LEVEL EDITING
1.1 Two Editing Modes: 2D and 3D Keylist
1.2 2D mode keylist
1.3 3D mode Keylist
1.4 Level Basics: Sectors, Walls, Vertices, and Sprites
1.4.1 Sector, Wall, and Sprites Attributes
1.5 2D Editor Mode
1.5.1 2D Grid and Resizing the Grid
1.5.2 2D Grid Locking Feature
1.5.3 2D Zooming In and Out
1.6 3D Editing
2 BUILDING A BASIC LEVEL
2.1 Sectors and Walls
2.2 Build a Simple Sector
2.2.1 Start up BUILD
2.2.2 Make Your First Sector
2.2.3 Backtracking in Line Draw Mode
2.3 Single-sided and Double-sided Walls
2.4 Placing the Player's Start Position (IMPORTANT)
2.5 Quitting BUILD and Saving, Loading, Renaming Levels
3 BUILDING A BETTER LEVEL
3.1 Modifying Wall, Floor, and Ceiling Textures
3.1.1 Selecting Textures
3.1.2 Shading Textures
3.1.3 Resizing Textures
3.1.4 Panning Textures
3.1.5 Relative Textures (Floors/Ceilings)
3.1.6 Parallax Floors and Ceilings
3.1.7 Orientation of walls and ceilings
3.1.8 Landscape walls
3.1.9 Forest or Swamp walls
3.1.10 Blocking walls or sprites
3.2 Splitting and Removing Walls
3.3 Resizing and Moving Sectors
3.4 Altering Floor and Ceiling Heights ...and Textures again
3.5 Splitting, Joining, Adding, and Deleting Sectors
3.5.1 Splitting Sectors
3.5.2 Joining Sectors
3.5.3 Adding a Sector
3.5.3.1 Adding an Independent Sector
3.5.3.2 Adding an Extension Sector (hinging on two points)
3.5.3.3 Adding a Sector within a Sector (island)
3.5.3.4 Adding a Sector within a Sector (peninsula)
3.5.4 Deleting a Sector
3.5.5 Linking separate sectors together
3.6 Incremental Backups of Your Level
4 SPRITES
4.1 Adding Sprites
4.1.1 Adding Weapons and Goodies
4.1.2 Adding Bad Guys
4.1.2.1 Bad Guy Poses
4.2 Modifying Sprites
4.2.1 Resizing and Shading Sprites
4.3 Making Copies of Sprites
4.4 Moving Sprites
4.5 Deleting Sprites
4.6 Flipping Sprites and Sprite Angles
PART 2 ADVANCED SECTION
5 ADVANCED SECTOR STUFF
5.1 Cut-and-Pasting Sectors
5.1.1 Within the Same Level
5.1.2 Between Different Levels
5.1.3 Tips and Tricks for Pasting
5.2 Overlapping Sectors
6 MISCELLEANOUS
6.1 Sector's "First" Wall and Relative Floors/Ceilings.
6.2 Slopes.
6.3 Multi-Player/Co-Op Start Points.
6.4 Multi-Play Weapons.
6.5 Tags Hi, Lo. And others
6.6 Create a dead zone area
7 SPECIAL EFFECTS (also covered in Reference Section Part 4)
7.1 Push Sector
7.2 Barrel Effects
7.3 Up / Open door lights
7.4 Jail Doors
7.5 Keys
7.6 Doors
7.7 Enemy Behaviour
7.8 Vixens
7.9 Tornado
7.10 Killer Trucks / Vehicular Slaughter
7.11 3D Roof
7.12 Rooms over/under Rooms and Tunneling
7.13 Big Trailers / Rigs
7.14 Windows to look thru
7.15 Underwater sections
7.16 Walk like Jesus on a wire
7.17 UFO
7.18 Buzz Saw
7.19 Shadow Sprites
7.20 Lightning Strike
7.21 Ladders, chains and other climbable stuff
7.22 Stairs
7.23 Chicken Plant Production Line
7.24 Mine Carts
7.25 Destructo Sectors
7.26 3D Geometry Effects
7.27 Torch effector
7.28 Conveyer Belts
7.29 Hole in the floor
7.30 Curtains
7.31 Lifts
7.32 Light up a sector with a switch
7.33 Mirror
7.34 Yer Secret Place!
7.35 Spawning Monsters or whatever
8 PROGRAMMING TIPS
8.1 Programming tips
PART 3 REFERENCE SECTION
9 SECTOR EFFECTOR REFERENCE GUIDE
10 SPECIAL SPRITE REFERENCE GUIDE
11 SECTOR TAGS REFERENCE GUIDE
12 FULL TAGS LIST
13 BUILD MAP FORMAT
14 SOUND EFFECTS LIST
15 EDITART KEYS
PART 4 - TUTORIAL
16 BEGINNER'S GUIDE TO MAKING A LEVEL by Matt Newcom
17 EDITSET TUTORIAL
18 MAP DISCRIPTION TEMPLATE
Overview
This book is in 4 parts:-
The first part deals with MAKEMAP and its programming features. This explains what the keys are and how to make basic levels.
The second part concludes the programming portion with special effects available in the game.
The third part is a reference section, which contains details of internal code listings needed for programming eg, List of sound effects or tag parameters.
The fourth part contains tutorials and closing material.
PART 1 - Introduction
1. THE BUILD EDITOR & BASIC LEVEL EDITING
This section gives detailed info on several ways to edit levels in Build.
1.1 Two Editing Modes: 2D and 3D
There are two modes with which to make your cool Duke levels: 2D and 3D. 2D mode is a 2 dimensional view of your level and making a level in this mode is like drawing on grid paper. 3D mode is 3 dimensional and is similar to the game itself (switches, doors, some light effects, etc. don't work like in the game).
Switching between the two modes is done with the Enter key on the numeric pad (*not* the Enter key near all the regular keys). When in 2D mode, you're current position within the level is indicated by the white arrow. The brown arrow, if you can see it, is the player's starting position when the game begins (this is explained later).
NOTE: Your current location (white arrow) must be within a valid sector to enter 3D mode.
There are 2 modes in the BUILD editor:
3D EDIT MODE (Same as PLAY MODE but with a mouse
cursor)
2D EDIT MODE (The overhead map of the board with an arrow showing your
position and angle and a mouse cursor)
It is essential that you use both editor modes:
Use the 3D EDIT MODE to change the attributes of a sector, wall, or sprite such as:
Tile number - Tells which picture in the artwork
file goes on the object. Press V to change.
Shade - The shade of the object. Press -/+ to change.
Repeating - The "smooshiness" of a wall. Also for sprites.
Press keypad 2,4,6,8 to change.
Panning - The starting offset into the tile graphics. Press Shift +
keypad 2,4,6,8 to change.
Height - For ceilings, floors, and sprites. Press PGUP or PGDN to
change, and there are a few other special attributes.
Use the 2D EDIT MODE to add, delete, or change the shape of sectors.
To switch between the two EDIT MODES, press the keypad enter key.
1.2 2D Edit mode keylist
ESC> Show a menu that says, "(N)ew, (L)oad, (S)ave, (Q)uit" Press <ESC> again to cancel the menu.<
<
keypad ENTER> Flip back to the 3D edit mode<
Left mouse button> Shfts your position as player to the cursor position.<
Right mouse button> Moves the player's positions to the mouse cursor. This is useful when you accidently get stuck somewhere in the board, or when you need to edit some part of a sector that is hard to access.<
Right Shift> Select a bunch of points for use with dragging around. Selects all points inside a box. (Use the left mouse button to drag)<
Ctrl+Right Shift> Select a bunch of points for use with dragging around. Selects all points on a loop. (Use the left mouse button to drag)<
Right Alt> Select a bunch of sectors for either duplication or dragging around.<
Arrows > Move player position in the appropriate directions. The player will be clipped. To jump to a different part of the board, use the right mouse button.<
Space> 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 computer 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> When plotting points with the space bar, you can use backspace to get rid of the last point plotted. You can press the backspace to get rid of all the points if you didn't want to start a sector at all.<
<
Insert> Inserts a new point 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 (blue circles). To delete points of a sector border, don't press delete. Instead, drag the point into one of its 2 neighbor points on the sector. This is easist done if grid locking is on (mouse cursor is pink). If 2 neighbor points are equal, one will automatically be deleted.<
Right Ctrl-Delete> This deletes the whole sector that the mouse cursor is in. Note the right ctrl for protection. (Note: to delete a point of a sector, just drag that point into the next point and it will automatically be deleted. You should do this with grid-locking on)<
J > Use to 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.<
ALT-S > When you have a white loop inside a sector, you can press <ALT-S> on it (highlight any of its lines) to turn the whole loop red.<
S > Places a sprite at the location under the mouse cursor. A sprite looks like a blue circle in the overhead map.<
B > Blocks / unblocks you from going through a wall or sprites. A blocked wall or sprite will appear pink 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. First press 'C' on a highlighted wall. Then move the mouse to the right place and press '+' or '-' if you want to change the number of points on the circle. Press 'C' again to cancel the circle drawing or press the Space bar to actually change the map.<
+/- > Increase / Decrease the number of points on the circle.<
T > LO-tag for a sector. Move the mouse cursor to the inside of a sector that you want to tag first.<
ALT-T> LO-tag, but for walls and sprites.<
H > HI-tag for a sector. Move the mouse cursor to the inside of a sector that you want to tag first.<
ALT-H > HI-tag, but for walls and sprites.<
E > Change a sprite's status list number.<
and > Changes angle of sprite. Move the mouse cursor to a sprite first. You can hold down shift with the < and > to get more precise angles. If you did a sector highlight, then the selected sector will be rotated instead.<
CTRL-T > Turn tag boxes on/off.<
TAB > Move the mouse cursor to the inside of a sector that you want to see the attributes of. It will show them at the bottom of the status bar. To clear it, press TAB again at somewhere in the board that is not part of any sector. This is a useful key for debugging.<
ALT-TAB> Works just like TAB, but here, you can see the attributes of highlighted walls or sprites. For red lines, the side the mouse cursor is on the line affects which line is highlighted, since red lines are actually defined as 2 walls (1 wall for each sector).<
Scroll Lock> Set starting position (brown arrow) to your current position (white arrow).<
G > Change grid resolution. The grid resolution cycles through this sequence:(off, 1x, 2x, 4x (default), 8x, 16x)
<
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.[
F1] Displays short help list in bottom window.[
F2] Moves player one degree toward top of screen.[
F3] Moves player one degree to left side of screen.[
F4] Moves player one degree to right side of screen.[
F5] If you are in a sector, this will show map name, number of items, etc.[
F6] Supposed to bring up list of sector effectors and their function.[
F7] Lets you search for a floor.[
F8] Search for a wall by Hitag and Lotag. If sprite is highlighted, do sprite search by tags.[
F9] Search for sector.[
F10] Turn to right slowly.[
F11][
F12] Take a picture of your map![
A] Zoom in on map.[
Z] Zoom out from map.[
"+M] Do not do this. It can cause the program to crash.[
"+3] Change tag display mode:0: No tags
1: Sector tags only
2: Wall tags only
3: Sprite tags only
4: All tags (default)
5: Item tags only
6: Tags of currently highlighted sprite only.
1.3 3D Edit mode keylist
ESC> Quit<
<
keypad ENTER> Flip to the 2D overhead editor<
Mouse> Move mouse cursor<
Arrows> Move you in the appropriate directions<
Caps Lock> There are 3 different Z coordinate modes in BUILD.Mode 0: Game mode (default)
Mode 1: Height lock mode
Mode 2: Float mode
Press <
Caps Lock> to switch between the 3 modes. A and Z move up and down for all 3 modes.
Note: For the following keys, it is important to move the mouse cursor to the right position before using them. Also, if you hold down the first mouse button, then the item under the mouse cursor will be locked as the highlighted object while the button is held down. This is useful for the PGUP/DN keys, when different objects come into view even without moving your coordinates or the mouse cursor.
There are 4 basic types of objects that can be worked with in this part of the editor: WALLS, CEILINGS, FLOORS, and SPRITES.
<PGUP/DN
> Raise or Lower a ceiling or floor. (If a wall is selected, the ceiling of that sector will move) Also, if you did a sector highlight in 2D EDIT MODE, you can raise / lower multiple sectors at a time.<
Ctrl-PGUP/DN> For sprites only, puts sprites exactly on the floor or exactly on the ceiling.<
V > Tile selection - use arrow keys to move around. Press ENTER to change the object to the highlighted piece of artwork, or press <ESC> to cancel without changes made.<
ALT-V> Height selection - works just like V, but this selects the groudraw height map.<
2,4,6,8> (keypad) Repeat values (smooshiness of the sizes of pixels) - think of these keys as arrow keys controlling the bottom right corner of the bitmap. Normally, this is used for walls and sprites. If you select a floor or ceiling, all the walls in that sector will be affected. Perhaps this can be used to make sprites grow and shrink as they get healthy or hurt.<
Shift+2,4,6,8> (keypad) Panning values (offset into the tile) - These keys are useful when the you want a long wall to look continuous when they normally would not look continuous.<
/ > Use this key to reset the panning values (if you're lost!)<
5 > (keypad) If you hold down this key down in addition to the 2,4,6,8 keys (keypad),the values will align at multiples of 8.<
? > This key attempts to match up all the tiles along a wall. It scans along the walls towards the right as long as the picture number of the next wall is the same as the original picture number. Note that some walls may not work right, especially floor / ceiling steps.<
F > Flip an object. For sprites and walls, this flips the object x-wise. For ceilings and floors, the objects are flipped in 8 possible ways. Just keep pressing 'F' to go through the 8 ways.<
ALT-F> When you use relative alignment mode on ceiling and floor textures, you can press <Alt-F> on the ceiling or floor to choose a new wall to align to. It actually rotates the walls of a sector by 1.<
O > Wall orientation (whether it starts from the top or bottom) Normally, walls are oriented from the top. For example, if you hold down 2/8 on the keypad in 3D EDIT MODE, the wall always starts from the top. Orientation works differently for white lines and red lines, so if a wall doesn't look right, just press 'O' anyway to see if it get fixed.
COPY & PASTE commands
<
TAB> COPY. Copy the attibutes of the highlighted objects into a temporary place. The attributes it remembers are: tile, shade, x-repeat, y-repeat, and cstat values.<
Left ENTER> PASTE. Paste the stored attributes over the highlighted object. Whenever you press ENTER, the y-repeat values stay the same, and the x-repeat values are adjusted so the pixels of the bitmaps have a square-aspect ratio.<
Ctrl+L.ENTER> Left ENTER with the ctrl key will paste the attribtues to every wall in a loop (if a wall is highlighted).<
Shft+L.ENTER> Left ENTER with the shift key also pressed copies the shade only.<
Ctrl+Shft+L.ENTER> Auto-shade a sector. First make any wall of the loop as light as the hightest shade you want. Then make any other wall of the loop as dark as the darkest shade you want. Finally press <Ctrl-Shift Enter> on the wall that should be lightest. Now the loop should be smoothly shaded. If it is not smoothly shaded, you may need to insert more points on the walls.
SECTOR FLAGS:
<
P > Make the ceiling of the given sector have a Parallaxing sky or just a normal ceiling.<
G > Make the floor of the given sector have a Groudraw (floor with height mapping). I do not recommend using this attribute very extensively yet. (See the H key for selecting the height map)<
E > An option for ceilings and floors. If for some reason, you want a tile to be smooshed into the normal 64*64 area, press <E> to unExpand the tile. Press E again, and the tile will be expanded, so the pixel size is the same as the normal 64*64 ceiling/floor.<
R > Relative alignment - switch between relative alignment mode and normal mode. Allows floor / ceiling textures to align to the first 2 points of a sector. Textures will rotate/pan with moving sectors properly. Notice that bit 6 of both sector[].ceilingstat and sector[].floorstat are relative alignment bits.WALL FLAGS:
<
B > Make an invisible wall, such as a window, block you from going through. Since the wall is invisible, you can also highlight the ceiling right above the window or floor right below the window. You can block either the front or the back of the window. If you block the back only, you will be able to go onto the window sill.<
T > Press to make a maskable wall 50/50 transluscent. Press < T > again to put the masked wall back to normal mode.<
M > Make a maskable wall. Press in the same place you press 'B'. The masking wall takes all its attributes from the front of the wall, so it must have the same repeat, panning, and cstat values as the walls above or below it (if you have a step).
The masking picture number is stored in overpicnum. Also, the masking walls is also automatically added to the other side of the wall, with the picture flipped. (see the 'F' key description above)
< Shift + M > = Make a maskable wall just like 'M' described above, but only on the front side.
< 1 > Make a 1-way wall.
< 2 > Some walls have two different sections. One step on the ceiling and one step on the floor. Normally they always have the same attributes. It is possible though, to give both the top and bottom different attributes by pressing 2 on that wall. 2 simply makes the bottom wall's attributes separately editable. Press 2 on either the top or bottom wall.
< O > Wall orientation (whether it starts from the top or bottom) Normally, walls are oriented from the top. For example, if you hold down 2/8 on the keypad in 3D EDIT MODE, the wall always starts from the top. Orientation works differently for white lines and red lines, so if a wall doesn't look right, just press 'O' anyway to see if it get fixed.
< H > Toggle hitscan pass through bit. Default is pass through.
SPRITE FLAGS:
< B > When the mouse cursor is on a sprite, this makes a sprite block you from walking through. Also makes the sprite sensitive to hitscan. Sprites with the 'B' attribute will appear pink in 2D EDIT MODE
< T > Press to make a sprite 50/50 transluscent. Press T again to put sprite back to normal mode.
[F1] Displays useless information in top left corner of screen.
[F2] Inch forward.
[F3] Inch left.
[F4] Inch right.
[F5,6,7,8] Messes up screen. DO NOT PRESS!
[F9] Rotate left inchwise.
[F10] Rotate right inchwise.
[F11] Adjust the overall shade of the room. These settings are not saved.
[F12] Take a picture of your map!
[1] Create a one-way wall. Only possible with a two-sided (red) line. One side will have a texture, the other won't.
[2] If a wall has both a top and bottom (like a window opening) you can edit the bottom texture.
[Alt] + [-]/[+] Change visibility of a sector.
[Ctrl]+[Alt]+[+]/[-] Change visibility of entire map. Use with caution.
[PageUp] Raise whatever you are pointing at.
[PageDown] Lower whatever you are pointing at.
[Ctrl]+[PgUp]/[PgDn] Place sprite on ceiling or floor.
[Tab] Used to select a sprite or texture for easily pasting to multiple areas. Point at texture, press Tab, point at target wall and press Enter.
[Ctrl]+[Enter] Copies the selected texture to all walls in a loop.
[E] Changes the floor or ceiling texture. Once to make it smaller, again to make it normal.
[R] Change alignment of sprites. Once to make it stiff, again to make it lay flat, again to make it loose (it follows you).
[T] Alter transparency of sprite or wall. Has three states: semi, mostly, and solid. Walls must be two-sided only (red lines).
[V] Bring up the visual listing of sprites and textures. Press once to show only what you have used so far. Press again to show entire list.
[NumberPadArrows] Used to scroll the texture of a wall, floor, ceiling, or resize sprites. Use on walls to shrink or expand texture to proportion. Use on floors and ceilings to scroll without resizing. Use on sprites to resize.
[Shift
]+[NumPadArrows] Used to scroll wall textures without resizing.[
/] Used to revert texture or sprite to original state.
[F] Used to flip sprites or textures. Wall textures can be flipped four ways, while floor/ceiling textures can be flipped eight.
[Alt]+[F] Defines Firstwall of sector. Use this to Make sure slanted floors and ceilings tilt in right direction.
[P] Used to Parallax floor or ceiling textures. Use on ceilings with Sky textures.
[Ctrl]+[P] Sets type of parallaxing.
[O] Sets wall orientation: A wall texture can start on either the floor or ceiling. Use on sprites to put it on either side of a two-sided wall.
[B] Toggles Blocking state for walls and sprites. Blocking on means you cannot pass through, while Blocking off means you can.
[M] Create a Masked wall. Use this to put Glass in a window. Point at outer edge of window opening and press M. Point at texture and press V. Select Glass texture and press Enter.
[Shift]+[M] Make a Masked wall with only one side being transparent.
[H] Toggles Hittable state of sprite or texture. Point at glass and hit H. Glass will shatter when shot. Press again to disable. Works on wall textures to make them show bullet holes.
["]+[G] Toggles display of selected texture. Use with TAB.
["]+[T] Change lotag of selected object.
["]+[H] Change Hitag of selected object.
[A] & [Z] Change your viewing height. A is up, Z is down.
[CapsLock] Selects between the three up/down movement
options: Incrementally with no gravity, Free-range (hold button to keep moving) without gravity, and normal (game style).[C] Center a sprite. If it is on the floor, this will put the sprite half way into the floor. Useful for effects that deal with sector raising/lowering (floods,etc).
1.4 Level Basics: Sectors, Walls, Vertices, and Sprites
Your level will be made of a few basic elements: sectors, walls, vertices, and sprites. Sectors are like rooms and hallways and outside areas. Sectors are made up of a floor, a ceiling, and walls. Walls are just that wall space between the floor and the ceiling of a sector. The two points on either side of the wall, as seen in 2D mode (seen as corners in 3D mode), are its vertices.
Sprites are used for bad guys, goodies, sector effectors, etc.. They can also be made to lay flat on walls, floors, and ceilings. These flatten sprites, called "rotated", can be used for switches, blood splats, and decorations.
1.4.1 Sector, Wall, and Sprites Attributes
You can see the attributes (shade, tags, tile number, etc.) of sectors in 2D mode by pointing at them and hitting the TAB key. You can do the same for walls and sprites with the Alt-TAB keys. Since walls can be double-sided, make sure you point on the exact side of the wall before hitting Alt-TAB.
1.5 2D Editor Mode
2D mode editing is used to lay out the basic level. It provides you with a top view of your level and shows your level's walls and sprites on a grid. It is very similar to a blueprint and most of a level's preliminary work done in this mode. When editing in 2D mode, use the left mouse button to grab things (vertices, sprites) and move them around the map. Use the right mouse button to move your current position around the map. You'll notice, in 2D mode, that the closest sprite, the closest vertex, and the closest wall to the white arrow will blink. This indicates that these particular objects will be acted upon by you. This will be more important later when you start using high and low tags, and hit scan/ blocking. For now, though, you need to know that the blinking vertex is the one you'll grab if the mouse's left button is used.
1.5.1 2D Grid and Resizing the Grid
There are seven gradations to the 2D mode's grid. The first six will actually display a grid of six varying sizes and a seventh with no grid at all. The six grid sizes give you varying control and accuracy on sector wall and sprite placement. Detailed work on very small spaces or tight sprite locations can be done at the sixth, finest grid size, while more grand, room-sized leveling can be done with the larger grid sizes. The seventh, gridless display is usually only used to capture screen shots of levels for printing and planning.
1.5.2 2D Grid Locking Feature
When drawing walls or placing sprites in 2D mode, you'll notice that the wall's vertices, and the sprites, are placed exactly on grid cross lines. This is very useful because almost everything you BUILD will be rectilinear (square-shaped). You will also want to keep areas symmetrical and proportioned with respect to sector sizes for rooms, doors, windows, etc..
I don't recommend turning Grid Lock Mode off until you feel comfortable with BUILD and level designing. When you want to make crazy shapes with your sectors, or place sprites so precisely that they need to be off the grid system, then use the "G" key to enable and disable the Grid Lock feature.
1.5.3 2D Zooming In and Out
You can zoom in and out within the 2D mode by using the "A" key to zoom in, and the "Z" key for zooming out. These two keys, along with grid resizing, can greatly help when trying to develop differently sized areas of your maps.
1.6 3D Editing
The 3D mode of editing is used to do most of your level's designing. This mode resembles the actual game and therefore is more intuitive. You will do your tile selections, shading, floor/ceiling elevations, etc. in
3D mode. Holding the left mouse key after pointing at a sprite, wall, floor, or ceiling in 3D mode will hold it as selected, even if the sprite moves beyond the mouse's crosshair during an editing operation.
There three ways to control your altitude in 3D mode: Game Mode, Height Lock Mode, and Float Mode. Game Mode is just like the game; you will be effected by gravity. Height Lock Mode will let you move around the level with no gravity and always at the same height above the current floor. Float Mode will let you hover without gravity and your height will not be effected by the floor's height below.
You can switch between these modes by hitting the CapsLock key. You can change your altitude by hitting the "A" and "Z" keys.
2. BUILDING A BASIC LEVEL
2.1 Sectors and Walls
A sector is the simplest and most fundamental of structures in your level. It is made of walls, a floor, and a ceiling. You can control everything about each sector including its size and shape, the height of its floor and ceiling, the textures of its walls, and its shading and visibility.
2.2 Build a Simple Sector
2.2.1 Start up
At the DOS prompt and within your Rednecks directory, type the following: YOU MUST BE IN THE DIRECTORY MAKEMAP.EXE IS IN TO DO THIS!
MAKEMAP <map name>
If it's a new level, you'll start in 2D mode with an empty grid. If the level already exists, then you'll start in 3D mode at the player's start point.
If its windows, start your explorer and open the MAKEMAP.EXE file.
2.2.2 Make Your First Sector
If you're not already there, go to 2D mode (numeric pad "ENTER" key). Make a square sector by pointing the mouse at a starting point for the first wall of the sector and hit the SPACE bar. You are now in Line Drawing Mode and you will notice that a white line is now following your mouse movements.
Drag the mouse to a second point where you want the first wall to end and hit the SPACE bar again. Continue in this fashion until a square is made with last point's position being exactly where the first point was put. Line Drawing Mode will automatically stop when the last point is connected to the first and your first sector is now complete! ...it's a milestone, so enjoy it ;)
Go ahead and check out your new sector by placing the mouse's white arrow inside the new sector and hit the numeric ENTER key. That's it, you new sector. Check the size of the 3D view and compare it to the 2D view so you can get a feel for the grid size in 2D relative to the actual area it creates.
The size of the sector can be changed (bigger, smaller) in 2D mode by grabbing the vertices with the left mouse button and dragging them. You can select more than one vertex by first positioning the mouse pointer and holding the ...
The walls will be an ugly (on purpose) brown stone tile if the map is a new one. The walls will be the last defaulted wall if the map is not new. Okay, okay, we'll change the textures later, right now it's back to 2D mode (numeric ENTER key)...
2.2.3 Backtracking in Line Draw Mode
If you make a mistake while in Line Draw Mode and want to backtrack a line or more, then simply hit the Backspace key. You'll see the last placed point erased and the line it made removed. You can complete undo all your lines and cancel Line Draw MOde by backspacing all the way back to the first point.
2.3 Single-sided and Double-sided Walls
You'll notice, upon returning to 2D mode, that your sector is made of white lines. These whites are single-sided walls. A single-sided wall only has player space on one side; the other side is "null" and can never be
occupied by the player or anything else. Your new sector has player space on the inside, but not on the outside.
Double-sided walls are red in 2D mode and they have player space on both sides. Double-sided lines always separate two sectors. We'll add more sectors to our one-sector level in a bit.
2.4 Placing the Player's Start Position (IMPORTANT)
It is important to make sure that the player's start position, indicated by a brown arrow in 2D mode, is within a sector (user space). The game will behave very strangely if it tries to start the player in null space, and you will not think of this reason for the trouble at first and get all bummed that your level got corrupted and all that work is lost and oh, my... ...you've been warned.
