home *** CD-ROM | disk | FTP | other *** search
- =====================================================================
- *** Tempest's BUILD Tutorial ***
- Lesson 10 : Making sky windows
- =====================================================================
- Purpose:
- A Tutorial on making sky windows in Duke Nukem 3D using Build.
- What the hell are sky windows? A sky windows is a window where
- you can see a parallaxed sky texture outside. A sky window makes
- a level less claustrophobic and gives the player a feeling of
- being 'somewhere'. The same effect can be used to construct low
- perimeter walls. That is, if you have a level with a sky texture
- and a huge building in the middle, then you also have perimeter
- walls as tall as the tallest 'building' in your level. This can
- sometimes look awful or less realistic. Using the sky window
- technique you can construct perimeter walls that look much shorter.
- But let's concentrate on making a sky window first.
-
- Step 1:
- Construct a base for your window. Please refer to the example map
- for a visual explanation. I have color coded the walls of the
- window so that you can see things more clearer. The sector which
- represents the 'window sill' will be called the 'blue sector'
- because the walls of that sector have a blue texture (doh!).
-
- Step 2:
- Split the base sector into three sectors, a blue, red and brown
- sector. The blue sector will be the window sill; the red and brown
- sectors are needed for the sky texture effect. Give the ceiling
- of the red and brown sector a parallax sky texture. You also need
- to give the floor of the brown sector a parallax sky texture.
-
- Step 3:
- Bring the ceiling of the brown sector all the way down to its
- floor. Look at the window. Cool eh? Notice the you can see the
- side walls of the red sector sticking out. We have to hide those
- protruding walls.
-
- Step 4:
- Make the line separating the blue and the red sector blockable
- (hit 'B' in 2D-mode) and hittable (hit 'Ctrl-H' also in 2D-mode).
- What this does is stop the player from moving 'through' the window.
- Making the line hittable also means that bullets are stopped when
- they hit the window, otherwise they'll go through into the red and
- brown sectors and explode at the end of the brown sector.
- Effectively you have a window with 'unbreakable glass' even though
- there is no glass! I hope you still know what I mean :-) If you
- think this might look odd, try masking the wall (the one between
- the blue and red sector) and giving it the forcefield texture
- (sprite #663). We still have to hide the protruding red walls. Move
- the vertices of the red sector closer to the blue sector. Refer
- to the example map to see what I mean.
-
- Step 5:
- You can move the line between the red and brown sector, and place
- it right on top the line between the blue and red sector, to hide
- the red walls. Look closely at the map and move the vertices around
- to see what I mean. What we have done is make the red sector thinner
- and thinner, until it is only as thick as a line! The red sector
- has 'disappeared'!!! We know have a window that looks out into
- parallax sky. Now, wasn't that easy?
-
- Step 6:
- Low perimeter walls are easy. Just make the ceiling of the blue
- sector as high as the inner sector, and give it a parallax sky
- texture. That's it!!!
-
- =====================================================================
- Cho Yan Wong (aka Tempest)
- pwong@pobox.leidenuniv.nl
- http://www.wi.leidenuniv.nl/~cwong/myindex.html
- =====================================================================