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	<title>EDukeWiki - User contributions [en]</title>
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	<updated>2026-04-23T23:25:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=12506</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=12506"/>
		<updated>2017-12-20T21:57:41Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://dukeworld.duke4.net/rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool]. FFmpeg (and its descendents ffplay and mplayer) also support ANMs as input.&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to an 8-bit palette, each ANM holds its own palette, independent of any stored in the game. This palette remains constant for every frame of an ANM. Please note that the first color index in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulting pillarboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tic. Therefore, it is highly recommended to ensure the first palette index is RGB #000000, black.&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates. All animations are played in sequence with the exception of &amp;lt;code&amp;gt;RADLOGO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DUKETEAM&amp;lt;/code&amp;gt;, which only have a single frame and are displayed until the user gives any input. You can see the framerates in the source file [{{EDuke32 source|source/duke3d/src/anim.c}} anim.c].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 2 ending&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 3 ending&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Duke Nukem 3D logo at the end of Episode 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Development team with big heads&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9 &amp;amp;#x2248; 13.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Intro with missile exploding behind the nuke sign&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 intro part 1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18 &amp;amp;#x2248; 6.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 intro part 2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 ending part 1&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 intro part 3&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 ending part 2&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 ending part 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file.&lt;br /&gt;
&lt;br /&gt;
== VP8 replacement ==&lt;br /&gt;
&lt;br /&gt;
You can also use the VP8 video codec inside an [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32&#039;s search paths. For example: &amp;lt;code&amp;gt;LOGO.IVF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that VP8 videos will only display when using 32-bit OpenGL video mode--&#039;&#039;&#039;not&#039;&#039;&#039; the 8-bit classic software renderer. Also note that the hardcoded sounds (listed below) of any ANM replaced by an IVF will not play. Instead, use the [[DEF Language#animsounds|&amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt; def command]] to specify new ones. Further note that the IVF container does not hold audio--&#039;&#039;all&#039;&#039; audio for a VP8 video must be added via &amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To create VP8 video, see [[Utilities#Movies (.ivf)|the Utilities page]].&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use. As with the framerates, these can be found in the source file [{{EDuke32 source|source/duke3d/src/anim.c}} anim.c].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| THUD&amp;lt;br&amp;gt;SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 134&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| (all sounds stopped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1&amp;lt;br&amp;gt;DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
RADLOGO plays the sounds &amp;lt;code&amp;gt;ENDSEQVOL3SND5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ENDSEQVOL3SND6&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ENDSEQVOL3SND7&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ENDSEQVOL3SND8&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ENDSEQVOL3SND9&amp;lt;/code&amp;gt; sequentially after another.&lt;br /&gt;
&lt;br /&gt;
DUKETEAM plays &amp;lt;code&amp;gt;ENDSEQVOL3SND4&amp;lt;/code&amp;gt; (a variation of [[Grabbag]]). The sound starts when the &amp;quot;Thanks for giving us big heads&amp;quot; screen (see [[LOGO_FLAGS]]) is shown and continues until any user input is given during the DUKETEAM animation.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Loops&amp;diff=12453</id>
		<title>Loops</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Loops&amp;diff=12453"/>
		<updated>2017-08-24T16:04:03Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Redirected page to For&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[For]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Utilities&amp;diff=12442</id>
		<title>Utilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Utilities&amp;diff=12442"/>
		<updated>2017-05-19T18:33:32Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* Animations (.ANM) */ correct link to anim2pcx.zip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When modding EDuke32, there are some files you will need to edit certain aspects of the game.&lt;br /&gt;
Here we will cover the needed programs for each aspect.&lt;br /&gt;
&lt;br /&gt;
== Data Files ==&lt;br /&gt;
&lt;br /&gt;
=== Group Files (.GRP) ===&lt;br /&gt;
They hold all of the relevant files for the game, and keep your folders tidy. There are several programs available for use.&lt;br /&gt;
&lt;br /&gt;
==== CLI ====&lt;br /&gt;
&lt;br /&gt;
The preeminent command-line programs for this purpose, and what the original developers used, are kextract and kgroup, part of the [[Build tool]]s.&lt;br /&gt;
&lt;br /&gt;
We can find a program called grpextract [svn://svn.icculus.org/duke3d/trunk here]. To build it, just do:&lt;br /&gt;
&lt;br /&gt;
 gcc grpextract.c -o grpextract&lt;br /&gt;
&lt;br /&gt;
While lacking a GUI, they get the job done.&lt;br /&gt;
&lt;br /&gt;
==== GUI ====&lt;br /&gt;
There are other programs which can view art files inside the .GRP and play sound bytes. Other programs include Jonah Bishop&#039;s [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-build/gfs31.zip Group File Studio] and Roma Loom&#039;s [http://loomsday.com/?page_id=4 GRPViewer]&lt;br /&gt;
&lt;br /&gt;
For your own mods, it is highly recommended to use either .zip files or folders in conjunction with the -j command line parameter instead of GRP files.&lt;br /&gt;
&lt;br /&gt;
=== Zip Files (.zip) ===&lt;br /&gt;
&lt;br /&gt;
For zip files, there are no better than [http://www.7-zip.org/ 7-Zip] (GUI) and [http://advsys.net/ken/utils.htm KZIP] (CLI).&lt;br /&gt;
&lt;br /&gt;
For novelty, the .pk3 and .pk4 file extensions are also supported.&lt;br /&gt;
&lt;br /&gt;
=== Control Files (.CON) ===&lt;br /&gt;
.CON files hold most of the important code for the game. Since they are source code, they are simply text files and can be opened in any text editor. [http://notepad-plus-plus.org/ Notepad++] and [http://www.emeraldeditor.com/ Emerald Editor (aka Crimson Editor)] are recommended.&lt;br /&gt;
&lt;br /&gt;
=== Maps (.MAP) ===&lt;br /&gt;
.MAP files are levels. To edit maps, use Mapster32, which comes with EDuke32.&lt;br /&gt;
&lt;br /&gt;
== 8-Bit Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Art Files (.ART) ===&lt;br /&gt;
.ART files hold all the raw art data in a tidy manner. Once again, there are numerous programs available which can edit the .ART files. The most commonly used program is the one that came with Duke Nukem 3D: EditArt. It is a 16-bit DOS program, so the use of DOSBox is recommended. Other programs include [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/bastART.zip bastART] and [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/dukeresART.zip DukeResART]&lt;br /&gt;
&lt;br /&gt;
The [[Build tool]] &#039;&#039;&#039;arttool&#039;&#039;&#039; is handy for constructing ART files in a simple and well-defined manner, but be warned that it causes corruption of your art files in some circumstances that has yet to be debugged.&lt;br /&gt;
&lt;br /&gt;
There are two command line utilities called art2tga and tga2art that allow management of art files. NB: They contain some amount of hardcoded behavior to fit the art and palette of the game &#039;&#039;Blood&#039;&#039;. [http://hendricks266.duke4.net/stuff/rebuild-bin-win32-101229-h266.7z Win32 binaries], [http://hendricks266.duke4.net/stuff/rebuild-src-101229-h266.7z source code], [http://blood.sourceforge.net/snapshots.php#rebuild-section origin]&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a replacement for art2tga/tga2art being written by [[User:Kraigose|Kraigose]] based on their codebase which aims to replace these tools using the more well known PNG format with the simplicity of the TGA tools INI file syntax. A precompiled Win32 build and source can be found [http://www.kraigosestudios.com/programming/eduke32-art-tools/ here] at Kraigose&#039;s website. A readme file is included in the download, as well as color tables for Adobe Photoshop. Images must be 256-color PNGs at the moment, but that&#039;ll be fixed soon. It&#039;s usage syntax is similar to art2tga and tga2art, but it supports by default doing &#039;&#039;all&#039;&#039; ART files in batch. More development is expected.&lt;br /&gt;
&lt;br /&gt;
=== Animations (.ANM) ===&lt;br /&gt;
.ANM files hold raw .PCX files, which are added together and then played as an animation. In the game these are the animations you see at the end of a boss fight. The sounds for the animations are not included in the .ANM. One of the few .ANM compiling programs is [http://dukeworld.duke4.net/rtcm/duke3d-tools-editart/anim2pcx.zip Animation File Maker]&lt;br /&gt;
&lt;br /&gt;
[http://www.ffmpeg.org FFmpeg], since version 0.6,  can also decode and play anm files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Some examples:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Play the &#039;foo&#039; animation file:&lt;br /&gt;
&lt;br /&gt;
 ffplay foo.anm&lt;br /&gt;
&lt;br /&gt;
Extract all frames from the &#039;foo&#039; animation file into the PNG format (works also with PCX, and a number of other formats)&lt;br /&gt;
&lt;br /&gt;
 ffmpeg -i foo.anm bar%03d.png&lt;br /&gt;
&lt;br /&gt;
It&#039;s not possible to encode into ANM format with FFmpeg.&lt;br /&gt;
&lt;br /&gt;
=== Voxels (.KVX) ===&lt;br /&gt;
Voxels are simple 3D shapes made out of three-dimensional cubes. While no voxels were ever included in any commercial versions of Duke Nukem 3D, its fellow BUILD games Shadow Warrior and Blood have many. EDuke32 supports voxels as well.&lt;br /&gt;
&lt;br /&gt;
To create and edit voxels, use [http://advsys.net/ken/download.htm Ken Silverman&#039;s SLAB6].&lt;br /&gt;
&lt;br /&gt;
=== Palettes (.DAT) ===&lt;br /&gt;
The PALETTE.DAT and LOOKUP.DAT files hold the palettes, palettes swaps, shade and translucency (blending) tables for the game. This is one of the most loathed and untouched editable features of Duke3D. While incredibly difficult, it can come to good effect. The [[Build tools]] &#039;&#039;&#039;bsuite&#039;&#039;&#039;, &#039;&#039;&#039;mkpalette&#039;&#039;&#039;, and &#039;&#039;&#039;transpal&#039;&#039;&#039; can help you in this regard.&lt;br /&gt;
&lt;br /&gt;
=== Sounds (.VOC/.WAV) ===&lt;br /&gt;
&lt;br /&gt;
You are likely going to want to use [[#Audio (.ogg/.flac)|a modern audio format]].&lt;br /&gt;
&lt;br /&gt;
The best tool for the job of the legacy sound formats is [http://www.goldwave.com/ GoldWave]. Save them as 8-bit or 16-bit unsigned PCM, without any form of compression.&lt;br /&gt;
&lt;br /&gt;
=== Music (.MID) ===&lt;br /&gt;
&lt;br /&gt;
As with sounds, you are likely going to want to use [[#Audio (.ogg/.flac)|a modern audio format]].&lt;br /&gt;
&lt;br /&gt;
Composing MIDI files is beyond the scope of this article. However, [http://openmidiproject.sourceforge.jp/Sekaiju_en.html Sekaiju] is useful utility for examining and making objective modifications. [http://musescore.org/ MuseScore] may also be of some use.&lt;br /&gt;
&lt;br /&gt;
A section on MIDI would not be complete without mentioning [http://timidity.sourceforge.net/ TiMidity++].&lt;br /&gt;
&lt;br /&gt;
A very technical description of EMIDI, proprietary extensions to the MIDI format designed for the Apogee Sound System and used in the Duke Nukem 3D MIDI data files, can be found [http://hendricks266.duke4.net/databases/midi/sw/1.2%20Registered%20CD/Emidi11.txt here]. The foo_midi component for foobar2000 can play back EMIDI correctly. Note that EMIDI only works on Windows builds of EDuke32.&lt;br /&gt;
&lt;br /&gt;
== Modern Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Textures (.png/.jpg/.tga/.dds) ===&lt;br /&gt;
EDuke32 supports true color textures. These can be made in any image editing program, including Adobe Photoshop, Corel Paint Shop Pro, and [http://www.gimp.org/ The GNU Image Manipulation Program (GIMP)]&lt;br /&gt;
&lt;br /&gt;
Keep in mind that JPEG and DDS are forms of [[Wikipedia:lossy compression|lossy compression]]. Be sure to back up your image in two ways: one, in a PNG-exported final copy, and two, if applicable, in your image editor&#039;s source file (PSD/XCF/PSP).&lt;br /&gt;
&lt;br /&gt;
==== PNG Optimization ====&lt;br /&gt;
&lt;br /&gt;
[http://hendricks266.duke4.net/stuff/png_optimize.7z Hendricks266&#039;s PNG Optimization Package] contains Windows binaries of the following programs, along with an install script that copies them to system32 and adds right-click entries for optimization scripts to the registry entries of PNG files.&lt;br /&gt;
&lt;br /&gt;
*[http://advsys.net/ken/utils.htm PNGOUT]&lt;br /&gt;
*[http://psydk.org/PngOptimizer.php PngOptimizerCL]&lt;br /&gt;
&lt;br /&gt;
=== 3D Models (.md3) ===&lt;br /&gt;
&lt;br /&gt;
==== Programs ====&lt;br /&gt;
&lt;br /&gt;
This is a list of 3D modelling programs which can be used to create and edit 3D models for use with EDuke32.&lt;br /&gt;
&lt;br /&gt;
*[http://www.blender.org Blender], open source 3D modeler can be used for UV unwrapping, texturing, rigging, water simulations, skinning, animating, rendering, particle and other simulations. (Import/Export MD3 scripts for Blender [http://hendricks266.duke4.net/stuff/new_blender_md3.zip 2.43 (up to 2.49)], [http://forums.duke4.net/topic/5358-blender-26-md3-export-script 2.6x+ (by Drek)]. [http://www.katsbits.com/tools See also katsbits.com], they provide several exporters for different versions of Blender.)&lt;br /&gt;
