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- THE UNOFFICIAL
-
- DUKE NUKEM 3D
-
- EDITING
- FAQ
- [need ASCII logo here - anyone?]
-
-
- Release v0.2 - Request For Comments II
- Last Updated: May 20, 1996
- Written by: Klaus Breuer (sz0759@rrze.uni-erlangen.de)
-
- Chapter 1
-
- Happy lawyer dept.
-
-
- 1.1 Disclaimer
-
-
- This FAQ is to aid in informing the public about creating
- additional levels for the Game Duke Nukem 3D, by 3D Realms. In no
- way should this promote your killing yourself, killing others, or
- killing in any other fashion. Also, it should not promote the
- building of real-world death-traps :)
- Additionally, Klaus Breuer claims NO responsibility regarding ANY
- illegal activity concerning this FAQ, or indirectly related to
- this FAQ. The information contained in this FAQ only reflects 3D
- Realms indirectly, and questioning 3D Realms regarding any
- information in this FAQ is not recommended.
-
-
- 1.2 Trademark information
-
-
- All specific names included herein are trademarks and are so
- acknowledged:
- 3D Realms, Duke Nukem, IBM, Microsoft and MS-DOS. Any trademarks
- not mentioned here are still hypothetically acknowledged.
-
-
- 1.3 Copyright notice
-
-
- This article is Copyright 1996 by Klaus Breuer. All rights
- reserved.
- You are granted the following rights:
-
- 1. To make copies of this work in original form, so long as
-
- 1.1. the copies are exact and complete;
-
- 1.2. the copies include the copyright notice and these
- paragraphs in their entirety;
-
- 1.3. the copies give obvious credit to the author, Klaus
- Breuer;
-
- 1.4. the copies are in electronic form.
-
- 2. To distribute this work, or copies made under the
- provisions above, so long as
-
- 2.1. this is the original work and not a derivative
- form;
-
- 2.2. you do not charge a fee for copying or for
- distribution;
-
- 2.3. you ensure that the distributed form includes the
- copyright notice, this paragraph, the disclaimer of
- warranty in their entirety and credit to the
- author;
-
- 2.4. the distributed form is not in an electronic
- magazine or within computer software (prior
- explicit permission may be obtained from Klaus
- Breuer);
-
- 2.5. the distributed form is the NEWEST version of the
- article to the best of the knowledge of the
- distributor;
-
- 2.6. the distributed form is electronic.
-
- You may not distribute this work by any non-electronic media,
- including but not limited to books, newsletters, magazines,
- manuals, catalogs, and speech. You may not distribute this work
- in electronic magazines or within computer software without prior
- written explicit permission.
- These rights are temporary and revocable upon written, oral, or
- other notice by Klaus Breuer. This copyright notice shall be
- governed by the laws of the Federal Republic of Germany.
-
- If you would like additional rights beyond those granted above,
- write to the author at "sz0759@rrze.uni-erlangen.de" on the
- Internet.
-
-
- Chapter 2
-
- Introduction
-
-
- 2.1 *A word from Klaus Breuer*
-
-
- Well, here's the v0.2 version of the FAQ, still released as an
- RFC (Request For Comments) - so let's hear your comments :)
- Since this is only v0.2, there will be lots of gaps, omissions,
- errors and -gasp- typos.
-
- I've added quite a few how-tos, I'll add to the editor handling
- in the next release.
-
-
- 2.2 *About the "UnOfficial" DUKE NUKEM 3D EDITING FAQ*
-
-
- Welcome to the release v0.2 of the "UnOfficial" DUKE NUKEM 3D
- EDITING FAQ.
-
- What does that mean? Version 0.2 is the second RFC release,
- "UnOfficial" means absolutely nothing, DUKE NUKEM 3D is the name
- of the game, Editing is what the FAQ is all about and FAQs are
- [F]requently [A]sked [Q]uestions.
-
- Here's how revision classification works. If a new version of
- the FAQ only has a small amount of information changed or added,
- the version number is increased by 0.1. This is called a "minor
- revision."
- If a new version of the FAQ has a substantial amount of new
- information changed or added, the version number is increased by
- 0.5. This is called a "standard revision."
- If a new version of the FAQ has a huge amount of added or changed
- information, major parts of the FAQ are rearranged, or major
- parts of the FAQ are rewritten, then the version number is
- increased by 1.0. This is called a "major revision."
-
- Currently we're still in the 0.x stage, meaning a very
- preliminary FAQ. As soon as we have amassed sufficient info in
- here, I'll update the version number to 1.0.
-
- You may be wondering why chapter headings are enclosed in either
- []'s, ()'s, or **'s. The definition of these is as follows:
-
- [] Chapters enclosed in brackets mean that the
- information contained in the chapter has not been
- updated in this or the previous FAQ.
-
- () Chapters enclosed in parenthesis mean that the
- information contained in the chapter has not been
- updated since the previous FAQ.
