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- DoomED-The Real Thing Tutorial
- Addendum 1
- by David Bruni
- CIS 74353,357
-
- ----------------------------------------------------------------
- INDEX
-
- I. Introduction
- II. Windows
- III. Eves and Overhangs
- IV. Sectors Within Sectors
- V. Textures and the Tiling Effect
- VI. Outside Areas
- VII. Columns
- VIII. Acknowledgments
-
- -----------------------------------------------------------------
-
- I. Introduction
-
- Hello again DOOM fans. This Addendum is intended to address some
- things that were inadvertently left out of DMRETU.ZIP. Such as how to make
- windows, columns, outside areas, eves and overhangs, a more complete
- explanation of how wall textures tile and things to watch out for when making
- Sectors within Sectors. I'd like to thank SCOTT and all the other people, who
- after reading the first tutorial, still had questions. After using DoomED
- myself for over a month, I had forgotten that I had the same problems and
- questions as everyone else in these areas. This Addendum is not intended as
- a stand alone file. If you're not familiar with DoomED and how everything
- works, you should read the first tutorial, DMRETU.ZIP.
-
- II. Windows
-
- Windows in DoomED are easy to make. Windows are nothing more than
- Sectors connected to other Sectors, only they have different floor/ceiling
- heights. So, to make a simple window, switch to SEC mode by clicking the SEC
- button on the toolbar. Insert a Sector with a floor/ceiling height of 0, 128.
- This will be the room that you'll look out the window from. Insert another
- Sector next to the first Sector. This will be the window. Make the
- floor/ceiling height 25, 100. Keep in mind that the lowest floor that you can
- cross is 24. So, you won't be able to go through this window.
-
- Switch to VTX mode by clicking the VTX button on the toolbar. Connect
- the 2 Sectors together by dragging 2 of the vertices on top of each other.
- Remember not to collapse either of the Sectors or connect across Sectors.
- This, if you read the first tutorial, will cause problems and crash the
- program.
-
- Insert another Sector close to the other 2 Sectors but not
- overlapping. Make the floor/ceiling heights 0, 128. Switch back to VTX mode by
- clicking the VTX button on the toolbar. Connect the new Sector to the window
- Sector by dragging the vertices on top of each other. You should now have a
- window. Save your map for play and test it.
-
- About the only thing you need to watch out for is, try to decide on
- your floor/ceiling heights prior to inserting the Sectors. This way DoomED
- will automatically set the correct SideDefs. Otherwise, you may have to change
- the SideDefs manually to achieve the desired results. This will also minimize
- the chances of getting the Hall of Mirrors effect (HOM).
-
- You can make windows any width that you want by dragging the vertices
- around. A good width for windows is 16 or 24. This is up to your own
- discretion. If everything goes correctly, the SideDefs will be marked as 2
- sided. It's important that you DO NOT remove this Attribute. Doing so will
- cause the HOM effect.
-
- You can, however, assign a see through texture to 2 sided lines. I've
- found 12 textures that can be used as see through textures. You would assign
- these textures to the "MAIN" part of the line. These textures are: BRNBIGC,
- BRNBIGL, BRNBIGR, BRNSMAL1, BRNSMAL2, BRNSMALC, BRNSMALL, BRNSMALR, these
- textures are the ones that were used on the Military Base for the imp cage in
- the center of the open area. The rest of the see through textures are:
- MIDBRN1, MIDGRATE, these are the cage bar textures, MIDVINE1 & MIDVINE2, are
- vine textures. All these textures can be used in corridors or in open areas,
- provided you don't use the "Nothing can cross" Attribute. This way you can
- walk straight through them.
-
- You can use these textures anywhere you have a 2 sided line. Be it on
- windows or hallways. You can't, however, use these textures on walls that have
- the Attribute "Nothing can cross". You also can't use regular wall textures on
- 2 sided lines. Only see through textures can be used on 2 sided lines.
-
- III. Eves and Overhangs
-
- Eves and overhangs are other things that are easily created with
- DoomED. Bear in mind that anytime you have a change in floor/ceiling heights,
- you'll have another Sector. With that in mind, let's make an overhang. In all
- these examples, the textures assigned to the walls, ceilings and floors, are
- really not important. These are just practice WADs to illustrate how to setup
- the particular structures.
-
- Insert a Sector with a floor/ceiling height of 0, 128. This will act
- as our main room. Off to the side of this Sector, insert another Sector. Make
- it's floor/ceiling heights 0, 72. Switch to VTX mode by clicking the VTX
- button on the toolbar. Connect both Sectors together by dragging the vertices
- on top of one another. Remember to be careful and make sure that the vertices
- land on top of each other and not off to the side. If you make a mistake, you
- can drag the misplaced vertex on top of one of the adjacent vertices to
- eliminate it. This will minimize the chances of getting a "Sector not closed"
- error. Usually if I have to do this, I'll immediately "Save the map for play".
- This way if there's a problem, you'll find out right away and not spend a lot
- of time adding to your map only to have it crash. My normal procedure is to
- save the map and test play it after I add any kind of structure. Most WAD
- files that I've made, I must have played 50 or 60 times, before deciding that
- everything was OK. If you get into the habit of doing this, it will save you
- time and grief later on.
-
- You can add and connect as many overhang Sectors to the main room
- Sector as you like. If you set all your floor/ceiling heights prior to
- inserting the Sectors and stick to them, DoomED will automatically set the
- correct SideDefs. Once you connect Sectors with different floor/ceiling
- heights, DoomED decides which SideDefs to set for the different parts of the
- wall that can be seen. This is one of DoomED's strong points, use it to your
- advantage. It will not only save you time, but also minimizes the chance of
- errors.
-
- Not everything you build will look right. Eventually, you'll have to
- edit the SideDefs manually. This is why you need to understand SideDefs and
- how they work. Remember that lines in DOOM are really planes. These planes are
- 90 degrees to the floor or your line of sight as you play the game. And lines
- have 3 parts. For example, if you have a corridor that leads out of a room and
- the corridor has a step and a lower ceiling than the room it's going away
- from, then the 1st SideDef of the line needs to have a texture assigned to the
- step and the part of the wall above the opening. The open part of the
- corridor, which is the "Main" part in the SideDef dialog box, doesn't need a
- texture. This is assuming that the 1st SideDef is pointing into the larger
- room. The 2nd SideDef would have no texture defined for any part of the wall.
- This is because the "Main" part is transparent and you can walk through it.
- The above and below textures don't need to be assigned a texture because the
- 2nd SideDef is pointing away from the larger room and down the corridor and
- you can't see either parts of the walls looking from this direction. I know
- that this can be hard to visualize.
-
- Try drawing your Sectors on a piece of paper as if you where looking
- at them from the side. This might help you to visualize which parts of the
- wall need to have a texture assigned to them. SideDefs are one of those things
- that you either understand completely or not at all. There's not much middle
- ground when it comes to SideDefs. Having DoomED set the SideDefs automatically
- should help you see which part of the wall needs to have a texture. So, make
- some connected Sectors with different floor/ceiling heights, then look at the
- SideDefs for the lines. This helped me get the hang of them. Play around with
- the SideDefs on practice WADs until you have a good feel for them. It takes
- practice to get good at setting them correctly by hand. One day you'll be
- using DoomED and it will hit, "So, that's how they work". Keep at it and it
- will come to you. It just takes a little time.
-
- IV. Sectors Within Sectors
-
- When working with Sectors within Sectors you have to be careful. It's
- not hard to do something you shouldn't and crash the program. I know, I did
- it. One thing you shouldn't do is try to connect a Sector within a Sector to
- another Sector. This will cause problems. If you want connected Sectors within
- Sectors, you'll have to use the same procedure as you do to make stairs within
- Sectors. And that is to "wrap" the existing Sectors around the stair Sector.
- Like I said in the first tutorial, this is tricky and takes a few tries to get
- it right.
-
- One thing that you can do is make multiple Sectors within Sectors.
- This is how you make structures that look like fountains with short walls and
- nukage inside of them. One thing that you need to watch out for when working
- with Sectors within Sectors is to make sure that the individual Sector lines
- don't cross each other. They should look like squares, or whatever shape
- you're using, inside of squares with no crossing lines.
-
- You can achieve different looks by using Sectors within Sectors. Each
- Sector can have different floor/ceiling heights. You can have one Sector with
- the same floor height but with different ceiling heights. They can each have
- different lighting. All sorts of things.
-
- After the Sector within a Sector dialog box comes up and you've picked
- one of the options for either flush, raised or lowered, DoomED will use 8
- units for the amount that it will set the elevations to. This is in spite of
- the fact that you may have changed the floor/ceiling heights in the Style
- dialog box. So, if you want different elevations you'll have to change them
- manually in the Style dialog box after inserting the Sectors. I would also
- suggest that you keep the orientation the same when changing elevations.
- What I mean is whether they're raised or lowered. This way you won't have to
- change the SideDefs.
-
- V. Textures and the Tiling Effect
-
- When designing floors, you have to pay particular attention to which
- textures you're using and where they are going. The most obvious places are
- doors and switches. You might not want 2 switches tiled on top of each other.
- And having 2 bigdoors tiled on top of each other just doesn't look right to
- me.
-
- To get around this, you have to setup your floor/ceiling heights to
- match the size of the textures that you want to use. For example, if you want
- to use the texture SW1COMM, but don't want 2 switches on top of each other,
- then make your Sector 64 wide by 72 high. This is the same size as the texture
- itself. If you want to use this switch in a room with a ceiling height of 128
- or higher, then what you need to do is make another separate Sector off to the
- side with the correct floor/ceiling heights and connect it to the room with
- the higher ceiling. This way you won't get the tiling effect. What you end up
- with is a "pocket" in the wall where the switch is.
-
- This is the same way that you make doors with lower ceilings open into
- rooms with higher ceilings. In this case, though, you need to make a "dummy"
- Sector. What I mean is the corridor with the lower ceiling will need to have
- at least 3 connected Sectors with the same floor/ceiling heights before it
- opens into the room with the higher ceiling. The corridor Sector that connects
- to the higher ceiling room would be the "dummy" Sector. The next Sector in
- line would be the door. Then on the "dummy" Sector, you could make it look
- like a key door or something by changing the door jambs to the key door
- textures.
-
- Some wall textures also don't look right when tiled. Others, the
- tiling effect doesn't make much difference. You'll just have to experiment and
- judge for yourself whether they look good or not.
-
- The wall textures not only tile on top of each other but also side by
- side. For example, if you have a wall who's floor/ceiling heights are 0, 128
- and is 512 long, and you want to use the texture SP_DUDE1, which is a guy
- hanging on the wall, but you don't want a whole wall of them. What you can do
- is break the line of the wall in 2 or more places so you have 3 or more
- separate lines. Now, adjust the vertices to change the length of the lines to
- fit the texture which is 128 wide. You can look through the VIEWER to find out
- how big the wall textures are.
-
- One other thing that has to do with textures but not the tiling
- effect, is having the textures scroll horizontally. To get the walls to scroll
- you'll have to switch to LIN mode. Pick the line that you want to animate. In
- the LineDef dialog box, under ACTION, click the arrow in the top scrolling
- dialog box. This shows you all the Line Specials that DOOM can do. Pick the
- first one under NORMAL. The one that says "Animated wall- scrolls
- horizontally". That 's the only thing you have to do. Keep in mind that if you
- animate large areas with tall walls, the game can slow down.
-
- VI. Outside Areas
-
- Outside areas are easy to create. You make them just like inside
- areas. The only difference being, you use the sky texture. The sky textures
- are really cleverly tiled ceiling patterns. It only appears to be the sky.
- It's sort of like an optical illusion. You can see this by making a room with
- 2 separate Sectors. Make one Sector with the sky texture and the other Sector
- with any ceiling pattern. Now, save the map for play and play it.
-
- One of the things that you need to consider when making outside areas
- is the corridor that opens into the outside. I'll usually make this corridor
- lower than the outside so I can have a door header above the door. Or in
- others words, a part of the wall to assign a texture to. Otherwise, it will
- look strange.
-
- Normally, I make the ceiling height for an outside area at 128. This
- way, the walls are not too tall and you can see more of the sky pattern. Try
- different ceiling heights for your outside areas and you can see what I mean.
-
- Sky patterns don't have to be used only outside. You can use them for
- skylights or partial open roofs in rooms. There are sky patterns listed with
- the wall textures. You can assign them to walls. I wouldn't recommend using
- them for a whole wall, though. They'll tile like any other wall pattern. This
- can produce undesirable results. So, if you decide to use them for the walls,
- I would only use them for one wall panel. I've played WAD files where this
- looked good.
-
- Another thing about sky patterns that you need to know is that there
- are 3 sky patterns. Even though there is only one listed in the ceiling
- patterns. There's one for each episode. DOOM will automatically assign the
- correct sky patterns for the separate missions. Episode 1 uses white sky and
- white mountains. Episode 2 uses red sky and white mountains. Episode 3 uses
- red sky and red mountains. So, to have a red sky and red mountains, you'll
- have to save the map as "E3M1" or any mission on episode 3.
-
- By using the sky patterns around a Sector within a Sector, you can
- make it appear that a structure is free floating in the air and not connected
- to anything. This, of course is another optical illusion. The Sector within
- the Sector is really connected to the ceiling which is the sky pattern. But
- you can't tell by looking at it.
-
- To achieve this effect, insert a Sector with a floor/ceiling height
- of 0, 128. Assign the sky pattern to the ceiling. Now, insert a Sector within
- this Sector. Under the options make the ceiling lowered for the Sector within
- the Sector. You can make the floor raised if you like. Assign the ceiling of
- the Sector within the Sector to any texture except the sky texture. When you
- play the level, the Sector within the Sector should appear to be floating in
- midair.
-
- VII. Columns
-
- To make a column you can do this. Make a Sector with a floor/ceiling
- height of 0, 384. Make a Sector within this Sector. Make the floor/ceiling
- heights of this Sector 384, 512. This way, you create a "pocket" in the
- ceiling to put some kind of monster, like a Baron of Hell or an Eyeball. You
- have to make the "pocket" in the ceiling tall enough for the monster to fit.
- Otherwise, things might not work right. Now, you can assign the Platform that
- lowers the column when you cross a certain line.
-
- You can create columns that don't go into the ceiling the same way.
- Only adjust the floor/ceiling heights of the Sector within the Sector to a
- lower height. Then you can put whatever monster on top of the column you
- want. Provided that you leave enough room for him to stand. You can also
- assign the Attribute "Enemies can't cross" to the lines around the column.
- I've read where monsters will walk of the edge of columns and higher floor
- areas. But I've never assigned this Attribute in these areas, and haven't
- had a problem with this. In fact, I like being able to shoot the monsters and
- have them fall off the edge down to the floor. This looks way cool. Here
- again, it's up to you.
-
- VIII. Acknowledgments
-
- I'd like to thank my wife, Kathy. She took the kids to the movies, so I
- could do this addendum. I'd also like to thank Scott, 74221,620, for making
- me realize that the tutorial wasn't complete, and that I needed to add a few
- more things. Most of which are included here. Thanks to id for making DOOM.
- I'd like to thank Geoff Allan, creator and author of DoomED-The Real Thing.
- In fact, everyone who is reading this and using DoomED should thank him by
- registering DoomED. This will help insure updates to the program. After all,
- if we didn't have DoomED, we'd all probably be using DEU and DOS, instead
- of DoomED and Windows.
-
- You may do what you want with this file, except change my name for
- yours and say you wrote it. Other than that, feel free to excerpt any parts,
- copy it and distribute it to your friends, or whatever you wish.
-
- Again, if anyone finds any mistakes or omissions, please let me know.
- If anyone has suggestions or comments, let me know, also.
-
- David Bruni
- CIS 74353,357
- 6/20/94
-