*[http://www.misfitcode.com/misfitmodel3d Misfit Model 3D], open source and OpenGL-based 3D model editor that works with triangle-based models (on Debian based distros, package is called mm3d).&lt;br /&gt;
*[http://www.turbosquid.com/gmax Gmax], video game modeling tool (Windows, freeware). (MD3 exporter plugin for Gmax can be found [http://www.katsbits.com/tools here].)&lt;br /&gt;
*[http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=5659302 3DS Max], 3D modeler (Windows, commercial). (MD3 export script for 3DS Max [http://www.katsbits.com/tools v4.2/v5] and [http://www.katsbits.com/tools v6].)&lt;br /&gt;
*[http://chumbalum.swissquake.ch Milkshape 3D], 3D modeler (Windows, commercial).&lt;br /&gt;
&lt;br /&gt;
==== Tools ====&lt;br /&gt;
&lt;br /&gt;
These are small tools which may prove useful when working with MD3 models.&lt;br /&gt;
&lt;br /&gt;
*[http://www.gamers.org/pub/idgames2/planetquake/q2pmp/NMD3C.zip NPherno&#039;s MD3 Compiler]&lt;br /&gt;
*[http://automagically.de/g3dviewer/ G3DViewer], open source and OpenGL models viewer, support formats 3D Studio, Quake 2, Quake 3 and many others.&lt;br /&gt;
&lt;br /&gt;
=== Movies (.ivf) ===&lt;br /&gt;
IVF files are an alternative to the ANM format utilizing a VP8 video stream, the same used in the WebM format but without the Vorbis audio stream.&lt;br /&gt;
&lt;br /&gt;
To play it in-game, place the ivf file in a place EDuke32 will see and give it the same name as the .anm file that we want to replace (eg &#039;&#039;logo.ivf&#039;&#039; for the animation logo when the game starts).&lt;br /&gt;
&lt;br /&gt;
To encode video, including an uncompressed raw one, to IVF, use this command line syntax with [http://www.ffmpeg.org FFmpeg]:&lt;br /&gt;
&lt;br /&gt;
 ffmpeg -i &amp;lt;input&amp;gt; -an -vcodec libvpx -crf 8 -b:v 2M &amp;lt;output&amp;gt;.ivf&lt;br /&gt;
&lt;br /&gt;
See the [https://trac.ffmpeg.org/wiki/Encode/VP8 FFmpeg Encode/VP8 wiki page] for more information about fine-tuning a VP8 encode.&lt;br /&gt;
&lt;br /&gt;
To extract VP8 video tracks from a WebM file into an IVF file, you can use:&lt;br /&gt;
&lt;br /&gt;
 ffmpeg -i &amp;lt;input&amp;gt;.webm -an -vcodec copy &amp;lt;output&amp;gt;.ivf&lt;br /&gt;
&lt;br /&gt;
[http://ffmpeg.zeranoe.com/builds/ Windows binaries of FFmpeg] are available.&lt;br /&gt;
&lt;br /&gt;
=== Audio (.ogg/.flac) ===&lt;br /&gt;
&lt;br /&gt;
EDuke32 supports the following modern formats for both sounds and music:&lt;br /&gt;
&lt;br /&gt;
*[http://www.vorbis.com/ Ogg Vorbis]&lt;br /&gt;
*[http://flac.sourceforge.net/ FLAC]&lt;br /&gt;
&lt;br /&gt;
Constructing your own sounds and music is beyond the scope of this article, but the following tools may be helpful in processing the audio data into the supported formats:&lt;br /&gt;
&lt;br /&gt;
*Encoders&lt;br /&gt;
**Ogg Vorbis&lt;br /&gt;
***[http://www.geocities.jp/aoyoume/aotuv/ aoTuv]&lt;br /&gt;
***[http://www.rarewares.org/ogg-oggenc.php oggenc2]&lt;br /&gt;
**FLAC&lt;br /&gt;
***[http://flac.sourceforge.net/documentation_tools.html flac]&lt;br /&gt;
*Editors&lt;br /&gt;
**[http://www.ffmpeg.org FFmpeg]&lt;br /&gt;
**[http://sox.sourceforge.net/ Sound eXchange (SoX)]&lt;br /&gt;
**[http://www.goldwave.com/ GoldWave]&lt;br /&gt;
**[http://audacity.sourceforge.net/ Audacity]&lt;br /&gt;
&lt;br /&gt;
If you use Vorbis, keep in mind that it is a form of [[Wikipedia:lossy audio compression|lossy audio compression]]. Be sure to back up your source material in FLAC format.&lt;br /&gt;
&lt;br /&gt;
====Looping====&lt;br /&gt;
&lt;br /&gt;
Loops are controlled by three tags in the audio metadata. All values are in &#039;&#039;&#039;PCM samples&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;LOOP_START&#039;&#039;&#039; holds the beginning of the loop, the position to which playback returns at the end of the loop.&lt;br /&gt;
*&#039;&#039;&#039;LOOP_END&#039;&#039;&#039; is optional; it holds the end of the loop, after which the game seeks to LOOP_START. If undefined, the end of the file is the end of the loop. The primary purpose of LOOP_END is if you want to give your file a proper ending for listening outside the game.&lt;br /&gt;
*&#039;&#039;&#039;LOOP_LENGTH&#039;&#039;&#039; is another method to define the end of a loop. Internally, LOOP_START + LOOP_LENGTH = LOOP_END. LOOP_END takes precedence over LOOP_LENGTH.&lt;br /&gt;
&lt;br /&gt;
The underscores in all three are optional. All three tags are case-insensitive.&lt;br /&gt;
&lt;br /&gt;
To tag your audio files, use the CLI program [http://www.synthetic-soul.co.uk/tag/ Tag] or the GUI program [http://www.mp3tag.de/en/ Mp3tag].&lt;br /&gt;
    &lt;br /&gt;
To preview a looped Ogg you have assembled, give it a &amp;quot;.logg&amp;quot; extension and play it using the vgmstream plugin for Winamp or foobar2000. Note that vgmstream only appears to support LOOP_START, not LOOP_LENGTH and LOOP_END. No known program outside of EDuke32 supports looped FLAC.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://dukertcm.com/ R.T.C.M.]&lt;br /&gt;
* [http://dukerepository.com/utilities.php Duke Nukem Repository Utility Page]&lt;br /&gt;
* [http://www.gamers.org/pub/games/duke3d/other/build/ Gamers.org Archive Utility Page]&lt;br /&gt;
* [http://forums.duke4.net/topic/798-tutorials-resources The Tutorials &amp;amp; Resources thread on the forum]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Fogpal&amp;diff=12222</id>
		<title>Fogpal</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Fogpal&amp;diff=12222"/>
		<updated>2015-06-14T18:07:11Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fogpal determines the color of the &amp;quot;visibility fog&amp;quot; EDuke32 draws on sectors.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
 fogpal &amp;lt;palette&amp;gt; &amp;lt;red&amp;gt; &amp;lt;green&amp;gt; &amp;lt;blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example the following values will give all sectors with the floor palette set to 1 a dark grey shade by default.&lt;br /&gt;
&lt;br /&gt;
 fogpal 1 12 12 12&lt;br /&gt;
&lt;br /&gt;
You can then change the visibility level of the sector to your preferred amount to display a &amp;quot;fog&amp;quot; over the sector. In 3D mode of Mapster32, you can do this by holding down ALT and pressing + or - on the numpad to change the level. Holding down LEFT SHIFT while doing this will allow you to do smaller increment changes to the visibility of the sector.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11996</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11996"/>
		<updated>2014-10-08T18:26:20Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* SE31 - Floor Rise/Fall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way, as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created through [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE5 - Boss Sector==&lt;br /&gt;
&lt;br /&gt;
This is an unused SE that was planned in (and implemented) as a sector-based boss in the beta version of the game, [http://www.3drealms.com/duke3d/lameduke.html LameDuke]. It still exists in the game and can be used to create a variety of effects.&lt;br /&gt;
&lt;br /&gt;
Any sectors with the SE5 on them will start following the player along any locators ([[Tilenum]] #6) in the level. You can have multiple ones in the level (also using the same locators), they don&#039;t need any tags and will act as their own entities regardless.&lt;br /&gt;
&lt;br /&gt;
For smoother movement, use multiple locators, each with their own unique lotag. They disregard any hitags the locators have.&lt;br /&gt;
&lt;br /&gt;
They cannot carry sprites and act the same way as subways and two-way trains do; they can only carry a single level of child-sectors. There&#039;s no limit for child sectors as long as their parent sector is the one with the SE sprite. They can, however, carry effects that apply directly to sectors, such as teleporters (SE7).&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (unique value)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
Its angle also determines the direction of movement of the sector.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE. If no triggering sprite is used, the sector can be activated by pressing [[EVENT_USE|USE]] next it.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATORLOCKED&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can also lock the sector from moving with ACTIVATORLOCKED. However when it&#039;s unlocked, it still requires player interaction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slide &amp;quot;Doors&amp;quot; are sectors that move at a predefined speed (of &amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; {{Verification needed}}) towards the &#039;&#039;opposite&#039;&#039; direction pointed by the [[Ang|angle]] of the SE. It&#039;s recommend to &#039;&#039;only&#039;&#039; use the major &amp;quot;compass points&amp;quot; for these directions, as if the sector isn&#039;t aligned perfectly, it will start slowly moving towards a cardinal direction with the possibility of exiting its parent sector (this is especially apparent with ACTIVATOR-activated SE15).&lt;br /&gt;
&lt;br /&gt;
The sector will move &#039;&#039;&#039;double&#039;&#039;&#039; the given distance as measured from its center (where the grey ST appears in the 2D mode of the editor). Please take note of this.&lt;br /&gt;
&lt;br /&gt;
Although Slide Doors &#039;&#039;will not&#039;&#039; move any sprites placed onto them, even when the floor texture is set to be relative, &#039;&#039;&#039;other sectors with SEs can be placed on top of them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; If you&#039;re using a value that&#039;s not divisible by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]] is divisible by the given speed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like [[Sector_effectors#SE31_-_Floor_Rise.2FFall|SE31]], except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_ACTIVATECHEAT&amp;diff=11952</id>
		<title>EVENT ACTIVATECHEAT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_ACTIVATECHEAT&amp;diff=11952"/>
		<updated>2014-06-22T22:00:43Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This event is called every time a cheat code is entered (see [[Cheatkeys]], [[Definecheat]], [[Cheat_phase]]), and sets the cheat number to the RETURN value.&lt;br /&gt;
&lt;br /&gt;
You can completely disable a cheatcode by setting the RETURN value to -1 when the cheat code is triggered.&lt;br /&gt;
&lt;br /&gt;
==Return Values==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0&#039;&#039;&#039;    - cornholio&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039;    - stuff&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039;    - scotty###&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3&#039;&#039;&#039;    - coords&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4&#039;&#039;&#039;    - view&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039;    - time&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;6&#039;&#039;&#039;    - unlock&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039;    - cashman&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;8&#039;&#039;&#039;    - items&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;    - rate&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039;   - skill#&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;11&#039;&#039;&#039;   - beta&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;12&#039;&#039;&#039;   - hyper&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;13&#039;&#039;&#039;   - monsters&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;14&#039;&#039;&#039;   - &amp;lt;RESERVED&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;15&#039;&#039;&#039;   - &amp;lt;RESERVED&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;16&#039;&#039;&#039;   - todd&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;17&#039;&#039;&#039;   - showmap&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;18&#039;&#039;&#039;   - kroz&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;19&#039;&#039;&#039;   - allen&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;20&#039;&#039;&#039;   - clip&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;21&#039;&#039;&#039;   - weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;22&#039;&#039;&#039;   - inventory&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;23&#039;&#039;&#039;   - keys&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;24&#039;&#039;&#039;   - debug&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;25&#039;&#039;&#039;   - &amp;lt;RESERVED&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;26&#039;&#039;&#039;   - cgs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_ACTIVATECHEAT&amp;diff=11951</id>
		<title>EVENT ACTIVATECHEAT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_ACTIVATECHEAT&amp;diff=11951"/>
		<updated>2014-06-22T21:59:59Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This event is called every time a cheat code is entered (see [Cheatkeys], [Definecheat], [Cheat_phase]), and sets the cheat number to the RETURN value.&lt;br /&gt;
&lt;br /&gt;
You can completely disable a cheatcode by setting the RETURN value to -1 when the cheat code is triggered.&lt;br /&gt;
&lt;br /&gt;
==Return Values==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0&#039;&#039;&#039;    - cornholio&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039;    - stuff&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039;    - scotty###&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3&#039;&#039;&#039;    - coords&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4&#039;&#039;&#039;    - view&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039;    - time&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;6&#039;&#039;&#039;    - unlock&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039;    - cashman&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;8&#039;&#039;&#039;    - items&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;    - rate&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039;   - skill#&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;11&#039;&#039;&#039;   - beta&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;12&#039;&#039;&#039;   - hyper&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;13&#039;&#039;&#039;   - monsters&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;14&#039;&#039;&#039;   - &amp;lt;RESERVED&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;15&#039;&#039;&#039;   - &amp;lt;RESERVED&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;16&#039;&#039;&#039;   - todd&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;17&#039;&#039;&#039;   - showmap&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;18&#039;&#039;&#039;   - kroz&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;19&#039;&#039;&#039;   - allen&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;20&#039;&#039;&#039;   - clip&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;21&#039;&#039;&#039;   - weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;22&#039;&#039;&#039;   - inventory&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;23&#039;&#039;&#039;   - keys&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;24&#039;&#039;&#039;   - debug&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;25&#039;&#039;&#039;   - &amp;lt;RESERVED&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;26&#039;&#039;&#039;   - cgs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_ACTIVATECHEAT&amp;diff=11950</id>