-
- ** Chapters enclosed in asterisks means that the
- information contained in the chapter is new or has
- been updated for the current version of the FAQ
- you are reading.
-
- If chapter headings are not enclosed in one of the above ways, it
- means that it doesn't contain any information yet - ## please
- help fill in the gaps!
- Also, feel free to suggestion additional topics and questions,
- even (especially?) if you don't know the answers to them.
-
- Also, ##'s are at times found in the text - these denote
- questions I urgently need help on, and any feedback is especially
- appreciated.
-
-
- 2.3 *Getting the "UnOfficial" DN3DE FAQ*
-
-
- The "UnOfficial" DN3DE FAQ is posted every month (or earlier if a
- new version is released) on the following Usenet groups:
-
- (1) comp.sys.ibm.pc.games.action
- (2) alt.games.duke3d
-
- The "Subject:" line of the post will be "'UnOfficial' DN3D
- EDITING FAQ v??.??" where "??.??" is the version number of the
- FAQ.
-
- New releases of the "UnOfficial" DN3D EDITING FAQ will be
- uploaded to internet ftp sites as soon as I find suitable sites.
-
- The file name of the upload will be "dnefaq??.faq" where "??" is
- the version number of the FAQ.
-
- ATTENTION: ALL BBSes, Compuserve, America Online, GEnie, and all
- other information services. PLEASE conform to the naming
- standard of the "UnOfficial" DN3D EDITING FAQ when placing this
- file on your system.
-
-
- 2.4 (Adding to the FAQ)
-
-
- If you want something added to the FAQ, please send E-mail to
- "sz0759@rrze.uni-erlangen.de" (no quotes), explaining what your
- addition is.
- It will be reviewed, and if accepted, added to the next FAQ
- version. In the E-mail, please supply your name and E-mail
- address.
- Please note that all submissions to the FAQ become the property
- of the author (Klaus Breuer) and that they may or may not be
- acknowleged.
-
- By submitting to the FAQ, you grant permission for use of your
- submission in any future publications of the FAQ in any media.
- The author reserves the right to omit information from a
- submission or delete the submission entirely.
-
-
- 2.5 (The DN3D EDITING mailing list)
-
-
- ## There is no such list yet, but hopefully somebody will pop up
- who will run one...
-
-
- 2.6 (Acknowledgments)
-
-
- I'd like to thank 3D Realms for bringing out such an astonishing
- game! After two years, we finally seem to have a DOOM killer :)
-
- ALPHABETICAL ORDER:
-
- Thomas Mueller (tsmuelle@cip.informatik.uni-erlangen.de)
- He found out lots of basic workings like
- Teleoprters, Swimming Pools, etc and put me on the
- right track in regard to sector tags.
-
- THANK YOU! If, for some reason, I did miss you, PLEASE send me
- e-mail!
-
- Finally, I'd like to thank everyone who reads this FAQ, you are
- what the FAQ is for!
-
-
- 2.7 (Accurate information)
-
-
- An attempt has been made to make the information in this FAQ as
- accurate as possible. Unfortunately, due to the fact that the
- game was recently released, and updates, add-ons, and new
- information are being worked on each second, it's hard to keep
- up.
-
- 2.8 *Help with new levels*
-
-
- If you are building a new level and are experiencing trouble,
- feel free to contact me about it. Chances are that you are not
- the only one with this problem, and I can add it to the FAQ.
-
- Also, your particular difficulty could be an interesting side-
- effect of something else, and others might want to hear about it
- as well.
-
- However, *please* read the FAQ fully before asking me about
- anything :)
-
-
- Chapter 3
-
- Preliminary information
-
-
- 3.1 Intended audience for this chapter
-
-
- 3.2 The basics
-
-
- 3.3 What a map consists of
-
-
- 3.4 BUILD basics: the BUILD.EXE editor
-
-
- 3.5 2D mode
-
-
- 3.5.1 Creating a new sector
-
- 3.5.2 Creating an internal sector
-
- 3.5.3 Erasing a sector
-
-
- 3.6 3D mode
-
-
- Chapter 4
-
- Planning and designing a level
-
-
- 4.1 Before starting
-
-
- 4.2 Pros and cons of using real-world maps
-
-
- 4.3 *Typical mistakes to avoid*
-
-
- This section contains, in no particular order, common errors
- which you should avoid:
-
- 4.3.1 *Crossed lines*
-
- By this I mean bounding lines from the same sector crossing each
- other. While the game will aloow this, it usually looks bad.
-
- 4.3.2 *Overlaying lines*
-
- Overlaying lines very often leads to mysterious graphics glitches
- (a door texture suddenly spilling onto the floor is a typical
- example).
- Rather place the lines very close to each other (using Grid lock
- off).
