Textures
Textures:
If you refer to the above images, you can look at those while I talk about how splitting walls is done. The images are to be followed left to right, top row and then bottom row. Here's how it's done: In image one you see that the room, the door, and the room after the door sectors are already established. Pull the ceiling sector down and the floor sector up in the door so that you can see the walls. Let's say you want to use texture #154 for the split door (lotag22). Apply the texture to the wall and then, in 3D mode, place the cursor on the top half of the door's wall and press the 2. This will split the top half of the wall from the bottom half. Depending on what you're doing in your map, the bottom half will either revert to the original texture used on that wall or change to the default texture. In image 5, middle image in the second row, has different texture applied to the bottom half of the wall. In this case, I used a texture that is in the art files which was made especially for completing this particular door texture. However, we could have applied the same texture to the bottom that we applied to the top (tile #154) and just used the f key on the bottom to flip the texture until it was flipped horizontally and vertically so that it meets with the top half in the middle. In any case, you now know how to split a wall texture.
Textures:

To have the door tiles act as the activating switch for the doors is easy but you need to use one of the special doortile(s). These tiles will behave like a switch when given a lotag. In the example on the right, the activators in the doors have a lotag of 6122. Thus, you would place the cursor on each section of the curved doors in 3D mode, press and hold the ' key and press t. You would then enter 6122 for the wall lotag. It's that simple. In the E2L2 example shown on the right, DOORTILE18 (tile# 447) was used.
Some other special door tiles are: (listed here by tile number) #150 through 159, 447-449, 717, 1102, 1144, 1169, 1178, and 1179 (v1.3 Duke3D). These special textures have names such as DOORTILE## with a number tagged on it. The door tile number does not match the tile number. For instance, the door tile in the E2L2 example is named, DOORTILE18 but its tile number is listed as 447.
If you cannot see the names of these tiles when you are selecting tiles in Build, make sure that the names.h file does not have the Read-Only attribute. Just right click on names.h and choose properties. If there is a check mark in the read-only box, remove it and you will then see the names in Build when viewing the tiles.
Giving these special tiles a hitag will give the switch a different sound. Another special tile is the mirror texture; you give this texture a sound, in this case, Duke talking, by giving this masked wall a lotag of 252.
notes Very important and useful: To keep a wall from taking part in a lighting effect, you give the wall a hitag of 1. Most often this tag is used on a wall of a door when implementing the lotag8 sector effector to keep it from lighting up. I have also used this tag on walls for ceiling blow outs. This keeps them, (I don't usually tag every wall in a ceiling blow out effect), from lighting up. Some times, I don't want all the walls in a ceiling blow out effect to take part in the lighting. Say, I've chosen the light direction to be coming in on an angle, then, on one side of this effect, I would not want the lighting that is all part of the over all effect.
Another useful tip: Let's say that the floor texture I've chosen isn't one that lights up very brightly even on top visibility. Now, suppose that the textures I want for the walls of the ceiling blow out effect just happen to be textures that do light up very brightly. Then, I might implement something like giving the walls of the ceiling blow out a hitag of 1 and individually set the shade of each wall.
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