Place the player's start position by putting the mouse, and the white arrow, where you want and hit "Scroll Lock". The brown arrow will now be there (you'll have to move the mouse a bit to see it). The player's starting direction will be the same as the brown arrow's.
2.5 Quitting BUILD and Saving, Loading, Renaming Levels
It's ALWAYS a good idea to test your level in stages as it grows. Don't try to take on too much in any one editing session. Let's stop here and load your new level into the game. Even this simple level will make you utter "Cooool, I built this!" when you see it in the game. Exit BUILD by hitting the "Esc" key in 2D mode. You can do a couple of things here. We want to quit with the "Q" key and save our level by hitting the "Y" key when it asks.
You can also simply save your level to disk with the "S" key and return immediately to BUILD. I recommend that you do this often as you BUILD more complicated levels. You will often want to backtrack away from an idea and reloading a previous version of your level is much easier than undoing the idea. Although you don't need to now, in the future you will want to load in different levels during a single BUILD session. This can be done by hitting the "L" key and selecting the level from the list.
Finally, you can rename your level by hitting the "A" key and providing the new name.
3. BUILDING A BETTER LEVEL
Let's make our single-sectored, ugly-textured level a little better. We can start adding rooms and splitting sectors but, first, let's fix those textures.
3.1 Modifying Wall, Floor, and Ceiling Textures
3.1.1 Selecting Textures
Go to 3D mode and point at a wall in your sector. Hit the "V" key and a screen will appear with textures. If this is your first level, then only that ugly, brown stone texture will be showing. This first screen of textures are all the ones that have been used in the current level. Hit the "V" key again and the screen will fill with the complete texture set.
Look for a texture that's cool and one that fits the level's motif. You can peruse the textures with the arrow keys and PgUp/PgDn keys. You can also go directly to a texture if you know its number. Hit the "G" key and enter the tile number. This will be more helpful later when you know where everything is. Do the same for the other walls; or, if the same texture is to used on all four walls (do this for now), simply point at the first wall (3D mode), hit the TAB key, point at other walls, and hit the ENTER key on each.
Select a texture for the ceiling and floor by first pointing to each in 3D and then hitting the "V" key just as you did with the walls. Again, the first screen will be the ceiling/floor textures already used in this level and, by hitting the "V" key a second time, you can get to all the textures.
Floor and ceiling texture sizes *most* be a factor of 8 pixels in size to look right. Most floor and ceiling textures are 64x64 or 128x128 pixels in size. You'll notice a weird effect after selecting a texture that's not proportioned correctly.
3.1.2 Shading Textures
Walls, ceilings, and floors can be shaded individually by pointing at each and hitting the numeric pad's "-" and "+" keys in 3D mode. Shading a level can take tons of time and it is crucial to any good level to have good shading. Don't spend too much time with it right now; you can fine tune the level later ;)
3.1.3 Resizing Textures
The size of a texture can be changed (X and Y repeats for walls, "expansion" and "compression" for floors and ceilings). Like shading, you shouldn't do much more than play with this feature for now.
To change the size of wall textures, point at each in 3D mode and hit the numeric pad's 2, 4, 6, and 8. You can see the texture expand and shrink. If you want to go back to the default repeat value, point at the wall and hit the "/" key. This will reset most of the wall's attributes to their defaults.
The effect of the numeric pad's "2", "4", "6", and "8" keys can be incremented by a factor of four by holding the numeric pad's "5" key down while hitting these keys.
To change the size of floor and ceiling textures, point at each and hit the "E" key. Floors and ceilings only have two sizes: "expanded" and "compressed" (the numeric pad's keys will not function).
3.1.4 Panning Textures
Textures can be panned by pointing at the them in 3D mode and hitting the Shift key and the numeric pad's "2", "4", "6", and "8". You'll see the texture shifting along in the direction of the numeric key. Similar to texture sizing, you can hold the numeric pad's "5" key down while hitting these keys to resize texture in increments of four.
You shouldn't need to play with this feature too much for now and I really only mention it early in case you've accidentally hit the numeric pad without the "Shift" key (resizing texture) and wondered what the heck happened to the texture.
3.1.5 Relative Textures (Floors/Ceilings)
A floor's/ceiling's texture can be oriented relative to a specific wall. This can get a little confusing and I suggest you put it off until later. When you've finished this section, go ahead and make a triangular sector and play with the floor's relative alignment by pointing at the floor near one of the walls (in 3D mode) and hitting the Alt-F keys. Go over to another wall and hit Alt-F again. ...cool, eh?
3.1.6 Parallax Floors and Ceilings
To make a ceiling texture look like an arching sky, point at it in 3D mode and hit the "P" key. Parallax skies usually need more than one texture, so notice that most textures won't look good when set to parallaxing; it's best to use the textures intended for paralaxing. Floors can also be parallaxed for a weird effect.
Things can get a little tricky once a ceiling or floor has been set to parallaxing. When you start adding more sectors to your level, especially ones that involve parallaxed ceilings/floors, some walls will disappear or look weird in 3D mode. It's hard to explain in text here, but you'll see what I mean and you'll see what to do to muscle your way through.
3.1.7 Orienting Walls to the Floor or Ceiling
Walls will either be oriented to the sector's floor or its ceiling. You can change the wall's orientation by pointing at it and hit the "O" key. The orientation of the wall determines whether the wall's tile moves with the floor or the ceiling. To play with this, simply point at a floor in your map and watch the wall as you raise and lower the floor with the PgUp/PgDn keys. Now point at the wall and hit the "O" key. Change the floor's elevation again and watch the wall. Notice that the wall tile moved with the floor in one case and didn't in the other. This will be more important when you start using moving sectors.
3.1.8 Landscape walls
You should take the time to see how the experts made swamp or forest walls. I extracted quite a few original levels and it took time before I finally understood how they make the countryside more realistic. Up to to now we have only dealt with rooms or backyards. There are certain tricks, which give landscapes more reality. There are cases where you may want sky light to permeate thru low bushes and trees. This would indicate a flat landscape, and we often have gulches and cliffs, which obviously means a hilly landscape. However, regardless of landscape, I would recommend you to always drop the horizon far lower than screen middle.
Make an outside perimeter of your land and set its rather low. Make a large sky area, add a sky texture and parallax it! Select a typical floor texture for it too. Do not make this a sector it will allow you to enter 3d mode, as it is the first thing we draw anyway.
Now make a close aquidistant and make it a red sector. Raise this up to at least the height of the outside wall. Take a "full" textured tile lets say of a forest and add it. You now have a block wall like a castle.
Now make yet a 3rd inner sector. Now drag this up higher than the first two walls and zapp it with the forest texture. Now, return to 2d mode and make the inner walls wide enough for you to place yourself on. Enter 3d mode again and ensure the outer walls go down stepwise towards the edge of the world that means the highest wall is inside. This means the sky goes all the way down below the natural horizon, which can give off some nice high / low effects when standing on a cliff or when on top of a roof. Once finished, return to 2d mode and drag them back to how they were.
I would recommend this as standard practice for nearly all game boards with a landscape.
3.1.9 Forest or Swamp walls
Follow the steps above. Now we need to mix solid walls with transparent walls to be able to see the sky thru the treetops.
In 3d mode, point the cursor at the inner forest wall and press <M>. An extension wall appears on top of your wall. Now add a "half-transparent" treetop tile to it and scale it up/down accordingly with the NumLock keys. Unfortunetly this can be awkward if you wanted a low hedge. The "masked" art tile will be fitted between the top of the wall and the ceiling. If the distance is too great, it will wrap the "masked" art tile incorrectly. Try closing the gap between the two and fiddle around with Pg/Up/Dn & 2,4,6,8 keys or else you will have to re-set the ceiling height for the level...
Make all of these inner walls blockable with "B" too and drop a few tall tree "sprites" in between the walls. These tree tops give it a nice touch!
3.1.10 Blocking walls or sprites
There are several methods to block a road or passageway. You can use a sprite with one of the many transparent art tiles (pink) and fix it the position with <R> and make it blockable with <B>. There are several good pictures of gates, iron bars etc. You can also create a sector line across the way and make it blockable with <B>. You could lets say dump an auto directly behind this line and it would appear the auto is blocking the way One nice method is to create 3 or 4 wooden stumps (small rectangles as sectors) and pull them up to chest height. Give them a woody texture and use the sector line block as mentioned above.
Remember, blocked sprites also block bullets, be careful with windows or fences.
3.2 Splitting and Removing Walls
You can split a wall into two, smaller walls (for texture changes, shading, etc.) in 2D mode. To split an existing wall into two walls, point at the desired location along the wall and hit the Insert key. A new vertex will be added along the wall. A split in a wall can be removed by dragging the undesired vertex to one of its neighbor vertices with the mouse's left button. This will remove the vertex and thus make a single wall of the original two.
3.3 Resizing and Moving Sectors
Remember, you can resize the sectors of your level in 2D mode and the left mouse button. Also, you can grab more than one vertex when doing this. Position the white arrow above and to the left of the desired group of vertices. Hold the Right-Shift key down and you'll see a white box grow and shrink as you move the mouse. Make a box big enough to surround all of the desired vertices and release the Right-Shift key. The selected vertices will all blink now and you can move them all by moving one. To un-select the vertices, simply hit the Right-Shift key again. Multiple sprites can be selected and moved like this, too.
You can move entire sector groups by Right-Shifting them, but be careful to notice that this moves the sector(s) by the vertices. If not all vertices are selected, then some of the sectors can get deformed and twisted.
If you want to move sectors without regard to their vertices, then you can can them with the Right-Alt key. A box similar to the Right-Shift selection one will appear. This box will be green.
You will have to play with the two selection features, Right-Shift and Right-Alt, to get a feel for their differences. Save this for later.
3.4 Altering Floor and Ceiling Heights ...and Textures again
You can raise and lower floors and ceilings by pointing at each, in 3D mode, and hitting the PgUp/PgDn keys. You can also, now, change the texture of the different floors and ceilings with the "V" key.
3.5 Splitting, Joining, Adding, and Deleting Sectors
We're now ready to split, add, and delete sectors. From here you will be able to add rooms, windows, doors, whatever to your level. Most of this designing will be in 2D mode and keep Grid Locking "ON".
3.5.1 Splitting Sectors
Let's split our single-sectored level into a two-sectored room. Add a vertex to two of the opposing walls in the sector; that is, split two of the walls. Point at either of these two, new vertices and hit the Space bar. You are in Line Drawing mode and should point the mouse at the other new vertex and hit Space bar. Your original sector is now split into two. Go ahead into 3D mode for a moment and play with the two different floors and ceilings.
3.5.2 Joining Sectors
You can join the two, new sectors back into their original single sector by pointing at one of the sectors in 2D mode and hitting the "J" key. Then, point to the second sector and hit the "J" key again. This is a useful tool to clean up a mess of sectors.
3.5.3 Adding a Sector
In effect, we added a sector when we split the original sector just before. There are a few more ways that we can add sectors to our level. We can create a new, stand-alone sector independent of an existing one, we can add a new sector along the outside of an existing one, and we can make a sector inside an existing one.
3.5.3.1 Adding an Independent Sector
To add a new, independent sector to your level, simply follow the stages that you did above. You can decide to connect independent sectors later, if you wish.
3.5.3.2 Adding an Extension Sector (hinging on two points)
You can add a new extension to your level by starting Line Drawing at one of the vertices in 2D mode. Draw three lines, outside the original sector, with the third ending at the vertex on the original sector such that a square is made by the three new lines and one of the lines in the original sector. Notice the line between the two vertices of the first sector has turned red indicating that it now separates two sector. The original single-room sector is now bigger and made of two sectors. This I have called this method hinging on two points. This way you can add an endless number of sectors, which can even cross back over themselves to form tunnels or rooms over/under rooms. Please see the chapter 7.12 "Rooms over/under Rooms & Tunneling ".
3.5.3.3 Adding a Sector within a Sector (island)
Draw a sector within an existing sector the same way you did with the original sector. When the four walls are connected and the inner sector is established, it will be made of single-sided (white) walls. This means that the space inside the new sector is null and the original sector is now doughnut-shaped.
If you want to make an actual sector-in-a-sector, then position the mouse cursor inside the inner sector and hit Alt-Insert. This will change the inner sector into valid player space.
3.5.3.4 Adding a Sector within a Sector (peninsula)
You will probably need to insert connection points for the new sector. Add the new sector by starting at one of the newly inserted vertices and drawing 3 lines inside the original sector, ending at the other newly added vertex. This new sector will automatically be made of double-sided lines and the new sector will be a valid sector.
3.5.4 Deleting a Sector
You can delete a sector, in 2D mode, by placing the white arrow in it and hitting the Ctrl-Delete keys. Be careful! There is no "undo" feature in BUILD, so I usually do a quick Esc-and-Save before I delete sectors.
3.5.5 Linking separate sectors together
This is a cool idea. I wondered at the beginning how they could make a house and its innards and then see only the outside in the original map. I finally realized they were drawing on different areas on the "paper" and linking these areas up thru codes. That means you can create a detailed house on one part of your "paper" and then draw the innards elsewhere.
Example :- Lets say we have a tunnel from a well to a house we use three components:-.
1) You draw your well. Turn the water into water with a sector tag of 1 (0,1) and drop a "S" sprite into it and give it a HiTag of 105 and a LoTag of 7.
2) Take a copy of the well using the <Shift>+Mouse keys and fix it way outside your boundary wall. Now draw a tunnel area around this well using several sectors and give it the textures etc Turn the water into water with a sector tag of 2 (0,2) and do the same for the tunnel area as this is the underwater part. Drop a "S" sprite into the well and give it a HiTag of 105 and a LoTag of 7. Finally drop another "S" sprite into the last sector used as the exit of the tunnel and give it a HiTag of 104 and a LoTag of 7.
3) Take a copy of the last sector used as the exit of the tunnel using the <Shift>+Mouse keys and fix it close by. Now draw your house using this sector as the start sector. Turn this sector into a dry area with a sector tag of 1 (0,1). Drop a "S" sprite into the sector and give it a HiTag of 104 and a LoTag of 7.
4. SPRITES
Sprites are used for bad guys, weapons, ammo, goodies, switches, and decoration. You probably noticed while you were looking for wall textures before, that the art work for these things were there, too. When you start adding sprites, take a look around within the textures again; there are lots of sprites and they're often good for inspiring ideas for the level.
In 2D mode, sprites will appear as little dots with a tail. If the sprite has a name assigned to it, such as "shotgun", this will be displayed if you are zoomed in enough. The tail of the sprite tells you its orientation. The sprite will point in the direction of the tail when it's initiated by the game.
4.1 Adding Sprites
You will usually use 2D mode for sprite placement because it's more accurate and seems more convenient with a top view. Go to 2D mode, point at a place for the sprite and hit the "S" key. The "S" key will work in 3D mode in the same way - point at the spot on the floor or ceiling where you want the sprite and hit "S".
Go to 3D mode and look at the sprite. If this is a new map, or at least one without any sprites, you'll see that ugly, brown texture. You can select the right texture for the sprite in the same way that you selected wall textures. Point at sprite hit the "V" key. The first screen are the sprites already used in current map and hitting the "V" key again will show all the textures. Use the arrow keys and PgUp/PgDn to move around the textures and hit Enter when you see the one you want.
You can leave the sprite on the floor or move it up and down with the PgUp/PgDn keys in 3D mode. Ctrl-PgUp and Ctrl-PgDn, while pointing at the sprite, will put the sprite directly on the ceiling or floor, respectively.
4.1.1 Adding Weapons and Goodies
You'll find all of the weapons, ammo, and goodies near the beginning of the texture set. Select one of these.
4.1.2 Adding Bad Guys
All of the bad guys are near the end of the textures set. You'll notice, when you find them, that all of the poses of each character is there. When placing a bad guy, ALWAYS make sure that you've selected the specific texture with the bad guy's name ("pigcop"). You'll see texture names at the bottom, right of the screen while you're viewing them ("V" key from 3D mode).
4.1.2.1 Bad Guy Poses
You will usually select the first sprite texture (called a "frame" because these frames are used to animate the bad guy within the game) for the bad guy. Again, this texture will always have the generic name of the bad guy. There are other textures for the bad guy that can be used, though, that give you control over its initial attack style and roaming capabilities.
The second frame of most bad guys is called its "stayput". If you use this frame for the bad guy's sprite, then the actual bad guy in the game will stay in its sector and never leave it. This is great for setting up sniper bad guys or keeping them on roof tops.
There are other poses for various bad guys and you should take the time to check them. For instance, the Troopers can be started in their crouching pose and Pig Cops in their prone pose (great for behind-the-counter encounters). Troopers can also be started in their jet pack mode (death from above) and Liz Troopers in their leaping pose (always good for a jolt to the player).
4.2 Modifying Sprites
4.2.1 Resizing and Shading Sprites
The size of the sprite can be changed by pointing at it in 3D mode and hitting the "2", "4", "6", and "8" keys on the numeric pad just the way you did to resize wall textures. You will probably want to resize most of the sprites to what looks good to you, but beware, always be consistent and keep all similar sprites the same size throughout the level.
You can also shade the sprite in 3D mode with the "-" and "+" keys on the numeric pad. It's usually a good idea to keep the shade setting at zero and let the sector's shade take control during the game. Then again, I do like to set the shade on goodies and weapons to their max (-127) so the player can see them from far away.
4.3 Making Copies of Sprites
If you want to make exact copies of a sprite, you can point at it in 3D mode, hit the TAB key and now, each time you hit the "S" key to add a sprite, it will generate a copy (size, shading, and all).
4.4 Moving Sprites
Sprites can be moved around the level in 2D mode by pointing at the sprite and holding the left mouse button down. Remember that more than one sprite can be selected with the Right-Shift keys.
4.5 Deleting Sprites
Spites can be deleted in either 2D or 3D mode by pointing at it and itting the Delete key.
4.6 Flipping Sprites and Sprite Angles
You can flip the sprite's texture in 3D mode by pointing at it and hitting the "F" key.
5. ADVANCED SECTOR STUFF
As you start trying more difficult level designing, keep in mind that many of the things you want to do are already done in other levels. You should load some of our levels into BUILD and see how we did things. There are tons of tricks and neat things in BUILD, and I can't mention most of them here.
5.1 Cut-and-Pasting Sectors
You can cut-and-paste a sector or group of sectors. This can save you lots of time when making multiple copies of doors, elevators, and other sector gizmos. You can also grab sections of other levels and copy them into your current level.
5.1.1 Within the Same Level
Sector-select (<Right-Alt> key in 2D mode) the group of sectors that you want to copy. While the desired sectors are blinking green, hit the Insert key and the group of sectors will be copied. Move the new group of sectors to their new location with the mouse+<right> key. When the new group is relocated, hit the Right-Alt key again to un-select the group.
Notice that everything was copied: sprites, walls, tags, everything. You may have to re-assign switch tags and check weapons and goodies.
5.1.2 Between Different Levels
You can also copy sectors from one level to another. Grab and copy the group of sectors the same way as described above (Right-Alt select group in 2D mode and hit the Insert key.). While the new, copied sector group is still blinking green, hit the Escape key and load in the second level. When it is loaded into BUILD, the copied sector group will be overlaid and you can re-position it. Remember to drop it with the <Right-Alt> key. It's always a good idea to do a quick Escape/Save after copying a group of sectors into another level. See the many tips and tricks for pasting in 5.3 below.
5.2 Overlapping Sectors
BUILD will let you overlap sectors and you can do some really cool things by doing so. We didn't have time to finish this section of the document before release, but some of the restrictions are:
1) You can never see 2 overlapping floors/ceilings in 3d mode.
The sectors can be cut to get around this
2) Overlapping sectors can never share a double-sided (red) wall
5.3 Working with "pasted" areas (importing from other maps)
I thought a very effective method of creating layers is to build up your map as an objectless terrain and then import existing objects into it eg. houses, cars, swimming pools etc This way you save months of "creative development time". Why, you can even read any of the original 14 layers in RRR Again (or Duke N.) and just re-wallpaper the rooms! However, this is not the case. This is a bitch! Store everything before doing so! I have lost as many levels as had successful attempts of importing!!!
Beware if you want to mix with existing data from another level. There are several hampering, but logical flaws in this plan, which sadly were not fully documented. I have "played" around with this and have come to use only snippets from other maps.
I discovered that all objects seem to lose their outside textures when pasted into the new layer, and certain sections were ignored, so they cannot possibly appear in the new level. Actually they are still present, its just they are concealed. Sectors mostly have an inside and outside wall texture. In this case, the outside disappears or is concealed from us and cannot be "raised from the ground" with the Page-Up key as it should. Even the pasted areas behave as if in "protected-mode" and often do not let themselves be re-defined into new sectors with the <Alt-S> command.
I used copy & paste and my 2d plan looked good. I dashed into 3d mode and, well, I could not see my imported objects! However, they exist in the 2D mode. I made the following tests and came up with the following methods:
5.3.1 Inserting a solid object with no inner chamber (such as a petrol pump on a raised platform) into a target level
The desired object is in the form of rectangles (sectors), which also contain a couple of oil barrel sprites and the petrol pump sprite. I pasted them into my layer and of course they are invisible in 3d mode. In 2d mode I made a rectangle around the most outside rectangle (very close, but not touching) and made it a sector (red). I dragged the corners of my rectangle (sector) onto those of the objects outer rectangle. In other words, I am over laying the most outside sector with mine so that both sectors lay on top of each other. I returned to 3d mode and hey presto! The whole station forecourt was full of petrol pumps and oil barrels! Even a ceiling related object had been copied correctly.
5.3.2 Inserting a solid object with multiple sectors (such as a car or truck) into a target level
This is a bitch. Firstly, there are several sectors with different wallpaper textures eg. doors, wings, roof etc. Secondly, as luck will have it, the height of the original truck was probably a lot higher or deeper than your level. That means each individual sector of the truck needs raising or lowering afterwards. The following guidelines should help you dig out and restore any vehicle to its original form.
I pasted a truck into my layer (from E1L4) and of course it is invisible in 3d mode. In 2d mode I made a rectangle around the outside of the truck, and made it a red sector (very close, but not touching). I entered 3d mode and raised the new sector up for my benefit like a stage or platform.
In 2d mode I connected just the front two points of my rectangle to the two on the front of the car. Now enter 3d mode, and have a look around. This should work like an opening and you should see the car inside some stupid walls in my case it was 2 meters below me
In 2d mode again I connected just the rear two points of my rectangle to the two on the front of the car. Now enter 3d mode again and have a look around. I have two openings and some ugly looking walls.
(I loaded a FBI car afterwards and it was already ok at this point, as it only was a simple shape ).
In 2d mode again. I inserted many vector points as there are on the truck and finally I dragged all the points of my contour onto those of the trucks outer contour. It also helped me to drop the ground down around the truck to get to the bottom of the truck and change the floor texture. At the end I raised the car up to my level.
Take a look at Chap. 3.5.5 (Linking separate sectors together) as this also a neat advanced sector feature.
5.3.3 Inserting contents of a room (including all wall, floor and ceiling details) into a target room
Create a large enough area (sector) to easily contain the room to be inserted and store the level. Load the desired level and capture the desired target room. As we will not re-store this original layer, you can move anything out of the way to aid selection. Use the <Right Alt> + Mouse to create a capture window around the room and finally hit <Insert> to capture. While still blinking green, load the target level and drag the newly inserted room into the desired place and drop with <Right Alt>.
Place the white player cursor outside the room, yet inside the area and call 3d mode. You will see just the area. No room!
Now make a new wall around the perimeter of the room. Do not make it a sector. Be carefull also not to overlap the two at the same points. Keep a nice aquidistant running between them rather like train lines. Go into 3D mode and give the new external wall textures outside ones. Now make two insertion points in both inner and outer walls for an opening or door and finally draw a rectange around these four rectangle corner points - starting from an inner sector point. They should turn red if not, make them red with <Alt+S>. We now have an outside, inside and an entrance. Go into 3D mode and enter your new home! You will see the inside of the room in original condition. Of course, you may need to alter heights etc but the main work has been done.
5.3.4 Inserting a complete house (including all furniture, traps, wall, floor and ceiling details) into a target area
This is getting dangerous as the different heights will screw up your map. Create a large enough area (sector) to easily contain the house be inserted and store the level. Load the desired existing level and capture the desired target house. As we will not re-store this original layer, you can move anything out of the way to aid selection. Use the <Right Alt> + Mouse to create a capture window around the house and finally hit <Insert> to capture. While still blinking green, load the target level and drag the newly inserted house into the desired place and drop with <Right Alt>.
Place the white player cursor outside the house, yet inside the area and call 3d mode. You will see just the area. No house!
Now make a new wall around the perimeter of the house. Do not make it a sector. Be carefull also not to overlap the two at the same points. Keep a nice aquidistant running between them rather like train lines. Now make two insertion points in the outer wall, which should be opposite two comparable points on the outside wall of the house. They should turn red. We now have an outside, inside and an opening. Go into 3D mode and enter "onto" the house. You will see certain details already. Now return to 2d mode and continue to insert points into the outside wall and drag them onto opposing points of the actual house. Do not leave any out. You can often see the original textures thru the various openings. Remember to replace the outside wall with those textures as you go along.
As usual you will need to raise up the house to your level.
5.3.5 Inserting a wishing well into a target area
Create a large enough area (sector) to easily contain the object to be inserted and store the level. Load the desired level and capture the desired target object. As we will not re-store this original layer, you can move anything out of the way to aid selection. Use the <Right Alt> + Mouse to create a capture window around the object and finally hit <Insert> to capture. While still blinking green, load the target level and drag the newly inserted object into the desired place and drop with <Right Alt>.
Place the white player cursor outside the object, yet inside the area and call 3d mode. You will see just the area. No wishing well!
Now make a new wall around the perimeter of the wishing well. Do not make it a sector. Be carefull also not to overlap the two at the same points. Keep a nice offset running between them in this case you only need draw 4 lines. Now make two insertion points in both inner and outer walls for an opening and finally draw a rectange around these four rectangle corner points starting from an inner sector point. They should turn red if not, make them red with <Alt+S>. We now have an outside, inside and an entrance. Go into 3D mode and you will be able to look into the well in the opening you have made. Give the new external wall textures the same texture as found around the well.
Now insert as many new points on the outer rectangle as there are inner points and finally drag them together to form one sector. You should see each line turning red. Use <G> for scaling the grid to fit.
5.3.6 Inserting a water tower on 4 legs into a target area
Create a large enough area (sector) to easily contain the object to be inserted and store the level. Load the desired level and capture the desired target object. As we will not re-store this original layer, you can move anything out of the way to aid selection. Use the <Right Alt> + Mouse to create a capture window around the object and finally hit <Insert> to capture. While still blinking green, load the target level and drag the newly inserted object into the desired place and drop with <Right Alt>.
Place the white player cursor outside the object, yet inside the area and call 3d mode. You will see just the area. No water tower!
Now make a new wall (rectangle) around the perimeter of the water tower and make it a sector. Be careful also not to overlap the two at the same points. Keep a nice offset running between them. Now make room for an opening by inserting two points in the outer wall, these two points should face two already on the inner sector. Finally draw a little rectangle around these four corner points starting from an inner sector point. They should turn red if not, make them red with <Alt+S>. We now have an outside wall, inside sector and an opening. Go into 3D mode and you will be able to look at the water tower through the opening you have made.