-
-
- Chapter 5
-
- A walkthrough to creating a simple level
-
-
- 5.0.1 Some thoughts on good level design
-
-
- 5.1 Creating a new map
-
-
- 5.2 The grid
-
-
- 5.3 Creating a room
-
-
- 5.4 Changing the floor and ceiling heights
-
-
- 5.5 Changing the look of walls (textures)
-
-
- 5.6 Adding another room
-
-
- 5.7 Adding a pedestal (inner sectors)
-
-
- 5.8 Sprites and objects
-
-
- 5.9 The enemy appears
-
-
- 5.10 Player starting points
-
-
- 5.11 Save-n-go
-
-
- Chapter 6
-
- How to...
-
-
- 6.1 *The basics*
-
-
- 6.1.1 *Abbreviations*
-
- In order to easily describe tags and the like, I use some
- abbreviations:
-
- [x,y] The tags of a sprite or wall: x is the hi-tag, y
- the lo-tag.
- Example: [0,34] describes a hi-tag of 0 and a lo-
- tag of 34.
-
- (x) Tile number (refers to sprites, too).
- Example: (621) is the camera sprite.
-
- S Sector effector tag
- Example: S [100,256] means to insert a Sector
- effector with the hi-tag 100 and the lo-tag 256.
-
- A Activator tag
-
- T Touchplate tag
-
- L Locked activator tag
-
- M Music and SFX tag
-
- L+ Locator tag
-
- C Cycler tag
-
- D Master switch tag
-
- R Respawn tag
-
- Sp Speed tag
-
- Bomb A sprite with the tile number 1247 (yellow
- gasbottle), x-shrunken as narrow as possible. It
- is intangible to the player, but blows up when
- triggered.
-
-
- 6.1.2 Tags
-
- 6.1.3 Windows
-
- 6.1.4 A doorway
-
- 6.1.5 Angled surfaces
-
- 6.1.6 Glass panes
-
- 6.1.7 *Secret places*
-
- To mark a sector secret, just tag it [0,32767]. A player will be
- credited for finding it as soon as the sector is entered.
-
-
- 6.2 *Advanced editing*
-
-
- 6.2.1 *Cameras*
-
- You can place cameras around the map, which will relay an image
- to one or more viewscreens.
-
- 6.2.1.1 *Setup*
-
- The security network consists of three objects:
-
- Channels A channel transports the video data from the
- camera(s) to the viewscreens. It is just a number.
- ## I haven't tested this thoroughly, but it seems
- that the channel has to be a three-digit number.
-
- Cameras (621) [Channel,Mobility]
- They have to be sprites, and can be placed
- anywhere in a room, facing in any direction. Using
- the lo-tag, you can even set the camera mobility:
- higher numbers allow the camera to move through a
- wider arc.
- Some example numbers:
- 0
- Immobile
- 128
- Very jerky (too short) - not recommended
- 256
- Normal panning
-
- Viewscreens (502) [Channel,0]
- Viewscreens have to be sprites, too.
-
- 6.2.1.2 *Notes*
-
- * If several cameras share a channel, the viewscreen
- connected to this channel can cycle through all connected
- camera views.
-
- * It is advisable to hide the viewscreen behind armored
- glass, to cause the well-known purple circles when it's
- being shot at.
-
- 6.2.2 *Blastable walls (user control)*
-
- Such walls can be blown up by detonating something close to them
- (a pipebomb, RPG, etc).
-
- 6.2.2.1 *Setup*
-
- * First build the wall with the hole already in it (usually
- consisting of several sectors with angled floors and
- ceilings).
-
- * In each of these sectors, place an S [Channel,13].
- On the wall to be blasted, place a (possible semi-
- transparent) crack [Channel,0] (546-549), facing the
- player. Fire extinguishers (916) can be used, too.
-
- * If you want, place bombs on both sides of the wall for
- realism [Channel,DelayUntilExplosion]. A delay of 8 is
- very short, while 2000 takes ages before it explodes.
-
- 6.2.2.2 *Notes*
-
- * A wall with a crack on each side will blow ok, but the
- other crack will remain hanging in mid-air.
-
- * Blastable walls retain no bullet holes until they blow.
-
- * Usually, the angled floor and ceiling of the individual
- sectors will line up ok, forming a solid wall. ##
- Sometimes, however, they don't fit, creating triangular
- holes in the (as yet unblasted) wall. Anybody know why?
-
- 6.2.2.3 *Tips*
-
- * Use texture 852 (blasted concrete) on the inside of the
- hole.
-
- * Carefully align the wall textures. Especially the sideways
- alignment is important, as the wall looks real bad if this
- is not done properly.
-
- 6.2.3 *Blastable walls (triggered)
-
- The work just like user-controlled blastable walls, except that
- they can only be blown by program control, not by the user.
- They are triggered by a T [0,Channel], and you can even add a
- time-delay from the moment T is activated to the explosion of the
- wall.
-
- 6.2.3.1 *Setup*
-
- * First build the hole just as outlined above.
- However, you won't need to place a crack.
-
- * In just one of the hole sectors, add a D [Delay,Channel].
