Category:Editing Doors

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Build/Mapster32 Map Editing

NOTE: Much of information on this page is from around 1999. Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available in Mapster32.

Doors

Doom Type Doors

Map Name: TUTORIAL.MAP (ROOM 1-A)

This how-to explains how to make one of the most common doors found in the game: "Doom" doors. These types of doors rise from the floor into the ceiling, and are quite easy to make.

STEP 1: Draw your door sector in 2D mode. Move the pointer over the door sector, and give the door sector a lotag of 20 (press the [T] key when the mouse pointer is inside the door sector).
STEP 2: Enter into 3D mode and give the door frame (the walls of the door sector) some nice textures. Move the pointer over each wall and press the [O] (the letter, not the number zero) key. This will prevent the walls from "moving" with the door as it travels (don't press the [O] key and see what happens - it's very unrealistic).
STEP 3: Now enter into 3-D mode, and lower the ceiling of the door sector all the way to the floor. Then texture the door itself.

Adding Sounds to Doors

Map Name: TUTORIAL.MAP (ROOMS 1-A through 1-I)

To add sound effects to a door (the sound of the door opening and closing) follow these simple steps:

STEP 1: Place one music and sound effect sprite (#5) in the door sector.
STEP 2: Give the music and sound effects sprite a lotag value equal to the sound you wish to play. Values of 166 through 168 are good values, but use what you want (anything other than a door sound isn't very realistic however). A listing of sound effects by both tag number and sound category can be downloaded at Map FAQ Central (see the very top of this FAQ for the URL).

Reversed Doom Type Doors

Map Name: TUTORIAL.MAP (ROOM 1-B)

This how-to explains how to make the reversed version of the Doom Type door. This type of door lowers from the ceiling into the floor, and is quite easy to make.

STEP 1: Draw your door sector in 2D mode. Move the pointer over the door sector, and give the door sector a lotag of 21 (press the [T] key when the mouse pointer is inside the door sector).
STEP 2: Now enter into 3-D mode, and raise the floor of the door sector all the way to the ceiling. Then texture the door itself.

Splitting Doom Doors

Map Name: TUTORIAL.MAP (ROOM 1-C)

This type of door splits in the middle horizontally, with the top half rising to the ceiling and the lower half lowering to the floor. These doors are constructed exactly as regular Doom-Type doors, with the following changes:

  1. The sector lotag should be 22.
  2. The floor and ceiling of the door sector should meet in the middle of the door itself.

NOTE: The height of the door should be an even value, to ensure that the top or bottom half does not need to travel farther than it should (which can cause some problems). The value you should use is the number of times that you must press the PGUP key to raise the ceiling from floor height to the height you want.

Swinging Doors

Map Name: TUTORIAL.MAP (ROOM 1-D)

Swinging doors are possibly the coolest and most useful doors in Duke Nukem 3D, but they can be a pain to construct. Follow these steps, however, and you should be able to make a working swinging door.

STEP 1: Create the room and the hallway that the door will separate. The ceiling height of the hallway should be the height of the door. The hallway and the room should be two separate sectors (there should be a red line between these two sectors in 2D mode).
STEP 2: Create the door sector on the side of the red line that the door will swing in to. This sector should be valid player space. In 3D mode, raise the floor of this sector to the height that you want the door to be (or you can lower the ceiling; whichever you prefer).
NOTE 1: The door sector should be made within another, valid sector.
STEP 3: Now move the door sector to where it should be. One side of the door should be in the exact position as the red line separating the hallway from the room (i.e. - two of the vertices of the door should sit exactly on top of the two vertices of the hallway and room junction).
NOTE 2: The door should be in the sector in which it will swing into. If it is not, some big problems can occur.
STEP 4: Give the door sector a sector lotag value of 23.
STEP 5: Place one sector effector sprite in the door. Give this sprite a lotag value of 11, and a unique hitag value. Now you need to move the sector effector at the pivot point for the door. Turn off the grid lock feature by pressing the [L] key in 2D mode. Move the sector effector sprite as close to the pivoting corner of the door as you can, but *do not* place this sprite on the corner itself. Zoom in as far as you can possibly go in 2D mode to see just where you are putting it.
STEP 6: Now you need to set the angle for the door. If you want the door to swing in a clockwise direction, point the sector effector up. If you want the door to swing in a counter-clockwise direction, point the sector effector down.
STEP 7: Place one Music&SFX sprite in the door. Give this sprite a lotag value of 165. You are now finished! Take a look at the tutorial map if you don't quite understand.
NOTE 3: Swinging doors will not work correctly in any of the following situations:
  • If the floor or ceiling is sloped.
  • If the door swings into another sector.
  • If the door is not a valid player space sector.