		<title>EVENT ACTIVATECHEAT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_ACTIVATECHEAT&amp;diff=11950"/>
		<updated>2014-06-22T21:59:32Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Initial version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This event is called every time a cheat code is entered (see [Cheatkeys], [Definecheat], [Cheat_phase]), and sets the cheat number to the RETURN value.&lt;br /&gt;
&lt;br /&gt;
You can completely disable a cheatcode by setting the RETURN value to -1 when the cheat code is triggered.&lt;br /&gt;
&lt;br /&gt;
==Return Values==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0&#039;&#039;&#039;    - cornholio&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039;    - stuff&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039;    - scotty###&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3&#039;&#039;&#039;    - coords&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4&#039;&#039;&#039;    - view&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039;    - time&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;6&#039;&#039;&#039;    - unlock&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039;    - cashman&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;8&#039;&#039;&#039;    - items&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;    - rate&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039;   - skill#&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;11&#039;&#039;&#039;   - beta&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;12&#039;&#039;&#039;   - hyper&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;13&#039;&#039;&#039;   - monsters&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;14&#039;&#039;&#039;   - &amp;lt;RESERVED&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;15&#039;&#039;&#039;   - &amp;lt;RESERVED&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;16&#039;&#039;&#039;   - todd&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;17&#039;&#039;&#039;   - showmap&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;18&#039;&#039;&#039;   - kroz&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;19&#039;&#039;&#039;   - allen&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;20&#039;&#039;&#039;   - clip&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;21&#039;&#039;&#039;   - weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;22&#039;&#039;&#039;   - inventory&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;23&#039;&#039;&#039;   - keys&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;24&#039;&#039;&#039;   - debug&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;25&#039;&#039;&#039;   - &amp;lt;RESERVED&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;26&#039;&#039;&#039;   - cgs&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=LEVEL&amp;diff=11947</id>
		<title>LEVEL</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=LEVEL&amp;diff=11947"/>
		<updated>2014-06-18T15:01:30Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Read-only variable that contains the current level number.&lt;br /&gt;
&lt;br /&gt;
This gets incremented by one during [[EVENT_DISPLAYBONUSSCREEN]], use the userdef [[last_level]] to get the current level number even during the Bonus screen.&lt;br /&gt;
&lt;br /&gt;
See also [[level_number]] and [[volume_number]].&lt;br /&gt;
&lt;br /&gt;
See [[definelevelname]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Constantly updated gamevars]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Last_level&amp;diff=11946</id>
		<title>Last level</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Last_level&amp;diff=11946"/>
		<updated>2014-06-18T14:25:30Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Created page with &amp;quot;This userdef member holds the current level of the player through EVENT_ENTERLEVEL{{Verification needed}} to EVENT_DISPLAYBONUSSCREEN. Unlike LEVEL, which changes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This userdef member holds the current level of the player through [[EVENT_ENTERLEVEL]]{{Verification needed}} to [[EVENT_DISPLAYBONUSSCREEN]]. Unlike [[LEVEL]], which changes to the next number during [[EVENT_DISPLAYBONUSSCREEN]], this can be used as a reliable way of checking against the level number.&lt;br /&gt;
&lt;br /&gt;
Last_level starts from 1, so to get a value comparable to [[LEVEL]], please subtract one from it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11945</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11945"/>
		<updated>2014-06-18T05:31:36Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* Full list of sounds played for each animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool]. FFmpeg (and its descendents ffplay and mplayer) also support ANMs as input.&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to an 8-bit palette, each ANM holds its own palette, independent of any stored in the game. This palette remains constant for every frame of an ANM. Please note that the first color index in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulting pillarboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tic. Therefore, it is highly recommended to ensure the first palette index is RGB #000000, black.&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates. All animations are played in sequence with the exception of &amp;lt;code&amp;gt;RADLOGO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DUKETEAM&amp;lt;/code&amp;gt;, which only have a single frame and are displayed until the user gives any input. You can edit the framerates in the source file [{{EDuke32 source|source/anim.c}} anim.c].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 2 ending&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 3 ending&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Duke Nukem 3D logo at the end of Episode 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Development team with big heads&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9 &amp;amp;#x2248; 13.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Intro with missile exploding behind the nuke sign&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 intro part 1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18 &amp;amp;#x2248; 6.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 intro part 2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 ending part 1&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 intro part 3&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 ending part 2&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 ending part 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file.&lt;br /&gt;
&lt;br /&gt;
== VP8 replacement ==&lt;br /&gt;
&lt;br /&gt;
You can also use the VP8 video codec inside an [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32&#039;s search paths. For example: &amp;lt;code&amp;gt;LOGO.IVF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that VP8 videos will only display when using 32-bit OpenGL video mode--&#039;&#039;&#039;not&#039;&#039;&#039; the 8-bit classic software renderer. Also note that the hardcoded sounds (listed below) of any ANM replaced by an IVF will not play. Instead, use the [[DEF Language#animsounds|&amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt; def command]] to specify new ones. Further note that the IVF container does not hold audio--&#039;&#039;all&#039;&#039; audio for a VP8 video must be added via &amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To create VP8 video, see [[Utilities#Movies (.ivf)|the Utilities page]].&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use. As with the framerates, these can be edited further in the source file [{{EDuke32 source|source/anim.c}} anim.c].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| THUD&amp;lt;br&amp;gt;SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 134&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| (all sounds stopped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1&amp;lt;br&amp;gt;DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
RADLOGO plays the sounds &amp;lt;code&amp;gt;ENDSEQVOL3SND5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ENDSEQVOL3SND6&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ENDSEQVOL3SND7&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ENDSEQVOL3SND8&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ENDSEQVOL3SND9&amp;lt;/code&amp;gt; sequentially after another.&lt;br /&gt;
&lt;br /&gt;
DUKETEAM plays &amp;lt;code&amp;gt;ENDSEQVOL3SND4&amp;lt;/code&amp;gt; (a variation of [[Grabbag]]). The sound starts when the &amp;quot;Thanks for giving us big heads&amp;quot; screen (see [[LOGO_FLAGS]]) is shown and continues until any user input is given during the DUKETEAM animation.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11944</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11944"/>
		<updated>2014-06-18T05:11:35Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* Full list of sounds played for each animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool]. FFmpeg (and its descendents ffplay and mplayer) also support ANMs as input.&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to an 8-bit palette, each ANM holds its own palette, independent of any stored in the game. This palette remains constant for every frame of an ANM. Please note that the first color index in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulting pillarboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tic. Therefore, it is highly recommended to ensure the first palette index is RGB #000000, black.&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates. All animations are played in sequence with the exception of &amp;lt;code&amp;gt;RADLOGO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DUKETEAM&amp;lt;/code&amp;gt;, which only have a single frame and are displayed until the user gives any input. You can edit the framerates in the source file [{{EDuke32 source|source/anim.c}} anim.c].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 2 ending&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 3 ending&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Duke Nukem 3D logo at the end of Episode 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Development team with big heads&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9 &amp;amp;#x2248; 13.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Intro with missile exploding behind the nuke sign&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 intro part 1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18 &amp;amp;#x2248; 6.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 intro part 2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 ending part 1&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 intro part 3&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 ending part 2&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 ending part 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file.&lt;br /&gt;
&lt;br /&gt;
== VP8 replacement ==&lt;br /&gt;
&lt;br /&gt;
You can also use the VP8 video codec inside an [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32&#039;s search paths. For example: &amp;lt;code&amp;gt;LOGO.IVF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that VP8 videos will only display when using 32-bit OpenGL video mode--&#039;&#039;&#039;not&#039;&#039;&#039; the 8-bit classic software renderer. Also note that the hardcoded sounds (listed below) of any ANM replaced by an IVF will not play. Instead, use the [[DEF Language#animsounds|&amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt; def command]] to specify new ones. Further note that the IVF container does not hold audio--&#039;&#039;all&#039;&#039; audio for a VP8 video must be added via &amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To create VP8 video, see [[Utilities#Movies (.ivf)|the Utilities page]].&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use. As with the framerates, these can be edited further in the source file [{{EDuke32 source|source/anim.c}} anim.c].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| THUD&amp;lt;br&amp;gt;SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 134&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| (all sounds stopped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1&amp;lt;br&amp;gt;DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
RADLOGO plays the sounds &amp;lt;code&amp;gt;ENDSEQVOL3SND5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ENDSEQVOL3SND6&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ENDSEQVOL3SND7&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ENDSEQVOL3SND8&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ENDSEQVOL3SND9&amp;lt;/code&amp;gt; sequentially after another.&lt;br /&gt;
&lt;br /&gt;
While DUKETEAM plays &amp;lt;code&amp;gt;ENDSEQVOL3SND4&amp;lt;/code&amp;gt; (a variation of [[Grabbag]]). The sound starts when the &amp;quot;Thanks for giving us big heads&amp;quot; screen (see [[LOGO_FLAGS]]) is shown and continues until any user input is given during the DUKETEAM animation.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Grabbag&amp;diff=11943</id>
		<title>Grabbag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Grabbag&amp;diff=11943"/>
		<updated>2014-06-18T05:09:53Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Initial version, why doesn&amp;#039;t this have a page?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grabbag, also known as the Duke Nukem Theme, is the main title music in [[Duke Nukem 3D]]. It was composed by Lee Jackson.&lt;br /&gt;
&lt;br /&gt;
