Duke Nukem 3D Design Tips |
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Part II: Build Tutorial | |
by Jason D'Aprile |
3D Realms |
In the second part of the Build Tutorial, were simply going to go over some of the other, more complicated special effects that Dukes Build engine can do. These are some thing that can really help spice up your level. 1. Swing Doors: Swing doors have some peculiar features and are extremely uppity as far as doors go. First off, the actual door(s) is a sector all to its own. Secondly, Swing doors are very particular as to how and where you place them. For simplicitys sake, lets say we are making a swing door for a bathroom stall. Make the stall (and probably the whole bathroom as well) and pay close attention to where the door is going to go, and the size. Generally, the actual door should be just long enough to cover the opening you want to place it over. Now move to a bare spot in the room sector and draw your door sector there, again making sure that is exactly the right size (though you can easily alter its size at will). Next use the Alt-S to make the door sector a valid sector (it will turn red) and give it a lotag of 23. Now--and this is the important part, so pay attention--you cannot place the swing door inside the stall sector (or any door jam sector). It must go on a wall that enables at least its pivot side wall to not be touching anything. Either the top or bottom wall (as in the front or back of the door) must be overlapped with the red line of the sector that it is blocking up. So, the door will be sticking out a bit from the red line where you would enter the stall from the bathroom. Now, use the zoom command (the A/Z keys) to get in close to the where the pivot point should go. Assuming the stall is at the "top" of the screen and the door is going on its "bottom", the pivot point would be on the doors upper left corner. Use the G key to turn the Grid off completely and place a sprite as close to the corner point as possible without it actually connecting with the point. Give the sprite a Lotag of 11 and a unique Hitag. If you are making double doors, make sure they both use the same hitag--thats how the game knows to swing them together. Also, to make the door swing clockwise, the sprites tail should be pointing up and for counterclockwise point the tail down. Go to 3D mode and make sure the Sprite is a Sector Effector Sprite (the "S" sprite, its sprite#1). Now, raise your stall door up from the ground, or down from the ceiling if you want a floor gap (it is a bathroom stall after all). If the door is acting funny (say it disappears from certain angles), you can usually correct the problem by tightening the pivot point sprites position (getting it closer to the corner point, or the corner point and the side wall--youll probably have to play around with it to get it just right). Also, make sure the door has enough room to open. 2. Earthquakes: Earthquakes are set off when the player walks over a touchplate (sprite #3, the "T"), therefore the touchplate is the trigger. The touchplate activates a masterswitch (sprite #8, the "D"). The masterswitch in conjunction sets off the sector effector sprite that it is paired with it in each sector that is to be affected by the earthquake. Give the touchplate and all masterswitches in the earthquake the same unique lotag. Give all S.E. sprites a lotag of 2. Note that you have to manually make each portion of the earthquake that you want to move--each is a sector and each needs to have the masterswitch/S.E. pair in them. Each sector will move in the direction that the S.E. sprite is pointing. If you want the sectors to be sloped and/or jutted, you have to do so before hand ( these areas will be flat in the actual game, then raise (or lower) when the earthquake is triggered). To have debris (or "Jibs" as the game calls it) fly up during the earthquake, place S.E. sprites with a lotag of 33 where ever you want jibs to spawn. 3. Vents: Vents are very similar to windows, except vents are actually sprites. First make your vent shaft, then place a sprite where you want the vent to go. Choose the vent tile for the sprite (#595), use the Page Up and Down keys to put it right over the vent shaft hole and press the R key to make it stick to the wall. In 2D mode, make the vent sprite Blockable and hittable ( by pressing B and Ctrl-H with the sprite highlighted, it should turn a thick blue). Be sure to use the numeric pads 4,6+2,8 keys to make the vent tile look properly proportioned from both the inside of the shaft and the outside. 4. Nuke Buttons: Nuke buttons are one of two ways to end a level. Place the sprite where you want it, choose graphic #142 to get to the Nukebutton graphic. After choosing the Nukebutton, go into 2D mode and give the button a lotag of 32767, then press Ctrl-H to make it hittable (do not make it Blockable, only hittable, or else it wont work right if at all). Another way to end a level is to give a sector a lotag of 65535, which will make the level end when the player steps on that sector. 