- Delay ranges from 0 to 255, 255 being longest.
-
- * Place at least a bomb [Channel, Delay] in the same sector
- as D. Delay ranges from 8 (blow right away) to over 2000
- (take ages, can be used for nasty traps) with typical
- values being 8,16 or 32.
- For realism, place some of these on both sides of the wall
- as well.
-
- * Place a T [0,Channel] in any sector. It will go off as
- soon as the player enters the sector.
-
- 6.2.3.2 *Notes*
-
- * You can blow several walls open simultaneously, but don't
- use different delays - the world shakes, but the holes
- only appear when the highest-numbered D blows.
-
- 6.2.4 Mirrors
-
- 6.2.5 *Light switches*
-
- Light switches turn the light in one or more sectors on and off
- ('on' is very bright, 'off' is the original light level).
-
- 6.2.5.1 *Setup*
-
- * Place a switch (eg 164) [0,Channel] sprite anywhere.
-
- * The sectors to light up need an S [Channel,12].
-
- 6.2.5.2 *Notes*
-
- * You can use several switches on the same channel, they
- operate simultaneously.
-
- * Switches work just fine if used on their own - perhaps
- this could be used by players to communicate?
-
- 6.2.6 *Doors*
-
- Ignoring simple doorways, real doors come in several flavours,
- consisting of one or more moving sectors and some tags.
- Note that all tags must be inside the door sector(s), not right
- on the edge (turn off grid locking ond place it real close to the
- edge, if necessary).
-
- 6.2.6.1 *Standard hinged*
-
- A hinged door opens by rotation 90 degrees sideways.
- The door sector [0,23] contains three tags:
-
- S [11,Channel]
- The location of the sector effector defines the
- rotation axis, the direction the rotation
- direction:
- up
- counterclockwise turn
- down
- clockwise turn
-
- Sp [0,Speed]
- Speed ranges from 8 (very slow) to over 1000 (real
- fast). ## I think you can leave this sector away
- for a default speed, but I'm not sure about this.
-
- M [Sound2,Sound1]
- Sound1 is the sound number to play when the door
- is opened, Sound2 when it's closed. Usually, these
- sounds will be the same.
-
- *Notes*
-
- * The doors floor texture doesn't rotate, but the ceiling
- one does.
-
- * Make sure that the door doesn't rotate out of its original
- sector (for example, into a room with a higher ceiling) as
- the graphics will mess up. Thus the sector containing the
- door sector has to be large enough.
-
- * You can open/close several doors simultaneously (building
- double doors, for example) by allocating each door the
- same channel.
-
- 6.2.6.2 *DOOM-type door*
-
- This door opens by remote control (a switch) by raising the
- ceiling from the floor, delays a moment, and lowers the ceiling
- onto the floor again, closing the passageway.
-
- *Setup*
-
- * Switches (132) [0,Channel] can be placed anywhere. Must be
- sprites.
-
- * The door sector [0,20] contains 4 tags:
- M [ClosedSound,MovingSound] (eg 0,167)
- Sp [0,Speed] (eg 0,88)
- S [OpenDelayTime,Channel]
- A [0,Channel]
-
- *Notes*
-
- * Switches can be hidden by letting the sprites face the
- wall and adding another sprite facing the player on top of
- it (as done in the toilet of E1L2 with the blowdryer).
-
- * If the door is half-open at game start, it will close
- automatically.
-
- * Don't make OpenDelayTime (the time to wait after closing
- the door again) too short! A door with a value of 128 will
- close real quick. If the time passes before the door has
- fully opened, it will malfunction (could be used by
- design, though).
-
- 6.2.6.3 *Sliding sideways*
-
- This door works by moving/shrinking a sector sideways. A perfect
- example of this can be found in E1L3 (Death Row), just to the
- right of your starting point.
- Building this door is easier to do than to explain, so bear with
- me :) As soon as I have a better idea as to what exactly is
- happening, I'll be able to explain this better...
-
- Let's assume the door slides from the right into the left wall
- when opening. We build the door in stages:
-
- * The Entrance Sector, which contains the doorway.
- First, we assign a sector (eg, connecting two rooms) which we'll
- call the Entrance Sector. We're actually moving a sector
- containing a one-sided wall, so the whole visible height will
- move. This means that a sliding door is typically found in a low
- passage, connecting two higher rooms.
-
- * The Moving Sector.
- Insode the Entrance Sector, insert two points below each other on
- the left wall. From these, you now build a sector extending into
- the Entrance Sector (in effect, the Entrance Sector will split
- into an U-shaped Entrance Sector and a narrow moving sector)
- [0,25].
-
- * The door.
- The door is actually made up of one-sided walls: insert two
- points on the left wall inside the Moving Sector and pull them to
- the right, creating the door itself.
- You'll actually want to insert three points, creating a pointed
- door which doesn't cover the Moving Sector completely but leaves
- two wedge-shaped pieces open into which we'll add some tags:
-
- * The tags.