Variations of it existing in the vanilla game are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;288 ENDSEQVOL3SND4 (GRABBAG.VOC)&amp;lt;br /&amp;gt;&lt;br /&gt;
301 ENDSEQVOL2SND7 (whistle.voc)&amp;lt;br /&amp;gt;&lt;br /&gt;
313 STORE_MUSIC (muzak028.voc)&amp;lt;br /&amp;gt;&lt;br /&gt;
313 STORE_MUSIC_BROKE (muzakdie.voc)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As well as the &amp;lt;code&amp;gt;grabbag.mid&amp;lt;/code&amp;gt; [[music]] file.&lt;br /&gt;
&lt;br /&gt;
The [[Atomic Edition]] CD comes with a [http://en.wikipedia.org/wiki/Compact_Disc_Digital_Audio CDDA Redbook Audio] [http://en.wikipedia.org/wiki/Roland_SC-55 SC-55] rendition of the theme. This was released in [http://en.wikipedia.org/wiki/MIDI MIDI] form on June 3th, 2014 on his [http://leejacksonaudio.lbjackson.com/ website].&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11942</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11942"/>
		<updated>2014-06-18T04:34:39Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* List of animations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool]. FFmpeg (and its descendents ffplay and mplayer) also support ANMs as input.&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to an 8-bit palette, each ANM holds its own palette, independent of any stored in the game. This palette remains constant for every frame of an ANM. Please note that the first color index in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulting pillarboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tic. Therefore, it is highly recommended to ensure the first palette index is RGB #000000, black.&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates. All animations are played in sequence with the exception of &amp;lt;code&amp;gt;RADLOGO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DUKETEAM&amp;lt;/code&amp;gt;, which only have a single frame and are displayed until the user gives any input. You can edit the framerates in the source file [{{EDuke32 source|source/anim.c}} anim.c].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 2 ending&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 3 ending&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Duke Nukem 3D logo at the end of Episode 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Development team with big heads&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9 &amp;amp;#x2248; 13.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Intro with missile exploding behind the nuke sign&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 intro part 1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18 &amp;amp;#x2248; 6.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 intro part 2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 ending part 1&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 intro part 3&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
| Episode 4 ending part 2&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
| Episode 4 ending part 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file.&lt;br /&gt;
&lt;br /&gt;
== VP8 replacement ==&lt;br /&gt;
&lt;br /&gt;
You can also use the VP8 video codec inside an [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32&#039;s search paths. For example: &amp;lt;code&amp;gt;LOGO.IVF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that VP8 videos will only display when using 32-bit OpenGL video mode--&#039;&#039;&#039;not&#039;&#039;&#039; the 8-bit classic software renderer. Also note that the hardcoded sounds (listed below) of any ANM replaced by an IVF will not play. Instead, use the [[DEF Language#animsounds|&amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt; def command]] to specify new ones. Further note that the IVF container does not hold audio--&#039;&#039;all&#039;&#039; audio for a VP8 video must be added via &amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To create VP8 video, see [[Utilities#Movies (.ivf)|the Utilities page]].&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use. As with the framerates, these can be edited further in the source file [{{EDuke32 source|source/anim.c}} anim.c].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| THUD&amp;lt;br&amp;gt;SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 134&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| (all sounds stopped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1&amp;lt;br&amp;gt;DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=LOGO_FLAGS&amp;diff=11941</id>
		<title>LOGO FLAGS</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=LOGO_FLAGS&amp;diff=11941"/>
		<updated>2014-06-18T03:18:25Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: as of r(can&amp;#039;t remember)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LOGO_FLAGS is a [[gamevar]] that controls the appearance of the introduction and menu.&lt;br /&gt;
&lt;br /&gt;
It is a [[bitfield]]. The default value is 255.  That is, all the bits below 256 are set. The values are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039;    - LOGO_FLAG_ENABLED&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039;    - LOGO_FLAG_PLAYANIM&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4&#039;&#039;&#039;    - LOGO_FLAG_PLAYMUSIC&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;8&#039;&#039;&#039;    - LOGO_FLAG_3DRSCREEN&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;16&#039;&#039;&#039;   - LOGO_FLAG_TITLESCREEN&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;32&#039;&#039;&#039;   - LOGO_FLAG_DUKENUKEM&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;64&#039;&#039;&#039;   - LOGO_FLAG_THREEDEE&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;128&#039;&#039;&#039;  - LOGO_FLAG_PLUTOPAKSPRITE&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;256&#039;&#039;&#039;  - LOGO_FLAG_SHAREWARESCREENS&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;512&#039;&#039;&#039;  - LOGO_FLAG_TENSCREEN&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1024&#039;&#039;&#039; - LOGO_FLAG_STOPANIMSOUNDS&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2048&#039;&#039;&#039; - LOGO_FLAG_NOE4CUTSCENE&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4096&#039;&#039;&#039; - LOGO_FLAG_NOE1BONUSSCENE&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;8192&#039;&#039;&#039; - LOGO_FLAG_NOE2BONUSSCENE&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;16384&#039;&#039;&#039; - LOGO_FLAG_NOE3BONUSSCENE&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;32768&#039;&#039;&#039; - LOGO_FLAG_NOE4BONUSSCENE&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;65536&#039;&#039;&#039; - LOGO_NOE1ENDSCREEN&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;131072&#039;&#039;&#039; - LOGO_NOE2ENDSCREEN&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;262144&#039;&#039;&#039; - LOGO_NOE3RADLOGO&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;524288&#039;&#039;&#039; - LOGO_NODUKETEAMTEXT&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1048576&#039;&#039;&#039; - LOGO_NODUKETEAMPIC&lt;br /&gt;
&lt;br /&gt;
(The names following the numeric values are merely informational, they do not denote labels predefined from CON.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Bitfields]]&lt;br /&gt;
[[Category:Pre-defined gamevars]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11940</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11940"/>
		<updated>2014-06-17T20:21:16Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* SE15 - Slide Door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way, as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created through [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE5 - Boss Sector==&lt;br /&gt;
&lt;br /&gt;
This is an unused SE that was planned in (and implemented) as a sector-based boss in the beta version of the game, [http://www.3drealms.com/duke3d/lameduke.html LameDuke]. It still exists in the game and can be used to create a variety of effects.&lt;br /&gt;
&lt;br /&gt;
Any sectors with the SE5 on them will start following the player along any locators ([[Tilenum]] #6) in the level. You can have multiple ones in the level (also using the same locators), they don&#039;t need any tags and will act as their own entities regardless.&lt;br /&gt;
&lt;br /&gt;
For smoother movement, use multiple locators, each with their own unique lotag. They disregard any hitags the locators have.&lt;br /&gt;
&lt;br /&gt;
They cannot carry sprites and act the same way as subways and two-way trains do; they can only carry a single level of child-sectors. There&#039;s no limit for child sectors as long as their parent sector is the one with the SE sprite. They can, however, carry effects that apply directly to sectors, such as teleporters (SE7).&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (unique value)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
Its angle also determines the direction of movement of the sector.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE. If no triggering sprite is used, the sector can be activated by pressing [[EVENT_USE|USE]] next it.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATORLOCKED&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can also lock the sector from moving with ACTIVATORLOCKED. However when it&#039;s unlocked, it still requires player interaction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slide &amp;quot;Doors&amp;quot; are sectors that move at a predefined speed (of &amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; {{Verification needed}}) towards the &#039;&#039;opposite&#039;&#039; direction pointed by the [[Ang|angle]] of the SE. It&#039;s recommend to &#039;&#039;only&#039;&#039; use the major &amp;quot;compass points&amp;quot; for these directions, as if the sector isn&#039;t aligned perfectly, it will start slowly moving towards a cardinal direction with the possibility of exiting its parent sector (this is especially apparent with ACTIVATOR-activated SE15).&lt;br /&gt;
&lt;br /&gt;
The sector will move &#039;&#039;&#039;double&#039;&#039;&#039; the given distance as measured from its center (where the grey ST appears in the 2D mode of the editor). Please take note of this.&lt;br /&gt;
&lt;br /&gt;
Although Slide Doors &#039;&#039;will not&#039;&#039; move any sprites placed onto them, even when the floor texture is set to be relative, &#039;&#039;&#039;other sectors with SEs can be placed on top of them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]] is divisible by the given speed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like [[Sector_effectors#SE31_-_Floor_Rise.2FFall|SE31]], except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11939</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11939"/>
		<updated>2014-06-17T20:13:17Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* SE31 - Floor Rise/Fall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way, as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created through [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE5 - Boss Sector==&lt;br /&gt;
&lt;br /&gt;
This is an unused SE that was planned in (and implemented) as a sector-based boss in the beta version of the game, [http://www.3drealms.com/duke3d/lameduke.html LameDuke]. It still exists in the game and can be used to create a variety of effects.&lt;br /&gt;
&lt;br /&gt;
Any sectors with the SE5 on them will start following the player along any locators ([[Tilenum]] #6) in the level. You can have multiple ones in the level (also using the same locators), they don&#039;t need any tags and will act as their own entities regardless.&lt;br /&gt;
&lt;br /&gt;
For smoother movement, use multiple locators, each with their own unique lotag. They disregard any hitags the locators have.&lt;br /&gt;
&lt;br /&gt;
They cannot carry sprites and act the same way as subways and two-way trains do; they can only carry a single level of child-sectors. There&#039;s no limit for child sectors as long as their parent sector is the one with the SE sprite. They can, however, carry effects that apply directly to sectors, such as teleporters (SE7).&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (unique value)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
Its angle also determines the direction of movement of the sector.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE. If no triggering sprite is used, the sector can be activated by pressing [[EVENT_USE|USE]] next it.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATORLOCKED&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can also lock the sector from moving with ACTIVATORLOCKED. However when it&#039;s unlocked, it still requires player interaction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slide &amp;quot;Doors&amp;quot; are sectors that move at a predefined speed (of &amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; {{Verification needed}}) towards the &#039;&#039;opposite&#039;&#039; direction pointed by the [[Ang|angle]] of the SE. It&#039;s recommend to &#039;&#039;only&#039;&#039; use the major &amp;quot;compass points&amp;quot; for these directions, as if the sector isn&#039;t aligned perfectly, it will start slowly moving towards a cardinal direction with the possibility of exiting its parent sector (this is especially apparent with ACTIVATOR-activated SE15).&lt;br /&gt;
&lt;br /&gt;
The sector will move &#039;&#039;&#039;double&#039;&#039;&#039; the given distance as measured from its center (where the grey ST appears in the 2D mode of the editor). Please take note of this.&lt;br /&gt;
&lt;br /&gt;
Although Slide Doors &#039;&#039;will not&#039;&#039; move any sprites placed onto them, even when the floor texture is set to be relative, &#039;&#039;&#039;other effects can be placed on top of them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]] is divisible by the given speed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like [[Sector_effectors#SE31_-_Floor_Rise.2FFall|SE31]], except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11938</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11938"/>
		<updated>2014-06-17T20:12:12Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way, as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created through [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE5 - Boss Sector==&lt;br /&gt;
&lt;br /&gt;
This is an unused SE that was planned in (and implemented) as a sector-based boss in the beta version of the game, [http://www.3drealms.com/duke3d/lameduke.html LameDuke]. It still exists in the game and can be used to create a variety of effects.&lt;br /&gt;