5. Wall Cracks: Wall Cracks are a combinall). If the door is acting funny (say it disappears from certain angles), you can usually correct the problem by tightening the pivot point sprites position (getting it closer to the corner point, or the corner point and the side wall--youll probably have to play around with it to get it just right). Also, make sure the door has enough room to open. 2. Earthquakes: Earthquakes are set off when the player walks over a touchplate (sprite #3, the "T"), therefore the touchplate is the trigger. The touchplate activates a masterswitch (sprite #8, the "D"). The masterswitch in conjunction sets off the sector effector sprite that it is paired with it in each sector that is to be affected by the earthquake. Give the touchplate and all masterswitches in the earthquake the same unique lotag. Give all S.E. sprites a lotag of 2. Note that you have to manually make each portion of the earthquake that you want to move--each is a sector and each needs to have the masterswitch/S.E. pair in them. Each sector will move in the direction that the S.E. sprite is pointing. If you want the sectors to be sloped and/or jutted, you have to do so before hand ( these areas will be flat in the actual game, then raise (or lower) when the earthquake is triggered). To have debris (or "Jibs" as the game calls it) fly up during the earthquake, place S.E. sprites with a lotag of 33 where ever you want jibs to spawn. 3. Vents: Vents are very similar to windows, except vents are actually sprites. First make your vent shaft, then place a sprite where you want the vent to go. Choose the vent tile for the sprite (#595), use the Page Up and Down keys to put it right over the vent shaft hole and press the R key to make it stick to the wall. In 2D mode, make the vent sprite Blockable and hittable ( by pressing B and Ctrl-H with the sprite highlighted, it should turn a thick blue). Be sure to use the numeric pads 4,6+2,8 keys to make the vent tile look properly proportioned from both the inside of the shaft and the outside. 4. Nuke Buttons: Nuke buttons are one of two ways to end a level. Place the sprite where you want it, choose graphic #142 to get to the Nukebutton graphic. After choosing the Nukebutton, go into 2D mode and give the button a lotag of 32767, then press Ctrl-H to make it hittable (do not make it Blockable, only hittable, or else it wont work right if at all). Another way to end a level is to give a sector a lotag of 65535, which will make the level end when the player steps on that sector. 5. Wall Cracks: Wall Cracks are a combination of C-9 canisters (#1247), wall cracks (#546-549), sector effector sprites, and creative use of sectors. Generally, youll want to make several sectors in a row, so you can slope and jut them to give them that crazy, blown-up look (and use texture #796--the charred black wall). From 2D mode, youll need to place 2 different sprites in each of the sectors you want blown away--one will be the C-9 explosive canister, and the other a S.E. sprite. You will also need a wall crack that will go over the place where the wall will be during the game (and is currently a gaping hole). Give the crack a unique hitag which you will use for all the sector effector sprites as well (thus enabling you to have a nice long chain of explosions from a single crack if you want). Also give the S.E. sprites a lotag of 13. In 3D mode, you can use the 4 and 5 keys on the numeric pad to make the C-9 canisters thinner so that they become bare sticks--at minimum width theyre invisible in the actual game. The lotag for the C-9 determines how long till it blows, numbers under 100 are very short times--giving each C-9 a different time can create sequential chains of fire. You can replace the crack with an explosive canister (dont put the canister on or in the wall, though). Also, the texture in the front of the explosive sectors (as in what youll see when looking at the hole from the main room) designates what the wall texture will be when the wall is whole in the game. Make sure the wall sides of the ceiling and floor are a little bit visible; the walls dont always match up and need to be tweaked. Sometimes, this problem is simply because the ceiling is up too high, or the floor down too low. 6. Conveyors/Currents: Make the sector that will be the conveyor, get it to be the way you want it and place a S.E. sprite in it. Give the sprite a lotag of 24 and point the sprite in the direction you want the conveyor to go. If its a water current, give the sector a lotag of 1 and use the water texture--everything else is the same. To make it faster, place a Speed sprite (#10) in the sector. The higher the lotag you give it, the faster the speed. You can use the speed sprite for doors and many other things as well. 7. Monsters/Bosses: Monsters are only placed properly when you use the right pose (or frame) of the monster. Generally the first frame and the beginning of each new frame series is always useable . The easiest way to tell for most of the monsters is that they move in place when you set them on the map (not the hovering monsters, though), and are 3 dimensional looking. To use a boss as a monster, press Alt-P while over it in 3D mode to change its palette and give it a palette number other than zero. Note however, that the game only seems to allow the first boss to be completely useable--the other 2 just seem to kill themselves as soon as you look at them, but there may be a way around this. 8. Light Switches: Requires 2 sprites--the actual switch (use anyone you like) and a S.E. sprite placed in each area you want affected by the light. Give the switch its own specific lotag, give the S.E. a lotag of 12 and make its hitag the same as the switchs lotag. Shade the S.E.(s) to the brightness of the light when on and shade the actual sector(s) to the "lights off" light level. |
©1996 Strategy Plus, Inc. |