Now insert as many new points on the outer rectangle as there are inner points and finally drag them together to form one sector. You should see each line turning red. Use G for scaling the grid to fit.
Before you are finished, go into 3d mode to check what is happening. You should already recognise some of the water tower panels. Change all outside textures now before going further. Once finished, return to 2d mode and drag the remaining points together.
6. MISCELANEOUS
6.1 Sector's "First" Wall and Relative Floors/Ceilings.
The wall between the first two points of a sector is the sector's first wall. You can select the sector's first wall by pointing at the floor or ceiling, in 3D mode, just in front of the desired wall and hitting the Alt-F keys. More times than not, you will not need to re-assign sector first walls.
If you want to align the floor/ceiling textures along a specific wall, usually to make the pattern in the texture match the direction of the wall, you can make the floor/ceiling texture "relative". To toggle between relatively aligned textures and normally aligned textures, point at the floor or ceiling in 3D mode and hit the "R" key.
You may also want to make floors/ceilings relative when you start playing with moving sectors.
6.2 Slopes.
can slope with the "[" and "]" keys
can make a perfect match with the next sector's floor or ceiling with the Alt-[ and Alt-] keys.
6.3 Multi-Player/Co-Op Start Points.
Place Duke's first frame for each multi-player and co-op start position. There needs to be seven of each; the single-play start position will be used as one of the multi-play and one of the co-op start positions. That makes a total of eight start positions for each.
To identify co-op start positions from multi-play ones, give the co-op Duke sprites a low tag of 1.
For multiplay, spread the starting positions around the level in good places where none of the players will have an advantage over the others (near a good weapon, etc.). For co-op, place all the player starts right near the single-play start position (brown arrow in 2D mode) so that the co-op team will be together at the start of the game.
6.4 Multi-Play Weapons.
palette shift to palette #1 (blue)
6.5 Tags Hi, lo, and others
In the next section you will be seeing the widespread usage of tags. Some of these are also called "effectors" or "special effectors". These tell the program what to do when an obect is encountered eg. If you tread on a tagged sector floor, (which has a sound tag on it) then a sound will be played. The tag in this case points to a special sound from a fixed list.
Another example is opening doors:- Some swing, some go up, some come down and some are from Star Trek In this case, tags can be used for an "opening" sound or "creak", to determine the speed and angle of the opening door and maybe trigger off an alarm.
They can also be used to attract the attention of a nearby monster or switch on lights and cast new shadows. Some are for sectors (Sector Effectors) and the others are used with Sprites (Sprite Effectors). Each one has a specific duty, they are all listed in (Part 3). A lot of them have two settings, one designates the duty and the second one sets a value eg. Lo = 11, Hi = 100. This could mean 11 (from the list) is a swing door and 100 is its max. opened angle. You will understand more when you go thru the following examples and see the reference lists (part 3).
6.6 Create a dump area
I use this all the time for dumping my rubbish in. In fact, I had such a bad success rate with the "Copy&Paste" feature, that it got almost as large as my map!
Draw a white rectangle in the corner of your "paper" and if something screws up, just drop it into it.
7. SPECIAL EFFECTS
These examples are just a few taken from the reference section. Infact, the reference section contains all examples in a short form. These following descriptions have been kindly described by several contributors of this book.
7.1 Push Sector (2 methods)
1) The PUSH SECTOR effect allows a square or rectangular sector to be moved by the player in any of the four cardinal directions. In the game, the player moves the sector simply by walkin' forward against any of the (raised) sector walls. The sector will then move in the direction that the player is walkin' (or rather, the closest correspondin' CARDINAL direction). The sector will stop moving when it hits a one-sided (white) line, or another sector that is LARGER than the moving sector (note that if a PUSH SECTOR is moved into a smaller sector, it will push through it and cause display problems in the game. Additionally, it is best not to have two adjacent walls tagged as PUSH SECTORS, otherwise if the player pushes the wall on a corner, the engine can get real confused as to which direction to move the thing). To create a PUSH SECTOR, do the following:
Make a square or rectangular sector, and then give the outer wall the LO-TAG that corresponds to the appropriate direction of travel. The tags and directions are as follows:
WALL LOW TAG DIRECTION
------------ ---------
40 NORTH (place on SOUTH wall)
41 WEST (place on EAST wall)
42 SOUTH (place on NORTH wall)
43 EAST (place on WEST wall)
Pushable Sectors are a new feature for the Build program, and are only found in Redneck Rampage. They Are sectors which can be pushed across a room by the player. The first example of this feature in the game is E1L2, where you have to push a crate to a ledge in order to reach a switch.
Although the process for making one is relatively simple, actually getting it to work is the hard part. First, make a sector, then give two of its walls a lotag of 41. To do this, put the mouse cursor inside the sector near or almost on the wall (in 2D mode) and press Alt+T, then type 41 and press enter (keyboard, not number keypad). The walls must ( I assume ) be opposite each other (i.e. North and South walls). Next, give the other two walls a lotag of 42 using the same procedure.
I do not know if the sector's FirstWall has any bearing on the direction it travels in, or whether or not it works. The FirstWall in this map for the t.v. is the one to the right of the t.v. screen (lotag 42) yet the t.v. moves backwards ( stand behind the t.v. and walk into it to push ). However, the FirstWall for the dresser is the one in the back ( lotag 42, also ) and it also moves backwards! Don't ask me why it does this, because I haven't figured it out yet. So far I have only gotten it to work by marking all four walls of a sector and by having two sectors in the same room. I don't know why you have to have two sectors, but that's how it works for me.
2) Pushable Sectors are a new feature of Build, debuting in Makemap. These are sectors which the player can push, like the crate in E1L2, which you have to push to reach a ledge to get to a switch.
First, make the sector you want to be the Pushable and give one of the walls a Lotag of 41. Note that red lines are actually TWO walls, so you must give them BOTH a LoTag of 41 (put the pointer inside the sector so that a wall is highlighted and press Alt+T and type 41, then put the pointer on the outside of the same wall and give it the same Lotag). Now give the wall that joins that wall a Lotag of 42 (note again that you must tag BOTH SIDES of the wall).
7.2 Barrel effect (ST 857):
The BARREL EFFECT is used to allow the player to enter sectors that are normally too narrow to accomodate him (i.e., the player's clipping distance exceeds the aperature). For example, normally if the player wished to get _inside_ of a barrel shaped sector, he would be unable to because he's too damn fat. By givin' the sector a LO-TAG of 857 though, the player is temporarily made "skinny" enough to fit inside of the sector. This effect lasts only while the player is inside of the tagged sector. (Note that if the player hits the YEE-HAW key while inside of a barrel, he or she will receive a one-time health bonus of 10pts)
7.3 Up / open door lights (Sector Effector 8)
This is one of them existin' DUKE3D effects that has been modified a bit for our purposes. This effect is used to raise the light level in a sector(s) shading value when a door is raised, and to lower it again when the door closes. The effect works the same as it did in DUKE3D, with the added feature that if the sectors are given a HI-TAG of 1, the ceiling will maintain a constant shading value and be unaffected by the SE, thus resultin' in a more realistic type lighting effect.
7.4 Jail doors (Sliding Doors):
Tags:
Parent Sector - Lo Tag = 41
Hi Tag = Unique number shared with Child Sector.
Child Sector - Lo Tag = Direction.
Directions: 10 = SOUTH
20 = WEST
30 = NORTH
40 = EAST
Hi Tag = Unique number shared with Parent Sector.Jail Sprite (TILE 11) - Place in Parent Sector.
Hi Tag = Speed (4, 8, 16, 32 or 64)
Lo Tag = Distance to travel
(Number of small grid boxes, multiplied by 2).
Jail Sound (TILE 38) - Place in Parent Sector.
Hi Tag = none
Lo Tag = Sound # to play.
Constuction:
First, build the parent sector, which should consist of a door frame, along with a pocket into which the door will slide. It should look something like this :-
___________________________
| |___________________
| |
| --------------------
|_________________________|
Next, build the child sector, which will be the actual portion of the door that slides. You should end up with something like this:-
___________________________
| ______________________ |___________________
| | | |
| ---------------------- --------------------
|_________________________|
The child sector itself can contain any sectors that are desired (e.g., bars, walls, etc.). Any sectors inside of the child sector will be moved accordingly. Once the sectors are built, tag the parent sector with a Lo Tag of 41. Give it a unique Hi Tag. Then, give the child sector the same Hi Tag number (it is not necessary to tag sectors inside of the child itself). Lo Tag the child with the appropriate direction number. Finally, place the Jail Door sprite (Tile 11) into the parent sector and Lo Tag it with the distance the door is to travel (number of small grid squares times 2), and Hi Tag it with the speed (4, 8, 16, 32 or 64. If you do not give it a Hi Tag, it will assume zero and the door will not move). If a sound other than the default is desired, place the Jail Sound sprite into the parent sector and assign it a low tag of the new sound to play.
7.5 Keys
Doors requiring keys to open now use Tile#34 placed in the appropriate door sector. This here tile will effectively act to lock the door real tight, unless the player has the corresponding key. To choose between the different variation of keys available in the game, Tile#34 (Lock Sprite) and Tile#60 (Key Sprite) must be lo-tagged with the appropriate values. Lock and Key tags are as follows:
By default, when a player attempts to activate a door sector and does not possess the proper key, the door will make a wooden rattling sound. If a metal door sound is desired, the following tag combinations can be
used instead (note that there is still only a maximum of 3 keys/locks available, the only change is the sound that the door makes when locked):-
I used slightly different values than the original Redneck and so did the RR Again guys. I guess they changed it for RR Again etc So, Give a door sprite a Lotag value eg. 2 and then create a Key sprite and give it a value of 101. They recognize each other without you doing anything else
Check out the following :-
Lock Key
1 100
2 101
3 102
4 100
5 101
6 102
etc
Ps. Make sure your Lock sprite (34) is within the walls of your doors sector or else it will not work. Sometimes it "sticks" to the outside perimeter . And make sure your door sector is not "blocked" as the values sometimes become unreachable.
Ps. (again?) I often had doors working and then I would add a test sprite and suddenly one would stop working. If this happens, do not erase the door sector as the 0,1 LoTag corrupts the map! Drag the door sector to your dump area instead (see chap. 6.6 ) and create a new one.
Ps. (what now?) Study how doors are drawn using a "genuine" map Inward opening doors are obviously inside its host wall and are a little larger than the door opening. Make sure the doors swings into a whole single sector and not across other sectors. Do not cut a sector within the swinging door area or else you will have display errors when it swings open.
7.6 Doors
TYPE 1: SWINGING DOOR :- Make a door sector and give it a Lotag of 23. Insert a Sector Effector sprite ( S ) and place it inside the door sector. Give it a Hitag of 100 and a Lotag of 11. ( 11 = Rotate sector, 100 = ID-tag. Eg. Any one key opens all doors with HiTag 100 etc ). Use PageUp to put the sprite at the top of the door (in 3D mode) and move it into the door sector in 2D mode.
Put it inside the door sector, near the end of the door you want to be the pivot point and turn its tail into the opposite direction the door should open. Make a MusicandSoundFX sprite ( M ) and give it a Hitag of 388 and a Lotag of 165 (the Swinging Door sound). The MSFX sprite must also be inside the door sector.
TYPE 2: RISING DOOR :- Make a door sector and give it a Lotag of 20. Add a sound with the M sprite (Lotag 166 sounds good). The SPEED sprite is the one with the BOOT-WITH-THE-WINGS.
TYPE 3: SPLIT DOOR :- Make a door sector (again?) and give it a Lotag of 22.
Raise one half out of the floor and drop the other half out
of the ceiling. Use the M sprite for sound.
TYPE 4: FLOOR DOOR :- You-know-what and give it a Lotag of 21. Add sound with M.
TYPE 5: SLIDE DOOR :- Guess what? Give it a Lotag of 25. Add S.E. and give it a Lotag of 15. Add M for sound.
TYPE 6 AND 7: SWITCH ACTIVATED DOORS (both Rising and Lowering) :- Do the deed and give it a Lotag of 20 (for ceiling door) or 21 (for floor door). Put Activator ( A ) sprite in door sector and give it a Lotag of ANY number (1,2,3,4,10,15,etc...). Make a SWITCH sprite and give it the SAME LOTAG YOU GAVE THE ACTIVATOR!!. If you use more than one Switch Activated door in a map, you must specify a different Lotag for each Door-and-Switch combination (unless you want to set a really killer trap for your player!!).
SWINGING GLASS DOORS
Make your door sector. You can have either one or two doors. Make a WHITE sector inside of this door sector. It should not be valid player space. Insert a point along the red line where the glass will be. Insure that the point is directly beeath the white sector's corner or vertex. Do this for both doors. Mask the red line from above, and change the texture to glass. #1056 Make it blockable and breakable by pressing the [B] and [H] keys on the glass in 3-D mode. Place the sector-effector sprites for the door on the floor near where the door connects tothe wall. You can also place MUSIC&SFX sprites in your doors to give them a sound when opening.
Give both SE sprites a lotag of 11, and any hitag. Give the door SECTOR a hitag equivalent to the SE's hitag, and a lotag of 23. Try it out!
To make the doors open up when you walk up to them, place a touchplate in a sector in front of the door, and give it any lotag you choose. Place a MASTERSWITCH (#8-M) sprite in both doors and give it the same lotag.
To make the doors look better change the texture at the top and bottom of the door sectors to one that would give it a framed appearance. Also, near the door wall junction place another invalid player space (I used a triangle); again this is for a framed appearance. To insure that the doors both open in the same direction rotate the SE sprites appropriately.
7.7 Enemy behaviour
In REDNECK RAMPAGE, some enemies have multiple behavior settings. These settings are determined according to the palette number assigned to the enemy sprite. An enemy with a palette shift will appear normal in the game. Available palette shifts are as follows:
Palette Number Behavior
-------------- --------------------
0 Normal enemy, type "A" behavior.
30 Deaf enemy, type "A" behavior.
31* Normal enemy, type "B" behavior.
32* Deaf enemy, type "B" behavior.
33 Deaf with 360 degree vision.* - Not every enemy has a type "B" behavior.
Specific Behavior: (Note that in RR enemies have the ability to hear certain noises, the range depending on the type of noise. Once activated, they will seek out the player. Also, enemies can only see in a 180 degree radius in the direction the sprite is facing, unless they are given a palette of 33).
7.8 Vixens
There are five types of Vixens available in RR, depending on what palette number is assigned to the sprite. Valid palette numbers are as follows:
PALETTE VIXEN TYPE
------------ --------------
0 Blue Vixen
15 Brown Vixen
22 Green Vixen
25 Blue Vixen w/Red Hair
34 Queen Vixen - Light Brown
Each of the above Vixens possess slightly different attributes, as well as varying hit points, attacks, etc.. For specific details, please refer to the VIXEN.CON located in your Redneck Rampage directory.
7.9 Tornado
Stick it in and watch it spin. Leave it alone, and it will move around real random like. If ya give it one of them palette shifts of 33, it'll become a real killer type Tornado, and come after ya and try to suck yer ass up.
7.10 Killer Trucks / Vehiculer Slaughter
The movin' trucks in this here game is just like the movin' stuff in that there game with the Duck Nuckem feller. The main difference is that our trucks be killin'shit. To do this, just give them sectors a lo-tag of 800.
Make a sector you want to be the moving object (truck, forklift, t.v., etc.) and raise it up (or drop it from the ceiling for a new twist!) and give it a Hitag of 1 and a Lotag of 800. Put a Sector Effector sprite inside the sector and give it a Hitag of 1 and a Lotag of 6. Now place Locator sprites in the form of a path around the map. Give them all Lotags that increment in value EXCEPT the first one. It does not get a Lotag. Lotag the others starting with 1 for the second sprite, 2 for the third, and so on until you reach the last one. Make the tail of the Sector Effector point toward the first locator ( the one with no Lotag ).
The Locators must form a circle, with the last one being within site of the first one, so the object will loop. Note the circle does not have to be perfectly round, as demonstrated in the first level of the game. You can make it do as many turns and swerves as you want, so long as the last Locator is directly in site of the first. If you don't the object will probably crash, as well as the map, especially if you make it go around walls or other solid objects. MAKE SURE YOUR MOVING SECTOR DOES NOT CROSS A LINE OF ANY KIND. IT IS VERY EASY FOR THE REAR OF THE SECTOR TO CROSS A LINE IN A TURN, SO CHECK IT CAREFULLY. IF IT DISAPPEARS FOR EVEN A FRACTION OF A SECOND, EXPAND THE LINE OR SHRINK THE SECTOR.
Putting two Locator Oriented objects (trucks,etc) in one map is very easy. Just put in a second sector! Give the same tags to everything in the second sector (truck, sector effector, locator sprites) that you did in the first sector. The two vehicles do not "see" the other sector, so there is no conflict between the two.
You can also put two vehicles in the same sector. To do this, you simply give the second vehicle a hitag of 2 (along with a Lotag of 800, which is the same as the first vehicle). Give the second vehicle's Sector Effector a Hitag of 6, and the Lotag of 6, which is the same as the first vehicles. Make sure they are at opposite ends of the map, so they do not overlap each other.
7.11 3D Roof like in the Brothel
Start by building a rectangle, make it quite big. Add your sky, floor and walls.
Next build a large rectangle inside the playing area. This rectangle will be the sector just outside the building. Press Alt + S inside the sector to change the sides of the rectangle from white to red. Give this sector the ceiling tile number 13. Press P so that the pink is parallaxed.
Build another sector inside the red sector. For the time being, leave it white.
Add two sector effects in the red sector. Make sure the bottom SE's tail is pointing down, give this a high-tag of 3 and a lo-tag of 153. Give the second SE (the top one = tail pointing up) a high-tag of 3 and a lo-tag of 151.
Add two sector effects in any area where the player will be able to see the roof. Orientate them the same way (top = tail up, bottom = tail down) and give the top one a high-tag of 2 and a lo-tag of 154. Give the bottom SE a high-tag of 3 and a lo-tag of 153. Now use copying to create a roof area at another part of the map.
This time, press ALT + S in the middle white area so that the white walls turn red.
Now go into 3d mode and move the floor (of central and outside sectors) up to the pink ceiling. Once there, move the pink ceiling up and give it the sky tile. Now is where it gets difficult.
Still on the roof, bring the OUTSIDE sector down to the floor. The floor should be given the pink tile 13 and be parallexed. Now go onto the central sector (which is your roof) and bring that up 2 (using page up). Give it a wood tile or something.
Now, add two SE's in the parallexed roof bit. Top (tail up) a high-tag of 3 and a lo-tag of 150. The bottom one (tail down) a high-tag of 3 and a lo-tag of 152.
That's it. Add your chimney and things to the central sector on your roof.
7.12 Room over/under Rooms & Tunneling
This uses a method I called "hinging sectors on two points", which was basically described in chapter 3.5.3.2
This is the most powerful of all features as all others deal with ground level structures, whereby here each new sector can take you under or over a previous sector. This means you can build a map, which contains just a single building, but with several floors, each containing dozens of rooms. Alternatively you could make an endless maze of tunnels which never even leave the same mountain
Make a sector in the form of a rectangle and add textures to the walls, floors & ceiling etc Now insert two new points on the top wall and draw upwards away from the new left-most point (perpendicular), now draw a second line off to the right and finally a third line returning to the sectors new right point. So, normally you would be finished if it were a red sector, but not here. You are still in draw mode and so to complete the circuit you now draw over the existing white line to the original starting point bingo! Now the shared hinge line turns red. Go into 3D mode and you will see the new sector is in fact a continuation of your first room. Now do the same thing again but strike out a corridor towards the left and finally repeat this again drawing over the existing lines of the first sector. Anyone watching you would doubt you know what you are doing as you are literally going round in circles Now go into 3D mode and walk down your corridors and see if you notice anything amiss
These sectors will behave just like regular sectors, so don't be afraid to adjust them. Insert rooms and sprites and have fun.
7.13 Big trailers / Rigs
Begin by making the trailer box to appropriate size. I use sixteen squares long by four squares wide on the default grid size. Raise it up to height of standard tractor trailer box (hitting page up twenty eight times is close), then place trailer side texture (2323) on all sides and top of box. Create a bumper sector on one end of the trailer. Scroll textures with shift/arrow keys on numpad. Resize textures with arrows without shift key.
The blue Peterbuilt is simple to create. Make a sector four squares by four squares on other end of the trailer box. Raise it up to height (hitting page up twenty times is good), then place cab front texture (220) on front, place cab side (221) on both sides, then size/scroll textures per step 1.
The red Kenworth is a little more complex to build. Begin with the trailer box as outlined in step 1. Build a sector four squares wide by three squares long, and raise it up as described in step 2. Place rig side texture (2321) on both sides, and size/scroll them into position as described at top.
Create a sector four squares wide by one square long, and raise it up even with the previous sector. Define the back wall as #1, and angle the front wall down approximately 60 degrees. Place rig side texture (2319) on both sides, size/scroll per step 1, adjusting angle of windshield as required. Create a sector four squares wide by two squares long, angling the side lines inward by one square, and raise it up to the bottom of the windshield. Define the back wall as #1, and lower the front wall a couple presses of the bracket button to create a sloped nose for the truck. Place rig side texture (2319) on both sides, size/scroll per step 1, and adjust angle as required. Place metal vent sprite (3684) on nose of truck to resemble a truck's grill.
Create a flair sector on both sides of truck, raise them up to approximate height, and place wheel texture (2318) on both, size/scroll as needed. Place large picture frame corners (2859) as shown, then size/scroll as needed. Give corners a palette of 2 to turn them red, then adjust them to match the truck. Add headlights (246), then size/scroll them into position. Add windshield (2322) and exhaust (860), then create a bumper and add textures.
7.14 Windows to look thru
To make windows, first make a square and press Alt S while in 2D mode to change its lines red, then make another square inside this one. This will give the walls thickness, which helps to keep the 3D look.
Pick the spot where you want the windows and put the mouse cursor directly on the line and press insert. This will put a green vertex on the line. Each window will need four of these vertexes, two on the outer wall and two on the inner wall (just like a real house).
When the four vertexes are placed, draw a line with the spacebar to connect the inner and outer walls.
Now go into 3D mode, and raise the walls to the ceiling (or the height you want them) then raise the windows to the height you want them.
Now point the mouse cursor at the outer edge of the window sill (in 3D mode) and press M. This will cause a yellow/red grid to appear in the window. Point at this and press V twice. Scroll down to the glass sprite (#1056) and press enter. This will replace the grid with glass. Now point at the glass and press B and H. This will make the glass Blockable (you can't walk through it) and Hittable (it will break when shot). That's it!
7.15 Underwater sections
First make a sector. Give it a Lotag of 1. Place a Sector Effector Sprite ( S ) in the sector and give it a Hitag of any number and a Lotag of 7. Put the water texture on the sector. This is your Above water Sector. Now make a sector big enough to hold the Underwater Sector, which MUST be the same size as the Abovewater sector. Lower the ceiling of the sector to close the top of the hole. Put the same water texture on this. Now give the sector a Lotag of 2. Put a S.E. in and give it the same Hi and Lotag as the other. Put the S.E. on the floor of the Underwater sector. The Sector Effectors MUST be in the same relative position in both maps. If one is in the center of one sector, the other one MUST also be in the center of the other sector. Also make sure the Hitags of the S.E. sprites are not used by other S.E.'s in the same level.
7.16 Walk like Jesus on a wire
Making a wire that you can walk on: I used sprite # 1948 for the wire and stretched it out (use the 2,4,6,and 8 keys on the numberpad to resize sprites). Use PageUp and PageDown keys to raise and lower sprites. Make it blockable. That's it.
7.17 UFO
The UFO is a little special in that ya gots to give them sectors a Hi-Tag of 49. If ya want it to spit out them little flyin' saucer buggers, ya gots to put in sprite (Tile #252)with a palette of 33 to spawn 'em. Also, any Locator sprites wiff a Hi-Tag of 1 will cause that there UFO to stop and spit out a Hulk Guard beasty. When that UFO finally stops and turns on its headlight, it'll teleport ya to where ever ya gots one of them TELE-B sprites (Tile #297).
(NOTE: Because the UFO spawns Hulk Guards, if you give any Locator a Hi-Tag of 1, your vehicle will spawn an enemy (and then likely run his ass over and kill him). At this time, the only solution for this is NOT to allow normal vehicles to stop).
7.18 Buzz Saw
Now the Buzz Saw (Tile #3410) iza' special kinda' sprite that'll kill ya' ifuns ya'touch it. To get this here dealy to go up and down with a switch ya needs to use the Button (Tile #127) and gives it a Hi & Lo-Tag of 999. These tags on the button will cause the engine to seek out the Buzz Saw Sprite and lower it into the floor. After a few seconds, the Buzz Saw will be raised back up and activated again. The Buzz Saw Sprite gets no tags.
7.19 Shadow Sprites
Usually in RR if you're outside under a "Parallaxing Sky," you and all the other Critters will take on the shading value of the ceiling or "sky." If you'd like to get a more realistic look with your shading you can stick one o'these Shader-Sprites (Tile #68) into the shaded sector and the player and other critters will take on the shading value of the floor while passing through the sector.
(Note: Be sure to shade down any characters or items you place in the shadow sectors or they will appear fully lit even in the dark.)
7.20 Lightning Strike (2 methods)
1) If ya'll would like Lightning going on while your "Inside" of a building, you can use the Lightning Sprite (Tile #35) to get random lightning flashes. Best used in the windows (note that lightning & thunder will only be active when certain textures and/or skies are viewed by the player).
2) The Lightning Sprite is used to make the effects of Lightning in a map (i.e. flashes of light with sound). This sprite requires no Hi or Lotags but will only work with certain textures. One of these is the StarSky2 texture (tile # 2577). Just put the Lightning Sprite in your map and give the sky this texture. It will activate automatically.
7.21 Ladders, chains and other climbable stuff
This effect utilizes a marvelous new invention known as Ladder Wood (Tile#3587). This all-purpose sprite will allow the player to reach all sorts of new heights. All you need to do is place the sprites (relative to the floor, blocking bit on) in front of the object that the player is supposed to climb, and then position them like rungs on a ladder (raising each sprite 3 Page-Ups above the last should suffice). When the game is played, the Ladder Wood sprites will be invisible to the player, but still enable them to climb up.
First decide where you want the ladder to be. Next place Sprite # 1827 (the ladder) where you want it. Then size the sprite to the height that you want it to be. Now count the total number of rungs (steps) of the ladder and create that number of sprites. Change them all to Sprite # 3587.
Point at each sprite and press R to make them stand still, then again until they are flat on the ground. Use Page Up to raise them to the height of each rung they will be set on. Go to 2D mode and point at the sprites and rotate them with the < and > keys (if you have to). Now put them on top of the Ladder Sprite (in 2D mode). You may have to resize the steps with the 8,2,4,&6 keys (on the Number Keypad). Make them as small as you can.
7.22 Stairs
You can make them using two methods
a) sprites place a sprite, give it a texture, and press R while pointing at it until it is flat on the floor. Raise it to the height you want it. Repeat for each step. You must remember to make each one blockable by pressing B in 2D mode as described above. A blocked sprite will be pink in 2D mode.
b) Red sectors draw one step (rectangle) in 2D and then make it red (<Alt> + S). Now add successive rectangles (steps) to the first and go into 3D mode. Now pull them up out of the floor with <PgUp>.