&lt;br /&gt;
Any sectors with the SE5 on them will start following the player along any locators ([[Tilenum]] #6) in the level. You can have multiple ones in the level (also using the same locators), they don&#039;t need any tags and will act as their own entities regardless.&lt;br /&gt;
&lt;br /&gt;
For smoother movement, use multiple locators, each with their own unique lotag. They disregard any hitags the locators have.&lt;br /&gt;
&lt;br /&gt;
They cannot carry sprites and act the same way as subways and two-way trains do; they can only carry a single level of child-sectors. There&#039;s no limit for child sectors as long as their parent sector is the one with the SE sprite. They can, however, carry effects that apply directly to sectors, such as teleporters (SE7).&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (unique value)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
Its angle also determines the direction of movement of the sector.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE. If no triggering sprite is used, the sector can be activated by pressing [[EVENT_USE|USE]] next it.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATORLOCKED&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can also lock the sector from moving with ACTIVATORLOCKED. However when it&#039;s unlocked, it still requires player interaction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slide &amp;quot;Doors&amp;quot; are sectors that move at a predefined speed (of &amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; {{Verification needed}}) towards the &#039;&#039;opposite&#039;&#039; direction pointed by the [[Ang|angle]] of the SE. It&#039;s recommend to &#039;&#039;only&#039;&#039; use the major &amp;quot;compass points&amp;quot; for these directions, as if the sector isn&#039;t aligned perfectly, it will start slowly moving towards a cardinal direction with the possibility of exiting its parent sector (this is especially apparent with ACTIVATOR-activated SE15).&lt;br /&gt;
&lt;br /&gt;
The sector will move &#039;&#039;&#039;double&#039;&#039;&#039; the given distance as measured from its center (where the grey ST appears in the 2D mode of the editor). Please take note of this.&lt;br /&gt;
&lt;br /&gt;
Although Slide Doors &#039;&#039;will not&#039;&#039; move any sprites placed onto them, even when the floor texture is set to be relative, &#039;&#039;&#039;other effects can be placed on top of them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like [[Sector_effectors#SE31_-_Floor_Rise.2FFall|SE31]], except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11937</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11937"/>
		<updated>2014-06-17T19:59:51Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Added SE5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created by [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE5 - Boss Sector==&lt;br /&gt;
&lt;br /&gt;
This is an unused SE that was planned in (and implemented) as a sector-based boss in the beta version of the game, [http://www.3drealms.com/duke3d/lameduke.html LameDuke]. It still exists in the game and can be used to create a variety of effects.&lt;br /&gt;
&lt;br /&gt;
Any sectors with the SE5 on them will start following the player along any locators ([[Tilenum]] #6) in the level. You can have multiple ones in the level (also using the same locators), they don&#039;t need any tags and will act as their own entities regardless.&lt;br /&gt;
&lt;br /&gt;
For smoother movement, use multiple locators, each with their own unique lotag. They disregard any hitags the locators have.&lt;br /&gt;
&lt;br /&gt;
They cannot carry sprites and act the same way as subways and two-way trains do; they can only carry a single level of child-sectors. There&#039;s no limit for child sectors as long as their parent sector is the one with the SE sprite. They can, however, carry effects that apply directly to sectors, such as teleporters (SE7).&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (unique value)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
Its angle also determines the direction of movement of the sector.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE. If no triggering sprite is used, the sector can be activated by pressing [[EVENT_USE|USE]] next it.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATORLOCKED&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can also lock the sector from moving with ACTIVATORLOCKED. However when it&#039;s unlocked, it still requires player interaction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slide &amp;quot;Doors&amp;quot; are sectors that move at a predefined speed (of &amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; {{Verification needed}}) towards the &#039;&#039;opposite&#039;&#039; direction pointed by the [[Ang|angle]] of the SE. It&#039;s recommend to &#039;&#039;only&#039;&#039; use the major &amp;quot;compass points&amp;quot; for these directions, as if the sector isn&#039;t aligned perfectly, it will start slowly moving towards a cardinal direction with the possibility of exiting its parent sector (this is especially apparent with ACTIVATOR-activated SE15).&lt;br /&gt;
&lt;br /&gt;
The sector will move &#039;&#039;&#039;double&#039;&#039;&#039; the given distance as measured from its center (where the grey ST appears in the 2D mode of the editor). Please take note of this.&lt;br /&gt;
&lt;br /&gt;
Although Slide Doors &#039;&#039;will not&#039;&#039; move any sprites placed onto them, even when the floor texture is set to be relative, &#039;&#039;&#039;other effects can be placed on top of them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like [[Sector_effectors#SE31_-_Floor_Rise.2FFall|SE31]], except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11936</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11936"/>
		<updated>2014-06-17T19:36:12Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* SE32 - Ceiling Rise/Fall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created by [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (unique value)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
Its angle also determines the direction of movement of the sector.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE. If no triggering sprite is used, the sector can be activated by pressing [[EVENT_USE|USE]] next it.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATORLOCKED&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can also lock the sector from moving with ACTIVATORLOCKED. However when it&#039;s unlocked, it still requires player interaction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slide &amp;quot;Doors&amp;quot; are sectors that move at a predefined speed (of &amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; {{Verification needed}}) towards the &#039;&#039;opposite&#039;&#039; direction pointed by the [[Ang|angle]] of the SE. It&#039;s recommend to &#039;&#039;only&#039;&#039; use the major &amp;quot;compass points&amp;quot; for these directions, as if the sector isn&#039;t aligned perfectly, it will start slowly moving towards a cardinal direction with the possibility of exiting its parent sector (this is especially apparent with ACTIVATOR-activated SE15).&lt;br /&gt;
&lt;br /&gt;
The sector will move &#039;&#039;&#039;double&#039;&#039;&#039; the given distance as measured from its center (where the grey ST appears in the 2D mode of the editor). Please take note of this.&lt;br /&gt;
&lt;br /&gt;
Although Slide Doors &#039;&#039;will not&#039;&#039; move any sprites placed onto them, even when the floor texture is set to be relative, &#039;&#039;&#039;other effects can be placed on top of them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like [[Sector_effectors#SE31_-_Floor_Rise.2FFall|SE31]], except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11935</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11935"/>
		<updated>2014-06-17T19:36:00Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* SE31 - Floor Rise/Fall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created by [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (unique value)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
Its angle also determines the direction of movement of the sector.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE. If no triggering sprite is used, the sector can be activated by pressing [[EVENT_USE|USE]] next it.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATORLOCKED&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can also lock the sector from moving with ACTIVATORLOCKED. However when it&#039;s unlocked, it still requires player interaction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slide &amp;quot;Doors&amp;quot; are sectors that move at a predefined speed (of &amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; {{Verification needed}}) towards the &#039;&#039;opposite&#039;&#039; direction pointed by the [[Ang|angle]] of the SE. It&#039;s recommend to &#039;&#039;only&#039;&#039; use the major &amp;quot;compass points&amp;quot; for these directions, as if the sector isn&#039;t aligned perfectly, it will start slowly moving towards a cardinal direction with the possibility of exiting its parent sector (this is especially apparent with ACTIVATOR-activated SE15).&lt;br /&gt;
&lt;br /&gt;
The sector will move &#039;&#039;&#039;double&#039;&#039;&#039; the given distance as measured from its center (where the grey ST appears in the 2D mode of the editor). Please take note of this.&lt;br /&gt;
&lt;br /&gt;
Although Slide Doors &#039;&#039;will not&#039;&#039; move any sprites placed onto them, even when the floor texture is set to be relative, &#039;&#039;&#039;other effects can be placed on top of them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like [[Sector_effectors#SE31_-_Floor_Rise.2FFall|SE31]], except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11934</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11934"/>
		<updated>2014-06-17T19:35:49Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* SE15 - Slide Door */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created by [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (unique value)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
Its angle also determines the direction of movement of the sector.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE. If no triggering sprite is used, the sector can be activated by pressing [[EVENT_USE|USE]] next it.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATORLOCKED&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can also lock the sector from moving with ACTIVATORLOCKED. However when it&#039;s unlocked, it still requires player interaction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slide &amp;quot;Doors&amp;quot; are sectors that move at a predefined speed (of &amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; {{Verification needed}}) towards the &#039;&#039;opposite&#039;&#039; direction pointed by the [[Ang|angle]] of the SE. It&#039;s recommend to &#039;&#039;only&#039;&#039; use the major &amp;quot;compass points&amp;quot; for these directions, as if the sector isn&#039;t aligned perfectly, it will start slowly moving towards a cardinal direction with the possibility of exiting its parent sector (this is especially apparent with ACTIVATOR-activated SE15).&lt;br /&gt;
&lt;br /&gt;
The sector will move &#039;&#039;&#039;double&#039;&#039;&#039; the given distance as measured from its center (where the grey ST appears in the 2D mode of the editor). Please take note of this.&lt;br /&gt;
&lt;br /&gt;
Although Slide Doors &#039;&#039;will not&#039;&#039; move any sprites placed onto them, even when the floor texture is set to be relative, &#039;&#039;&#039;other effects can be placed on top of them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like [[Sector_effectors#SE31_-_Floor_Rise.2FFall|SE31]], except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11933</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11933"/>
		<updated>2014-06-17T19:35:27Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* SE32 - Ceiling Rise/Fall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created by [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (unique valu)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
Its angle also determines the direction of movement of the sector.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE. If no triggering sprite is used, the sector can be activated by pressing [[EVENT_USE|USE]] next it.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATORLOCKED&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can also lock the sector from moving with ACTIVATORLOCKED. However when it&#039;s unlocked, it still requires player interaction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slide &amp;quot;Doors&amp;quot; are sectors that move at a predefined speed (of &amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; {{Verification needed}}) towards the &#039;&#039;opposite&#039;&#039; direction pointed by the [[Ang|angle]] of the SE. It&#039;s recommend to &#039;&#039;only&#039;&#039; use the major &amp;quot;compass points&amp;quot; for these directions, as if the sector isn&#039;t aligned perfectly, it will start slowly moving towards a cardinal direction with the possibility of exiting its parent sector (this is especially apparent with ACTIVATOR-activated SE15).&lt;br /&gt;
&lt;br /&gt;
The sector will move &#039;&#039;&#039;double&#039;&#039;&#039; the given distance as measured from its center (where the grey ST appears in the 2D mode of the editor). Please take note of this.&lt;br /&gt;
&lt;br /&gt;
Although Slide Doors &#039;&#039;will not&#039;&#039; move any sprites placed onto them, even when the floor texture is set to be relative, &#039;&#039;&#039;other effects can be placed on top of them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like [[Sector_effectors#SE31_-_Floor_Rise.2FFall|SE31]], except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11932</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11932"/>
		<updated>2014-06-17T19:34:16Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* SE15 - Slide Door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created by [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (unique valu)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
