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water.txt
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1997-06-15
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=============================
A CONTROL-Z TUTORIAL
=============================
CREATING A POOL OF WATER
NOTE: Please refer to the water.map in mapedit 2D
mode in conjunction with this tutorial.
1. First, start out by making your basic room. If you don't
know how to do this, please refer to the MAP 01 section earlier
in this tutorial.
2. Once you have constructed your basic room, make a square or
rectangle at one end of the room using the <Spacebar> key and the
left mouse button. This will become your pool. After making the pool
sector you'll notice that these lines are white in 2D mode (in 3D mode
this will look like there is a large square column at one end of your room;
in fact, this is how you make columns). To turn this column into a sector,
while still in 2D mode position your cursor just outside the area of the
square until one of its points starts blinking and then hold the left <Alt>
key and press the letter <S> key. This will turn the white sector red.
3. Go into 3D mode, place your cursor in the area of the pool sector and
lower it a couple of clicks with the <Page Down> key. Next, with the cursor
still in this lowered pool sector, press the letter <V> key once and then
press the letter <G> key. This will bring up the GoTo Tile box. Type in
2915 (which is the first of the moving water tiles) and press the left
<Enter> return key. It now appears as if you have a water-filled pool.
But this is only the topside of the water, and you'll need to relay that
information to the game itself. To do this, you'll need to place a directional
arrow sprite somewhere on the pool's surface.
4. With the cursor placed somewhere in the pool, press the letter <S> key
once and then the letter <G> key. Once again this brings up the GoTo Tile
box. Type in 2332 and press the left <Enter> return key. This will place an
orange directional arrow sprite on your pool's surface. Put your cursor directly
upon this arrow sprite and hold down the left <Ctrl> key and press the <Page Down>
key. This will lower the directional arrow sprite to the surface of the pool.
5. Now, go into 2D mode. Place the red cross-shaped cursor directly on top of the
arrow sprite, hold the left <Alt> key, and press the <F6> key. This brings up the
Trigger/Channel menu at the bottom of your screen. Toggle "Type" until it reads
"9 : Upper Water", and then scroll to the third column to " Data1 : 0 " and type
in a unique number of your choosing (I used a '1' here) and press the left <Enter>
return key. This number will be unique to this particular pool. If you build other
pools in your level you will have to give each one of them their own unique number.
The sprite flag should now read "Upper Water [1]" (or whatever number you chose to
put in instead of the '1'). This finishes the upper water portion of the pool.
6. Next you'll have to create the lower (underwater) portion of the pool (which is
actually another separate sector). The easiest way to do this is to make a copy of
the upper portion of the pool, paste it somewhere outside your main map area (room),
and change the triggers and textures so it becomes a lower portion. In 2D mode, place
your cursor just above the northwest corner of your pool sector. Hold down the right
<Alt> key and drag the cursor down to just below the lower southeast corner of your
pool sector, making sure the entire sector is inside the newly made box, and release
the <Alt> key. The pool sector should now look like it has green horizontal lines
flashing through it. Place the cursor in the middle of this flashing green sector,
hold down the left mouse button, and press the <Insert> key. DO NOT LET GO OF THE
LEFT MOUSE BUTTON, and drag the sector copy to anywhere outside your main map (or
room, in this case) area. Once you have the sector copy where you want to place
it, release the left mouse button, and press the right <Alt> button once to paste
the copy. You now have the beginnings of your underwater pool section.
7. While still in 2D mode, place the cursor over the copy of the arrow sprite in the
newly copied sector, hold the left <Alt> key and press the <F6> key. This brings up
the Trigger/Channel Menu again. Toggle "Type" so it reads "Type 10: Lower Water" and
then scroll over to Data1 in the third column and type in the same number that you
used for Data1 in the upper water sector (I entered '1' again). Press the left <Enter>
return key to save your input. Next, move your cursor just off the sprite and hold
the left <Alt> key and press the <F5> key. This brings up the Trigger/Channel Menu
for the sector. Scroll all the way over to the "Trigger On" section and check the
Underwater box using the <Spacebar>.
8. Now, place your cursor inside this underwater sector and go into 3D mode. You'll
need to re-adjust your water texture so it is no longer on the floor but on the
"ceiling" and raise the directional arrow to the ceiling as well holding the left <Ctrl>
key and pressing the <Page Up> key. Return to the main room (going in and out of 2D mode)
and position yourself where you would like to start, and press the <Scroll Lock> key.
Save your work and exit. You're done! Go try out your new pool.
Tutorial and Sample Map
By Control-Z
(Craig Duckett - Seattle, WA)
June 15, 1997