Swinging Glass Doors

Map Name: TUTORIAL.MAP (ROOM 1-E)

Swinging glass doors look great and add a nice touch to virtually any level. They aren't easy, however, so follow these instructions very carefully.

STEP 1: Create a swinging door (see the swinging door how-to) but do not raise the door sector up from the floor.
STEP 2: At the end of the door farthest from the pivot point (or farthest from the sector effector with lotag 11 - same thing) create a small square sector inside of the door. This sector should *NOT* be valid player space (i.e. - the walls of this sector should be white).
STEP 3: Mask the outermost red line of the door itself, changing the mask texture to the glass texture. The [M] key in 3D mode creates a masked wall. Press the [B] and [H] keys on this mask. A point can be inserted on this line (before masking it) if desired, in order to prevent the glass texture from being as long as the door.
STEP 4: Lower the ceiling of the door sector a few [PGDN] units (2 works nicely) and raise the floor of the door sector a few [PGUP] units (again, 2 works nicely). You're done! Take a look at the tutorial map if you don't quite understand.

Problems and Fixes with Swinging Doors

Map Name: NONE

The following is a list of common problems and their solutions for working with swinging doors.

  • PROBLEM 1: My door disappears when it opens! What do I do?
  • SOLUTION 1: The problem here is that a corner of your door is actually going *outside* of your map (into nothingness) and is causing your door to disappear. Either move the sector effector sprite with the lotag of 11 closer to the vertex of the door, or angle the corner that travels outside the map. Also make sure that you are not building a door that swings in sectors of different height or sloped sectors.
  • PROBLEM 2: My door swings in the wrong direction! How do I fix this?
  • SOLUTION 2: You need to fix the direction that the sector-effector is pointing. To make the door swing clockwise, the sector effector needs to point upwards. To make it swing counter clockwise, you need to point the SE down.
  • PROBLEM 3: When I make my door, I try to move it and it loses it's unique sector lotag/hitag.
  • SOLUTION 3: The 'door' sector has to be created inside the sector where it will swing into. Do not create it and then move it into another sector or the it will lose it's unique lotag/hitag.
  • PROBLEM 4: When I open my door, the walls move with it! How do I fix this?
  • SOLUTION 4: When you create the 'door' sector, it should be a free standing sector. In other words the vertices should NOT be connected to any other vertices. AFTER the door sector has been made, you may move it (to the door hole) and now the vertices may overlap because they will not connect now. Be sure of this or the walls will be pulled along with the door!
  • PROBLEM 5: When I open my swinging door, the door kills me! How can I stop this from happening?
  • SOLUTION 5: Make sure that the sector effector sprite is actually INSIDE of the sector, and NOT on a line of the sector.
  • PROBLEM 6: When I open one swinging door, a completely different door opens up. What's the deal?
  • SOLUTION 6: The hitags for your sector effector sprites are the same. You must use UNIQUE hitags for doors that you want to open separately.

Sliding Star Trek Doors

Map Name: ADVANCED.MAP (ROOM 1-A)

Sliding Star Trek doors are difficult to make, but they are a cool addition to most any level. Because this type of door is so complex to make, a step by step construction has been placed in the tutorial map. Take a look at it to see what to do, and even copy the sectors if you want.