7.23 Chicken plant production line
OK, Now I know how much everybody used to like chicken (till they saws J. Clucks, that is), and those of you who want to start their own J. Clucks Franchise, here's what you need to know :-
Lets start with "Illegal Sprites" These here sprites should never, under any circumstance be used or placed in a level. (Don't even think about it eether! They will confuse the engine and ultimitly crash you level.) These sprites are automatically inserted into your level by the processin' line, and if you put them in manually it'll cause all sorts of nasty things to happen. So, whatever you do, don't use these sprites:
CHICKEN A TILE #3190
CHICKEN B TILE #3191
CHICKEN C TILE #3192
LOAF TILE #3120
NUGGET TILE #3122
BROASTED TILE #3123
BONELESS TILE #3124
HEADS TILE #3133
With that outa' the way, here's how to build a chicken processin' line. We'll use J.Clux as the model here:-
First you need to place a "CHICKEN A" Spawner Sprite (Tile #285). Chickens will start to roll outta' this thang the minute you start your game. The height and direction the sprite is facing will deturmin the direction and height the chickens will move. Next, a little ways down the line we need to have a sector with a LO-TAG of "901". This will delete Chicken A when it enters the sector and will spawn a CHICKEN B (B=no feathers) that will continue down the line in place of CHICKEN A. A little further down the line we repete this process but use a Sector LO-TAG of "902" to delete CHICKEN-B and Spawn a CHICKEN-C (C=no heads).
(note: all chickens in the processing line have to travel in he same direction up to this point).
To change direction of travel, ya have to start with a CHICKEN C spawner (tile#286). This only works for headless chickens, by the way. To end the chicken processin' line, there are two types of sector lo tags that need to be used :-
The first one (904) will delete the chicken entirely. The second tag (903) will drop the chicken to the floor and delete it upon impact. Nuggets (tile#290), Loaf (tile#289), Packaged Chickens (tile#291, and Boneless Chickens (tile#292) work the same way as the chicken spawner. Direction is dependent upon the direction of the sprite, although all of these items will be affected by gravity (i.e., dropping and scrolling across the floor), and need delete sectors to effectively remove them from the assembly line.
To use the Head (tile#288) and Feather (tile#287) spawner, stick 'em where they go, and they just start spittin' out stuff. Pretty neat, huh?
Now for the best part---the JIBS!!!! We done got a real live jib-fest goin' on! This thing'll just spit out all the blood and gore you could ever want in a game (or in real life, if that's your thang). Just use Tile#293---again, just stick it where ever the hell you want it, and it'll do the rest. Remember though, just like in real life, too many bloody pieces layin' around can cause real problems (in RR though, it'll just crash the game, so no lawyer-types are needed).
For those of you with PC-Envy, you can stop the entire processin' line by puttin'in an Emergency Stop Switch (tile#94) and give it a lo tag of 563 (use only in case of SEE-vere frame rate problems).
7.24 Mine carts
Mine carts is made up of two sectors, an Outie and an Innie. The Outie should be raised up a bit higher than the Innie (naturally), and should get a Lo Tag of 42. Now, dependin' on the direction that ya want this here cart to travel (not to mention the direction from which ya'll started in the first place) use the below listed correspondin' Hi Tags. They is as follows:-
HI TAG DIRECTION
------ ---------
10 SOUTH (travels SOUTH and returns)
20 WEST (travels WEST and returns)
30 NORTH (travels NORTH and returns)
40 EAST (travels EAST and returns)
Now, to really make these babies work, ya gotta put in some more of them specialized sprite thingies. In this case, you'll be needin' to put a CART Sprite (tile#64) into the mine cart's Outie sector. The Hi Tag for this here sprite will control how fast the cart moves, and the Lo Tag determines how far it'll go before it starts headin' on back.
In addition to the CART Sprite, you'll be needin' the INSIDE Sprite (tile#66). Now my advice to you is to wait until you're completely done with yer whole, entire level before you go messin' with these sprites. The reason behind this is that the Lo Tag of the INSIDE Sprite corresponds with the
Outie's Sector Number (which means if you go addin' or subtractin' any sectors, you'll have to recypher yer tag numbers for the INSIDE sprite...see what I mean?)
If you REALLY want to piss folks off, you can make it so that the mine carts will instantaneously kill them if they go touchin' it. To do this, you'll be wantin' to toss one of them DEATH Sprites (tile#67) into the Innie sector. That oughta do her just fine, now.
Another sprite ya'll might want to use is the CART SOUND Sprite (tile#65). Use this if for some reason ya'll don't like the default sound. Just give it a Lo Tag of the sound number ya'll want it to play. It's just as easy as that!
(note that once activated, the carts will continue back and forth on a fixed path, so be sure that they cannot cross over into any other sectors, otherwise things'll be actin' really screwy, if'n' ya know what I mean).
7.25 Destructo Sectors
Now we're gettin to the good stuff here. DESCTUCTO Sectors give you the ability to wreck and destroy just about any ol' thing you want to, geometrically speaking, that is. Unlike in the Duck Nuckem game, we're doin' just a little more than rainsin' and lowerin' a few floors and ceilin's. Oh no, we're actually movin' all sorts a stuff around, swappin' textures in and out and left and rite, deletin' stuff, and changin' all sorts of things (don't believe me? jus' go blow up the gas station in Downtown and watch the fireworks). Okay, I'm sure you're all lathered up now wantin' to get on with it, right? Well, there's just a few things you need to know first, so just sit tight and quit yer yammerin'.
First of all, you need to decide what the hell you want to destroy (for best results, build it completely the way you want it first). Once you have the area completely finished, you'll need to copy it into an isolated portion of the map (you'll find it easiest to build your DESTRUCTO area in a large box, and then copy it over to the new area of the map). So in a nutshell, you need to create an exact copy of the area that you want to destroy. The original version will be your "unblowed up" version, while the copy will consist of
your "blowed up" version. At the time of destruction, the engine will almost instantaneously swap out the "unblowed up" version and replace it with the "blowed up" version. Confusin' ain't it? Just wait till ya try to build it!
Okay, so here are the particulars of this effect. From now on, we'll be referrin' to the "unblowed up" areas as the PARENT SECTORS, and the "blowed up" areas as the CHILD SECTORS. Now ya'll might think that parents and childs are interchangeable, but trust me, if'n ya mix these up, you'll really screw up everything.
PARTICULARS: All parent sectors require two sprites. They are:
EXPLOSION Sprite (tile#63)
DESTRUCTO Sprite (tile#36)
You need to place an EXPLOSION Sprite in every single sector involved in the destruction (in both PARENT and CHILD areas of the effect). All EXPLOSION sprites need a Lo Tag and a Hi Tag. Now, this part gets a bit complicated, so we're gonna break it down a bit.
Hi Tag: Must start at 100 and progress sequentially. If you're only going to create a single DESTRUCTO area, then I'm wastin' my time even tellin' you 'bout this. But, if you're one of them over-achiever types, and wanna make a whole bunch of DESTRUCTO areas, then you'll need to follows a few complicated rules. Let's just say that you wanna create two seperate DESTRUCTO regions, and each region consists of two sectors each. Okay, so starting with region one, you'll place EXPLOSION sprites in each sector of the PARENT and CHILD areas, and give them all a Hi Tag of 100. For DESTRUCTO region 2, you'll give all EXPLOSION sprites involved a Hi Tag of 101 (and if you make even more DESTRUCTO areas, then you'll just keep on numberin' sequentially from there).
Lo Tag: This is used to LINK the corresponding PARENT and CHILD sectors together (in other words, when all hell breaks loose, the engine will look at the EXPLOSION sprite in the PARENT area, and find the matching CHILD sector that it is linked to, and then switch 'em). The Lo Tags for this effect begin at 100, and progress sequentially. Only _two_ EXPLOSION Sprites can share the same Lo Tag numbers. Therefor, if you have multiple DESTRUCTO areas, the Lo Tags of the EXPLOSION sprites must always begin where the prior DESTRUCTIO region left off (i.e., if you stopped at 104 in DESTRUCTO area 1, then you'd begin numbering at 105 in area 2).
The next step in the DESTRUCTO effect is to add DESTRUCTO Sprites (tile#36) to all PARENT sectors involved in the effect (the CHILDS were bad, so they don't git none!). Although these sprites are invisible to the player, they remain in the playing field and will take damage from weapons and other deevices of destruction. When these poor little things have had enough, they'll trigger the effect and KA-BOOM! You got yer destruction.
Now, if you just toss in a nakid DESTRUCTO sprite, you have in effect made a trigger for your DESTRUCTO region. You can have multiple triggers if that's your fancy, and you can even have more than one trigger per sector (see how flexible we is?). But wiff all this freedom, you need to also maintain a little restraint. Take fer instance the Downtown Hickston gas station; both gas pumps have numerous triggers around them so that they is easily blowed up, and bring joy to everyone who sees this. But how much sense would this make if you shot the Cola machine and blowed up the whole station? See the problem we face here ('cause every PARENT _MUST_ have a DESTRUCTO sprite in it)? Well, don't get yer panties in a bunch, 'cause we've already faced and solved this problem. If'n you DON'T want a DESTRUCTO sprite to trigger the ultimate destruction, simply give the sprite a palette of 30. This will keep that baby dormant should it accidentally git hit by somethin' (don't worry, when an active trigger get's hit, it'll then do it's job like just like we promised).
By the way, in case it hasn't become clear to you after readin' all this crap, you need to
design your CHILD areas to look the way you want them to after the PARENT areas git
blowed up (to clarify: PARENT= Hickston Gas Station before gettin' blowed up, CHILD= Hickston Gas Station after gettin' blowed up...get the picture?).
If you feel that this effect is too complicated to use, then we don't recommend usin' it. See, our Programmer fella spent a good deal of time codin' this here contraption, so we felt obliged to put it to
good use. But if'n ya insist on goin' ahead with this effect and ya still can't figure it out, we can only recommend pullin' up Downtown Hickston and the Ruins levels, and try to recreate what we did there.
7.26 3D Geometry Effects (Fake, of course)
Okay, first of all, you need to understand that this ain't no real 3D geometry like in that there Quack game. But damnit, if it LOOKS 3D, and ACTS 3D, what the hell do you care? The way this here gizmo works is by renderin' the scene more than once. Fer instance, let's say ya'll wanna make a 3D table. The PARENT sector would consist of the table's legs, then we'd add a CHILD sector that would display nuthin' but the top of the table, and then one more CHILD to display the bottom and the sides of the table. When playin' the game, the engine will basically teleport the player through all three areas so quickly that the table's three seperate pieces will all mesh together and appear to be one solid structure to the player. It's a bit complicated (did you think it wouldn't be?), and we'll cover it in greater detail, but for the time being just understand that each 3D area will consist of three seperate pieces.
Sticking with the table example, create a square room and decide where you wish to place your table. Once
you've chosen a spot, build a square sector for your table, and then inside of that create four smaller square sectors that will serve as the table's legs. Raise the table legs to the desired height (but leave the outer square level with the floor, and give it the same texture as the surrounding floor). Now, Shade and texture your room to your liking. This room will serve as the PARENT sector. Once you've completed the PARENT, you need to add the special 3D Geometry Sprites (tile#19). These sprites need to placed into EVERY sector of the PARENT that the player can walk into OR see the 3D Geometry (i.e., the table) from. The first sprite that you place needs to be assigned a Lo Tag of 100, with every subsequent sprite getting the next highest number (i.e., 101, 102, 103, etc.). After you've placed all of the 3D Geometry Sprites and given them proper Lo Tags, select and copy the ENTIRE area to a new location of the map. This new location will be CHILD1. Once you've created CHILD1, repeat this process to create a second CHILD sector (known as CHILD2, obviously). Now that we have a PARENT and two CHILD sectors, we need to go back to the PARENT area and give EVERY sector (that the player can walk in and SEE the table from) a Lo Tag of 848 (including the table sectors). It's now time to move on to CHILD1. Each sprite in CHILD1 gets a Hi Tag of 1 (this tells the engine that these sectors are part of the first CHILD area). Additionally, you must raise the table top (the sector around the legs) to the appropriate height. Now give every surface in the room (EXCEPT the table top) a textures of Tile#0 (ugly yellow texture). For the table top itself, give it the texture of your choice (BTW, Tile#0 will NOT be drawn by the engine).
Moving on to CHILD2, give all of the 3D Geometry sprites a Hi Tag of 2 (to indicate that it's the second CHILD area). Now lower the ceiling of the table area to the appropriate height of the bottom of the table. Once again, give every surface (EXCEPT the bottom and sides of the table) a texture of Tile#0. Be sure that all sprite Lo Tags match their corresponding sprites in all three areas. Additionally, the sprites must be in the same relative position in all three areas, otherwise you will experience bizarre display problems.
The last thing that you'll need to do is revisit the PARENT sector and insert Ladder Wood Sprites (Tile#3587) in order to give the table "solidity." Place the sprites relative to the floor, and in the position where the table top and bottoms will be. These sprites can be stretched to match the contour of the table.
Remember to set the blocking bit on these sprites ("B" key in 2D mode) so that they will effectively block the player from passing through the table.
And that's it! Just like lookin' up a hog's butt for a ham sammitch! By the way, don't try to use this effect in very large and open areas. It's a real frame rate killer!!
7.27 Torch Effector
To use the TORCH EFFECTOR, place the TORCH Sprite (Tile#18) in all sectors requirin' the effect. When the game is run, the lighting of them sectors being affected will flicker real random like. To ensure that the effect is seamless, all portions of the sector being affected must possess the same shadin' values. Additionally, the TORCH Effector may be Lo tagged with the followin' values so that the effect is only carried out on specific portions of the sectors:
LO-TAG AREA OF EFFECT
------ --------------
0 Ceiling | Floor | Walls
1 Ceiling | | Walls
2 | Floor | Walls
3 | | Walls
4 Ceiling | |
5 | Floor |
7.28 Conveyor Belts
This is how to make conveyor belts and other similarly moving sectors:
Make a sector and put in a sector effector sprite. Give the Sprite a Lotag of 24. The direction in which the tail points determines the direction of travel. If the tail points up, the floor moves up, etc. If you make a round sector, like in the example map, any objects you place in the sector will move to the central point that connects the different sectors after a while. You can assign a switch to activate the effect by giving the switch a Lotag equal to the Sector Effector's Hitag (give the SE a Hitag of any number not used by other SE sprites in the map).
7.29 Hole in the floor
This is where you can look own through a hole in the floor and see the room below. This effect was used in the large vat in the Refinery level and was also used for the roof in the Bordello level also.
I am going to assume that you are familiar with some advanced level building techniques. I am also going to assume that you are familiar with how to build underwater areas, and that you know how to copy sectors. This technique is similar to making underwater sectors. One more thing I would like to add. This effect doesn't always work. You can have everything made right, and it still won't work. Make your room that you want the hole in the floor. Next make the actual 'hole'. Point at the 'hole' and lower it (1x Page/Dn), lower than the surrounding floor. Give the hole texture number 13.
Next give the 'hole' a sector tag of 160. Now place 2 sector efectors in the 'hole' sector as in the sample map. Give the top SE a lotag of 150 and a hi tag of 3.
Now give the lower SE a lotag of 152 and a hitag of 3.
Note : This SE must be pointing down. (look in makemap 2D, and make sure the SE tail is pointing towards the bottom of your screen)
Now in your room sector place 2 more SE, just like in the sample map. Give the top one a lotag of 155 and a hitag of 3. Now give the lower SE a lotag of 152 and a hitag of 3.
Note: Every sector in your room that can 'see' the 'hole' sector must have a pair of these SE's. Example: If you have an upstairs room with a bed and night stand, and also a hole in the floor looking down. The bed sectors and night stand sectors must have these SE's.
Next make a copy of these sectors off to the side somewhere. Re work the new area so it looks like the 'hole' is in the ceiling. Now give the 'ceiling hole' sector a lo tag of 161.
Now place SE's in the 'ceiling hole' just like you did in the 'floor hole' Give the top SE a lotag of 151 and a hitag of 3. Give the lower SE a lotag of 153 and a hitag of 3. Making sure the lower SE points down.
Now put 2 SE's in the 'lower room' sector. Give the upper SE a lotag of 155 and a hitag of 2 (yes 2) Give the lower SE a lotag of 153 and a hitag of 3 (yes 3). Fire it up and it now should work.
Things to remember:
*Both 'hole' sectors MUST be the same size.
*Both "hole' SE's must be in the EXACT same place.
*It works best if the room sectors are both the same size, but it is not necessary.
*This effect is a frame rate killer! Do not use it around moving sprites or moving sectors. Do not place enemys where they can see the 'hole'.
*In the room sectors, both lower and upper, it is very important that each sector that can "see" the 'hole' have a pair of room SE's.
7.30 Curtains
This enables you to produce drawback curtains or doors that draw back from the centerline. Do the following for both sides of the curtain.
Make your curtain (or whatever) you want to draw back. Now place a sprite on a wall or wherever and change it to a switch.
Lower the kurtin sector's ceiling down to the 1 space above the floor. Put a sector-effector sprite, a GPSPEED sprite, and an activator sprite in the curtain sector.
Give the curtain sector a lotag of 27
Give the switch any lotag you wish. Give the Sector-effector sprite a lotag of 20, and a hitag equal to the switch's lotag.
Place the SE near where the curtains meet! If placed near where the curtains enter the wall, the effect won't work. ALSO, be sure and rotate the SE sprite so the angle is equal to the direction you want the curtains to go.
Give the Activator sprite the same lotag as the switch's lotag.
Give the GPSPEED sprite a lotag that will determine how far the curtain will draw back. 1024 is the same distance as the largest grid square in Makemap.
Make sure that your curtain doesn't draw back too far into the wall, or a Hall of Mirrors Effect will be seen. Also, press [R] to get rid of the effect on the floor (Floor acting like curtains) under the curtain. I left one side un R'ed.
7.31 Lifts
Elevators (lifts) can be made in two ways:
Make a small sector and give it a Lotag of 18 to lower the Sector floor and ceiling from even with the current sector to even with the closest lower sector floor and ceiling. Give the sector a Lotag of 19 to raise the sector floor instead of drop it.
Make a sector and give it a Lotag of 16 to lower the floor the same as in #1. Use Lotag of 17 to raise instead.
Each type is activated with the Spacebar. You must raise or lower the destination sector to the proper height.
7.32 Light up a sector with a switch (Sector Effector 12)
Hitag : Set equal to all other SE 12 to be used together.
Sector Lotag : none
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off.
Palette : Set to when lights are on.
The lights color is taken from the SE sprites Palette when the light is on, and the sectors palette when the light is off.
Default is no color. eg. palette = 0.
Both the SE sprite and the sector can have different palettes.
7.33 Mirrors
Make a sector the same size as the one the mirror will be in. Make sure you have enough room in your map to do this. Now Insert two points in the wall where you want the mirror to be. Point at the base of the wall and press M to make a Maskedwall, then put the Mirror texture on the Grid that appears. The Mirror texture is # 1089. Now you will see a black fish-net type texture that you can see thru. Point at it and press 1 to make it turn pink and black. Now while pointing at the wall press B and H to make it Blockable ( can't walk thru) and Hittable (breaks when shot).
Do not put two mirrors in the same room where they can "see" each other, it causes problems.
Also, make sure that the second sector is identical to the first, but reverse the positions of any objects.
Basically, make the room look like it would in a real mirror.
7.34 Yer Secret Place!
Lay out the area to be a secret place within a wall, and place textures on sides, roof, and ceiling. Draw a line across the front of the secret area to split it off as a sector, and assign it a lotag of 32767. Point to the front of the room, press M, and assign it the same texture as the walls, so it will appear hidden. Position textures as needed, and you're done!
7.35 Spawning Monsters or whatever
This enables you to spawn items when flipping a switch or touchplate.
Place a switch or a touchpate somewhere. Give it any Lotag.
Place a respawn somewhere. Sprite #9. Give it the same Lotag as the switch/touchplate. Give the respawn a Hitag equal to the sprite number you want to spawn.
8. PROGRAMMING TIPS
8.1 Programming tips
Always create the complete floor of the level to the end before inserting any objects. Add the texture to it immediately. Obviously there is a "plan as you go" feeling, but this costs time. You can always stretch things afterwards.
Do not insert enemies until the end. This makes testing boring, but it is faster.
Do not let two mirrors "see" each other, this causes problems.
Don't put two demo cameras where they are within each others field of vision; this causes problems.
Use shadowing - Makes cool looking rooms/objects/whaever. In the simplest case - a square room should have two opposing sides. One side darker (or lighter) than the other two. Subdivide sectors to look like shadows are being cast from buildings. etc.
Select a "tile set" that fits your map's motif.
Don't use too many tiles, especially in any one scene. Try and keep it realistic. You should give your level a rating from 1-10 on comparing with a genuine RRRA level.
Store all the time and use different names for recovery reasons. If you lose your current session (and you will do ) then you do not have too much to re-do.
Try and avoid copy & paste of too much material from existing levels. This involves serious repair work and it can screw everything up, rarely is it quicker than writing everything new.
Do look at existing RRRA levels for tricks and tips. Those are full of vitamins and contain everything! Take time to re-live your adventures and study how they were made. Use the Kextract.EXE file as mentioned in the Foreword.
Once youve selected a wall texture or a sprite you can change it dramatically by using the 2,4,6,8 keys on yer number pad. Fool around with this.
If you have the same texture on 2 or more walls and it doesnt seem to be aligned right, hit the period button (.) while pointing at one of them. Try aiming the arrow at the others and play around with this until youre comfortable with the procedure.
Making doors? Heres a couple of tips. If you put more than one door in a sector youll notice that when you open one of them, they both/all open up. Give them different high tags on one of the sector effectors. (I.e.: 100,101,102 etc.)
Made a door but run into some invisible blockage when you try going through it? In either 2D or 3D point at the sector, speed and music sprites and hit the "B" on your keyboard. Check em out at ground level before you put them back in. The B key is for blockable and you may be bumping Leonards head on blockable sprites. (It works the other way too, if you want to make something solid thats not.
Now youve got that door working, but wait, the door knobs on the wrong side on one side of the door. Aim your cursor at it and hit the F button to flip it.
When youre making something that requires aligning two or more sprites, like the end of a log, a truck, a juke-box and such, hold down the shift key and use the 4 or/and 6 keys on the number pad. This works great for aligning walls too.
Youve put an air-boat sprite in yer map, but when you go to tide the dang thing, theres still one where you just left from and yours wont shoot its bazooka. Look at it in 2d, and if its pink, put yer cursor over the sprite and hit B. For some reason the air-boats dont like to be blocked.
Use the RRRA MAKEMAP.EXE for RR. I could never get the MAKEMAP.EXE for the original game to work right on my computer. The stuff in the RRRA goodies folder works just fine for Redneck Rampage. The MAKEMAP.EXE that came with Redneck Rampage was real slow and kept freezing up on me right from the start, instead of waiting until I had something worth losing like the RRRA version.
If you want a road sign (or any other sprite) to be fixed in particular direction, make a small sector (rectangle) and paste it on it. Otherwise it will always "turn to look at you" when you stroll by.
PART 3 REFERENCE SECTION
9. SECTOR EFFECTOR REFERENCE GUIDE
-SECTOR EFFECTOR
0 : ROTATED SECTOR
1 : PIVOT SPRITE FOR SE 0
2 : EARTHQUAKE
3 : RANDOM LIGHTS AFTER SHOT OUT
4 : RANDOM LIGHTS
6 : SUBWAY
7 : TRANSPORT (UNDERWATER ST 1 or 2)
8 : UP OPEN DOOR LIGHTS
9 : DOWN OPEN DOOR LIGHTS
10 : DOOR AUTO CLOSE (H=DELAY)
11 : ROTATE SECTOR DOOR
12 : LIGHT SWITCH
13 : C-9 EXPLOSIVE
14 : SUBWAY CAR
15 : SLIDE DOOR (ST 25)
16 : ROTATE REACTOR SECTOR
17 : ELEVATOR TRANSPORT (ST 15)
18 : INCREMENTAL SECTOR RAISE/FALL
19 : SHOT TOUCHPLATE CIELING DOWN
20 : BRIDGE (ST 27)
21 : DROP FLOOR (ST 28)
22 : PRONG (ST 29)
23 : ONE WAY TELEPORTER EXIT
24 : CONVAIRBELT
25 : ENGINE
27 : CAMERA FOR PLAYBACK
28 : LIGHTING BOLT ENGINE
29 : FLOAT
30 : 2 WAY TRAIN (ST=31)
31 : FLOOR RISE
32 : CEILING FALL
33 : SPAWN JIB W/QUAKE
36 : SKRINK RAY SHOOTER
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Definitions:
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SE 0 : Rotate Sector
Used to rotate a sector around a pivot point.
Hitag : Set equal to Hitag of SE 1 as pivot point for sector.
Sector Lotag : none
Angle : up = Rotate all points around SE 1.
down = Rotate sector around SE 1.
Shade : none
Palette : none
Comment :
:If Relative alignment is set on the floor,( the R key ), then all
sprites and actors on the floor will rotate with the sector
SE 1 : Pivot for Rotate SE 0
Used as a pivot point for Sector Effector 0 to rotate a sector around.
Hitag : Set equal to Hitag of all SE 0 to rotate.
Sector Lotag : none
Angle : up = Rotate clockwise
down = Rotate counter-clockwise
Shade : none
Palette : none
Comment :
SE 2 : Earthquake
Used to set off an earthquake. During the earthquake the screen will shake for about 4 seconds. The sector will move in the direction that the SE sprite is pointing. If there is a slope, then it will rise during the earthquake.
Hitag : none
Sector Lotag : none
Angle : Direction to move sector during earthquake.
Shade : none
Palette : none
Comment :
:Must activate with Masterswitch.
:If there is a slope, then it will be made flat at pre-map and
raised during the earthquake to a maximum height of 4 clicks.
SE 3 : Random lights after shot out
Used to create lighting effect when lights are shot out. It will also set the color of light when the light is on. Make the sector shade dark when the light is out and make the SE sprite shade bright when the light is on.
Hitag : Set equal to Wall Lotag with graphic of Light or
Set equal to Ceiling Hitag with graphic of Light.
Sector Lotag : none
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off.
Palette : Set to Palette Lookup number when light is on.
Comment :
:Can be used with SE 12 to be turned on and off with a light
switch until the lights are shot out.
:The lights color is taken from the SE sprites Palette when the
light is on, and the sectors palette when the light is off.
Default is no color. e.g. palette = 0.
:Both the SE sprite and the sector can have different palettes.
SE 4 : Random lights
Used to make sector randomly flash in brightness. It will also set the color of light when the light is on. Make the sector shade dark when the light is off and make the SE sprite shade bright when the light is on.
Hitag : Set for Random Flash number.
Sector Lotag : none
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off.
Palette : Set to when light is on.
Comment :
:Can NOT be used with SE 12 to be turned on and off with a light
switch.
:The lights color is taken from the SE sprites Palette when the
light is on, and the sectors palette when the light is off.
Default is no color. e.g. palette = 0.
:Both the SE sprite and the sector can have different palettes.
SE 5 : Reserved
SE 6 : Subway Engine
Used as the Engine for a Subway. Use with SE 14 for multipe subway cars. Must be used with Locator Sprite to set track.