Its angle also determines the direction of movement of the sector.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE. If no triggering sprite is used, the sector can be activated by pressing [[EVENT_USE|USE]] next it.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATORLOCKED&lt;br /&gt;
| (unique value)&lt;br /&gt;
| -&lt;br /&gt;
| You can also lock the sector from moving with ACTIVATORLOCKED. However when it&#039;s unlocked, it still requires player interaction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slide &amp;quot;Doors&amp;quot; are sectors that move at a predefined speed (of &amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; {{Verification needed}}) towards the &#039;&#039;opposite&#039;&#039; direction pointed by the [[Ang|angle]] of the SE. It&#039;s recommend to &#039;&#039;only&#039;&#039; use the major &amp;quot;compass points&amp;quot; for these directions, as if the sector isn&#039;t aligned perfectly, it will start slowly moving towards a cardinal direction with the possibility of exiting its parent sector (this is especially apparent with ACTIVATOR-activated SE15).&lt;br /&gt;
&lt;br /&gt;
The sector will move &#039;&#039;&#039;double&#039;&#039;&#039; the given distance as measured from its center (where the grey ST appears in the 2D mode of the editor). Please take note of this.&lt;br /&gt;
&lt;br /&gt;
Although Slide Doors &#039;&#039;will not&#039;&#039; move any sprites placed onto them, even when the floor texture is set to be relative, &#039;&#039;&#039;other effects can be placed on top of them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like SE31, except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Template:Verification_needed&amp;diff=11929</id>
		<title>Template:Verification needed</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Template:Verification_needed&amp;diff=11929"/>
		<updated>2014-06-17T19:08:04Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;sup&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;&#039;&#039;verification needed&#039;&#039;&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/sup&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is data that&#039;s not certifiable, but assumed to be correct.&lt;br /&gt;
&lt;br /&gt;
When you find the time, please verify this from the game&#039;s [[EDuke32 source|source code]], within Mapster32, or by trying out custom code yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11927</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11927"/>
		<updated>2014-06-17T18:57:18Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [[Actor|actors]], which are mainly created by [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (first unique)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like SE31, except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11926</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11926"/>
		<updated>2014-06-17T18:56:25Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [Actor|actors]], which are mainly created by [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE15 - Slide Door==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| SE15&lt;br /&gt;
| -&lt;br /&gt;
| (first unique)&lt;br /&gt;
| You must give the SE an unique Hitag.&lt;br /&gt;
|-&lt;br /&gt;
| Sector&lt;br /&gt;
| 25&lt;br /&gt;
| -&lt;br /&gt;
| You need to give the sector you want to act as a sliding door the lotag of 25.&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (distance)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the distance the sector will move, divide the build units of a desired distance by two.&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use one of these to trigger the movement, but &#039;&#039;&#039;they must&#039;&#039;&#039; use their own tag from the SE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SE31 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE31 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE31, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE32 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect (how many build units per game tic). Higher values are faster, 0 won&#039;t move at all.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE32 works exactly like SE31, except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11925</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11925"/>
		<updated>2014-06-17T18:42:54Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] ([[Tilenum]] #1) are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [Actor|actors]], which are mainly created by [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE30 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE30 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE30 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE30, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 works exactly like SE30, except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11924</id>
		<title>Sector effectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sector_effectors&amp;diff=11924"/>
		<updated>2014-06-17T18:41:32Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Created page with &amp;quot;In vanilla Duke Nukem 3D, Sector Effectors are used to create practically all of the effects that affect sectors in any way as opposed t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In vanilla [[Duke Nukem 3D]], [[Level_editing#Sector_Effectors|Sector Effectors]] are used to create practically all of the effects that affect sectors in any way as opposed to effects that affect sprites and [Actor|actors]], which are mainly created by [[CON language]]. Atomic Edition added a few new Sector Effectors, most of them came with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
Although you can find the complete listing of Sector Effectors in the [[Sector Effector Reference Guide]], this page exists to explain them as well as their particular quirks in detail for advanced level editing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==SE30 - Floor Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE30 is used to create rising or falling sectors and differs from Sector Tag 17 (Elevator Platform Up) in minor ways. The greatest advantage of SE30 is that the platform does not get activated if the player falls on the sector.&lt;br /&gt;
&lt;br /&gt;
To use the SE30, place the sprite at the desired &#039;&#039;end height&#039;&#039;. Once activated, the sector will rise or descend to the [[Z|Sprite&#039;s Z height]]. In order to make a floor descend, you must lower the sprite below its current height. This is accomplished by either manually setting the sprite&#039;s Z in 2D mode (by pressing F8 to edit its properties), or lowering it with the PageDown controls in 3D mode while in progress of raising the sector&#039;s floor.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Level editing#Hitags_And_Lotags|Lotag]] of the [[Level editing#GPSPEED|GPSPEED sprite]] can affect how the sector reaches its destionation height. For instance, if you&#039;re only using increments of PageUp/PageDown in the 3D mode of the editor (1024 build units), the speed set must be [http://en.wikipedia.org/wiki/Power_of_two power of two].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a value that&#039;s not dividable by 2, the sector &#039;&#039;&#039;&#039;&#039;will not&#039;&#039;&#039;&#039;&#039; reach the height given by the SE sprite. If you&#039;re using odd values by either manually setting the desired height in 2D mode, holding down Home while pressing PageUp/PageDown in 3D mode or moving either the sector or SE with ALT+Mouse1, please &#039;&#039;&#039;make sure the speed is divisible by the difference between the sector&#039;s [[Floorz]] and the SE sprite&#039;s [[Z]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==SE31 - Ceiling Rise/Fall==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other stuff (needs a name)&lt;br /&gt;
! Name&lt;br /&gt;
! Lotag&lt;br /&gt;
! Hitag&lt;br /&gt;
! Info&lt;br /&gt;
|-&lt;br /&gt;
| GPSPEED&lt;br /&gt;
| (speed)&lt;br /&gt;
| -&lt;br /&gt;
| Controls the speed of the effect.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The speed also affects the destination (see below).&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVATOR&lt;br /&gt;
MASTERSWITCH&lt;br /&gt;
| (first free)&lt;br /&gt;
| -&lt;br /&gt;
| You can use any free tag to toggle or activate the effect with a switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SE31 works exactly like SE30, except the ceiling instead of the floor of the sector is moved to the SE sprite&#039;s Z.&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11923</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11923"/>
		<updated>2014-06-16T18:10:45Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* Full list of sounds played for each animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool]. FFmpeg (and its descendents ffplay and mplayer) also support ANMs as input.&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to an 8-bit palette, each ANM holds its own palette, independent of any stored in the game. This palette remains constant for every frame of an ANM. Please note that the first color index in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulting pillarboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tic. Therefore, it is highly recommended to ensure the first palette index is RGB #000000, black.&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates. All animations are played in sequence with the exception of &amp;lt;code&amp;gt;RADLOGO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DUKETEAM&amp;lt;/code&amp;gt;, which only have a single frame and are displayed until the user gives any input. You can edit the framerates in the source file [{{EDuke32 source|source/anim.c}} anim.c].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9 &amp;amp;#x2248; 13.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18 &amp;amp;#x2248; 6.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file.&lt;br /&gt;
&lt;br /&gt;
== VP8 replacement ==&lt;br /&gt;
&lt;br /&gt;
You can also use the VP8 video codec inside an [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32&#039;s search paths. For example: &amp;lt;code&amp;gt;LOGO.IVF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that VP8 videos will only display when using 32-bit OpenGL video mode--&#039;&#039;&#039;not&#039;&#039;&#039; the 8-bit classic software renderer. Also note that the hardcoded sounds (listed below) of any ANM replaced by an IVF will not play. Instead, use the [[DEF Language#animsounds|&amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt; def command]] to specify new ones. Further note that the IVF container does not hold audio--&#039;&#039;all&#039;&#039; audio for a VP8 video must be added via &amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To create VP8 video, see [[Utilities#Movies (.ivf)|the Utilities page]].&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use. As with the framerates, these can be edited further in the source file [{{EDuke32 source|source/anim.c}} anim.c].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| THUD&amp;lt;br&amp;gt;SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 134&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| (all sounds stopped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1&amp;lt;br&amp;gt;DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11921</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11921"/>
		<updated>2014-06-16T13:39:32Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* List of animations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool]. FFmpeg (and its descendents ffplay and mplayer) also support ANMs as input.&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to an 8-bit palette, each ANM holds its own palette, independent of any stored in the game. This palette remains constant for every frame of an ANM. Please note that the first color index in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulting pillarboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tic. Therefore, it is highly recommended to ensure the first palette index is RGB #000000, black.&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates. All animations are played in sequence with the exception of &amp;lt;code&amp;gt;RADLOGO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DUKETEAM&amp;lt;/code&amp;gt;, which only have a single frame and are displayed until the user gives any input. You can edit the framerates in the source file [http://svn.eduke32.com/filedetails.php?repname=eduke32&amp;amp;path=%2Fpolymer%2Feduke32%2Fsource%2Fanim.c eduke32/source/anim.c].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9 &amp;amp;#x2248; 13.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18 &amp;amp;#x2248; 6.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file.&lt;br /&gt;
&lt;br /&gt;
== VP8 replacement ==&lt;br /&gt;
&lt;br /&gt;
You can also use the VP8 video codec inside an [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32&#039;s search paths. For example: &amp;lt;code&amp;gt;LOGO.IVF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that VP8 videos will only display when using 32-bit OpenGL video mode--&#039;&#039;&#039;not&#039;&#039;&#039; the 8-bit classic software renderer. Also note that the hardcoded sounds (listed below) of any ANM replaced by an IVF will not play. Instead, use the [[DEF Language#animsounds|&amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt; def command]] to specify new ones. Further note that the IVF container does not hold audio--&#039;&#039;all&#039;&#039; audio for a VP8 video must be added via &amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To create VP8 video, see [[Utilities#Movies (.ivf)|the Utilities page]].&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use. As with the framerates, these can be edited further in the source file [http://svn.eduke32.com/filedetails.php?repname=eduke32&amp;amp;path=%2Fpolymer%2Feduke32%2Fsource%2Fanim.c eduke32/source/anim.c].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| THUD&amp;lt;br&amp;gt;SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 134&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| (all sounds stopped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1&amp;lt;br&amp;gt;DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11920</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11920"/>
