Sectors: circular sectors
· more on circular sectors: copying / moving complex structures · convex doors: special door tiles / wall lotags / examples · making convex doors: step by step · notes on convex doors Convex doors: special door tiles / wall lotags / examples
These special door tile textures have an added feature over other tiles: these tiles will act as a switch when given a lotag. The activator sprites placed in the door sectors will be activated by the wall lotags of those doors. Examining the Convex Doors in E2L2 To check out these doors without extracting all the maps, at the Duke3d prompt type: build e2l2 Switch to 2d mode, hold down the right mouse button and move the mouse. Watch the numbers in the bottom left corner of the screen. When the x-coordinate=36000 and the y-coordinate=-13000 (the first three digits of both the x and y are what will help you find the armory) you should be in the vicinity of the curved doors, the armory seen in the above screen capture. As in any rotating effect (curved doors are not completely rotating but the set up is pretty much the same), the central sprite has a lotag of 1 and a unique hitag: in this case, hitag 6124 and its tail is positioned facing North. The sprites for rotation in these doors have the same unique hitag, 6124, but a lotag of zero and their tails point South. (Activators used in the doors should point in the same direction as the central sprite: North). note: One interesting thing about these pair of doors is that one of the sprites has a hitag of 6125; I don't know why. In any similar effect, the sprites for the rotation all have the same unique hitag. I changed this oddity to 6124 like the others and it made no difference to the effect. Since I have never seen this before in other similar effects, I suggest you give all the sprites used for the rotation the same hitags. (Just check out the curved doors in E2L5 and you will see that all the rotation sprites have the same unique hitag, 79). Convex doors: special door tiles / wall lotags / examples
The only difference in this semi rotational effect (that is, one door rotates to the left and one door to the right), is that the sprite in the left door (that is to your left as you stand in front of the doors in 3d mode), needs to have its palette changed to 2. Hold the cursor on it (in 3d mode), press and hold the Alt key, press the p key and enter the number 2 for the palette. If you want to add gspeed sprites, that's up to you. Add music sprites if you wish. Do all the sprite work and test the doors before pulling the floor of the door sectors up to the ceiling. Once the doors are operating properly, pull the floor of both door sectors up to meet the ceiling. notes
Door tile lotags: making the tile behave as a switch
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 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.
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