Hitag : Set equal to Locator Lotag for starting position.
Sector Lotag : none
Sector Hitag : All sectors within Car sector must be equal.
Angle : Set for direction of Subway.
Shade : none
Palette : none
Comment :
:Set relative align on sector floor, (R key), to make sprites move.
:If a Locator has a Hitag of 1, then the Subway will stop at that
locator for 5 seconds then continue.
SE 7 : Transport / Water
Used as Teleporter and Water Effect.
Hitag : Set equal to one other SE 7 to Transport to.
Sector Lotag : 0 = Teleporter.
1 = On top of water.
2 = Underwater
Angle : none
Shade : none
Palette: 0 = Normal/Default
> 0 = Teleporter won't play sfx or flash when used.
Sector Palette : 0 = Water
8 = Green Slime
Comment :
:If the Sector Effector Sprite is off the ground, then you will only teleport when dukes waist is at the same height as the sprite and in the same sector.
:When using with Sector Lotag 1 and 2 as water, the two sectors must be exactly the same size or you will teleport to death.
SE 8 : Up Open Door Lights
Used to light up a room when a door is opened.
Hitag : Set equal to all other SE 8 used together.
Sector Lotag : Use with any that raises the ceiling. ex: Sector Lotag 20
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off.
Palette : none
Comment :
:At least one SE 8 with equal Hitag must be in a sector in which the ceiling rises.
SE 9 : Down Open Door Lights
Used to light up a room when a light comes down from the ceiling.
Hitag : Set equal to all other SE 9 used together.
Sector Lotag : Use with any that lowers to floor. ex: Sector Lotag 21
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off.
Palette : none
Comment :
:At least one SE 8 with equal Hitag must be in a sector in witch the floor rises.
SE 10 : Door Auto Close
Used to Automatically close a door after a set delay.
Hitag : Delay until door closes. ex: 128 equals 4 seconds.
Sector Lotag : Use with all door Sector Lotags
Angle : none
Shade : none
Palette : none
Comment :
SE 11 : Rotate Sector Door
Used as a door that rotates 90 degrees when activated.
Hitag : none
Sector Lotag : 23
Angle : none
Shade : none
Palette : 0 = clockwise
1 = Counter-clockwise
Comment :
:Will also activate other SE 11 with equal Hitag values.
SE 12 : Light Switch
Used light up a sector when activated with a switch.
Hitag : Set equal to all other SE 12 used together
Sector Lotag : none
Angle : none
Shade : Set to brightness when light is on, set sector brightness to when light is off.
Palette : Set to when lights are on.
Comment :
:The lights color is taken from the SE sprites Palette when the
light is on, and the sectors palette when the light is off.
Default is no color. e.g. palette = 0.
:Both the SE sprite and the sector can have different palettes.
SE 13 : C-9 Explosive
Used to blow apart the ceiling and floor of a sector to create holes in walls
Hitag : Set equal to SEENINE, OOZCAN, or CRACK sprites to activate
Sector Lotag : none
Angle : up = both ceiling and floor come together at Pre-map.
down = Only the ceiling or the floor matches height with the
SE sprite depending on which one is closest.
Shade : none
Palette : none
Comment :
:Can be activated by a Masterswitch with equal Hitags.
:If the ceiling has a Sky texture without Parallax set, then the
tile will be replaced at Pre-map with the closest non-Sky
texture. When it explodes, the sky will change to Parallax.
SE 14 : Subway Car
Used as the Car for a Subway. Use with SE 6 for Subway engine. Must be used with Locator Sprite to set track.
Hitag : Set equal to Locator Lotag for starting position.
Sector Lotag : none
Sector Hitag : All sectors within Car sector must be equal.
Angle : Set for direction of Subway.
Shade : none
Palette : none
Comment :
:Set relative align on sector floor, (R key), to make sprites
move.
:If a Locator has a Hitag of 1, then the Subway will stop at that
locator for 5 seconds then continue.
SE 15 : Slide Door
Used as a door that slides when opened.
Hitag : Set equal to other doors to be opened at same time.
Sector Lotag : 25
Angle : Set to direction when door is closed.
Shade : none
Palette : none
Comment :
:Speed Sprite sets distance to door to open.
:Check !SE.map on how to build.
:Use MusicSFX sprite for sound.
SE 16 : Reserved
SE 17 : Elevator Transport
Used as an Elevator that transports from one elevator shaft to another to simulate going straight up from one floor to another.
Hitag : Equal to one other SE 17.
Sector Lotag : 15
Sector Hitag : 0 = Bottom Floor
1 = Top Floor
Angle : none
Shade : Darkest shade of the two SE 17 with equal Hitag is the
starting floor for the elevator.
Palette : none
Comment :
:Top and Bottom floors must be physically built at proper height
difference to work properly.
:Both Elevators must be Exactly the same size.
SE 18 : Incremental Sector Raise/Fall
Used as sector floor or ceiling raise/fall that can be activated incrementally.
Hitag : Set equal to units moved per activation.
Unit = one page-up/page-down in build.
Angle : Up = Floor will move incrementally (by Hitag #).
Down = Ceiling will move incrementally.
Palette : 0 = Start at build set height.
>0 = height set to SE Sprite in premap.
Comment:
:Sector will move in opposite direction as it is at premap.
i.e. if sector is set to SE Sprite floor/ceiling will move to set height.
SE 19 : Shot Touchplate Ceiling Down
Used to close ceiling when a shot or explosion hits within the sector.
Hitag : Equal to others to activate at same time.
Sector Lotag : none
Angle : none
Shade : none
Comment :
:Does not check to when a shot or object passes through the
sector.
:Use MusicSFX sprite for sound.
SE 20 : Bridge
Used to stretch a sector when activated.
Hitag : none
Sector Lotag : 27
Angle : Set to direction to stretch sector.
Shade : none
Comment :
:Set relative alignment, (R key), on sector to move floor.
:Use Speed sprite for distance.
SE 21 : Drop Floor
Used to make a floor or ceiling drop to the height of the SE sprite when activated by a Masterswitch.
Hitag : Set equal to others that activate at same time.
Sector Lotag : 28
Angle : up = Drop Ceiling
down = Drop Floor
Shade : none
Comment:
:Floor or Ceiling matches height of SE sprite at Pre-map then
drops to set position when activated.
:To do opposite, the SE sprite height must be put into sector.
SE 22 : Prong
Used as Door inside Teeth Prongs.
Hitag : Set equal to Hitag of Sector Lotaged 29.
Sector Lotag : 0, Outside Sector Lotag of 29
Angle : none
Shade : none
Comment:
:This Effector was not tested in the, game so use at your own risk.
It may cause problems in multi-play.
:See !SE.MAP for usage.
SE 23 : One Way Teleporter Exit
Used as an exit indicator for a one way teleporter.
Hitag: Set equal to teleporter entrance sprite Hitag (SE 7).
Angle: Actor facing on exit.
Palette: 0 = Normal/default
>0 = No Teleporter sound or flash on use.
SE 24 : Conveyor belt
Used to move sprites along the floor like a conveyor belt.
Hitag : Set equal to a switch to turn on and off.
Sector Lotag : none
Angle : Set to direction to move sprites.
Shade : none
Comment:
:Set relative alignment (R key) on sector floor to move sprites.
:Set Speed sprite equal to rate of movement.
SE 25 : Engine Piston
Used as a Piston that only goes up and down.
Hitag : none
Sector Lotag : none
Angle : none
Shade : none
Comment:
:Put SE sprite height to starting position of Piston.
:Speed sprite equals rate of movement.
SE 26 : Reserved
SE 27 : Camera for Playback
Used as a camera position to view playback of game Demos.
Hitag : Set to maximum distance for the camera to view the action of
other players. e.g. 2048 equals largest grid in build.
Sector Lotag : none
Angle : none
Shade : none
Comment:
:Camera does not always work well with extreme heights.
SE 28 : Lighting Engine
Used to create lighting effect in an area of 10000. On random activation will flash linked Lighting Bolt sprites and start sfx.
Hitag: Set equal to Lighting Bolt Sprite #4890 Hitag.
Angle: none
Shade: none.
SE 29 : Floating Sector
Used to make sector float like water or waves.
Hitag : Set to starting height of sector. 0-2047
Sector Lotag : none
Angle : none
Shade : none
Comment:
:Use Speed sprite to set height of wave.
:To use as a wave, the sector must only be made of 4 lines. Set
one wall as first wall (alt-f) next to another sector with a
SE 29 sprite in it to create a wave.
SE 30 : 2 Way Train
Used as a Train car that only goes back and forth from point A to point B.
Hitag : Set equal to a switch to activate.
Sector Lotag : 31
Angle : Set to direction of front of Car.
Shade : none
Comment:
:Use with 2 Locator sprites to define track.
:Activator with equal hitag+1 activates when car stops at point A.
Activator with equal hitag+2 activates when car stops at point B.
SE 31 : Floor Rise
Used to rise or lower sector floor when activated by an Activator or Masterswitch.
Hitag : none
Sector Lotag : none
Angle : Up = Move sector to SE sprite height when activated.
Down = Start sector height equal to SE sprite height at Pre-map.
On activation, falls to pre set height.
Shade : none
Comment:
:Use Speed to set rate of rise.
:Use MusicSFX sprite for sound.
SE 32 : Ceiling Fall
Used to rise or lower sector Ceiling when activated by an Activator or Masterswitch.
Hitag : none
Sector Lotag : none
Angle : Up = Rise sector to SE sprite height when activated.
Down = Start sector height equal to SE sprite height at Pre-map.
On activation, raises to pre set height.
Shade : none
Comment:
:Use Speed to set rate of rise.
:Use MusicSFX sprite for sound.
SE 33 : Spawn Earthquake Jibs
Used to spawn pieces of metal and rock from SE sprite during an Earthquake.
Hitag : none
Sector Lotag : none
Angle : none
Shade : none
Comment:
:Jibs will be spawned whenever a earthquake anywhere on the map.
SE 34 : Reserved
SE 35 : Reserved
SE 36 : Spawn Shot
Used to Spawn a shot every 5 seconds when activated by a Masterswitch.
Hitag : none
Sector Lotag : none
Angle : Set to direction to shoot.
Shade : none
Comment:
:Once activated, it will never stop shooting.
:Use Speed sprite to set object to shoot. e.g.
2556 : Shrink Ray
2605 : RPG
1650 : Mortar
1625 : Trooper Laser
1636 : Lizman Spit
10. SPECIAL SPRITE REFERENCE GUIDE
SECTOREFFECTOR : Sprite #1
ACTIVATOR : Sprite #2
TOUCHPLATE : Sprite #3
ACTIVATORLOCKED : Sprite #4
MUSICANDSFX : Sprite #5
LOCATORS : Sprite #6
CYCLER : Sprite #7
MASTERSWITCH : Sprite #8
RESPAWN : Sprite #9
GPSPEED : Sprite #10
ACCESSSWITCH : Sprite #130
SWITCH : Sprite #132 and all other SWITCHes
NUKEBUTTON : Sprite #142
MULTISWITCH : Sprite #146
DOORTILE5 : Tile #150 and all other DOORTILEs
DIPSWITCH : Sprite #162
VIEWSCREEN : Sprite #502
CRACK1 : Sprite #546 and all other CRACKs
MIRROR : Tile #560
CAMERA1 : Sprite #621
CANWITHSOMETHING : Sprite #1232
SEENINE : Sprite #1247
FEMPIC1 : Sprite #1280
APLAYER : Sprite #1405
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Definitions:
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SECTOREFFECTOR : Sprite #1
The Sector Effector Sprite is used to create game effects and manipulate Sector attributes. The SE is the main tool to create effects such as Earthquakes, Explosions, and Lighting Effects. Place a Sprite #1 in the sector to effect.
Lotag : See !SE.TXT for details
Hitag : Set equal to other SE Sprites with same Lotag to activate
together. See Sector Effect Reference (!SE.TXT) for more details.
Comments:
:Multiple SE Sprites can be used in a Sector to create different
effects.
ACTIVATOR : Sprite #2
The Activator Sprite is used with Switches or the TOUCHPLATE Sprite to activate the Sector Lotag function of any Sector Effectors within the Sector.
Lotag : Set equal to a Switch Lotag or a TOUCHPLATE Lotag
Hitag : 0 = normal/default.
1 = Open door only. Only works for Sector Tag 20 or 21 doors.
2 = Close door only. Only works for Sector Tag 20 or 21 doors.
TOUCHPLATE : Sprite #3
The Touchplate will activate an ACTIVATOR or a MASTERSWITCH Sprite when the player walks on the sector floor.
Lotag : Set equal to an ACTIVATOR or MASTERSWITCH Lotag.
Hitag : 0 = Activate touchplate every time player walks on the sector.
>0 = The touchplate will only activate this many times when
the player walks on the sector then never again.
ACTIVATORLOCKED : Sprite #4
The Activator locked Sprite will lock the sectors Lotag function, so it can not be activated by the player until it is unlocked with a switch.
Lotag : Set equal to a switch's Lotag to be toggled Locked and
Unlocked.
Hitag : none.
MUSICAN DSFX : Sprite #5
The Music and Sound Effects Sprite can be used 3 ways.
1. Activation Sound :
When used in a sector with a Lotag, it will play a sound when the sectors Lotag function is activated.
Lotag : Sound number.
Hitag : none.
2. Ambient Sound :
When used in a sector with no Lotag, it will play an ambient sound.
Lotag : Ambient Sound.
Hitag : Max distance the sound can be heard. e.g. 1024 equals the largest grid square in build.
3. Echo Effect :
When used in a sector with no Lotag, if will cause all sounds to have a echo effect.
Lotag : 1000 + the amount of echo from 0-255.
Hitag : Max distance the sound can be heard. e.g. 1024 equals the largest grid square in build.
LOCATORS : Sprite #6
The Locator Sprite can be used to define a track for a Subway (SE 6 & SE 14) or to define a path for PigCop Recon Cars but not both in the same map. Plus you can only have one path defined in a map.
Lotag : Set in an increasing order starting from 0 with no gaps in the count for all the LOCATOR Sprites in the map. When the Subway or PigCop Recon Car reaches the last LOCATOR Sprite, it will loop back to the LOCATOR Sprite with Lotag 0.
Hitag : If set to 1, then the Subway will stop the LOCATOR Sprite location for 5 seconds, then continue to the next LOCATOR. The PigCop Recon Car is not effected.
CYCLER : Sprite #7
The Cycler Sprite is used to make the Sector Floor, Walls, and Ceiling pulsate in brightness.
Lotag : Set the offset of how bright it will start.
Hitag : none
Palette : Set to a color if needed.
Shade : Set to how bright the sector will get. Set the sector brightness to how dark it will get.
MASTERSWITCH : Sprite #8
The Master Switch Sprite is used to activate a Sector Lotag or an Sector Effector Sprite after a time delay. This can only be activated by a TOUCHPLATE Sprite.
Lotag : Set equal to a TOUCHPLATE Sprite Lotag to be activated by.
Hitag : Set for time delay until activation of Sector Tag or Sector Effector Sprite.
RESPAWN : Sprite #9
The Respawn Sprite is used to Teleport in Actors and Items when activated by a TOUCHPLATE Sprite.
Lotag : Set equal to TOUCHPLATE Sprite Lotag to be activated by.
Hitag : Set equal to any Sprite Number that have a name with it in Build or Editart.
GPSPEED : Sprite #10
The GPSpeed Sprite is used to define the rate of movement for such things as Sector Tag 20 (Ceiling Door) and Sector Effector 0(Rotate Sector). See !SE.TXT and !ST.txt for more details.
Lotag : Set to rate.
Hitag : None.
ACCESSSWITCH : Sprite #130
The Access Switch is used to unlock or activate something when used with a Key Card. Use the Palette to define what card to use.
Lotag : Set equal to ACTIVATOR or ACTIVATORLOCKED Sprite Lotag to use.
Hitag : Set to play sound when activated.
Palette : 0 = Blue card
21 = Red card
22 = Yellow card
SWITCH : Sprite #132 and all other SWITCHes
The Switch is used to unlock or activate something when activated by space key.
Lotag : Set equal to ACTIVATOR or ACTIVATORLOCKED Sprite Lotag to use.
Hitag : Set to play sound when activated.
Palette : 0 = Normal play
1 = Multi-play only
NUKEBUTTON : Sprite #142
The Nuke Button is used to End a level and goto the stat screen. It can also be used to goto a bonus level.
Lotag : Set to 65535 to end a level and go to stat screen
Set to 1-11 to go to a bonus level in the same volume. Must have palette adjusted for this to work.
Hitag : none.
Palette : 0 = Default.
14 = Bonus Level.
MULTISWITCH : Sprite #146
The Multi Switch can activate 4 multiple ACTIVATOR Sprites. It uses 4 consecutive Lotags to activate each ACTIVATOR. When first switched, it activates ACTIVATOR Sprites A and D. The next time it activates ACTIVATOR Sprites B and A. etc.. C and B.. D and C.. then A and D again.
Lotag : Set equal to ACTIVATOR Sprites A,B+1,C+2,D+3
Hitag : none.
DOORTILE5 : Tile #150 and all other DOORTILEs
The Door Tiles can be used to activate ACTIVATOR Sprites when the player presses upon the wall.
Wall Lotag : Set equal to ACTIVATOR Sprite Lotag to activate.
Wall Hitag : none.
DIPSWITCH : Sprite #162
The Dip Switch is used as a combination switch with a ACTIVATOR or ACTIVATORLOCKED Sprite. All DIPSWITCH Sprites with equal Lotags will be used for the combination.
Lotag : Set equal to ACTIVATOR or ACTIVATORLOCKED Sprite Lotag.
Hitag : 0 = set to off.
1 = set to on.
VIEWSCREEN : Spirte #502
The View Screen is used to view through Cameras (Sprite # 621) placed around the map. It will view through all Cameras with equal Lotags.
Lotag : none.
Hitag : Set equal to CAMERA1 Sprites #621.
CRACK1 : Sprite #546 and all other CRACKs
The Crack Sprite is used to activate explosions,(SE 13) and other effects.
Lotag : none.
Hitag : Set equal to SE 13 Hitag to activate. See !SE.TXT for more details.
Palette : Set to 1 for Multi-play mode only.
MIRROR : Tile #560
The Mirror tile is used to place a mirror in the map. To use it you must make a one-way wall (1 key in build). Put tile #560 on that wall. The sector behind the mirror must be the size of every space that can be seen in the mirror or problems will acure.
CAMERA1 : Sprite #621
The Camera Sprite is used to be able to view through using the VIEWSCREEN Sprite.
Lotag : Set equal to the VIEWSCREEN Sprite Lotag to be viewed through.
Hitag : Set to amount of turning radius. 0 equals none.
Shade : Set to angle of facing down.
Angle : Set to direction to point.
CANWITHSOMETHING : Sprite #1232,4580,4581,4582
The Can with something is used to spawn an object when it is shot.
Lotag : Set to Sprite number with a name in build or editart to spawn when shot.
SEENINE : Sprite #1247
OOZCAN: Sprite #1879
The Seenine Sprite is used to activate explosions,(SE 13) and other effects. It can also be used to time delay explosions.
Lotag : Set equal to time delay until explosion.
Hitag : Set equal to SE 13 Hitag to activate. See !SE.TXT for more details.
Size : If the Sprite is shrunk in the x direction, then the sprite will not be seen in the game, but the explosion will.
FEMPIC1 : Sprite #1280
The Fem Pics are used to activate the RESPAWN Sprite to spawn in any Sprite with a name in Build or Editart.
Lotag : none.
Hitag : Set equal to RESPAWN Sprite to activate.
APLAYER : Sprite #1405
The APlayer Sprite is used to define where all multi-players will start in the map. You must have a minimum of 7 Sprites in the map for an 8 player multi-play game and a minimum of 7 Sprites in the map for an 8 player Coop game.
Lotag : 0 = Multi-player start position
1 = Coop-player start position
PURPLE LAVA: Sprite #4240
Works like green slime with three exceptions:
1) Hyper Destructive
2) Will cause damage to player anywhere in sector (Can't fly over).
3) Can be placed on ceiling for same sector damage effect
LIGHTING BOLT : Sprite # 4890
Lightning Bolt is used to spawn the flash position of lighting when used with Sector Effector #28.
Lotag: 0
HiTag: Set equal to Sector Effector #28 HiTag.
Note: Any number of Lighting Bolts can be attached to any Sector Effector #28.
11. SECTOR TAGS REFERENCE GUIDE
SECTOR TAGS
1 : WATER (SE 7)
2 : UNDERWATER (SE 7)
9 : STAR TREK DOORS
15 : ELEVATOR TRANSPORT (SE 17)
16 : ELEVATOR PLATFORM DOWN
17 : ELEVATOR PLATFORM UP
18 : ELEVATOR DOWN
19 : ELEVATOR UP
20 : CEILING DOOR
21 : FLOOR DOOR
22 : SPLIT DOOR
23 : SWING DOOR
25 : SLIDE DOOR (SE 15)
26 : SPLIT STAR TREK DOOR
27 : BRIDGE (SE 20)
28 : DROP FLOOR (SE 21)
29 : TEETH DOOR (SE 22)
30 : ROTATE RISE BRIDGE
31 : 2 WAY TRAIN (SE=30)
10000+ : 1TIME SOUND
32767 : SECRET ROOM
65535 : END OF LEVEL
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Definitions:
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ST 1 : Water
Used as Water Effect when the player walks on sector. If used with a SE 7 (Transport) sprite, then it will move the player to the underwater sector with ST 2.
Definition : SE 7 : Transport Underwater
Hitag : Set equal to one other SE 7 to Transport to.
Sector Lotag : 0 = Teleporter.
1 = On top of water.
2 = Underwater
Angle : none
Shade : none
Palette : 0 = Water
8 = Green Slime
Comment :
When using with Sector Lotag 1 and 2 as water, the two sectors must be exactly the same size or you will teleport to death.
ST 2 : Underwater
Used as Underwater Effect when the player moves in sector. If used with a SE 7 (Transport) sprite, then it will move the player to the underwater sector with ST 1.
Definition : SE 7 : Transport Underwater
Hitag : Set equal to one other SE 7 to Transport to.
Sector Lotag : 0 = Teleporter.
1 = On top of water.
2 = Underwater
Angle : none
Shade : none
Palette : 0 = Water
8 = Green Slime
Comment :
When using with Sector Lotag 1 and 2 as water, the two sectors must be exactly the same size or you will teleport to death.
ST 9 : Star Trek Doors
Doors that spread apart when opened like on Star Trek. Note that the wall tile on the doors will squish when opened.
Comment:
:Use MUSICANDSFX Sprite Lotag for door open sound.
:Use SPEED Sprite Lotag for opening speed.
ST 15 : Elevator Transport
Used as an Elevator that transports from one elevator shaft to another to simulate going straight up from one floor to another.
Comment:
:Maximum of 2 floors.
:Sounds are set automatically
Definition : SE 17 : Elevator Transport
Hitag : Equal to one other SE 17.
Sector Lotag : 15
Sector Hitag : 0 = Bottom Floor
1 = Top Floor
Angle : none
Shade : Darkest shade of the two SE 17 with equal Hitag is the starting floor for the elevator.
Palette : none
Comment :
:Top and Bottom floors must be physically built at proper height difference to work properly.
:Both Elevators must be Exactly the same size.
ST 16 : Elevator Platform Down
Used to Lower the Sector Floor from current Height Down to the next Sector of lower height. On next activation, the sector floor will rise up to the next Sector.
Comment:
:Use MUSICANDSFX Sprite Lotag for Sound.
Lotag = Start sound.
Hitag = Stop Sound.
:Use SPEED Sprite Lotag for rate of movement.
ST 17 : Elevator Platform Up
Used to Raise the Sector Floor from current Height Up to the next Sector of higher height. On next activation, the sector floor will drop down to the next Sector.
Comment:
:Use MUSICANDSFX Sprite Lotag for Sound.
Lotag = Start sound.
Hitag = Stop Sound.
:Use SPEED Sprite Lotag for rate of movement.
ST 18 : Elevator Down
Used to Lower the Sector Floor and Ceiling from current Height Down to the next Sector of lower height. On next activation, the sector floor and ceiling will rise up to the next Sector.
Comment:
:Use MUSICANDSFX Sprite Lotag sound.
Lotag = Start sound.
Hitag = Stop Sound.
:Use SPEED Sprite Lotag for rate of movement.
ST 19 : Elevator Up
Used to Raise the Sector Floor and Ceiling from current Height Up to the next Sector of higher height. On next activation, the sector floor and ceiling will drop down to the next Sector.
Comment:
:Use MUSICANDSFX Sprite Lotag for Sound.
Lotag = Start sound.
Hitag = Stop Sound.
:Use SPEED Sprite Lotag for rate of movement.
ST 20 : Ceiling Door
Used to Raise and Lower the Sector Ceiling from level with the sector floor up to the height of the next sector ceiling height.
Comment:
:Use MUSICANDSFX Sprite Lotag for Open and Close Sound.
:Use SPEED Sprite Lotag for rate of movement.
:Use SE 10 to make the door auto-close.
ST 21 : Floor Door
Used to Raise and Lower the Sector Floor from level with the sector ceiling down to the height of the next sector floor height.
Comment:
:Use MUSICANDSFX Sprite Lotag for Open and Close Sound.
:Use SPEED Sprite Lotag for rate of movement.
:Use SE 10 to make the door auto-close.
ST 22 : Split Door
Used to Raise and Lower the Sector Floor and Ceiling from level with the next sector floor and ceiling, then together until the floor and ceiling match height.
Comment:
:Use MUSICANDSFX Sprite Lotag for Open and Close Sound.
:Use SPEED Sprite Lotag for rate of movement.
:Use SE 10 to make the door auto-close.
ST 23 : Swing Door
Used as doors that swing the sector 90 degrees when activated. Note that you can activate multiple ST 23 by giving the ST 11 Sprite Hitag equal values.
Comment:
Use MUSICANDSFX Sprite Lo and Hitag to door open and close sound.
Definition : SE 11 : Rotate Sector Door
Hitag : none
Angle : up = clockwise
down = counter-clockwise
Shade : none
Palette : none
Comment :
Sector will also rise to height of Sector Effector Sprite if it is off the floor.
ST 24 : Reserved
ST 25 : Slide Door
Used as a door that slides when opened.
Definition : SE 15 : Slide Door
Hitag : Set equal to other doors to be opened at same time.
Angle : Set to direction when door is closed.
Shade : none
Palette : none
Comment :
:Speed Sprite sets distance to door to open.
:Check !SE.map on how to build.
:Use MusicSFX sprite for sound.
ST 26 : Split Star Trek Door
Used to do the effects of both ST 9 (Star Trek Door) and ST 22 (Split Door). Doors will spread apart when opened like on Star Trek. Note that the wall tile on the doors will squish when opened. And will also Raise and Lower the Sector Floor and Ceiling from level with the next sector floor and ceiling, then together until the floor and ceiling match height.
Comment:
:Use MUSICANDSFX Sprite Lotag for Open and Close Sound.
:Use SPEED Sprite Lotag for rate of movement.
:Use SE 10 to make the door auto-close.
ST 27 : Bridge
Used to stretch a sector when activated.
Hitag : none
Sector Lotag : 27
Angle : Set to direction to stretch sector.