NOTE 1: The texture of the door will be "squished" when the door is opened. There is no way around this problem.
NOTE 2: The door sound will sound twice for some reason. Again, there is no way around this problem.

Splitting Star Trek Doors

Map Name: ADVANCED.MAP (ROOM 1-B)

This is a more complex version of the sliding star trek door, and it is by far one of the coolest doors in the game.

STEP 1: Create a sliding star trek door.
STEP 2: Raise the floor of this door about halfway up, and lower the ceiling about halfway down (the ceiling and floor should meet in the middle of the door).
STEP 3: Change the door sector lotag value from 9 to a value of 26. You're all done! Take a look at the tutorial example if you don't quite understand.

Teeth Doors

Map Name: TUTORIAL.MAP (ROOM 1-F)

This door never appears in the game (it has a few minor problems) but it is very cool anyways.

STEP 1: Create a sector for the door, and two square sectors inside the door sector (for the teeth of the door). All these sectors should be valid player space.
STEP 2: Lower the teeth sector floors down until you can no longer see the floor (even when looking down at an angle).
STEP 3: Give the door sector a sector lotag value of 29 and a unique sector hitag value.
STEP 4: Place one sector effect in each tooth sector. Give each sector effector sprite a sprite lotag value of 22. Also give each sector effector sprite a sprite hitag value equal to the door sector hitag value. You're done! Look at the tutorial map if you don't quite understand.
NOTE 1: This door must start in the open position for it to properly work.

Another Way To Do Teeth Doors

Using this method, the door can start in the closed position. (details unknown, someone who has info on this please post it)

Sliding Doors

Map Name: ADVANCED.MAP (ROOM 1-C)

Again, due to the extremely difficult task of explaining this how-to, I have provided a step by step example in the tutorial map, showing how to make this door. Just take a look at the example and it should make sense (it goes step by step in the building process).

See Through Sliding Doors

(details unknown, someone who has info on this please post it)

Rotating Subway Doors

Map Name: TUTORIAL.MAP (ROOM 1-G)

This type of door constantly revolves in a circle, much like the doors you find in an airport or subway station.

STEP 1: Create your door sector to be rotated. The sector should be valid player space. Raise the floor of the door up to the ceiling (or lower the ceiling to the floor).
STEP 2: Place one sector effector sprite in the middle of the door sector. Give this sprite a lotag value of 1. Give it a unique hitag value. If you want this door to rotate counter-clockwise, angle the sprite straight down. If you want the door to rotate in a clockwise manner, angle the sprite straight up.
STEP 3: Place one sector effector sprite somewhere else in the door sector. Give this sprite the same hitag value you gave the sprite in step 2. Leave the lotag value as 0. Change the angle of this sprite to point straight down. You are now finished - take a look at the tutorial map if you don't quite understand.
NOTE 1: Several versions of this door can be made. Look at the tutorial example to see the different versions in action.

Making Doors Auto Close

Map Name: TUTORIAL.MAP (ROOM 1-H)

To make any door auto-close, place one sector effector sprite in the door sector, and give it a lotag value of 10. The hitag value is the delay that the door will wait before it closes. A value of 32 is one second, 64 is two seconds, and so on.

Making Locked Doors

Map Name: TUTORIAL.MAP (ROOM 1-I)

To make a locked door (that must be opened with a keycard) follow these steps:

STEP 1: Place an access pad sprite (#130 or #170) somewhere in your map. Give it a hitag value of 212. Give it a unique lotag value.
STEP 2: Place an ActivatorLocked sprite (#4) in the door sector. Give this sprite the same lotag value you gave the access pad.
STEP 3: Place a key sprite (#60) somewhere in your level.
STEP 4: Change the palette of *both* the key and the access pad (use [ALT]+[P] in 3D mode) to the following values to make one of the 3 different kinds of keys and locks:
  • 0 = Blue
  • 21 = Red
  • 23 = Yellow

Subcategories

This category has only the following subcategory.

Pages in category "Editing Doors"

The following 10 pages are in this category, out of 10 total.