This is the basic tutorial to teach you how to create a ceiling to floor door. To view this map in Shadow Warrior download door1.zip
![]() Fig 1. Archway and door. |
1. First create two rooms with an archway. In the archway, make the door by inserting four vertices (Insert key). Connect the two lower vertices using the SPACE bar. Next, connect the upper two vertices using the SPACE bar. This middle sector will be the door.
![]() Fig 2. Inserting ST1 sprite. |
2. Make the grid smaller by pressing "G" once. Now insert a sprite in the door sector by pointing the mouse cursor in the door sector and hit "S". Go to 3D mode (numeric pad Enter) and the sprite will probably look like a gray wall tile (picnum). Place the cursor on it and press "V" twice. Now press "G" and enter 2307 and press Enter. This takes you to the ST1 sprite that we need. Now, press Enter again and we should be back in 3D mode with the ST1 sprite on the floor. Since this is a ceiling to floor door we need to flip this sprite upside down. This is done by placing the cursor on the sprite and holding down the left mouse button press "F" twice. Release the mouse button.
3. Now comes the new stuff. Referring to the SPRITAGS.TXT file go to Hitag 92 (SECT_VATOR). Place the cursor on our ST1 sprite in 2D mode and Alt-H. Now enter 92 Enter. We need a low matching tag for our door, sounds, and anything else that we want connect to this door operation. If you don't know what your next tag number should be press F5 and it will tell you the next available tag number to use. In our case it will be 1. Press Alt-T and enter 1 Enter. Now here is the real new stuff. There are TAG# and BOOL# numbers that need to address for your door to work at all. This you can see in the SPRITAGS.TXT mentioned above. To change the values of TAG# you press and hold the ' (under the ") key and the number you need to address. To change TAG3, press ' and 3 then enter the value and press Enter.
Ok, now for the BOOL#. To enter a BOOL# you need to press ; and number. The number can only be a 1 or 0 nothing else.
![]() Fig 3. Inserting ST1 sound sprite. |
4. Insert another ST1 sprite next to the first one and give it a Hitag of 134 (sound spot) and the same Low tag of 1. Give TAG4 = 169 (the sound). No BOOL# need to be changed.
![]() Fig 4. A 3D view. |
5. I like to move the door sector one PgDn from the height of the archway for looks. The walls on each side of the door should be stationary (there shouldn't move with the door). To do this put the cursor on the side walls of the door sector and press "O". Now If you use the PgDn and PgUp keys you will see that they don't move. If for some reason when you PgDn the door and it looks strange put the cursor on it and press "/" to set the texture to it's default size.