Shade : none
Comment :
:Set relative alignment, (R key), on sector to move floor.
:Use Speed sprite for distance.
ST 28 : Drop Floor
Used to make a floor or ceiling drop to the height of the SE sprite when activated by a Masterswitch.
Hitag : Set equal to others that activate at same time.
Sector Lotag : 28
Angle : up = Drop Ceiling
down = Drop Floor
Shade : none
Comment:
:Floor or Ceiling matches height of SE sprite at Pre-map then drops to set position when activated.
:To do opposite, the SE sprite height must be put into sector.
ST 29 : Teeth Door
ST 30 : Rotate Rise Door
Used to rotate the sector floor 90 degrees and rise to the height of the SE 0 Sprite. Use SE 1 as the Pivot point for the sector.
Comment:
:Use MUSICANDSFX Sprite Lotag for sound.
:Use SPEED for rate of turning.
:Use SE 0 Sprite Palette for direction.
Palette 0 = clockwise
Palette 1 = counter-clockwise
ST 31 : 2 Way Train
Used as a Train car that only goes back and forth from point A to point B.
Hitag : Set equal to a switch to activate.
Sector Lotag : 31
Angle : Set to direction of front of Car.
Shade : none
Comment:
:Use with 2 Locator sprites to define track.
:Activator with equal hitag+1 activates when car stops at point A.
Activator with equal hitag+2 activates when car stops at point B.
ST 10000+ : 1 Time Sound
Used to play a sound one time when the player walks on the sector floor. Tag the sector Lotag with (10000 + sound number).
ST 32767 : Secret Room
Use Sector Lotag of 32767 to tag as a secret place to be counted at the end of level stats.
ST 65535 : End of Level
Used to end the level when the player walks on the sector floor.
12. ART TILE LIST
GRID 0
SECTOREFFECTOR 1
ACTIVATOR 2
TOUCHPLATE 3
ACTIVATORLOCKED 4
MUSICANDSFX 5
LOCATORS 6
CYCLER 7
MASTERSWITCH 8
RESPAWN 9
GPSPEED 10
JAILDOOR 11
LNRDTAG 15
SIGN1 16
SIGN2 17
TORCHFLAG 18
3DFLAG 19
WOODFRAME 20
FIRSTGUNSPRITE 21
RIFLESPRITE 22
CROSSBOWSPRITE 23
TEATGUN 24
BUZSAWSPRITE 25
DYNAMITE 26
POWDERKEGSPRITE 27
SHOTGUNSPRITE 28
ALIENARMGUN 29
HEALTHBOX 30
AMMOBOX 31
TEATAMMO 32
INVENTORYBOX 33
DOORKEYS 34
LIGHTNIN 35
DESTRUCTO 36
JSOUNDFLAG 38
TORNADOFLAG 39
AMMO 40
RIFLEAMMO 41
ALIENBLASTERAMMO 42
BLADEAMMO 43
HBOMBAMMO 47
SHOTGUNAMMO 49
KEY1 50
BEER 51
PORKBALLS 52
WHISKEY 53
MOONSHINE 55
SNORKLE 56
COWPIE 57
DOORKEY 60
BOOTS 61
HINGEPIN 62
FLAMESHADE 63
MINECART 64
MINECARTSOUND 65
MINECARTINSIDE 66
MINECARTKILLER 67
SHADESECTOR 68
MIRRORBROKE 70
SOUNDFX 71
BLINDWINDOW1 72
BLINDWINDOW1BROK 73
SHEARWINDOW1 74
SHEARWINDOW1BROK 75
BARWINDOW1 76
BARWINDOW1BROKE 77
SWITHCH1OFF 84
SWITCH1ON 85
SWITCH2OFF 86
SWITCH2ON 87
SWITCH3OFF 88
SWITCH3ON 89
SWITCH4OFF 90
SWITCH4ON 91
SWITCH5OFF 92
SWITCH5ON 93
SWITCH6OFF 94
SWITCH6ON 95
MULTISWITCH4 98
MULTISWITCH1 99
MULTISWITCH2 100
MULTISWITCH3 101
PANELCOVER1 112
SWITCH7OFF 121
SWITCH7ON 122
SWITCH8OFF 123
SWITCH8ON 124
SWITCH9OFF 127
SWITCH9ON 128
SWITCH10OFF 129
SWITCH10ON 130
MONITOR1 164
VIDGAMEBAR1 172
CONTROLPANEL1 176
TAPEPLAYER1 177
MONITOR1BROKE 199
FANSPRITE 211
FANSPRITEBROKE 215
SEMIFRONT1 220
SEMISIDE1 221
GRATE1 234
BGRATE1 235
WATERDRIP 239
WATERBUBBLE 240
WATERBUBBLEMAKER 241
LIGHT1 244
LIGHT1BROKE 245
LIGHT2 246
LIGHT2BROKE 247
BRICKWINDOW1 248
BRICKWNDOW1BROKE 249
LIGHTSWITCH2 250
UFOBEAM 252
BOULDER 256
BOULDER1 264
BLANEFLAG1 280
BLANEFLAG2 281
BRETURNFLAG 282
BPINIDFLAG 283
CHICKSIGN1 285
CHICKSIGN2 286
PLUCKSIGN 287
CHICKHEADSIGN 288
LOAFSIGN 289
NUGGETSIGN 290
PACKAGINGSIGN 291
DEBONESIGN 292
GIBLETSIGN 293
KEGHOLDERFLAG 295
TELEPORTA 296
TELEPORTB 297
WATER1 300
WATER2 320
WATERFALL 340
STEAM1 352
8TRACK 370
REDBUTTON1 371
POWEROFF 372
POWERON 373
WATER3 375
LVLBG1 403
LVLBG2 404
LVLBG3 405
LVLBG4 406
LVLBG5 407
LVLBG6 408
LVLBG7 409
LVLBG8 410
LVLBG9 411
LVLBG10 412
LVLBG11 413
LVLBG12 414
LVLBG13 415
LVLBG14 416
WATER4 420
START3DFONT 448
END3DFONT 485
BIGFNTCURSOR 512
SMALLFNTCURSOR 513
STARTALPHANUM 514
ENDALPHANUM 607
STARTWOODFONT 621
BIGALPHANUM 632
ENDWOODFONT 657
BIGPERIOD 694
BIGCOMMA 695
BIGX 696
BIGQ 697
BIGSEMI 698
BIGCOLIN 699
BIGSLASH 700
BIGPERCENT 701
THREEBYFIVE 702
BIGAPPOS 714
MINIFONT 718
STARTGRAFITTI 820
ENDGRAFITTI 823
PROPAGANDA 840
STEAM2 860
RESPAWNMARKERRED 866
LNRDSPINHED 896
YELLOWLIGHT 920
GREENLIGHT 921
ORANGELIGHT 922
REDLIGHT 923
PISTOLICON 930
SHOTGUNICON 931
RIFLEICON 932
HBOMBICON 933
CROSSBOWICON 934
BUZSAWICON 935
ALIENARMGUNICON 936
POWDERKEGICON 937
TITGUNICON 938
SMALLDOT 1045
GLASS 1056
GLASS2 1057
CRACK1 1075
CRACK2 1076
CRACK3 1077
CRACK4 1078
FOOTPRINTS 1079
MIRROR 1089
FOOTPRINTS2 1144
FOOTPRINTS3 1145
FOOTPRINTS4 1146
SLIME 1161
BOUNCEMINE 1204
BULLETHOLE 1212
GLASSPIECES 1256
BOTTLE12 1282
BOTTLE13 1283
BOTTLE14 1284
BOTTLE15 1285
BOTTLE16 1286
BOTTLE17 1287
BOTTLE18 1288
HENEGG 1290
VENDMACHINE 1291
BPIN 1292
VENDMACHINEBROKE 1293
COLAMACHINE 1294
COLAMACHINEBROKE 1296
BLOODPOOL 1303
FEATHERS 1310
BANNER 1313
SEENINE 1324
SEENINEDEAD 1325
TRANSPORTERBEAM 1338
SIXPACK 1350
WATERSPLASH2 1383
BLOOD 1391
SPARK 1396
TRANSPORTERSTAR 1398
MORTER 1416
MUD 1420
RADIUSEXPLOSION 1426
FORCERIPPLE 1427
EXPLOSION2 1441
EXPLOSION3 1442
JIBS1 1463
JIBS2 1468
JIBS3 1473
JIBS4 1478
JIBS5 1483
BURNING 1494
FIRE 1495
JIBS6 1515
BLOODSPLAT1 1525
BLOODSPLAT3 1526
BLOODSPLAT2 1527
BLOODSPLAT4 1528
OOZ 1529
WALLBLOOD1 1530
WALLBLOOD2 1531
WALLBLOOD3 1532
WALLBLOOD4 1533
WALLBLOOD5 1534
WALLBLOOD6 1535
WALLBLOOD7 1536
WALLBLOOD8 1537
OOZ2 1538
BURNING2 1539
FIRE2 1540
SMALLSMOKE 1554
SMALLSMOKEMAKER 1555
SCRAP6 1595
SCRAP1 1605
SCRAP2 1609
SCRAP3 1613
SCRAP4 1617
SCRAP5 1621
F1HELP 1633
MENUSCREEN 1641
MENUBAR 1642
KILLSICON 1643
WHISHKEY_ICON 1645
BOTTOMSTATUSBAR 1647
BOOT_ICON 1648
FRAGBAR 1650
COWPIE_ICON 1652
SNORKLE_ICON 1653
MOONSHINE_ICON 1654
ACCESS_ICON 1656
DIGITALNUM 1657
SLIDEBAR 1674
WINDOWBORDER1 1679
TEXTBOX 1680
WINDOWBORDER2 1681
INGAMELNRDTHREEDEE 1684
TENSCREEN 1685
NEWCROSSHAIR 1689
CROSSHAIR 1692
SHELL 1702
FUSE1 1752
SHOTSPARK1 1764
CROSSBOW 1774
FRIDGEDOOR 1792
WALLPAPER1 1793
WALLPAPER2 1797
CABINETDOOR1 1801
SMALLWINDOW1 1802
WALLPAPER3 1803
WALLPAPER4 1805
DRESSER1 1806
HALFDOOR1 1807
DOUBLEDOOR1 1808
GROUND1 1809
FAMPIC1 1810
FAMPIC2 1811
HALFDOOR2 1812
COILSPRING1 1813
JUKEBOX 1814
BLIND1 1815
JUKEBOXBROKE 1817
UPHOLDSTERY1 1819
WOODTEXTURE1 1820
WALLPAPER5 1821
SMALLWINDOW2 1822
DIPLOMA 1823
QUART 1824
WOODTEXTURE2 1825
DESKFRONT 1826
WOODLADDER 1827
EAST20SIGN 1828
SOUTH71SIGN 1829
WEST20SIGN 1830
NORTH71SIGN 1831
GIGDATE1 1832
BEERSIGN1 1833
FAMPIC3 1834
CALENDAR 1835
GIGDATE2 1836
FAMPIC4 1837
BANDAD1 1838
FAMPIC5 1839
FAMPIC6 1840
FAMPIC7 1841
FAMPIC8 1842
SHEARWINDOW1 1843
PRAYER 1844
FAMPIC9 1845
FAMPIC10 1846
STANKYSIGN1 1847
WOODTEXTURE3 1848
WOODTEXTURE4 1849
HALFDOOR3 1850
HALFDOOR4 1851
STORESIGN1 1852
WECARD 1853
SHELF1 1854
SHELF2 1855
SHELF3 1856
MANHOLECOVER 1857
RAG 1858
EMPTYCAN 1859
DOGGIEDOO 1860
WASTEBASKET 1861
TRASH1 1862
SNACK1 1863
POPCORN1 1864
TRASH2 1865
TRASH3 1866
TRASH4 1867
POOLCUE 1868
TRASH5 1869
TRASH6 1870
TRASH7 1871
EMPTYCAN2 1872
CLOCK1 1875
DEDKAT 1876
WOODTEXTURE5 1877
LIGHT1 1878
LIGHT2 1879
STANKYSIGN2 1880
LIGHT3 1885
LIGHT2BROKE 1886
LIGHT3BROKE 1887
WOODPLANK1 1888
CAMPSIGN1 1889
COALS 1890
GUNCLUBSIGN 1893
FIREPLACELOG1 1894
KEEPOUTSIGN 1895
JUNKSIGN1 1896
BEWARESIGN1 1898
HENXINGSIGN 1899
ROADPOST 1900
MARINASIGN 1901
FEESIGN 1902
BARBPOST 1903
FISH 1904
HORSESHOE 1905
RODNREEL 1906
HATCHET 1907
HANDTOWEL 1908
SHOETOOLS 1909
FISHMOUNT 1910
PITCHFORK 1911
BRIDLE 1912
KEYRACK 1913
OAR 1914
SADDLE 1915
SHOVEL 1916
SHELF4 1917
WHIP 1918
BOWLSHIRT1 1919
TROPHY1 1920
IDIOTBOX 1921
IDIOTBOXSIDE 1922
UNDIES1 1923
UNDIES2 1924
UNDIES3 1925
GSTRING 1926
BOWLSHIRT2 1927
BOWLSHIRT3 1928
BOWLSHIRT4 1929
TORNADO 1930
SKYTEXTURE1 1934
TINPANEL1 1935
TINPANEL2 1936
BRICKWALL1 1937
TINPANEL3 1938
BANKWINDOW1 1939
WOODTEXTURE6 1940
BRICKWALL2 1941
HALFDOOR5 1942
HALFDOOR6 1943
HALFDOOR7 1944
HALFDOOR8 1945
BLENDER 1946
PICTURECORNER1 1947
PHONEPOLEWIRE 1948
HOOKSIDE 1949
HOOKFRONT 1950
MARBLE 1951
LIGHT4 1952
LIGHT5 1953
WALLPAPER6 1954
BLANEFLOOR1 1955
SNACKSIGN1 1956
BRICKWALL3 1957
WALLPAPER7 1958
STOVEFRONTNSIDE 1959
STOVETOP 1960
CRATE 1961
WALLPAPER8 1962
WALLPAPER9 1963
BOOKSHELF1 1964
ENGINEHOUSING 1965
TAPESHELF1 1966
TAPESHELF2 1967
TAPESHELF3 1968
REELSPIN 1969
POPCORNSIGN1 1971
POPCORNSIGN2 1972
PCORNMCHN 1973
LUMBERLAND1 1974
PANEL1 1975
SMALLWOODPANEL 1976
ROSES1 1977
TREEPOT1 1978
DEDFLOWER1 1979
POTPLANT1 1980
POTPLANT2 1981
BANKSIGN1 1982
HOTELSIGN1 1983
HOTELSIGN2 1984
VAULTDOOR 1985
BANKWINDOW2 1986
BANKWINDOW2BROKE 1987
WOODWINDOW1 1988
POLICESIGN1 1989
TIKILAMP 1990
SHERIFFPIC1 1991
SHERIFFPIC2 1992
SHERIFFPPIC3 1993
FAMPIC11 1994
FILECAB1 1995
FILECAB2 1996
COOKIN1 1997
COOKIN2 1998
GRATE2 1999
PANEL2 2000
GASPUMP1 2001
OILCAN1 2002
OILCAN2 2003
BANKWINDOW1BROKE 2004
FIREMANSUIT1 2006
FIRETRUCKSIDE 2007
FIRETRUCKBACK 2008
WELCOME1 2009
POPSSIGN 2010
LUMBERLAND2 2011
FIREDEPT1 2012
SKYTEXTURE2 2013
TIKILAMPBROKE 2014
LOG 2017
LOGEND 2018
WOODTEXTURE7 2019
PCORNMCHNBROKE 2020
POPCORN 2021
BOWLINGSIGN 2022
SMALLLIGHT1 2023
PANEL2 2024
BROKETILE1 2029
NEONBOWL 2030
BROKETILE2 2036
TEXTURE1 2037
TEXTURE2 2038
BALLRETURN 2039
PINSETTER 2040
WALLNPANELBROKE 2041
POWERLINE1 2042
MUSCLESHIRT 2043
MESSAGEBOARD 2044
TROPHY2 2045
TROPHY3 2046
TROPHY4 2047
GIZMO 2048
UPHOLDSTERY2 2049
LIGHT6 2050
TEXTURE3 2051
FENCE1 2052
HALFDOOR9 2053
SHEARS1 2054
FLAGPOLE 2055
TESLACON 2056
GREENTILE1 2057
GREENTILE2 2058
CEILINGPANEL1 2059
HALFDOOR10 2060
CEILINGPANEL2 2061
WOODTEXTURE7 2062
CRACKLETXTURE1 2063
AREARUG1 2064
SMALLBROKETILE1 2065
GREENTILE3 2066
WALLCRACKLE1 2067
WALLCRACKLE2 2068
WALLCRACKLE3 2069
BROKEWOODFENCE1 2070
BLUEGRAYTILE1 2071
LIGHT7 2072
BLUEGRAYTILE2 2073
METALCABDOORS1 2074
LIGHT8 2075
BLUEGRAYTILE3 2076
WALLCRACKLE4 2077
DANGER1 2078
BODYCHART 2079
GRANITEWALL1 2080
WALLTRIM1 2081
GRAYBRICK1 2082
LIGHT9 2083
GRANITEWALL2 2084
FOLIAGE1 2085
LOONYBINFRONT 2087
WINDOWBOARDS 2088
GRAFITTINUT 2089
GRAFITTIHOUSE 2090
BROKELIGHT8 2091
CLOUDCOVER 2092
BROKELIGHT9 2093
TESLABALL 2094
DILDO 2095
TESLA 2097
FAMPIC12 2100
FAMPIC13 2103
ASPHALT1 2104
ASPHALT2 2105
FAMPIC14 2106
EYECHART 2112
SKELETONCHART 2113
MORGUE 2114
MUSIC 2115
BROWNGRAYTILE1 2116
BROWNGRAYTILE2 2117
GOAT 2118
DOLLY 2119
TOILETTANK 2120
TOILETSEAT 2121
TOILETBOWL 2122
BLINDWINDOW2 2123
BLINDWINDOW2BROK 2124
SMALLSHRWINDO1 2125
SMALLSHRWINDO1BR 2126
TRAILERPARK 2127
WOODTEXTURE8 2128
WOODTEXTURE9 2129
RAILCAR1 2130
RAILCAR2 2131
TINPANEL4 2132
TRAINWHEELS 2133
WOODTEXTURE10 2134
BOWLSHOERACK 2135
BOWLERAMA1 2136
FLAMINGO 2137
FLAMINGOBROKE 2138
HALFDOOR11 2139
FOLIAGE2 2140
AREARUG2 2141
AREARUG3 2142
CARVING1 2143
CARVING2 2144
BIGREDRUG1 2145
BIGREDRUG2 2146
SHEARS2 2147
TEXTURE5 2148
CEILINGPANEL3 2149
HALFDOOR12 2150
STATUE1 2151
STATUE1HURT 2152
STATUE1BROKE 2153
WOODTEXTURE11 2154
WOODTEXTURE12 2155
LIGHT10 2156
LIGHT10BROKE 2157
LIGHT11 2158
LIGHT11BROKE 2159
LIGHT12 2160
LIGHT12BROKE 2161
WALLPAPER10 2162
WALLPAPER11 2163
WALLPAPER12 2164
WALLPAPER13 2165
WALLPAPER14 2166
WALLPAPER15 2167
WALLPAPER16 2168
WALLPAPER17 2169
WALLPAPER18 2170
BOOKSHELF2 2171
TEXTURE6 2172
WALLPAPER19 2173
WALLPAPER20 2174
LIGHT13 2175
LIGHT13BROKE 2176
WALLPAPER21 2177
CLOCK2 2178
TEXTURE7 2179
WINERACK1 2180
WINERACK2 2181
WINERACK3 2182
DRAWERS1 2183
WALLPAPER22 2184
CARVING3 2186
FOLIAGE3 2188
FOLIAGE4 2189
MOVIEPOSTER1 2190
MOVIEPOSTER2 2191
MOVIEPOSTER3 2192
MOVIEPOSTER4 2193
MOVIEPOSTER5 2194
MOVIEPOSTER6 2195
MOVIEPOSTER7 2196
MOVIEPOSTER8 2197
MOVIEPOSTER9 2198
MOVIEPOSTER10 2199
CABINETDOOR2 2200
HALFDOOR13 2201
BOWLERAMA2 2202
DRIVEIN1 2203
MOVIE1 2210
MOVIE2 2211
MOVIE3 2212
PISSOFF 2214
PISSON 2215
LOCKSWITCH1 2224
EXPLOSION2BOT 2272
GREENSTEAM 2290
CAMPERBED1 2304
CAMPERFRONT1 2305
CAMPERFRONT2 2306
CAMPERBED2 2307
CAMPERSIDE1 2308
CAMPERSIDE2 2309
CAMPERWALL1 2310
CAMPERWALL2 2311
CAMPERFRONT3 2312
CAMPERHOOD1 2313
CAMPERBACK1 2314
BLUEPUWINDOW1 2315
BLUEPUSIDE1 2316
BLUEPUSIDE2 2317
SPARE1 2318
RIGSIDE1 2319
RIGHOOD1 2320
RIGSIDE2 2321
RIGBACK1 2322
RIGSIDE3 2323
CADDYFRONT1 2324
CADDYSIDE1 2325
CADDYHOOD1 2326
IVYBRICK1 2327
IVYBRICK2 2328
GROUND1 2329
WOODTEXTURE13 2330
WOODTEXTURE14 2331
FOLIAGE5 2332
CEILINGPANEL4 2333
BRICKWALL3 2334
BRICKWALL4 2335
BRICKWALL5 2336
BRICKWALL6 2337
RUSTED1 2338
RUSTED2 2339
RUSTED3 2340
IVYBRICK3 2341
BRICKWALL7 2342
BRICKWALL8 2343
SMALLPANEL2 2344
GROUND2 2345
CEMENT1 2346
BUSHFENCE1 2347
FOLIAGE6 2348
SMALLPANEL3 2349
BUFORD3 2350
FIREDEPT2 2351
GASSTATION1 2352
GASSTATION2 2353
SMALLCLUMP1 2354
FOLIAGE7 2355
FOLIAGE8 2356
LIGHT14 2357
IVYWOOD1 2358
RENTSIGN 2359
IVYJUNK1 2360
IVYJUNK2 2361
IVYJUNK3 2362
SMALLCLUMP2 2364
BUFORD4 2365
IVYRUST1 2366
HICKOLA1 2367
DUDEGRAFITTI 2368
DUMSIGN1 2369
SERVSIGN1 2370
BABEGRAFITTI 2371
SKEMEGRAFITTI 2372
PIGHEADSIGN1 2373
BADGRAFITTI 2374
BADDOGSWITCH 2375
GOODDOGSWITCH 2376
DOGBITES 2377
BUFORDBRICK1 2379
CATTAILS1 2380
STARSKY1 2382
RIGSIDE4 2385
RED 2390
GREEN 2391
VIEWBORDER 2520
ORDERING 2531
TEXTSTORY 2541
LOADSCREEN 2542
IVYSTONE1 2560
REDWALLPAPER 2561
BLUEWALLPAPER 2562
IRONFENCE1 2563
IRONLAMP1 2564
IRONFENCESHADOW 2565
GREENWALLPAPER 2566
SMALLIVYBRICK 2567
BAYWINDOW1 2568
IVYBAYWINDOW1 2569
IVYWALL1 2570
IVYWALL2 2571
IRONFENCEPIECE 2572
IRONLAMP2 2573
IRONLAMP3 2574
BOOKSHELF3 2575
STONEWALL1 2576
STARSKY2 2577
REDLIGHTCARVING 2578
BROWNSQUARES 2579
DRAPEWINDOW1 2580
HALFDOOR14 2581
BLUEWALLPAPER2 2582
IRONLAMP4 2583
HALFDOOR15 2584
GREENWALLPAPER2 2585
COOTFRAME1 2586
GREENWALLPAPER3 2587
REDWALLPAPER2 2588
BLANKFRAME1 2589
IRONBENCHSIDE 2590
BROWNSQUARES2 2591
STONEWALL2 2592
SMALREDWALPAPER1 2593
SPIDERWEB 2594
STONEWALL3 2596
TOMBSTONE1 2597
TOMBSTONE2 2598
TOMBSTONE3 2599
TOMBSTONE4 2600
TOMBSTONE5 2601
TOMBSTONE6 2602
DEADTREE1 2603
IRONLAMP5 2604
CARVEDDESKFRONT 2608
GIGER1 2609
GIGER2 2610
MOSSBRICK1 2611
MOSSBRICK2 2612
SMALLGRANITE1 2613
MOSSBRICK3 2614
MOSSBRICK4 2615
MOSSBRICK5 2616
NUMBER2 2619
FLAMEPOT 2620
MOSSBRICK6 2621
MOSSBRICK7 2622
STEELDOOR1 2624
CEILINGPANEL5 2625
HALFDOOR16 2627
BLUERIGBACK 2628
BLUERIGPANEL 2629
BRICKWALL9 2631
BRICKWALL10 2632
BRICKWALL11 2633
BLUEWALLPAPER3 2634
DEADTREE2 2635
BRICKWINDOW2 2636
BRICKWINDOW2BROK 2637
BUSHFENCE2 2638
SEETHRUFOLIAGE1 2640
SMALCARVEDPANEL1 2641
SEAWEED 2642
BAYWINDOWBROKE 2650
IVYBAYWINDOBROKE 2651
STAINGLASS 2652
STAINGLASSBROKE 2653
LABJUG1 2654
COPPERWIRE 2655
LABJUG2 2656
BEERKEG 2657
GOOGOO 2670
MOVIEPOSTER11 2671
MOVIEPOSTER12 2672
MOVIEPOSTER13 2673
COWPIE 2674
CABINETDOOR3 2675
HALFDOOR17 2676
ICEMACHINE 2677
FIRELOG2 2678
QUARTERS 2679
KITCHEN 2680
FREEZER 2681
ROOFTRIM1 2682
ROOFTRIM2 2683
UFOSKIN1 2684
UFOSKIN2 2685
UFOSKIN3 2686
UFOSKIN4 2687
UFOSKIN5 2688
ELECTRICEYE 2689
BUNNYPIC1 2690
ROOSTERPIC1 2691
ANGELPIC1 2692
BUNNYPIC2 2693
BUNNYPIC3 2694
WINECASK1 2695
REDBUTTONOFF 2697
REDBUTTONON 2698
COW 2700
DRIVEIN2 2701
GROUND3 2702
TARSPOT 2703
GROUND4 2704
GROUND5 2705
LEVEROFF 2707
LEVERON 2708
TINSCRAP1 2710
TINSCRAP2 2711
TINSCRAP3 2712
TINSCRAP4 2714
TINSCRAP5 2715
TINSCRAP6 2716
LINEBOXBROKE 2720
WIRESCRAP1 2721
WIRESCRAP2 2722
RUSTYSCRAP1 2723
WIRESCRAP3 2724
GIGER3 2750
GIGER4 2751
ALIENSCRIPT 2752
UFOSKIN6 2788
STARFIELD 2808
LEVEL1WALL 2816
STEELCROSSHATCH 2817
LIGHT15 2818
LEVEL2WALL 2819
LEVEL3WALL 2820
LEVELXWALL1 2821
TUNNELA2 2822
TUNNELA3 2823
TUNNELA1 2824
TUNNELA4 2825
ACCESSVALVEA 2826
ACCESSVALVEB 2827
OVERFLOWCONTROL 2828
OVERFLOW1 2829
FLOODCHAMBER1 2830
RISEDOOR1 2831
RUSTYPANEL1 2832
LEVEL4WALL 2833
RUNOFFCHAMBER 2834
MAP1 2835
MAP2 2836
EMERGRLEASEVLVA 2837
EMERGRLEASEVLVB 2838
EMERGRLEASEVLVC 2839
EMERGRLEASEVLVD 2840
IRONLADDER 2841
RISEDOOR2 2842
LEVELXWALL2 2843
LIGHT16 2844
UPHOLDSTERY3 2845
DARKBRICK1 2846
COOTFRAME2 2847
LNRDBUBBAFRAME 2848
BROKFURNACEFRNT 2849
BROKETILE3 2850
CRUMBLEWALL1 2851
PROPANETANK 2852
PROPANETANKEND 2853
WOODTEXTURE15 2854
WALLPAPER23 2855
WALLPAPER24 2856
BRICKSHADOW1 2857
GUTTER 2858
BIGPICFRAMECRNR 2859
WALLPAPER25 2860
WALLPAPER26 2861
WALLPAPER27 2862
WOODTEXTURE16 2863
TOILETPAPER 2864
WALLPAPER29 2865
WALLPAPER30 2866
WOODTEXTURE17 2867
