Asbestos' Duke3D Page - BUILD HELP (1999)
Iv'e seen a lot of the same questions pop up in forums
many many times, and I've posted the main ones here. Hopefully your
problem is one that most others have, and is listed below.
Why won't 3D mode work?
Why
won't 3D mode work?
How do I play my map?
Way 1: Go into MS-DOS (it's at the bottom of the Start menu), and when in the Duke3D directory, type the following- duke3d -map test "Test" would be replaced with whatever you saved the map as.
Why does my subway shoot rockets at
me?
When I walk in my paralaxed sector, I
die. Why?
How do I get Editart to work?
1.) Copy all the files under GOODIES/BUILD (on your Duke3d CD) into your Duke3D directory. 2.) Extract the .art files by typing this at the DOS prompt: kextract duke3d.grp *.art 3.) Extract the .dat files by typing this at the DOS prompt: kextract duke3d.grp *.dat If you get an error resembling "could not write to PALETTE.DAT", then delete your .dat files and try extracting them again. 4.) Editart should now work. When running it, a screen should come up that says something like, "Reading tiles000.art" in red letters. If so, then Editart works. If not, then try everything again, and if it still doesn't work, e-mail me or ask someone else who knows about Editart.
What's a hi-tag and lo-tag?
Walls: To give a wall a hi-tag, go into 2d mode, point the cursor at the wall until it's flashing, and hit "alt T" for a lo-tag and "alt H" for a hi-tag. Sprites: Sprites are the same way as walls, except you'd place the cursor on the sprite until it flashes rather than the wall. Sectors: For sectors, go into 2d mode, place the cursor in the sector, and hit "T" for a lo-tag and "H" for a hi-tag. There is also another way to give walls and sprites tags which can be done in 3D mode. To place tags in 3D mode, point at the wall or sprite and hit the ' key (it's between the "Return key and ; key) along with T or H (depending on if you want a hi or low tag). Personally, I do all my tags in 2d mode, as it's easier to see the tags of related walls and sprites. Hope none of that was too confusing.
Why does the screen flash when I use
my invisible teleporter?
Why does my sector-over-a-sector look
all funky?
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Special Sprite Reference |
There's a good amount of "special" sprites in Build
that can be pretty confusing to use if you don't know how to use
them. Sector Effectors, Locators, Activators, ect. So, if you're
lost as to what they do, here's some descriptions.
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Sector Effector Tag Reference |
As I mentioned in the Special Sprite Reference area, the lotag of a Sector Effector is what determines the affect it has on a sector. There's a bunch of different things SE's can do, so here's the list. |
Tag | Effect | Description |
0 | Rotate Sector | Rotates a sector around a defined pivot point. |
1 | Pivot point for SE 0 | Set's the pivot point that a sector turns around. |
2 | Earthquake | Used to set off an earthquake. Must be activated by a Masterswitch. |
3 | Random lights (shot out) | Creates randomly blinking lights after they've been shot out. |
4 | Random Lights | Creates randomly blinking lights. |
6 | Subway Engine | Used to create the "engine" (first car) of a subway train. |
7 | Teleporter/Water | Used to create a teleporter. Placing it in an above-water sector will transport you to an underwater-water sector using the same tags, and vice versa. |
8 | Up Open Door Lights | Used to light up a sector when a door is opened. |
9 | Down Open Door Lights | Used to open a room when a light comes down from the ceiling. |
10 | Door Auto-Close | Makes a door auto-close. The hi-tag is how long until the door closes (32 equals 1 second). |
11 | Rotate Sector Door | Used as a door that rotates 90 degrees when activated. |
12 | Light Switch | Used to light up a sector when a switch is flipped. |
13 | C-9 Explosive | Used to blow up holes in a sector, the result of C-9 explosions. |
14 | Subway Car | A trailing subway car, one behind the engine (first car). |
15 | Slide Door | A door that slides to the side when opened. |
17 | Elevator Transport | Used to transport you from one elevator to another. |
19 | Shot Touchplate Ceiling Down | Makes the ceiling fall when an explosion occurs in the same sector. Displays message "Unlocked" for some reason though. |
20 | Bridge | Used to stretch a sector when activated. Sretches textures though, looks kind of ugly. |
21 | Drop Floor | Used to make a floor or ceiling drop to the height of the SE when activated. |
22 | Prong | Used to make "teeth" doors. They were un-used in the commercial Duke3D, but can be implemented into user maps. |
24 | Conveyor Belt | Creates a moving floor, working as a kind of conveyor belt. |
25 | Engine Piston | Moves a sector up and down from the ceiling like a piston. |
27 | Camera for Playback | Acts as a camera that records demos. |
29 | Floating Sector | Used to make a sector float like water or waves. |
30 | 2 Way Train | Creates a train car that moves back and from between two points. |
31 | Floor Rise | Used to raise or lower the floor of a sector. |
32 | Ceiling Fall | Used to raise or lower the ceiling of a sector. |
33 | Spawn Earthquake Jibs | Spawns shrapnel and rock sprites at specified points during an earthquake. |
36 | Spawn Shot | Used to spawn a shoot every 5 seconds from a specified point. Also known as a "shooter". |
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Sector Tag Reference |
Below is a list of all sector tags, and their effects. The same basic document is located with Build on the Duke3D CD. |
Tag Number (low) | Effect |
1 | Water. This will make the floor of the sector act as though it's the top of a puddle. |
2 | Water. This will make the sector act as though it's underwater. |
9 | "Star Trek" doors. I wouldn't insist on using these though, as it makes the door texture squish, and plays the sound twice. Kinda annoying. |
15 | Used for making a teleporting elevator. |
16 | "Elevator platform down" |
17 | "Elevator platform up" |
18 | "Elevator down" |
19 | "Elevator up" |
20 | Door where ceiling starts at bottom and opens upwards ("Doom door") |
21 | Door where floor starts at top and opens downwards. |
22 | Door where ceiling and floor start in middle and split open horizontaly. |
23 | Swinging door (hinged) |
25 | Door that slides from one side to another. |
26 | Split "star trek" door. |
27 | Bridge (?) |
28 | Drop floor (?) |
29 | "Teeth" door. |
30 | Rotate/rise sector. |
31 | Two way train. Starts at one end, moves to another. |
1000+ | One-time sound. Just add the sound tag number to 1000, and the sound will be played when the sector s walked into. |
32767 | Secret place |
65535 | Ends level when walked into sector (no need for a nuke button). |
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General Building/Design Tips |
These are just some simple tips I advise you to
follow when building a map.
That's all for now. All of these are really basic tips, and can
help save a map that would ussually suck. Don't let yourself
fall for these stupid mistakes! |