- S [Channel,15], facing right
- M [DoneSound,MovingSound]
-
- * The left wall
- Insert two points on the left wall of the Entrance Sector: one
- above the Moving Sector (call it P1) and one below it (call it
- P2).
- Now take the two inner points (the ones connecting the left wall
- with the Moving Sector) a straight towards the left (not too
- far), extending the Moving Sector in the process.
- Finally, move P1 onto the upper line of the door and P2 ontoo the
- lower one.
-
- Phew! Looks weird, because so many unconnected lines and points
- are overlaying each other (obviously, you should work with Grid
- Lock on) but it should work.
-
- *Notes*
-
- * A typical sliding door texture is 447.
-
- * So far, I've only gotten this door to open half-way ##.
- Evidentially, there's an additional, flat sector involved
- (see e1L3), but I haven't gotten it to work yet.
-
- * Changing the heading of the sector effector produces
- interesting (and usually, buggy) results.
-
- 6.2.7 *Shrinking sector (remote control)*
-
- This will shrink a sector (for example a curtain) by on the press
- of a button. ## I haven't gotten the sector to regrow, however.
-
- 6.2.7.1 *Setup*
-
- * Place one or more switches anywhere
- [ActivationSound,Channel].
-
- * Inside the sector to shrink [0,27], place three tags:
- S [Channel,20] facing the movement direction.
- A [0,Channel]
- Sp [0,Opening Speed]
-
- 6.2.8 Elevators
-
- 6.2.9 *Teleporters*
-
- Teleporters move players instantly between any two points.
-
- 6.2.9.1 *Setup*
-
- Teleporters are not sectors, but simply sector effectors. They do
- need the floor tile 626, though:
- S [7,Channel], facing is the same the arriving player should
- face.
-
- 6.2.9.2 *Notes*
-
- * A teleporter without a floor tile 626 only act as
- receivers.
-
- * A single teleporter without a destination will kill the
- player.
-
- * When usgin more than two teleporters on the same channel,
- you always land on the teleporter with the lowest sprite
- number. If teleporting from the lowest sprite number, you
- end u on the next-highest one.
-
- * Teleporters don't work if you fly over them.
-
- * ## I've had strange effects when firing rockets into two
- teleporters set up in a line - the rocket reappeared
- _behind_ me, angled slightly to the right (thankfully :)
- Any ideas?
-
- 6.2.10 *Swimming pools*
-
- Swimming pools allow the player to jump into the water and dive
- around under the water surface.
-
- 6.2.10.1 *Setup*
-
- A swimming pools consists of at least two sectors: one is the
- room above the water, one is the room below it. An teleporter
- secretly moves the player (and any other objects, like pipebombs)
- between the levels as required.
- The sectors sharing the water surface have to be the exact same
- size and shape (of course).
- The teleporter connecting them needs a unique channel number.
-
- Above-water sector
- [0,1]
- S [Channel,7]
-
- Below-water sector
- [0,2]
- S [Channel,7]
-
- 6.2.10.2 *Notes*
-
- * The floor/ceiling types for the water surface don't matter
- - all objects will always be transported correctly, water
- will splash, etc.
- This allows you to generate hidden traps, mud, etc.
-
- * If you split a pool into several sectors (for example in
- order to create a pool with a shallow and a deep end), you
- have to split the above-water sector as well and add a
- sector effector in each new sector.
-
- 6.2.10.3 *Tips*
-
- * Nothing to stop you from adding sector to the below-water
- sector, forming an underwater tunnel leading somewhere
- else; perhaps even surfacing in a different pool.
-
- 6.2.11 The Grapplers
-
- 6.2.12 Floors above floors
-
- 6.2.13 Morphing ramps
-
- 6.2.14 *Vehicles*
-
- ## I haven't yet managed a subway - they always turn into
- attacking vehicles (next section).
-
- 6.2.15 *Attacking vehicles*
-
- Vehicles (simply a sector with a raised floor) can be set up to
- travel from their original position to a pre-determined closed
- path, which they will follow, attacking any visible player with
- rockets (like the space fighter at the start of E2L1).
-
- 6.2.15.1 *Setup*
-
- * The vehicle sector requires an S [0,6]. The position of
- this tag determines the rotation center when turning, and
- its direction the facing of the vehicle.
-
- * Mark the route with several L+ [Pause,VisitingOrder].
- A Pause of 0 means smooth movement, a 1 means a short
- pause at the _next_ L+.
- The tags are visited in their VisitingOrder, starting from
- 0.
-
- 6.2.15.2 *Notes*
-
- * The vehicle must start in the same sector as its route, as
- the game will reuse to run otherwise. Thus you can't, for
- example, cause a car to come out of a low garage and
- circle around outside afterwards.
-
- * You can have several vehicles following the same route.
