Start out making a doom-like door. The SE-8 will only work with a sector that raises the ceiling. Make the top room like the picture, with a wall extending through the middle. We're going to use this to create a neat lighting effect. The light will basically "originate" from the lower sector. Before we start splitting the sector, switch to 3d mode to set your tiles, and darken (7 or 8 clicks) the top sector's walls, ceiling, and floor... it will save a lot of needless duplication. We set the sector's shade to when the door is closed. A quick way of copying shade values is to point at a darkened tile and hit TAB. Then point at any other tile, hold down the LEFT SHIFT key, and hit ENTER. This will copy the shading value only. Very handy. |
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Switch back to 2d mode and and split the top sector into light-sources slices, like the image. We're going to set the shade of each of the slices slightly different from the others around them to create a dithering effect. |
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Insert 9 Sector Effectors, one in each section of the top sector, and one in the door sector. Change all of the SE lotags to 8, and change all the SE hitags to 1 (should be unique for multiple sets.) |
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Switch over to 3d mode and darken the shade of the SE-8 sprites in the sliced sectors. By default, a Sector Effector will have a shade value of 0 when first created. This will create a fairly bright sector when we open the door, so our largest section of the top sector and the door sector can stay at that value. The three SE-8 in our sliced sectors should be darkened by two clicks. Point at the SE at hit '-' two times. The three after that should be darkened by four clicks. The last remaining SE will be at six clicks. I've put numbers representing the shade value next to the SE sprites in this picture. You'll also notice my door is not all the way at the floor; I do this so that any changes I need to make to the different SE and shading can be accomplished much easier. |
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