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*** Tempest's BUILD Tutorial ***
Lesson 2 : Making doors that move up
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Purpose:
A tutorial on making doors that move up in Duke Nukem 3D using
Build.
Step 1:
Make a door opening. Choose some cool textures.
Step 2:
Move the ceiling of the door to the floor. Do this by aiming at the
wall or the ceiling of the door sector and pressing PgDn. If you
want the door to open without the walls also moving, press 'O' on
the sides of the wall. You'll notice that when you move the ceiling
up or down, that the walls move differently. In fact, they don't
move at all anymore.
Step 3:
Now that you have moved the ceiling of the door sector all the way
down to the floor, we're ready to make the door work.
Step 4:
For a door that opens up by moving upwards, you have to give the
door sector a Lo-tag value of 20. Do this by going to 2D-mode,
moving the mouse cursor to the door sector, press 'T' and then
enter the value "20". You'll see a white rectangle within the
sector with the text "0,20" in it. That's it!
If you want the door to make a sound, insert a Music & SFX sprite.
Insert a sprite in 2D-mode by pressing 'S'. In 3D-mode you'll have
to point to the floor and then press 'S'. Press 'V' twice to
get a listing of all sprites. Select the blue M, that's sprite #5.
You can press 'G' to select the sprite# to jump to. Move the
sprite inside the door sector and give it a Lo-tag value of 166
or any other sound you want for the door. Giving sprites a Lo-tag
value requires you to be in 2D-mode, moving the mouse cursor on
the sprite and then press 'Alt-T'.
Give the door a certain speed by adding a Speed-sprite (sprite#10).
It's Lo-tag value must be the speed of the door. I used 256 in
my example map.
You can make the door close after a while by adding a Sector
Effector sprite (sprite#1). The Lo-tag value must be 10. The
Hi-Tag value must be the time that the door waits before closing.
Give the SE (Sector Effector) a Hi-tag value by pressing 'Alt-H'
in 2D-mode.
=====================================================================
Cho Yan Wong (aka Tempest)
pwong@pobox.leidenuniv.nl
http://www.wi.leidenuniv.nl/~cwong/myindex.html
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*** Tempest's BUILD Tutorial ***
Lesson 3 : Making swinging doors
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Purpose:
A tutorial on swinging doors in Duke Nukem 3D using Build.
Step 1:
Make a door opening. Choose some cool textures.
Step 2:
Now create a sector that is to be used as the door.
Notice that the door sector is not connected to any other sector.
Step 3:
Move the door sector into position. Notice that the vertices of
the door will not connect to the vertices of the wall. Make
sure they aren't connected by moving the vertices around.
Step 4:
Give the door sector a Lo-tag value of 23. Now comes the crucial
part. You will have to define a pivot point that the door will turn
around. Create a sector effector sprite (sprite #1) and put it in
a logical place. Remember that the door sector must rotate around
the sector effector. The SE (Sector Effector) MUST BE INSIDE THE
DOOR SECTOR!!! Do not put the SE on a door vertex, but near it.
Undo grid locking by pressing 'L' in 2D-mode and move the SE as
close as possible to a door vertex without going outside the door
sector. If you want the door to open clockwise, make the SE point
downwards. If the door needs to open counter-clockwise, make the
SE point upwards. Use the < and > keys to rotate the sprite.
That's it! You now have a swinging door! Add a Music & SFX sprite
(sprite #5) for door sounds. In this example I made the M&SFX
sprite Lo-tag and Hi-Tag values of 165. (Change the Lo-tag value
by pressing 'Alt-T'. Use 'Alt-H' for changing the Hi-Tag value).
NB:
Your door is initially placed inside some sector. You must take
care that the door stays inside this sector, even when opened!
You will get strange effects when your door opens onto another
sector than the one it was originally placed in. Beware!!!
=====================================================================
Cho Yan Wong (aka Tempest)
pwong@pobox.leidenuniv.nl
http://www.wi.leidenuniv.nl/~cwong/myindex.html
=====================================================================
=====================================================================
*** Tempest's BUILD Tutorial ***
Lesson 4 : Star Trek doors
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Purpose:
A tutorial on making Star Trek doors in Duke Nukem 3D using Build.
Note that a Star Trek door and a Split Star Trek door are two
different kinds of doors. I'll explain Split Star Trek doors in
a later lesson.
Step 1:
Make a door opening. Choose some cool textures.
Step 2:
Watch carefully at the map. I've added 3 vertices on each side of
the door sector, and moved them inwards. Star Trek doors are
actually made out of the side walls. Assign your door texture now
before you close the door.
Step 3:
Construct a vertical-split door by moving the vertices to their
correct position. Easy, eh? You'll have to make sure that you don't
accidently connect the two side walls together at their meeting
point.
Step 4:
A Star Trek door needs a Lo-tag value of 9. Add a Speed sprite
(#10) to determine the speed in which the door will open. Add
a Music&SFX sprite (#5) for the door sound. You'll notice a bug
in Duke Nukem 3D. The sound will be played twice. It doesn't
sound quite right. It's odd that I haven't seen a Star Trek door
in the game itself.
=====================================================================
Cho Yan Wong (aka Tempest)
pwong@pobox.leidenuniv.nl
http://www.wi.leidenuniv.nl/~cwong/myindex.html
=====================================================================
=====================================================================
*** Tempest's BUILD Tutorial ***
Lesson 5 : Split Star Trek doors
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Purpose:
A tutorial on making Split Star Trek doors in Duke Nukem 3D using
Build. Note that a Star Trek door and a Split Star Trek door are
two different kinds of doors. I explained ordinary Star Trek doors
in lesson 4 (door9.zip).
Step 1:
Make a regular Star Trek door.
Step 2:
Move the ceiling and the floor of the door sector. Point at the
door and press 'PgDn' to move the ceiling down. Point at the little
triangled area of the door sector that is still visible when you
look at the floor, and press 'PgDn' to get the floor up. Choose a
cool texture for the door.
Step 3:
Let the ceiling and floor meet together halfway. You're now
finished with constructing the split Star Trek door. Now we're
ready to add the finishing touches.
Step 4:
Give the door sector a Lo-Tag of 26. Add a Speed sprite and
a Music&SFX sprite as necessary. Again you'll get to hear the
sound twice when you open the door. I guess there's no way to
fix this problem. Either accept the buggy sound or make the door
silent.
=====================================================================
Cho Yan Wong (aka Tempest)
pwong@pobox.leidenuniv.nl
http://www.wi.leidenuniv.nl/~cwong/myindex.html
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