-
- * You can also design a vehicle using several sectors, but
- they will rotate individually at each L+. Rather use a
- 'bounding' sector, containing the S.
-
-
- 6.3 Tips and tricks: New and interesting effects
-
- Chapter 7
-
- Programming the .CON files
-
-
- Chapter 8
-
- Utilities and add-ons
-
-
- 8.1 Editing utilities
-
-
- 8.2 Data files
-
-
- 8.2.1 Graphics
-
- 8.2.2 Sounds
-
- 8.2.3 Music
-
- 8.2.4 .CON modifications
-
- 8.2.5 Demos (Recordings)
-
- 8.2.6 Missions
-
- 8.2.6.1 *GRP Authoring Template v0.1*
-
- Note that I've simply taken and modified the v1.4 of the
- "Official" GRP Authoring Template - ## any objections?
-
- For all of you map authors out there, here is the "Official" GRP
- Authoring Template v0.1. When you release your map, please fill
- this form out and place it in the information file you create
- about your new map. This way we'll easily be able to compare
- submissions.
-
- Thanks to Steve Bareman (bareman@hope.cit.hope.edu) for creating
- a WAD about file standard.
-
- GRP Authoring Template V0.1 (Clip this line)
- ================================================================
- Title :
- Filename : xxxx.MAP
- Author : Your name here
- Email Address :
- Misc. Author Info :
-
- Description : Set the mood here.
-
- Additional Credits to :
-
- ================================================================
-
- * Play Information *
-
- Episode and Level # : ExMx (,ExMx,...)
- Single Player : Yes/No
- Cooperative 2-8 Player : Yes/No
- Deathmatch 2-8 Player : Yes/No
- Difficulty Settings : Yes/Not implemented
- New Sounds : Yes/No
- New Graphics : Yes/No
- New Music : Yes/No
- New Programming : Yes/No
- Demos Replaced : None/1/2/All
-
- * Construction *
-
- Base : New level from scratch/Modified
- ExMx/xxx.MAP
- Editor(s) used :
- Known Bugs :
-
- * Where to get this map *
-
- FTP sites:
-
- BBS numbers:
-
- Other:
-
-
- 8.3 *Future add-ons*
-
-
- 8.3.1 *Add-on software wish list*
-
- Attention programmers! Here is a wish list, created by the DN3D
- players, of add-on software that should be made for DN3D. If you
- would like to make an addition to this list, please send me E-
- mail.
- Additionally, if you are planning on creating one of these
- utilities, tell me, and I'll move it to the "Add-on software in
- the making" chapter.
-
- * A DEU-like pre-editor for the rough work (to be fine-tuned
- later by BUILD.EXE). Ideally, this preeditor would be
- network-capable to allow several people to work on a level
- simultaneously.
-
- * Automatic .CON file patcher to allow easy inclusion of
- .CON modifications.
-
- * Lots of additional graphics, allowing the building of
- realistic 'normal' street and house maps.
-
- 8.3.2 (Add-on software in the making)
-
- This chapter tells about add-on software which is being currently
- worked on.
- If you are working on something that is not in here, please send
- me E-mail so I can put it in.
- In this section, you can also request help on creating some add-
- on software.
-
-
- Chapter 9
-
- Troubleshooting
-
-
- 9.1 Bugs in the game
-
-
- 9.1.1 Remote switch triggering
-
- 9.1.1.1 *Bug*
-
- If a switch is placed on a thin wall, you can trigger it from the
- other side of the wall.
-
- 9.1.1.2 *Workaround*
-
- Place switches on thicker or even outside walls.
-
-
- 9.2 Bugs in BUILD
-
-
- 9.2.1 *'G'oto Tile*
-
- 9.2.1.1 *Bug*
-
- When pressing 'V' in 3D mode to select a texture, pressing 'G' to
- immediately jump to a certain tile number will sometimes hang the
- game.
-
- 9.2.1.2 *Workaround*
-
- When selecting a texture, always press 'V' twice, jumping to the
- complete tile list.
-
- 9.2.2 *Selecting long lines*
-
- 9.2.2.1 *Bug*
-
- If a line is too long, you can't select it anymore by moving the
- curser near it. Thus you also can't insert new points on it, for
- example.
-
- 9.2.2.2 *Workaround*
-
- Keep the lines short by inserting points on too long olines:
- shorten the line, insert a point, lengthen the line again, move
- the newly inserted point into the middle of the line.
-
- Chapter 10
-
- *Reference lists*
-
-
- This chapter contains useful reference material which you might
- even want to print out and keep handy while designing levels.
-
-
- 10.1 *List of tiles*
-
-
- Hre's a complete list of all sector tags, with a detailed
- explanation on each:
-
-
- 10.2 *List of tiles*
-
-
- This section contains a list of all tiles in the game, sometimes
- with a short explanation.
-
- 513 Bridge sprite
- Used to create a walkable bridge like in E1L1 near
- the exit.