		<updated>2014-06-16T13:39:00Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* Full list of sounds played for each animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool]. FFmpeg (and its descendents ffplay and mplayer) also support ANMs as input.&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to an 8-bit palette, each ANM holds its own palette, independent of any stored in the game. This palette remains constant for every frame of an ANM. Please note that the first color index in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulting pillarboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tic. Therefore, it is highly recommended to ensure the first palette index is RGB #000000, black.&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates. All animations are played in sequence with the exception of &amp;lt;code&amp;gt;RADLOGO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DUKETEAM&amp;lt;/code&amp;gt;, which only have a single frame and are displayed until the user gives any input.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9 &amp;amp;#x2248; 13.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18 &amp;amp;#x2248; 6.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file.&lt;br /&gt;
&lt;br /&gt;
== VP8 replacement ==&lt;br /&gt;
&lt;br /&gt;
You can also use the VP8 video codec inside an [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32&#039;s search paths. For example: &amp;lt;code&amp;gt;LOGO.IVF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that VP8 videos will only display when using 32-bit OpenGL video mode--&#039;&#039;&#039;not&#039;&#039;&#039; the 8-bit classic software renderer. Also note that the hardcoded sounds (listed below) of any ANM replaced by an IVF will not play. Instead, use the [[DEF Language#animsounds|&amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt; def command]] to specify new ones. Further note that the IVF container does not hold audio--&#039;&#039;all&#039;&#039; audio for a VP8 video must be added via &amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To create VP8 video, see [[Utilities#Movies (.ivf)|the Utilities page]].&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use. As with the framerates, these can be edited further in the source file [http://svn.eduke32.com/filedetails.php?repname=eduke32&amp;amp;path=%2Fpolymer%2Feduke32%2Fsource%2Fanim.c eduke32/source/anim.c].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| THUD&amp;lt;br&amp;gt;SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 134&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| (all sounds stopped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1&amp;lt;br&amp;gt;DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11917</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11917"/>
		<updated>2014-06-16T13:30:17Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* Full list of sounds played for each animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool]. FFmpeg (and its descendents ffplay and mplayer) also support ANMs as input.&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to an 8-bit palette, each ANM holds its own palette, independent of any stored in the game. This palette remains constant for every frame of an ANM. Please note that the first color index in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulting pillarboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tic. Therefore, it is highly recommended to ensure the first palette index is RGB #000000, black.&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates. All animations are played in sequence with the exception of &amp;lt;code&amp;gt;RADLOGO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DUKETEAM&amp;lt;/code&amp;gt;, which only have a single frame and are displayed until the user gives any input.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9 &amp;amp;#x2248; 13.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18 &amp;amp;#x2248; 6.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file.&lt;br /&gt;
&lt;br /&gt;
== VP8 replacement ==&lt;br /&gt;
&lt;br /&gt;
You can also use the VP8 video codec inside an [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32&#039;s search paths. For example: &amp;lt;code&amp;gt;LOGO.IVF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that VP8 videos will only display when using 32-bit OpenGL video mode--&#039;&#039;&#039;not&#039;&#039;&#039; the 8-bit classic software renderer. Also note that the hardcoded sounds (listed below) of any ANM replaced by an IVF will not play. Instead, use the [[DEF Language#animsounds|&amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt; def command]] to specify new ones. Further note that the IVF container does not hold audio--&#039;&#039;all&#039;&#039; audio for a VP8 video must be added via &amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To create VP8 video, see [[Utilities#Movies (.ivf)|the Utilities page]].&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use. These can be edited further in the source file [http://svn.eduke32.com/filedetails.php?repname=eduke32&amp;amp;path=%2Fpolymer%2Feduke32%2Fsource%2Fanim.c eduke32/source/anim.c].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| THUD&amp;lt;br&amp;gt;SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 134&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| (all sounds stopped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1&amp;lt;br&amp;gt;DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11914</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11914"/>
		<updated>2014-06-16T13:21:53Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* List of animations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool]. FFmpeg (and its descendents ffplay and mplayer) also support ANMs as input.&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to an 8-bit palette, each ANM holds its own palette, independent of any stored in the game. This palette remains constant for every frame of an ANM. Please note that the first color index in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulting pillarboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tic. Therefore, it is highly recommended to ensure the first palette index is RGB #000000, black.&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates. All animations are played in sequence with the exception of &amp;lt;code&amp;gt;RADLOGO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DUKETEAM&amp;lt;/code&amp;gt;, which only have a single frame and are displayed until the user gives any input.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9 &amp;amp;#x2248; 13.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18 &amp;amp;#x2248; 6.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file.&lt;br /&gt;
&lt;br /&gt;
== VP8 replacement ==&lt;br /&gt;
&lt;br /&gt;
You can also use the VP8 video codec inside an [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32&#039;s search paths. For example: &amp;lt;code&amp;gt;LOGO.IVF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that VP8 videos will only display when using 32-bit OpenGL video mode--&#039;&#039;&#039;not&#039;&#039;&#039; the 8-bit classic software renderer. Also note that the hardcoded sounds (listed below) of any ANM replaced by an IVF will not play. Instead, use the [[DEF Language#animsounds|&amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt; def command]] to specify new ones. Further note that the IVF container does not hold audio--&#039;&#039;all&#039;&#039; audio for a VP8 video must be added via &amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To create VP8 video, the EDuke32 Team recommends [https://trac.ffmpeg.org/wiki/Encode/VP8 FFmpeg].&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use. These can be edited further in the source file &amp;lt;code&amp;gt;source/anim.c&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| THUD&amp;lt;br&amp;gt;SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 134&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| (all sounds stopped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1&amp;lt;br&amp;gt;DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11913</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11913"/>
		<updated>2014-06-16T13:20:20Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* Full list of sounds played for each animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool]. FFmpeg (and its descendents ffplay and mplayer) also support ANMs as input.&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to an 8-bit palette, each ANM holds its own palette, independent of any stored in the game. This palette remains constant for every frame of an ANM. Please note that the first color index in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulting pillarboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tic. Therefore, it is highly recommended to ensure the first palette index is RGB #000000, black.&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9 &amp;amp;#x2248; 13.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18 &amp;amp;#x2248; 6.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14 &amp;amp;#x2248; 8.&amp;lt;span style=&amp;quot;text-decoration: overline&amp;quot;&amp;gt;571428&amp;lt;/span&amp;gt; fps&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10 = 12 fps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file.&lt;br /&gt;
&lt;br /&gt;
== VP8 replacement ==&lt;br /&gt;
&lt;br /&gt;
You can also use the VP8 video codec inside an [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32&#039;s search paths. For example: &amp;lt;code&amp;gt;LOGO.IVF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that VP8 videos will only display when using 32-bit OpenGL video mode--&#039;&#039;&#039;not&#039;&#039;&#039; the 8-bit classic software renderer. Also note that the hardcoded sounds (listed below) of any ANM replaced by an IVF will not play. Instead, use the [[DEF Language#animsounds|&amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt; def command]] to specify new ones. Further note that the IVF container does not hold audio--&#039;&#039;all&#039;&#039; audio for a VP8 video must be added via &amp;lt;code&amp;gt;animsounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To create VP8 video, the EDuke32 Team recommends [https://trac.ffmpeg.org/wiki/Encode/VP8 FFmpeg].&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use. These can be edited further in the source file &amp;lt;code&amp;gt;source/anim.c&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| THUD&amp;lt;br&amp;gt;SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 134&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| (all sounds stopped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1&amp;lt;br&amp;gt;DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11909</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11909"/>
		<updated>2014-06-16T13:12:09Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: /* Full list of sounds played for each animation */  Added the full sound list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool].&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to a 8bit palette, you can have a custom one in every animation for higher image quality. Please note that the first color in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulted letterboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tick.&lt;br /&gt;
&lt;br /&gt;
Unless each of the PCX images within the ANM file have the same palette, the palette of the first file will be used for the remainder of frames.{{citation needed}}&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file, but with the addition of IVF support in EDuke32, you can also use the [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_REPEAT&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| DUKE_GRUNT&lt;br /&gt;
|-&lt;br /&gt;
| 82+20&lt;br /&gt;
| THUD, SQUISHED&lt;br /&gt;
|-&lt;br /&gt;
| 104+20&lt;br /&gt;
| ENDSEQVOL3SND3&lt;br /&gt;
|-&lt;br /&gt;
| 114+20&lt;br /&gt;
| ENDSEQVOL3SND2&lt;br /&gt;
|-&lt;br /&gt;
| 158&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ logo&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| FLY_BY&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| PIPEBOMB_EXPLODE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol41a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_1&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| INTRO4_2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| INTRO4_3&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| INTRO4_4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol42a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| INTRO4_B&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| SHORT_CIRCUIT&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| INTRO4_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e1&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol43a&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| INTRO4_6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| VOL4ENDSND1&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| VOL4ENDSND2&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| FX_StopAllSounds();&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ vol4e3&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| BOSS4_DEADSPEECH&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| VOL4ENDSND1, DUKE_UNDERWATER&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| BIGBANG&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Template:Div_col&amp;diff=11908</id>
		<title>Template:Div col</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Template:Div_col&amp;diff=11908"/>
		<updated>2014-06-16T12:57:14Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;div-col columns &amp;lt;!--  --&amp;gt;{{#if: {{{colwidth|{{{2|}}}}}}     | column-width     | column-count column-count-{{{cols|{{{1|2}}}}}} }}&amp;quot; style=&amp;quot;&amp;lt;!--  --&amp;gt;{{...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;div-col columns &amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#if: {{{colwidth|{{{2|}}}}}}&lt;br /&gt;
    | column-width&lt;br /&gt;
    | column-count column-count-{{{cols|{{{1|2}}}}}} }}&amp;quot; style=&amp;quot;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#if: {{{colwidth|{{{2|}}}}}}&lt;br /&gt;
    | {{column-width|{{{colwidth|{{{2}}}}}}}}&lt;br /&gt;
    | {{column-count|{{{cols|{{{1|2}}}}}}}} }} &amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#if: {{{rules|}}}&lt;br /&gt;
    | {{#ifeq:{{{rules}}}|yes&lt;br /&gt;
      | {{column-rule}}&lt;br /&gt;
      | {{column-rule|{{{rules}}}}} }} }} &amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#ifeq: {{{small|}}}|yes&lt;br /&gt;
    | font-size:90%; }} &amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#if: {{{style|}}}&lt;br /&gt;