WOODTEXTURE18 2868
WOODTEXTURE19 2869
WALLHOOK 2870
WOODTEXTURE20 2871
UNSTABLEAREA 2872
DOORJAMBHINGE 2873
DOORJAMB 2874
TREESTUMP1 2875
DEADTREE3 2876
TREEMOSS1 2877
BUSTAWIN5A 2878
BUSTAWIN5B 2879
BRICKWALL12 2880
BRICKWALL13 2881
BRICKWALL14 2882
BRICKWALL15 2883
BRICKWALL16 2884
BRICKWALL17 2885
BRICKWALL18 2886
BRICKWINDOW3 2887
SMALLWOODPANEL2 2888
SMALLWOODPANEL3 2889
BAT 2890
KAT 2891
RAT 2892
LIGHT17 2893
LIGHT18 2894
BRICKBARS 2895
BARBFENCE1 2896
BARBFENCE2 2897
BUSTAWIN4A 2898
BUSTAWIN4B 2899
BRICKWALL19 2900
SMALLGRANITE2 2901
SMALLGRANITE3 2902
TRACK1 2903
GRANITE1 2904
GRANITE2 2905
LUMPYGROUND 2906
MOSSYGROUND 2907
BRICKWALL20 2908
SLANTWOOD1 2909
SLANTWOOD2 2910
SMALLWOODPANEL4 2911
TRACK2 2912
CHAIN1 2913
CABLE1 2914
LIGHT19 2915
LIGHTRAY1 2916
LIGHTRAY2 2917
BURST 2918
TIEDWOOD 2919
SMALLWOODPANEL5 2920
WOODTEXTURE20 2921
WOODTEXTURE21 2922
RUSTYDOORJAMB 2923
IRONROCK 2924
TRACK3 2925
ROCK1 2926
ROCK2 2927
WOODTEXTURE22 2928
BRICKWALL21 2929
NODYNAMITE 2930
PIPES1 2931
PIPES1BROKE 2932
PIPES2 2933
NUKE 2934
BRICKWALL22 2935
BRICKWALL23 2936
FENCEBRICKWALL 2937
BRICKWALL24 2938
BRICKWALL25 2939
WOODCEILINGANIM 2940
LIGHT20 2944
LIGHT21 2949
AXE1 2950
COVER 2951
WELCOME 2952
NUKECAN 2953
POWERLINES2 2954
ROCK3 2955
ROCK4 2956
ROCK5 2957
ROCK6 2958
ROCK7 2959
LUMPYGROUND2 2960
TREADS 2961
SECRETSIGN 2962
ELEVATOR 2963
ALIENGRAFITTI 2964
SPIDERWEB2 2965
MOSSGROUND2 2966
PICKAXE 2967
SHOVEL2 2968
METALSTEPS 2969
IRONDOOR2 2970
ROCK8 2971
LIGHT22 2972
MOVIEPOSTER14 2973
NIGHTSKY3 2974
BROKELIGHT19 2977
BROKELIGHT20 2978
BROKELIGHT21 2979
FIREDEATH 2980
TREEPART 2990
FRAMEEFFECT1 2999
MOSSWALL1 3000
MOSSWALL2 3001
BRICKWINDOW5 3072
GROUND10 3073
FURNACE 3074
SHINGLES 3075
TILES1 3076
TILES2 3077
TILES3 3078
NOTES 3079
SMALLBRICKS4 3080
BRICKWALL26 3081
IVY1 3082
IRONPLATES 3083
EXITSIGN 3084
SEWEROUTLET 3085
BARBWIRE 3086
CAUTIONSIGN 3087
FURNACEBURNING 3088
CAUTIONBRICKWALL 3093
BRICKWALL27 3094
BRICKWALL28 3095
IRONPLATES2 3096
BRICKWINDOW6 3097
SMALWOODPNLBROKE 3098
SEWAGESIGN 3099
IRONSTEEL 3100
LIGHTTILE 3101
FUNGUSTILE 3102
FUNGUSROCK 3103
AREA11SIGN 3104
AREA6SIGN 3105
HALL23SIGN 3106
HALL8SIGN 3107
HALL5SIGN 3108
SMALWOODPNLCRACK 3109
VENTSPRITE 3110
SKYTEXTURE5 3111
CONTROLSIGN 3112
CONTROLACCESSIGN 3113
DEADTREE4 3114
TECHLIGHT1 3115
TECHLIGHT1BROKE 3116
TREEPART2 3117
CHICKENSAUSAGE 3120
GUTS 3121
NUGGET 3122
CHICKENROAST 3123
MEATSLAB 3124
WINGBONE 3130
CHICKENSKULL 3131
TURKEYHEAD 3132
TURKEYHEAD2 3133
TURKEYLEG 3134
WING 3135
FRYERHEN 3136
FRYERHEN2 3137
FRIEDLEG 3138
PIGSPREAD 3139
PIGGUTTED 3140
HANGINGCHICKEN 3141
HANGINGPLUCKED 3142
HANGINGPLUCKED2 3143
CROWBAR2 3144
HOTKNOB 3145
COLDKNOB 3146
SLIMYEGG 3147
SHOWERHEAD 3148
DRAIN 3149
DIAMONDTILE 3150
FRIDGEDOOR2 3151
POTSNPANS 3152
POT 3153
UTENSILS 3154
BRICKNSHEETROCK 3155
BRICKNSHEETROCK2 3156
TWOTONEBRICK 3157
THREETONEBRICK 3158
TWOTONEBRICK2 3159
TWOTONEBRICK3 3160
DIAMONDTILE2 3161
DIAMONDTILE3 3162
DIAMONDTILE4 3163
DARKWALLPAPER 3164
WOODNWALLPAPER 3165
WOODNWALLPAPER2 3166
WOODNWALLPAPER3 3167
MOMPIC 3168
EATPIC 3169
CHALKBOARD 3170
LIGHT22 3171
VIALS 3172
LOCKERS 3173
DADPIC 3174
GRAMSPIC 3175
AUNTIEPIC 3176
BLOODYWALL 3177
BLOODYWALL2 3178
IRONCHICKENFENCE 3179
BLOODYWALL3 3180
BLOODYWALL4 3181
BLOODYWALL5 3182
BLOODYWALL6 3183
JCPIC 3184
CHICKENFENCESHAD 3185
CHICKENFENCE 3186
EMPLOYEESSIGN 3187
STONEBALL 3188
CLEAVER 3189
SMALLHANGCHICKEN 3190
SMALLHANGCHICK2 3191
SMALLHANGCHICK3 3192
JCLUCKLOGO 3193
LCLUCKLOGOWALL 3194
CONVEYOR 3195
BLOODYCONVEYOR 3196
JCLOGOWOODPANEL 3198
APRON1 3199
IRONBARWINDOW 3200
IRONBARWINDBROKE 3201
WOODWINDOWS 3202
WOODWINDOWSBROKE 3203
WOODWNDOWBLND 3204
WOODWNDOBLNDBROK 3205
INSIDEBLIND 3206
INSIDEBLINDBROKE 3207
SEETHRUWOODWINDO 3208
SEETHRUBROKE 3209
WOODWINDOWS2 3210
MOP 3212
PAIL 3213
XATRIXSTAFF 3214
LIGHT22BROKE 3216
SHOTLOCKERS 3217
POTSNPANSBROKE 3218
POTBROKE 3219
GRAYSKY 3220
MACHINEMOVING 3221
FRAMERATEWARNING 3227
BLOODYVENTSPRITE 3229
BRICKWALL29 3230
BLOODYMESS 3232
BLOODYMESS2 3236
NEWPISTOL 3328
NEWPISTOLCOCK 3336
NEWCROWBAR 3340
NEWSHOTGUN 3350
NEWDYNAMITE 3360
RIFLE 3380
CIRCLESTUCK 3388
SHITBALL 3390
BUZSAW 3395
CIRCLESAW 3400
LUMBERBLADE 3411
FIRELASER 3420
BOWLINGBALL 3430
BOWLINGBALLSPRITE 3437
OWHIP 3471
UWHIP 3475
STOPSIGN 3584
WOODPLANK3 3585
LWPLANK 3586
WOODPLANK4 3587
WOODPLANK5 3589
WOODPLANK6 3592
LIGHT23 3594
DUSKSKY 3599
BROWN 3600
SLOTTRACKS 3602
SLOTTRACKS2 3604
PAPERBALE 3605
ALUMINUMSQUARES 3606
JUNKPILE 3607
MINECARTFRONT 3608
MINECARTSIDE 3609
WOODPLANK7 3610
WOODPLANK8 3611
WOODPLANK9 3612
WOODPLANK10 3613
BIGWOODFENCE 3614
THINWOODFENCE 3615
TRASHPILE 3619
JUNKPILE2 3620
JUNKPILE3 3621
RODBOX 3622
JUNKPILE4 3623
JUNKPILE5 3624
RODBOXEND 3625
JUNKPILE6 3626
RODBOX2 3628
JUNKPILE7 3629
JUNKPILE8 3630
STEELPANEL 3631
BIGTREE 3632
RUSTED4 3633
CROSSBEAM 3634
METALRISEDOOR 3635
JUNKPILE9 3636
METALRISEDOOR2 3637
JUNKPILE10 3638
JUNKPILE11 3639
GREENCAUTION 3640
GRASS 3642
TRUCKBEDSIDE 3643
TRUCKGRILL 3644
TRUCKBUMPER 3645
TRUCKREARWINDOW 3646
TRUCKFRONTSIDE 3647
SMALLBARWINDOW 3648
METLCROSHATCHWAL 3649
SCAFFOLD 3650
METLCRHATCHFLOOR 3651
SKINNYROLLEDMETL 3654
SKINNYROLLEDMTL2 3655
METALBOXSIDE 3656
METALBOXFRONT 3657
BROWNROLLS 3658
WHITEBOARD 3659
ROLLERS 3660
REDGLOWMETAL 3661
REDTILES 3663
METALPOST 3667
LIGHT24 3668
CONTROLJUNCTION 3669
STEELROLLPANEL1 3671
STEELROLLPANEL2 3672
REDSTEELROLPANEL 3673
REDSTEELROLPANL2 3674
TOPLIGHTRAY 3677
REDTEXTURE 3678
REDTRUCKWINDOW 3679
REDSKY2 3680
TRACK6 3681
BIGTREE2 3682
METALVENTSPRITE 3684
SMALLROCKPANEL 3686
BIGTREE3 3687
LITCROSSHATCH 3689
WOODSIDING 3690
WHITEWOODPANEL 3691
BRICKWALL30 3693
BRICKWALL31 3694
BRICKWALL32 3695
FUNGUSTILE 3698
METALBOOM 3699
MESHSPRITE 3700
ASPHALT4 3701
GREENWATER 3702
SMALLPIPESPANEL 3703
FUNGUSTILE2 3708
FACTORYWALL 3709
BRICKWALL33 3710
FACTORYWALL2 3715
FACTORYWALL3 3716
FACTORYWALL4 3717
FACTORYWALL5 3719
METALWALLPANEL 3723
CONTAMINATIONWAL 3724
CHAINLINKFENCE 3725
CHNLINKFNCEBROKE 3726
BRICKWALL34 3727
BRICKWALL35 3728
RUSTYFUNGUSPANEL 3729
BRICKWALL36 3730
BRICKWALL37 3731
BRICKWALL38 3732
BRICKWALL39 3733
BRICKWALL40 3734
BROWNSQUARES2 3736
BROWNBRICK 3737
BROWNREDBRICK 3738
BRICKWALL41 3741
BRICKSNPIPES 3743
BRICKSNPIPES2 3744
BRICKSNWINDOWLIT 3745
BRICKSNWINDOWDRK 3747
BRICKWALL42 3749
METALRIVETPANEL 3754
METALRIVETPANEL2 3755
CHAINLINKFNCE2 3758
DOUBLEDOOR2 3762
DOUBLEDOOR3 3763
DOUBLEDOOR3 3764
DOUBLEDOOR4 3765
WOODPANEL 3766
WOODPANEL 3767
WOODPANEL 3768
DUTCHDOOR 3769
TINYWOODPANEL 3770
DRAPES3 3771
BIGBARBWIRE 3777
HOLLYBUSH 3780
REDNWHITEHORSE 3782
FOLIAGE10 3783
WOODSIDING 3784
BRAYSTONSIGN 3785
GRAYWOOD 3787
WALLPAPER 3788
DECKSIDE 3789
DECK 3790
WOODTEXTURE 3791
HAYWOOD 3792
GARAGEDOOR 3793
FUNGUSWALL 3794
LIGHTBULB 3795
WALLPAPER 3797
WALLPAPER 3799
SHRUBBERY 3800
SHRUBBERY2 3801
FENCEANDBUSHES 3802
FENCEANDBUSHES2 3803
HAYBALE 3804
TWOTONEWOOD 3807
WALLPAPERNWOOD 3808
WALLPAPERNWOOD2 3809
REDSKY3 3810
ASPHALT7 3811
GROUND 3812
SINGLEBEAM 3813
DARKCROSSBEAM 3814
SINGLEBEAM2 3815
CROSSBEAM2 3816
CURVEGROUND 3817
FLOURESCENTLIGHT 3818
DOUBLEDOOR3 3819
WHITEDOORJAMB 3820
DARKWOOD 3821
TINROOF 3822
BNWCHECK 3823
WOODNBEAMS 3824
GRASS2 3825
WALLNDOOR 3827
WOODNWALLPAPER4 3828
BLACKTOP 3831
CHIPPEDPAINT 3832
CHIPPEDPAINT2 3833
CHIPPEDPAINT3 3834
WALLPIPES 3836
BOOZESHELF 3837
PORCHSIDE 3838
WALLDRAIN 3839
APLAYER 3845
PLAYERONWATER 3860
LNYDLADDER 3975
LNRDLYINGDEAD 3998
LNRDGUN 4041
LNRDTORSO 4046
DOGATTACK 4060
BILLYWALK 4096
BILLYDIE 4137
BILLYCOCK 4147
BILLYSHOOT 4162
BILLYRAYSTAYPUT 4163
BILLYBUT 4188
BILLYSCRATCH 4191
BILLYSNIFF 4195
BILLYWOUND 4202
BILLYGORE 4228
BILLYJIBA 4235
BILLYJIBB 4244
DOGRUN 4260
DOGDIE 4295
DOGDEAD 4303
DOGBARK 4305
LTH 4352
LTHSTRAFE 4395
LTHLOAD 4430
LTHDIE 4456
BUBBASCRATCH 4464
BUBBANOSE 4476
BUBBAPISS 4487
BUBBASTAND 4504
BUBBAOUCH 4506
BUBBADIE 4513
BUBBADEAD 4523
HULK 4649
HULKSTAYPUT 4650
HULKA 4651
HULKB 4652
HULKC 4653
HULKJIBA 4748
HULKJIBB 4753
HULKJIBC 4758
SBSWIPE 4770
SBPAIN 4810
SBDIE 4820
HEN 4861
HENSTAYPUT 4862
HENSTAND 4897
MOSQUITO 4916
PIG 4945
PIGSTAYPUT 4946
PIGEAT 4983
SBMOVE 5015
SBSPIT 5050
SBDIP 5085
MINION 5120
MINIONSTAYPUT 5121
UFO1 5270
UFO2 5274
UFO3 5278
UFO4 5282
UFO5 5286
MINJIBA 5290
MINJIBB 5295
MINJIBC 5300
COW 5317
COOT 5376
COOTSTAYPUT 5377
COOTSHOOT 5411
COOTDIE 5437
COOTDUCK 5481
COOTPAIN 5548
COOTTRANS 5568
COOTGETUP 5579
ECLAIRHEALTH 5595
COOTJIBA 5602
COOTJIBB 5607
COOTJIBC 5616
VIXEN 5635
VIXENPAIN 5675
VIXENDIE 5710
VIXENSHOOT 5720
VIXENWDN 5740
VIXENWUP 5775
VIXENKICK 5805
VIXENTELE 5845
VIXENTEAT 5851
13. BUILD MAP FORMAT
This is a whole load of gobbly gook. I never met anyone who really used this info. Indeed, it could be refering to a Duke Nukem map rather than RRRA. Nevertheless, there is some truth in it!
Here's how you should read a BUILD map file:
{
fil = open(???);
//Load map version number (current version is 7L)
read(fil,&mapversion,4);
//Load starting position
read(fil,posx,4);
read(fil,posy,4);
read(fil,posz,4); //Note: Z coordinates are all shifted up 4
read(fil,ang,2); //All angles are from 0-2047, clockwise
read(fil,cursectnum,2); //Sector of starting point
//Load all sectors (see sector structure described below)
read(fil,&numsectors,2);
read(fil,§or[0],sizeof(sectortype)*numsectors);
//Load all walls (see wall structure described below)
read(fil,&numwalls,2);
read(fil,&wall[0],sizeof(walltype)*numwalls);
//Load all sprites (see sprite structure described below)
read(fil,&numsprites,2);
read(fil,&sprite[0],sizeof(spritetype)*numsprites);
close(fil);
}
Sector Information:
//sizeof(sectortype) = 40
typedef struct
{
short wallptr, wallnum;
long ceilingz, floorz;
short ceilingstat, floorstat;
short ceilingpicnum, ceilingheinum;
signed char ceilingshade;
char ceilingpal, ceilingxpanning, ceilingypanning;
short floorpicnum, floorheinum;
signed char floorshade;
char floorpal, floorxpanning, floorypanning;
char visibility, filler;
short lotag, hitag, extra;
} sectortype;
sectortype sector[1024];
wallptr - index to first wall of sector
wallnum - number of walls in sector
z's - z coordinate (height) of ceiling / floor at first point of sector
stat's
bit 0: 1 = parallaxing, 0 = not "P"
bit 1: 1 = sloped, 0 = not
bit 2: 1 = swap x&y, 0 = not "F"
bit 3: 1 = double smooshiness "E"
bit 4: 1 = x-flip "F"
bit 5: 1 = y-flip "F"
bit 6: 1 = Align texture to first wall of sector "R"
bits 7-15: reserved
picnum's - texture index into art file
heinum's - slope value (rise/run) (0-parallel to floor, 4096-45 degrees)
shade's - shade offset of ceiling/floor
pal's - palette lookup table number (0 - use standard colors)
panning's - used to align textures or to do texture panning
visibility - determines how fast an area changes shade relative to distance
filler - useless byte to make structure aligned
lotag, hitag, extra - These variables used by the game programmer only
Wall Information:
//sizeof(walltype) = 32
typedef struct
{
long x, y;
short point2, nextwall, nextsector, cstat;
short picnum, overpicnum;
signed char shade;
char pal, xrepeat, yrepeat, xpanning, ypanning;
short lotag, hitag, extra;
} walltype;
walltype wall[8192];
x, y: Coordinate of left side of wall, get right side from next wall's left side
point2: Index to next wall on the right (always in the same sector)
nextwall: Index to wall on other side of wall (-1 if there is no sector)
nextsector: Index to sector on other side of wall (-1 if there is no sector)
cstat:
bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B"
bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2"
bit 2: 1 = align picture on bottom (for doors), 0 = top "O"
bit 3: 1 = x-flipped, 0 = normal "F"
bit 4: 1 = masking wall, 0 = not "M"
bit 5: 1 = 1-way wall, 0 = not "1"
bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H"
bit 7: 1 = Transluscence, 0 = not "T"
bit 8: 1 = y-flipped, 0 = normal "F"
bit 9: 1 = Transluscence reversing, 0 = normal "T"
bits 10-15: reserved
picnum - texture index into art file
overpicnum - texture index into art file for masked walls / 1-way walls
shade - shade offset of wall
pal - palette lookup table number (0 - use standard colors)
repeat's - used to change the size of pixels (stretch textures)
pannings - used to align textures or to do texture panning
lotag, hitag, extra - These variables used by the game programmer only
Sprite Information:
//sizeof(spritetype) = 44
typedef struct
{
long x, y, z;
short cstat, picnum;
signed char shade;
char pal, clipdist, filler;
unsigned char xrepeat, yrepeat;
signed char xoffset, yoffset;
short sectnum, statnum;
short ang, owner, xvel, yvel, zvel;
short lotag, hitag, extra;
} spritetype;
spritetype sprite[4096];
x, y, z - position of sprite - can be defined at center bottom or center
cstat:
bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
bit 1: 1 = transluscence, 0 = normal "T"
bit 2: 1 = x-flipped, 0 = normal "F"
bit 3: 1 = y-flipped, 0 = normal "F"
bits 5-4: 00 = FACE sprite (default) "R"
01 = WALL sprite (like masked walls)
10 = FLOOR sprite (parallel to ceilings&floors)
bit 6: 1 = 1-sided sprite, 0 = normal "1"
bit 7: 1 = Real centered centering, 0 = foot center "C"
bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"
bit 9: 1 = Transluscence reversing, 0 = normal "T"
bits 10-14: reserved
bit 15: 1 = Invisible sprite, 0 = not invisible
picnum - texture index into art file
shade - shade offset of sprite
pal - palette lookup table number (0 - use standard colors)
clipdist - the size of the movement clipping square (face sprites only)
filler - useless byte to make structure aligned
repeat's - used to change the size of pixels (stretch textures)
offset's - used to center the animation of sprites
sectnum - current sector of sprite
statnum - current status of sprite (inactive/monster/bullet, etc.)
ang - angle the sprite is facing
owner, xvel, yvel, zvel, lotag, hitag, extra - These variables used by the game programmer only
SOUND EFFECTS
000/ KICK_HIT
001/ RICOCHET
002/ BULITHIT
003/ CASUL_FIRE--- PISTOL SHOT
004/ PISCOCK--- PISTOL COCK
005/ PISLOAD
006/ AK3--- HUNTING RIFLE
007/ XBOWFIRE--- CROSSBOW FIRE
008/ BUB_HURT1
009/ XBOWEXPL
010/ LASERS---ARM GUN
011/ SHRINKER---RIPSAW
012/ CRAPFLOW---BUBBLING MUD, CRAP,ETC.
013/ DYNOCLMP--- THUMP
014/ DYNEW---TNT EXPLODE
015/ CRAPSTIR---MIXER
016/ BRICDOOR---BRICK DOOR OPEN
017/ BOMBEXPL
018/ VENTBUST---ALSO, FALLING TOOLS, METAL ETC.
019/ GLASSSND
020/ GLASSHVY
021/ BUBBLES---LIKE A FISH TANK BUBBLE
022/ SPLASH--- JUMP INTO WATER
023/ BUB_HURT2---OW
024/ BUB_HURT3
025/ GASP---SOUND COMING OUT FROM UNDER WATER
026/ BUB_HURT4
027/ ONECART--- CART ROLLING, OR ROLLER DOOR
028/ MINEWIND--- WIND OR ENGINE SOUND
029/ URANUS---BEGINING SOUND
030/ COMPUTER
031/ NEON--- ELECTRIC SOUND
032/ VX_FINAL--" I 'VE DISPATCHED MY MINIONS AND CLONES..."
033/ LN_WAIT--- "IF I SIT HERE ANY LONGER I'LL HAVE ASTEROIDS..."
034/ bUB_LN1---"COME ON LEONARD.."
035/ LN_FINAL
036/ CLOCKTK---CLOCK TICK
037/ LN_STANK---"HEAD HURTS, FEET STINK..."
038/ LNRD_GRNT---LIFT
039/ CLOCKCHM---CLOCK CHIME
040/ WETFEET---SPLASH IN WATER
041/ LNRD_DEAD---YEE OUCH
042/ LAND---AFTER JUMPING
043/ END_PIPE--- OR LARGE METAL DOOR OPEN
044/ ICARUMBA--- GROCERY STORE MUSIC
045/ BUB_LN2
046/ LN_CRAP
047/ ASYAMB---NUT HOUSE MUSIC
O48/ SCUBA--- UNDER WATER
049/ TRUCK_LP2-- TRUCK
050/ COW1
051/ COW2
052/ COW3
053/ COW4
054/ COW5
055/ BUB_LN3---" OVER HERE"
056/ HARPSIC
057/ BUB_LN5---"HEY LEONARD"
058/ BUB_LN6---"UH HI"
059/ BUB_LN7--"HERE I AM"
060/ BUB_PIC1-- "SNIFF, SNORT"
061/ BUB_PIC2---"SNORT"
062/ BUB_PISS---"AH, THATS BETTER"
063/ E1L1---"...OPEN CAN OF WHUP ASS"
064/ E1L2---"DAMN, UP SHIT CREEK NOW"
065/ UFOINSID---ALSO FACTORY STEAM ENGINE
066/ LN_RODE---"...RODE HARD PUT AWAY WET..."
068/ FIRE9
069/ SQUISHED
070/ TELEPORT---"SHOOP"
071/ BGELEV01--CREAKY METAL DOOR OR FENCE
072/ LN_BNCH---"HUNGRY ENOUTH TO EAT BABYS BUTT..."
073/ GBELV02---DOOR OR ENGINE POUND
075/ TRUCK_LP
076/ SWITCH1
077/ E1L3---"DON'T MAKE ME BREAK MY FOOT IN YOUR ASS..."
078/ LN_HOTDM---"HOT DAMN"
079/ FLUSH
080/ E1L4---"SCREW WITH THE BULL..."