-
- 852 Broken concrete
- Typically used inside blasted holes or damaged
- walls.
-
-
- Chapter 11
-
- *Miscellaneous*
-
-
- 11.1 *Conclusion*
-
-
- Phew! Well, that is all I have! I hope this FAQ proves to provide
- a good resource for DN3D Editing information. If you have any
- suggestions, questions, additions, or comments for the FAQ, send
- me e-mail at "sz0759@rrze.uni-erlangen.de".
-
- Thanks for reading the FAQ! -Klaus Breuer
-
- SUPPORT YOUR SHAREWARE COMPANIES! REGISTER YOUR SHAREWARE!
-
-
- 11.2 *Revision history*
-
-
- v0.1 First release of the DN3D EDITING FAQ as an RFC.
- (16. May 1996)
-
- v0.2 RFC II, added how-tos and changed the format a
- bit. (20. May 1996)
-
-
- Contents
-
-
-
- Chapter 1 Happy lawyer dept. 3
- 1.1 Disclaimer . . . . . . . . . . . . . . . . . 3
- 1.2 Trademark information . . . . . . . . . . . . 3
- 1.3 Copyright notice . . . . . . . . . . . . . . 3
-
- Chapter 2 Introduction 5
- 2.1 *A word from Klaus Breuer* . . . . . . . . . 5
- 2.2 *About the "UnOfficial" DUKE NUKEM 3D EDITING
- FAQ* . . . . . . . . . . . . . . . . . . . . 5
- 2.3 *Getting the "UnOfficial" DN3DE FAQ* . . . . 6
- 2.4 (Adding to the FAQ) . . . . . . . . . . . . . 6
- 2.5 (The DN3D EDITING mailing list) . . . . . . . 7
- 2.6 (Acknowledgments) . . . . . . . . . . . . . . 7
- 2.7 (Accurate information) . . . . . . . . . . . 7
- 2.8 *Help with new levels* . . . . . . . . . . . 8
-
- Chapter 3 Preliminary information 9
- 3.1 Intended audience for this chapter . . . . . 9
- 3.2 The basics . . . . . . . . . . . . . . . . . 9
- 3.3 What a map consists of . . . . . . . . . . . 9
- 3.4 BUILD basics: the BUILD.EXE editor . . . . . 9
- 3.5 2D mode . . . . . . . . . . . . . . . . . . . 9
- 3.5.1 Creating a new sector . . . . . . . . . 9
- 3.5.2 Creating an internal sector . . . . . . 9
- 3.5.3 Erasing a sector . . . . . . . . . . . . 9
- 3.6 3D mode . . . . . . . . . . . . . . . . . . . 9
-
- Chapter 4 Planning and designing a level 11
- 4.1 Before starting . . . . . . . . . . . . . . 11
- 4.2 Pros and cons of using real-world maps . . 11
- 4.3 *Typical mistakes to avoid* . . . . . . . . 11
- 4.3.1 *Crossed lines* . . . . . . . . . . . 11
- 4.3.2 *Overlaying lines* . . . . . . . . . . 11
-
- Chapter 5 A walkthrough to creating a simple level 13
- 5.0.1 Some thoughts on good level design . . 13
- 5.1 Creating a new map . . . . . . . . . . . . 13
- 5.2 The grid . . . . . . . . . . . . . . . . . 13
- 5.3 Creating a room . . . . . . . . . . . . . . 13
- 5.4 Changing the floor and ceiling heights . . 13
- 5.5 Changing the look of walls (textures) . . . 13
- 5.6 Adding another room . . . . . . . . . . . . 13
- 5.7 Adding a pedestal (inner sectors) . . . . . 13
- 5.8 Sprites and objects . . . . . . . . . . . . 13
- 5.9 The enemy appears . . . . . . . . . . . . . 13
- 5.10 Player starting points . . . . . . . . . . 13
- 5.11 Save-n-go . . . . . . . . . . . . . . . . 13
-
- Chapter 6 How to... 15
- 6.1 *The basics* . . . . . . . . . . . . . . . 15
- 6.1.1 *Abbreviations* . . . . . . . . . . . 15
- 6.1.2 Tags . . . . . . . . . . . . . . . . . 16
- 6.1.3 Windows . . . . . . . . . . . . . . . 16
- 6.1.4 A doorway . . . . . . . . . . . . . . 16
- 6.1.5 Angled surfaces . . . . . . . . . . . 16
- 6.1.6 Glass panes . . . . . . . . . . . . . 16
- 6.1.7 *Secret places* . . . . . . . . . . . 16
- 6.2 *Advanced editing* . . . . . . . . . . . . 16
- 6.2.1 *Cameras* . . . . . . . . . . . . . . 16
