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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.



Let me begin with an unknown trick, published by me on the Doom Legacy forum some times ago, which lets you put
 More than one line for the automap

More than one line for the automapThe 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*


You have just to put as many lines as you want and to count the number of characters, without taking account of the Break of line.


Wire fence for a door   Download the example here: Click here to download

Moving fence

On the next picture (right click on it and "Save it as..."), all is well explained to let you build the fence, so that you'll be able to build a door like you can see it on the picture on the right...

 Up & down hemi fence  Download the example here: Click here to download



 The Editor grid line

Sometimes, we have a surprise...


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.

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