081/ QUAKE--ROCKS FALL
082/ SBFINAL---"CHEW ON THAT YOU PILE OF CRAP"
083/ MONITORA---SWITCH CLICK
085/ AS_AMB2---NUT HOUSE SOUND
086/ AS_AMB1
092/ DRIP3
095/ JUKEBOX
096/ AS_DROPN--- METAL DOOR GROAN
097/ AS_CRYPT---STONE DOOR OPEN
098/ AS_DRCLS
099/ LOKGATE
100/ METLGAT2---METAL DOOR LOW PITCH
101/ METLGAT2--METAL DOOR LOW PITCH
102/ E1L5---"RUN FOR LIVES"
103/ E1L6--- "BET THIS PLACE IS CRAWLING WITH SHIT MONKEYS"
104/ E1L7---"BUBAS GOTTA BE CLOSE NOW"
105/ E2L1---"WE DON'T TAKE SHIT FROM CITY SLIKERS"
107/ LN_HOLD---"HOLD ON TO YER BUTT"
108/ VX_TAKIT--- TAKE IT ALL
109/ SHOT6--- SHOT GUN FIRE
110/ CT_LAF2
111 CT_GET---"GONNA GET YA BOY"
112/ CT_LAF
113/ CT_PAIN
114/ CT_DIE
115/ PIGSOUND1--SQUEAL
116/ PIGSOUND2
117/ PIGSOUND3--OINK
118/ PIGSOUND4
119/ PIGSOUND5
120/ BR_ROAM--"-HEY"
121/ BR_RECOG---"HOW AREYA"
123/ BR_PAIN
124/ BR_DTH
125/ VX_ISTHT---"IS THAT ALL THERE IS"
126/ LASERH--RIPSAW FLY
127/ PIGSOUND6
128/ PIGSOUND7
129/ VX_DIE1---"BIT I LOVE YOU"
130/ VX_DIE2
131/ VX_DIE4-- "HELP ME"
132/ VX_DIE5--"ITS NOT OVER"
133/ VX_DIE6-- "PLEASE COME WITH ME"
134/ VX_DIE7--"I'LL BE BACK"
135/ VX_OOH
136/ VX_PAIN1
137/ VX_SEX1
138/ VX_SEX2
139/ VX_SEX3
140/ VX_GRUNT
141/ VX_THERE
142/ VX_BRNG2
143/ VX_CUMON
144/ VX_BRNG3---"BRING IT ON"
145/ VX_CLSR1
146/ VX_CLSR2
147/ VX_2FAR--"..TOO FAR AWAY"
148/ GRIND
149/ VX_BRING---"BRING IT ON"
150/ VX_BITE--"I DON'T BITE"
151/ VX_LAFF1
152/ VX_LAFF2
153/ VX_LAFF3
154/ VX_HUMM2
155/ VX_HURT2--"THAT HURT"
156/ VX_BABY2--- "OH POOR BABY"
157/ VX_MHMM
158/ THUD--FALL DOWN
159/ VX_ITS OK
160/ VX_OHYES
161/ VX_TPOT1
162/ VX_TPOT4
163/ VX_TPIN1
165/ DR_CRK8---DOOR CREAK
166/ DR_ROLL---DOOR SLIDE
169/ GUNCHANG---GUN COCK
170/ FLIES
171/ AMB_1--CRICKETS
172/ GRAVAMB---WIND
173/ HOOTOWL
174/ WOODS2
175/ CATAMB---SEWER SOUNDS
176/ E2L2---"HYOLD IT. WHATS THAT SHIT..."
177/ E2L3--"LIKE LOOKIN UP A HOGS BUTT"
184/ CNTAMB--OUTSIDE-CRICKETS,OWL,FROGS...
185/ JUNKAMB2--JUNKYARD OF FACTORY SOUNDS
194/ FIRE_CRACKLE
195/ BNS_SPCH1---"HOLY SHIT"
196/ BNS_SPCH2--"JESUS..."
197/ BNS_SPCH3--"HOT DAMN"
199/ BNS_SPCH4--YEE HAA
200/ LN_LNDHT---GRUNT
203/ LN_BITCH--:SON OF A BITCH"
204/ CT_LAND--GET OFF MY LAND
205/ BR_ROAM 2--"HOWS YA"
206/ LN_HUSH
207/ LN_PAIN
208/ LN_SLOW-- SLOWER THAN MOLASSES..."
209/ LN_PAIN4A
210/ JUG--CORK POP
211/ LN_PAIN8
212/ MONITOR--ALSO OPENING CAN
216/ JUGALUG7--DRINK WISKEY
217/ DIDDLP-- RAMPAGE MUSIC
219/ PCSCOCK--PISTOL COCK
221/ LN_STINK---"I'M ON YOU LIKE STINK ON SHIT"
222/ JIBBED1---"JESUS..."
223/ JIBBED2---"HOLY SHIT"
224/ JIBBED3---"DOUBLE BATTERED AND FRIED..."
225/ JIBBED4---"DIE YOU SON OF A BITCH"
226/ JIBBED5---"THAT BOY BLEW UP GOOD"
227/ JIBBED6--"YEE HA"
228/ JIBBED7--"ASS IS GRASS...LAWNMOWER..."
229/ LN_BACON---"MAKIN BACON..."
230/ E2L5---"CAN'T KILL ME"
243/ EXITMENU--"AAAAAH"-FALLING
245/ DSCREAM04-- FALLING DOWN
246/ SHRINK_HIT
248/ INTOMENU
253/ BR_ROAM3--"HE HE"
254/ KILLME--"YE OUCH"
255/ E2L6--"HOLD YOUR WATER BUBA"
263/ JIBBED13--"SCREW YOU"
264/ LN_BBQ--"BBQ YOUR ASS"
265/ JIBBED8--"RECON THAT BOY BUST A GUT"
266/ JIBBED9--"LIKE THAT"
267/ JIBBED10--SAME AS 265
268/ JIBBED11-- "...BUSIER THAN 1 LEGGED MAN..."
269/ HIBBED12--"..BLEW UP GOOD"
270/ LNRD_KILLED4--"JESUS..."
271/ LNRD_KILLED5--"HEAD HURTS FEET STINK..."
274/ LN_PAIN2
275/ LN_PAIN3
283/ E2L7--"ALMOST OUT OF HERE"
294/ WHIPYOU--"YEE HAA"
304/ LN_PAIN5 "DAMN"
305/ LN_PAIN6
306/ LNPAIN7
316/ HULK_ROAM
317/ HULK_RECOG
318/ HULK_ATTACK
319/ HULK_PAIN
320/ HULK_DYING
321/ HULK_SPIT
333/ CRICKET1---CHIRPING
334/ CRICKET2
335/ PIGGRUNT
341/ RESIZE-- CORK SOUND
342/ VX_TPIN2--"UN HUH"
343/ VX_TPIN4---"UMM"
344/ VX_HELPME
345/ VX_THATS
347/ SF_SPEED
348/ SF_THLAW
349/ SF_THELAW2
350/ LN_SCREW---"SCREW YOU AND HORSE..."
351/ THUNDER1
352/ THUNDER2
353/ THUNDER3
354/ BOWLSTRT---BOWLING
355/ BOWLPIN
356/ BOWLLOOP
357/ VX_LICK1
358/ VX_KICK2
359/ VX_KICK3
360/ VX_KICK4
361/ VX_HIYA
362/ VX_HIYA2
363/ SF_ATTN
364/ SF_DETH1--GASPING
365/ SG_DETH2--CHOKING
366/ SF_DETH3--GASP/CHOKE
367/ SF_FREEZE
368/ SF:FREEZE2--"FREEZE!"
369/ SF_GETYYA-- "...GET YOU BOY"
370/ SF_HANDS--"HANDS UP SON"
371/ SF_HEAD
372/ SF_HEAR
373/ SF_HEY---"HEY HEY"
374/ SF_HOLD---"HOLD IT"
375/ SF_LAFF1
376/ LN_FLYOP--"CAUGHT THAT SON OF BITCH WITH FLY OPEN"
377/ LN_SHTHD---"OND SHIT HEAD AT A TIME"
378/ SF_NAME---...NAME ASS KICKING IS MY GAME
379/ SF_OVER---"GET OVER HERE"
380/ SF_PAIN1
381/ SF_PAIN2
382/ SF_PAIN3
383/ SF_RLOAD---"... TRYING TO RELOAD"
384/ SF_RLOAD2--- MUMBLING
385/ SF_SHOOT---"STOP OR I'LL SHOOT"
386/ SF_SHOT2
387/ LN_TIGHT---"TIGHTER THAN A DUCKS ASS"
388/ DR_CLS---DOOR CLOSE
389/ SCRAPE1--- BOX MOVE SOUND
390/ YEHAA16
391/ LN_WHUP--"OPEN CAN OF WHUP ASS"
392/ CHKNFLAP
393/ CHKN_1
394/ CHKN_2
395/ CHIKDETH
396/. AMB_ROOM---FRIDGE RUN
397/ BR_ITCH---DAMN
398/ BR_SCRTH
399/ BR_SNIFF
400/ TRUKDIE
401/ ZIPOPEN-- OPEN LIGHTER
402/ ZIPPSTRK--LIGHT LIGHTER
403/ MOSQUI4
404/ FART1
406/ SQUEAKY---CREAKY DOOR OPEN
407/ CATDOOR---SLIDE DOOR
408/ JNKSWCH-- OR METAL DOOR
409/ CONVEYR--OR SAW
415/ MN_FREAK
416/ MN_PN
417/ MN_REC
418/ MN_AMB
419/ LOKDOOR--LOCKED DOOR
420/ VOMIT
421/ TOSS--SAME AS VOMIT
422/ FART2
423/ FART3
424/ FART4
425/ CHUG---DRINK THEN BURP
426/ CROWUSH--CROWBAR
427/ WUSSLAF
428/ LN_CITY "CITY FOLK"
429/ MUNCH2
430/ TESLARC
431/ BUZSAWSND--SAW
432/EVELOOP--CONVEYOR BELT
433/ PISSEND PEE
434/ PISSLOOP
435/ PISSSTRT
436/ CRAP
437/ PEE
440/ SCREAN_F
441/ SCREAM_M
442/ WISPER
443/ OVEN
444/ CREMATOR---FIRE
445/ TBLSAW
446/ TBLSAW_X
447/ FORKLIFT---BACK UP BEEPER
448/ PROJECTOR
449/ SIGNROT--SQUEAKY SIGN
450/ XBOWCOCK
451/ PWDERKEG---BOOM
452/ DG_BARK1
453/ DG_GRWL1
454/ DG_YELP
455/ DG_DIE
456/ UFO--OR MACHINE RUNNING
457/ UFOLET
458/ EGG---CRACK AND FRY
459/ HAMCAN---TINKING SOUND
460/ DROPPIE
461/ BIGDRILL---START AND STOP
462/ MINE CART---ALSO CAN BE USED AS PIPES BANGING
463/ WTRFALL
464/ SHAFT---WIND
465/ FRIDGEOP---FRIDGE OPEN
466/ FRIDGECL
467/ DG_LUNGE
468/ TORNADOSND
469/ FAN
470/ CRUSHER
471/ PLUCKER-- ALSO SOUNDS LIKE SEWING MACHINE
472/ SAWHEAD--- CUTS CHICKENS HEADS OFF
473/ STAMPER---PISTON OR POUNDING SOUND
474/ TBLSAW_--SAW STOP
475/ MORNING---BIRDS CHIRPING
476/ DG_BARK2
477/ DG_GRWL2
478/ REDNECK2---"HOT DAMN"
479/ XATRIX---CRICKETS
480/ SB_ATK1--"THROW POO POO AT YOU"
481/ SB_ATK2--"...HURT YOU"
482/ SB_CORN--"...SPIT CORN..."
483/ SB_HRT1---"HURTING ME"
484/ SB_HRT2
485/ SB_HRT3
486/ SB_LAF1
487/ SB_LAF2
488/ SB_LORD---"I'M LORD OF THIS..."
489/ SB_MIN1--"GO MINIONS"
490/ SB_MIN2--"TEE HEE HIM DOWN"
491/ SB_MIN3
492/ SB_SCK1---GROWL
493/ SB_SPT1
494/ SB_SPT2
495/ SB_DIE--- COUGH
496/ SB_IAM
497/ SB_POO
498/ BUB_HEY1
499/ BUB_HEY2
15. EDITART KEYS
Keys you will need to know if you want to select from a section of a 320*200*256 picture file (.BMP and .PCX only) and put it into the MakeMap engine.
U > Use this to import a section of a 320*200*256 .BMP, .PCX, or .GIF.<
<
Enter> Convert the image that is inside the rectangular selection rectangle to the BUILD palette.<
Space> Convert the image that is inside the rectangular selection rectangle without remapping the palette.<
P > If in the picture selecting screen (after pressing U and loading the picture), you press P, then the palette of BUILD can be replaced by the palette of the displayed picture.<
PGUP/PGDN> Select tile to edit (4096 tile maximum right now).<
G > GOTO a tile by typing in the tile number.<
S > Re-size tile. The X and Y sizes can be any unsigned short integer.<
X > Ranges from 0 to 1024, and Y ranges from 0 to 240.<
Delete> Short cut key to set both the X and Y sizes to 0.<
+,- > Change the animation setting. (Default: NoAnm = 0.)To change the animation type, press - when the value is 0. Ex: If you want an object to have 4 tiles of animation, you can animate it in 4 different sequences: (0 is the current tile)
NoAnm =4 sequence: 0,0,0,0,0,0,0,0,0,0,0,... (no animation)
Oscis
=4 sequence: 0,1,2,3,2,1,0,1,2,3,2,... (oscillate)AnmFD =4 sequence: 0,1,2,3,0,1,2,3,0,1,2,... (forwards)
AnmBK
=4 sequence: 0,-1,-2,-3,0,-1,-2,-3,... (backwards)<
A > Set the animation speed of the tile. Press + and - to change the animation speed. There are 16 different animation speeds. The animation speed set here set the speed for BUILD and your GAME also. (Speed is proportional to (totalclock>>animspeed))<
~ > This key (located just above the TAB key) allows you to center a sprite. Simply use the arrow keys to get to the desired position.<
N > Name a tile. Naming a tile simply changes the statement in NAMES.H. You should include NAMES.H when compiling so you can easily refer to sprites by name rather than by number.<
O > Optimize the size of an individual piece of artwork. Use this for tiles with invisible pixels on the sides.<
V > View and select a tile to edit.<
Space> To swap 2 tiles simply press space bar on the first tile, then space bar on the second.<
1,2,3> To swap a group of tiles, press 1 on the first tile, press 2 to remember the region between where you pressed 1 and 2. Press 3 at the place to where you want to swap all the tiles.<
ALT+U> Re-grab artwork from original pictures according to the CAPFIL.TXT file. If you press<ALT-U> in the main screen, everything will be re-grabbed. If you press ALT-U in 'V' mode, then you should first select the range by pressing '1' and '2' on the range boundaries.
<
ALT+R> Generate a Tile frequency report by scanning all maps in directory. Use in 'V' mode only.<
F12> Screen capture (saves image as a *.BMP file, starting as file name CAPTUR00.BMP and incrementing by 1 each time F12 is pressed.<
ESC> Quit.Extra features: (if you actually want to do the artwork in EDITART or if you want to touch-up some imported art.)
<
C > Change all pixels on the tile having the same color under the graphics cursor to to selected color.<
Arrows/Mouse> Move graphics cursor.<
Shift + Arrows> Select color. (on bottom right corner of screen)<
Space> Plot a pixel with the selected color.<
T > Turn drawing trail on / off.<
Tab> Select the color under the graphics cursor.<
BACKSPACE> Set the color to color 255 (transparent color).<
F > Floodfill a region with the current color and with the current color as a boundary.<
M,P> Use M to back up a tile into a temporary buffer in memory and P to restore it. It may be wise to press M before a floodfill (F) (because sometimes you miss encapsulating the region by 1 pixel, and the whole picture gets killed, etc...)<
J > Randomly plots dots of current color over any pixels having the same color as the color under the tile cursor.<
[ > Random antialias of colors in color band under graphics cursor.<
] > Non-random antialias of colors in color band under graphics cursor.<
; > 3-Dimensionalize an image. Makes colors in different rows of the color bar either appear to stick out or stick in to the wall.<
' > 3D-Dimentionalize the other way.<
R > Rotate the tile in a specified direction.<
1 > Mark the first corner of a rectangle for a copy/paste operation.<
2 > Mark the other corner of a rectangle for a copy/paste operation.<
3 > Paste the selected rectangle (Note: You must press 1 and 2 in that order first before pressing 3. Pretty simple 1-2-3 for copy&paste)<
4 > Flip the copied rectangular region x-wise.<
5 > Flip the copied rectangular region y-wise.<
6 > Swap the x and y coordinates of the copied rectangular region.<
<>> Change the shade of the selected region.<
\ > Move the cursor to the center or the tile.<
| > Get the coordinates of the cursor.
PART 4 - TUTORIAL
16. BEGINNER'S GUIDE TO MAKING A LEVEL by Matt Newcomb
This tutorial will get you started with building a level from the ground up, step by step. The example maps are available from all good Redneck WebSites.
Lesson 1: The first sector. Maps 1-4
Start Makemap and use the Spacebar to draw a square. Now press the Enter key on the Number keypad. This will take you to 3D-mode, which is just like the game, except enemies do not attack and you can't use teleporters or go underwater. Water will be explained later. Once in 3D mode you will see your room covered in a red and yellow grid. This is the default texture, and is perfectly normal. Point the mouse at the floor and press V twice. You will now see a page full of pictures. This is the art file. It contains all the sprites in the game. Use the arrow keys to move the selection box around the list until you see one that looks like a good floor texture. When you find the one you want, press the Enter key on the Main keyboard to place it on the floor. You will be taken back into the map and your floor will have the texture applied to it. Now point the mouse at the ceiling and select a texture for it the same way. If you use a sky texture you will have to press P while pointing at the ceiling to make it Parallax. This makes the ceiling look like a sky. If it has a round shape, point at the ceiling and press Control and P at the same time. This will make the texture flat, but still look like a sky. Now put a texture on the walls. You can put the texture on one wall and then point at it and press Tab. Then point at another wall and press Enter to apply it to that wall. This works for sprites also.
Lesson 2: Adding a room to the first sector. Maps 5-10.
Press Enter on the Number pad to go into 2D mode. Pick the place you want to build a room and press Space to begin drawing. If you want to make a room that is attached to the wall of the main sector (like in the Lesson5.map), you put the mouse on the white line and press Insert. This will place a green vertex on the line. Make another one on the same wall. Now start drawing a line from one of these two vertexes and make a long rectangle ending on the second vertex. Put the mouse inside this rectangle and press Alt and S together to turn it red. Make another rectangle on an adjoining wall, but do not connect it to the first rectangle. These are the walls of your room. Bring the ends of the walls toward each other, but leave a few spaces between them. Now go into 3D mode (number pad Enter key) and point at the floor. Press Page Down to drop the floor a couple of notches. You should see two rectangles sticking up. These are the walls you just drew. Point at the top of one and press Page/Up to raise it. Press Caps Lock once and then press A. This will raise you up, where you can see the top of the wall. Raise it to the ceiling. If you cannot see the top of the wall after a certain height and it is not all the way up, move into it until you are sandwiched between the ceiling and the wall. Then point down right in front of you and press PageUp. Move back and the wall should be touching the ceiling. Do the same for the other wall. Press Z to go back down to the floor (or press CapsLock again to drop). Now select a texture for the walls, or leave them like they are. Go back into 2D mode and draw a rectangle and make it red by pressing Alt and S with the mouse inside it. This is the door. Go into 3D mode and raise it like you did the walls and give it a door texture. Go back into 2D mode and put the mouse near the door sector and hold the Right Shift key and drag the mouse over the door, surrounding all four corners with a purple rectangle. Let go of Shift and use the mouse to drag it by one corner into the space between the two walls. Press Shift again to deselect the door. Use the mouse to resize the door so that it fits inside the space between the walls without it touching the walls. Refer to the Lesson6.map to see what I mean. Pressing G in 2D mode will increase the number of lines in the grid which lets you make sectors very small and allows you to put the door very close to the walls without touching them. Refer to the text file included with the "Doors.zip" file for the different types of doors and how to make them. For this example, I made a Swinging Door. Go into 2D mode and put the mouse inside the door sector and press T to give it a Lotag. Type the number 23 and press Enter. The number 0,23 should appear in the sector. Now press S twice in two different places to put down two sprites. Go into 3D mode and point at the sprites and press V twice. Select the S shaped sprite for both. Go into 2D mode and point at one sprite and press Alt and T to give it a Lotag of 11, then press Alt + H to give it a Hitag of 100. Give the other one a Lotag of 10 and a Hitag of 20. Go into 3D mode and point at the sprites (called Sector effectors) and press Control + Page Up. This will put them on the ceiling. Go back to 2D mode and move them both into the door sector, making sure to put the one with the tags of 20,10 at the end you want it to pivot from. Put the cursor on the sprites and press < or > to turn their tails to the left or right. Putting them on the right side and pointing the tails to the left makes the door swing toward you and pivot on the right side. Putting them on the left and pointing the tails to the right (as in map8) makes it swing away and pivot from the left. Make another sprite and change it to the M (Music and Sound Effects). Give it a Hitag of 388 and Lotag of 165 (the creaking door sound) and put it inside the door sector. Make another sprite and change it to the GPSPEED sprite (the winged shoe) and give it a Lotag of 64.
Lesson 3: Adding sectors. Maps 11-13
Go to the wall where you want the other sector to be accessed from and insert two vertexes. Draw a square and end it at the vertex you started from. You will draw over the white line between the two vertexes and it will turn red. Add vertexes to the walls of this sector and stretch it out to the size you want it. Select the appropriate textures for the type of room you want it to be (i.e. if it is an outdoor sector, select outdoorsy textures). Make a door sector and place it. To make a Rising Door like in Map12, you have to drop the sector out of the ceiling, which is just the opposite of making the first door. Give the door sector a Lotag of 20. It doesn't need a Sector Effector. You can add a MusicandSoundFX and Speed sprite if you want.
Lesson 4: Making a sector over a sector. Maps 15&16
Go to the wall of the Backyard sector and insert two vertexes. Draw a square, ending on the one you start from, changing the line between the vertexes to red. Stretch the square into an L shape and stop it before you reach the Main sector (the Below Sector). Start drawing from one of the points, Go into the Main sector, and end the drawing where you started. The new sector will be white. Then I added a Lowering door, which is just the opposite of the Rising door. Give the door sector a Lotag of 21. Add sound and speed.
Lesson 5: Making Underwater sectors.
Draw a square. Put the mouse in the square and make it red. Press C to make a circle, moving the mouse to change size. Press space to draw the circle. Give the sector a Lotag of 1 and a sector effector ( S ) with a Hitag of 100 and Lotag of 7. Make another sector THE EXACT SAME SIZE AS THE WATER SECTOR.
Draw a square outside of the main sector and make sure it doesn't connect to it. Put the mouse near the water sector and hold the Alt key as you drag the mouse over the water sector. Release the Alt key and the sector should be filled with green lines. Use the mouse to drag it into the new square and press Insert. Change the sector to red and give it the same Hi and Lo Tags and S.E. as the first. Put the sector effector for the second sector on the bottom of the sector with Ctrl+PageDown. Lower the ceiling of the new sector until it matches the opening of the sector. You should have remembered to lower the sector floor, or your pool won't be very deep. Put the water texture on the bottom of the part you lowered from the ceiling and also on the top of the first sector (the top of the pool, where you get in). Don't forget to put out a Snorkle, or you'll drown when you get in the water.
Lesson 6: Making a front yard and adding enemies. (Maps 17 & 18.)
For these two maps, all I did was add a new sector using the same procedure as before. The only difference is that the Sliding door gets a Lotag of 25 and S.E. of 15. Point the tail in the direction you want it to move AWAY from. Put in a sprite and change it to an enemy.
17. Edittset Tutorial (Editart)
Lesson 1
So you want a quick start to importing your own graphics or altering the graphics already in Redneck Rampage??? Well by cracky you are in the right place. This tutorial will NOT be the last word in Edittset but you will be able to use it if you follow these steps.
1) You must have edittset.exe in your Redneck directory.
2) You must EXTRACT the tiles from Redneck. You can do that be doing this:
a) Make sure the program kextract.exe is in your Redneck directory.
b) Type kextract redneck.grp *.art you will then have mucho megabytes of tiles00x.art files on your hard disk.
3) Start edittset by typing ----> edittset.
4) You will come up to a screen that has the default makemap tile. It is yellow and red.
5) At this point you have some options.
a) Type V This will bring up a screen filled with tiles. You can scroll using the down arrow key or page down key to view ALL the tiles
OR
b) Type G If you select G in the lower LEFT of your screen you will be able to type in a tile number and go right to it. Use 2334.
6) Go try that now. One step at a time.
7) Lets do this.
a) Start edittset. Type G and type in 2334. NOW hit F12. You have just captured that tile to a file called capt0001.pcx which is in your Redneck directory. It looks just like the tile 2334.
b) Go look at the pcx file using your favorite graphics program. Do that now.
c) Your back... good. First we will just alter the captured tile. It is slightly easier. You can use edittset. BUT why? It is a clunker.
d) Go back to your favorite graphics program and load in capt0001.pcx. Do ANYTHING you want to the pcx file. Put in text, draw scribbles anything except add another graphic to it. Save it!
e) Not all the tiles that you extracted are images. There are empty spaces to put your art. Your art isn't usable until you place it in an art file.
f) Start edittset. From the initial screen type <G>. Then in the lower left type in 940. This will take you to tile 940 in tilesart.002 It is blank.
g) Type U In the upper left you will see capt0001.pcx select it and hit ENTER. Using your mouse and the left button select the portion of the image you want to import into your tiles002.art file.
h) When you have made your selection press ENTER. The tile will then be available for incorporation into your tiles002.art. If you think you are going to save the tile press N this allows you to name it. To make to tile usable press V. You will be asked if you want to save the tile. The choice is yours! If you elect to save it the tile will be compiled into tiles002.art.
Go and start up makemap and point at any surface. Hit V then G then type in 940 hit enter, enter and VOILA!!!!! You did it!
Lesson 2
This lesson will deal with insuring that transparent portions of new images will indeed be transparent.
1) Capture to file(see lesson 1) the tile 1829. I selected this because it has the pink background which is transparent in gameplay.
2) In your favorite graphics program change the 71 to say 4 as I did in my YooperLand map. I recommended changing the pcx at this point into a gif. I don't know why but pcx or bmp's would not work for me, they may for you.
3) Start edittset and pull you gif or pcx or whatever you chose into an editable screen. Remember how? (See lesson 1). Place the itsy, bitsy, teenie, weenie cursor on the pink area. Then press <BACKSPACE>. This will change the color under the cursor to the transparent color (which it may appear to already be).
CONSIDERASTION: During my art editing I used my favorite graphics program color picker on an unaltered tile, namely 1829. I selected the pink background and then changed the color, which was already pink on my altered tile. The color looked right but wasn't. Thats why I have added this step.
Then press <TAB>. This effectively selects the color under the cursor. Then press <C> this will change all the pixels in the file to the transparent color. Of course, you can do this for any color.
18. MAP AUTHORING TEMPLATE
When you upload your .MAP file(s) to FTP sites, BBS's and the like, you
are encouraged to include this file with the map, so that you can be
recognized for your work! We can't wait to see what you can come up with!
Redneck Rides Again 3D .MAP Authoring Template
================================================================
Title :
Filename : xxxx.MAP
Author : Your name here
Email Address :
Misc. Author Info :
Rating compared to RRRA :
Description :
Additional Credits to :
================================================================
* Play Information *
Episode and Level # :
Single Player : Yes/No
DukeMatch Level : Yes/No
Difficulty Settings : Yes/Not implemented
* Construction *
Base : New level from scratch/Modified ExMx/xxx.MAP
Editor(s) used :
Known Bugs :
* Where to get this MAP file *
FTP sites:
BBS numbers:
Other: