How to...
Jive's tutorial
There is a lot of tricks not well known to make some
awesome creations, like a wire fence acting like a door, or a movable
hemi fence. And I didn't see a lot of maps using
Legacy features, thus they are pretty nice. So, here is a tutorial
explaining how to obtain some of these effects.
You are free to reuse any part of it
for your own wads. I just ask to you to put a small comment in your
text file to give back to Cesar what's belongs to Cesar...
Subjects
of this present tutorial:
- More than one line for the automap
- Wire fence for a door
- Up & down hemi fence
- The Editor grid line
... more
to come, particulary about Fragglescript, dehacked tricks, and
OpenGl lightings.
The maximum
number of characters for a line is 42 (for Legacy),
and
you can
write only one line... Only one? Are you so sure?
Do
have a
look at this screenshot: you have 3 lines!!!
I
made it in
the deh file for Stone Stratagems (by Zeratull):
Text 24 40
level 10: refueling baseStone
Fortress *Final Doom - TNT: Map10*
Text 29 89
level 11: 'o' of destruction!11:
The
Barrier
Stone Stratagems v1. Music: Doom
2,
Map28
Author: Zeratul 982. Dated 2001
Text 21 40
level 12: the
factoryMap 12: Marble Fortress *Requiem: Map05*




| I'm pretty sure that you think:
"What's that bug?!?" And... How to solve it? Very simply!!! In fact, it's the result of the unrespect of the Editor Grid Line (EGL): you must move, when this graphical bug appears, the vertices of the concerned sector on the intersections of the EGL, and, like you can see when you put the cursor of your mouse on the picture, the room don't appear anymore like if it was seen through the sky. Don't think that the faultive sector was the triangle: it was one of the vertices of the wall with the trigger picture which was out of the EGL!!! You can use, pretty all the time, vertices distant of 1 pixel from the next one, but, if such a bug appears, move it to the next pixel, and all will be fine. More explanations, and everything you need to know about ZenNode and how to build nodes to avoid holes in textures (and most of the usual graphical bugs), here: Infos |
You think it is too hard, or you don't obtain the expected result?
send me the wad, and try to explain where is the problem.
I'll correct it and I'll send it back.