    | {{{style}}} }}&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#if: {{{content|}}}&lt;br /&gt;
    |{{{content}}}&amp;lt;/div&amp;gt;}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Column test template.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Template:Colbegin&amp;diff=11907</id>
		<title>Template:Colbegin</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Template:Colbegin&amp;diff=11907"/>
		<updated>2014-06-16T12:56:53Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Redirected page to Template:Div col&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:div col]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Template:Colend&amp;diff=11906</id>
		<title>Template:Colend</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Template:Colend&amp;diff=11906"/>
		<updated>2014-06-16T12:56:35Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Redirected page to Template:Div col end&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:div col end]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Template:Div_col_end&amp;diff=11905</id>
		<title>Template:Div col end</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Template:Div_col_end&amp;diff=11905"/>
		<updated>2014-06-16T12:56:21Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt; Column end test template. &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Column end test template.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Template:Colend&amp;diff=11904</id>
		<title>Template:Colend</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Template:Colend&amp;diff=11904"/>
		<updated>2014-06-16T12:54:25Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Template:Colbegin&amp;diff=11903</id>
		<title>Template:Colbegin</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Template:Colbegin&amp;diff=11903"/>
		<updated>2014-06-16T12:53:57Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;div-col columns &amp;lt;!--  --&amp;gt;{{#if: {{{colwidth|{{{2|}}}}}}     | column-width     | column-count column-count-{{{cols|{{{1|2}}}}}} }}&amp;quot; style=&amp;quot;&amp;lt;!--  --&amp;gt;{{...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;div-col columns &amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#if: {{{colwidth|{{{2|}}}}}}&lt;br /&gt;
    | column-width&lt;br /&gt;
    | column-count column-count-{{{cols|{{{1|2}}}}}} }}&amp;quot; style=&amp;quot;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#if: {{{colwidth|{{{2|}}}}}}&lt;br /&gt;
    | {{column-width|{{{colwidth|{{{2}}}}}}}}&lt;br /&gt;
    | {{column-count|{{{cols|{{{1|2}}}}}}}} }} &amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#if: {{{rules|}}}&lt;br /&gt;
    | {{#ifeq:{{{rules}}}|yes&lt;br /&gt;
      | {{column-rule}}&lt;br /&gt;
      | {{column-rule|{{{rules}}}}} }} }} &amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#ifeq: {{{small|}}}|yes&lt;br /&gt;
    | font-size:90%; }} &amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#if: {{{style|}}}&lt;br /&gt;
    | {{{style}}} }}&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{#if: {{{content|}}}&lt;br /&gt;
    |{{{content}}}&amp;lt;/div&amp;gt;}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Template:Column&amp;diff=11902</id>
		<title>Template:Column</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Template:Column&amp;diff=11902"/>
		<updated>2014-06-16T12:52:26Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Documentation goes here.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Template:Column&amp;diff=11901</id>
		<title>Template:Column</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Template:Column&amp;diff=11901"/>
		<updated>2014-06-16T12:52:04Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Created page with &amp;quot;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11900</id>
		<title>Creating custom ANM files</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Creating_custom_ANM_files&amp;diff=11900"/>
		<updated>2014-06-16T12:42:31Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Nukem 3D uses the [http://wiki.multimedia.cx/index.php?title=DeluxePaint_Animation DeluxePaint Animation format] for displaying its cutscenes and logos. These are a sequence of [http://en.wikipedia.org/wiki/PCX ZSoft PCX images] within the ANM file.&lt;br /&gt;
&lt;br /&gt;
You can create your own ANM files, as well as extract the PCX files from an existing ANM file by using the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip ANIM2PCX tool].&lt;br /&gt;
&lt;br /&gt;
Although ANM files are limited to a 8bit palette, you can have a custom one in every animation for higher image quality. Please note that the first color in the palette used is used as background color during [http://en.wikipedia.org/wiki/Bit_blit blitting] and filling of the screen. All resulted letterboxing will use this color as the background color. While the animation changes, it&#039;s also possible that you will see the screen filled with this color for a single game tick.&lt;br /&gt;
&lt;br /&gt;
Unless each of the PCX images within the ANM file have the same palette, the palette of the first file will be used for the remainder of frames.{{citation needed}}&lt;br /&gt;
&lt;br /&gt;
==List of animations==&lt;br /&gt;
These are all the animations that exist by default in Duke Nukem 3D (1.5) and their framerates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Name&lt;br /&gt;
! Framerate&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| cineov2&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| cineov3&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| RADLOGO&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| DUKETEAM&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| logo&lt;br /&gt;
| 120/9&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| vol41a&lt;br /&gt;
| 120/14&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| vol42a&lt;br /&gt;
| 120/18&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| vol4e1&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| vol43a&lt;br /&gt;
| 120/10&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| vol4e2&lt;br /&gt;
| 120/14&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| vol4e3&lt;br /&gt;
| 120/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the game looks for a file with the extension .ANM for each animation file, but with the addition of IVF support in EDuke32, you can also use the [http://wiki.multimedia.cx/index.php?title=IVF IVF container] for custom animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full list of sounds played for each animation==&lt;br /&gt;
By replacing these sounds, you can customize your own animation files with new sound files. The frames they&#039;re played on are hard-coded, but listed here for ease of use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ cineov2&lt;br /&gt;
! Frame&lt;br /&gt;
! Sounds&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| WIND_AMBIENCE&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| ENDSEQVOL2SND1&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| ENDSEQVOL2SND2&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| THUD&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| ENDSEQVOL2SND3&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| ENDSEQVOL2SND4&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| ENDSEQVOL2SND5&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
| ENDSEQVOL2SND6&lt;br /&gt;
|-&lt;br /&gt;
| 124&lt;br /&gt;
| ENDSEQVOL2SND7&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Scuba_on&amp;diff=11890</id>
		<title>Scuba on</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Scuba_on&amp;diff=11890"/>
		<updated>2014-06-02T18:33:29Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Edited since you can walk from an underwater sector (1) to a regular one without touching water surface sectors (2).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;scuba_on is set to one when the player is underwater and there is scuba air left (scuba_amount) It is set to zero when the scuba is on and the scuba_amount is decremented to zero. It is also reset to zero when not underwater (when the [[sector]]&#039;s [[lotag]] != 1)&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Stayput&amp;diff=11798</id>
		<title>Stayput</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Stayput&amp;diff=11798"/>
		<updated>2014-03-08T09:06:03Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stayput is a flag that dictates whether an [[actor]] is allowed to leave its original [[sector]] or not.&lt;br /&gt;
&lt;br /&gt;
In the default 1.5 CON files, these are the available STAYPUT enemies and their tilenumbers:&lt;br /&gt;
&lt;br /&gt;
   define LIZTROOPSTAYPUT 1682&lt;br /&gt;
   define OCTABRAINSTAYPUT 1821&lt;br /&gt;
   define COMMANDERSTAYPUT 1921&lt;br /&gt;
   define PIGCOPSTAYPUT 2001&lt;br /&gt;
   define LIZMANSTAYPUT 2121&lt;br /&gt;
   define BOSS1STAYPUT 2631&lt;br /&gt;
   define NEWBEASTSTAYPUT 4611&lt;br /&gt;
   define BOSS4STAYPUT 4741&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Stayput&amp;diff=11797</id>
		<title>Stayput</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Stayput&amp;diff=11797"/>
		<updated>2014-03-08T09:05:41Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: Added example enemies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stayput is a flag that dictates whether an [[actor]] is allowed to leave its original [[sector]] or not.&lt;br /&gt;
&lt;br /&gt;
In the default 1.5 CON files, these are the available STAPUT enemies and their tilenumbers:&lt;br /&gt;
&lt;br /&gt;
   define LIZTROOPSTAYPUT 1682&lt;br /&gt;
   define OCTABRAINSTAYPUT 1821&lt;br /&gt;
   define COMMANDERSTAYPUT 1921&lt;br /&gt;
   define PIGCOPSTAYPUT 2001&lt;br /&gt;
   define LIZMANSTAYPUT 2121&lt;br /&gt;
   define BOSS1STAYPUT 2631&lt;br /&gt;
   define NEWBEASTSTAYPUT 4611&lt;br /&gt;
   define BOSS4STAYPUT 4741&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htflags&amp;diff=11782</id>
		<title>Htflags</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htflags&amp;diff=11782"/>
		<updated>2014-02-28T06:54:42Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: I think this is correct?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A per-actor property, this controls special flags for sprites.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Internal Name!!Provided CON Label!!Value!!Description&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_SHADOW||SFLAG_SHADOW||1||Generates a shadow. See [[spriteshadow]].&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_NVG||SFLAG_NVG||2||Turns [[spritepal|palette]] 6 whenever night vision goggles are used. See [[spritenvg]].&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_NOSHADE||SFLAG_NOSHADE||4||The sprite&#039;s shade is unaffected by the shade of its sector. See [[spritenoshade]].&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_PROJECTILE||||8||Is a [[defineprojectile|projectile]].&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_DECAL||||16||Prevents teleporting. The sprite is not entered into the [[decal deletion queue]].&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_BADGUY||SFLAG_BADGUY||32||Is an enemy. See [[useractor]].&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_NOPAL||SFLAG_NOPAL||64||Sprite will be insusceptible to floor palette of sector containing this sprite. See [[spritenopal]].&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_NOEVENTCODE||SFLAG_NOEVENTS||128||Sprite will not be run through [[EVENT_GAME]] or [[EVENT_PREGAME]].&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_NOLIGHT||SFLAG_NOLIGHT||256||Sprite will not emit hardcoded Polymer-based lights.&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_USEACTIVATOR||SFLAG_USEACTIVATOR||512||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;SFLAG_NULL&amp;lt;/font&amp;gt;||||&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;1024&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;null sprite in multiplayer [internal, do not use]&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_NOCLIP||SFLAG_NOCLIP||2048||Sprite will call &amp;quot;[[clipmove]]()&amp;quot; with a [[clipmask]] of 0, skipping collision detection with other sprites to increase performance. (Specifically, to prevent runtime behavior that is quadratic with the number of sprites.) Useful for particle effects.&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_NOFLOORSHADOW||||4096||&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_SMOOTHMOVE||SFLAG_SMOOTHMOVE||8192||&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_NOTELEPORT||SFLAG_NOTELEPORT||16384||&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_BADGUYSTAYPUT||||32768||Actor will stay inside its original sector.&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_CACHE||||65536||&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_ROTFIXED||||131072||rotation-fixed with respect to a pivot point to prevent position diverging due to roundoff error accumulation&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_HARDCODED_BADGUY||||262144&lt;br /&gt;
|-&lt;br /&gt;
|SFLAG_DIDNOSE7WATER||||524288||used temporarily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;htflags&#039;&#039;&#039; is a [[bitfield]], so add together the values you want and then set htflags to the sum.&amp;lt;br/&amp;gt;&lt;br /&gt;
This member can also be set using the per-sprite form of the [[spriteflags]] command.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bitfields]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Timebeforeexit&amp;diff=11778</id>
		<title>Timebeforeexit</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Timebeforeexit&amp;diff=11778"/>
		<updated>2014-02-23T04:14:20Z</updated>

		<summary type="html">&lt;p&gt;Daedolon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Member of the [[player]] struct; [[timebeforeexit]] is a non-zero count-down timer.  At one, all [[player]]s are set to end of level mode (.gm) (MODE_EOL) and the next level number is set.&lt;br /&gt;
&lt;br /&gt;
The value of the timer is at 0 during level start, but after EOL triggered, it jumps to the predefined variable (for example &amp;quot;endofgame 52&amp;quot; on BOSS1 sets it to 52) and starts counting down to 1.&lt;br /&gt;
&lt;br /&gt;
If this was triggered with [[endofgame]], and you manually intervene by setting the [[player]] struct member [[gm]] to 8, the game still ends the whole episode, instead of just the level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Daedolon</name></author>
	</entry>
</feed>