- 6.2.1.1 *Setup* . . . . . . . . . . . . . 16
- 6.2.1.2 *Notes* . . . . . . . . . . . . . 17
- 6.2.2 *Blastable walls (user control)* . . . 17
- 6.2.2.1 *Setup* . . . . . . . . . . . . . 17
- 6.2.2.2 *Notes* . . . . . . . . . . . . . 17
- 6.2.2.3 *Tips* . . . . . . . . . . . . . 17
- 6.2.3 *Blastable walls (triggered) . . . . . 18
- 6.2.3.1 *Setup* . . . . . . . . . . . . . 18
- 6.2.3.2 *Notes* . . . . . . . . . . . . . 18
- 6.2.4 Mirrors . . . . . . . . . . . . . . . 18
- 6.2.5 *Light switches* . . . . . . . . . . . 18
- 6.2.5.1 *Setup* . . . . . . . . . . . . . 18
- 6.2.5.2 *Notes* . . . . . . . . . . . . . 18
- 6.2.6 *Doors* . . . . . . . . . . . . . . . 19
- 6.2.6.1 *Standard hinged* . . . . . . . . 19
- 6.2.6.2 *DOOM-type door* . . . . . . . . 19
- 6.2.6.3 *Sliding sideways* . . . . . . . 20
- 6.2.7 *Shrinking sector (remote control)* . 21
- 6.2.7.1 *Setup* . . . . . . . . . . . . . 21
- 6.2.8 Elevators . . . . . . . . . . . . . . 22
- 6.2.9 *Teleporters* . . . . . . . . . . . . 22
- 6.2.9.1 *Setup* . . . . . . . . . . . . . 22
- 6.2.9.2 *Notes* . . . . . . . . . . . . . 22
- 6.2.10 *Swimming pools* . . . . . . . . . . 22
- 6.2.10.1 *Setup* . . . . . . . . . . . . 22
- 6.2.10.2 *Notes* . . . . . . . . . . . . 23
- 6.2.10.3 *Tips* . . . . . . . . . . . . . 23
- 6.2.11 The Grapplers . . . . . . . . . . . . 23
- 6.2.12 Floors above floors . . . . . . . . . 23
- 6.2.13 Morphing ramps . . . . . . . . . . . 23
- 6.2.14 *Vehicles* . . . . . . . . . . . . . 23
- 6.2.15 *Attacking vehicles* . . . . . . . . 23
- 6.2.15.1 *Setup* . . . . . . . . . . . . 23
- 6.2.15.2 *Notes* . . . . . . . . . . . . 23
- 6.3 Tips and tricks: New and interesting
- effects . . . . . . . . . . . . . . . . . . 24
-
- Chapter 7 Programming the .CON files 25
-
- Chapter 8 Utilities and add-ons 27
- 8.1 Editing utilities . . . . . . . . . . . . . 27
- 8.2 Data files . . . . . . . . . . . . . . . . 27
- 8.2.1 Graphics . . . . . . . . . . . . . . . 27
- 8.2.2 Sounds . . . . . . . . . . . . . . . . 27
- 8.2.3 Music . . . . . . . . . . . . . . . . 27
- 8.2.4 .CON modifications . . . . . . . . . . 27
- 8.2.5 Demos (Recordings) . . . . . . . . . . 27
- 8.2.6 Missions . . . . . . . . . . . . . . . 27
- 8.2.6.1 *GRP Authoring Template v0.1* . . 27
- 8.3 *Future add-ons* . . . . . . . . . . . . . 28
- 8.3.1 *Add-on software wish list* . . . . . 28
- 8.3.2 (Add-on software in the making) . . . 29
-
- Chapter 9 Troubleshooting 31
- 9.1 Bugs in the game . . . . . . . . . . . . . 31
- 9.1.1 Remote switch triggering . . . . . . . 31
- 9.1.1.1 *Bug* . . . . . . . . . . . . . . 31
- 9.1.1.2 *Workaround* . . . . . . . . . . 31
- 9.2 Bugs in BUILD . . . . . . . . . . . . . . . 31
- 9.2.1 *'G'oto Tile* . . . . . . . . . . . . 31
- 9.2.1.1 *Bug* . . . . . . . . . . . . . . 31
- 9.2.1.2 *Workaround* . . . . . . . . . . 31
- 9.2.2 *Selecting long lines* . . . . . . . . 31
- 9.2.2.1 *Bug* . . . . . . . . . . . . . . 31
- 9.2.2.2 *Workaround* . . . . . . . . . . 32
-
- Chapter 10 *Reference lists* 33
- 10.1 *List of tiles* . . . . . . . . . . . . . 33
- 10.2 *List of tiles* . . . . . . . . . . . . . 33
-
- Chapter 11 *Miscellaneous* 35
- 11.1 *Conclusion* . . . . . . . . . . . . . . . 35
- 11.2 *Revision history* . . . . . . . . . . . . 35
- ---
- Klaus Breuer, Rudelsweiher Str. 6b, 91054 Erlangen, Germany
- "Geez, I need a *reason* for everything?" -- Calvin
- "Should I or shouldn't I? Too late, I did!" -- Hobbes
-