Diving Water Pool



This is a tutorial to teach you how to create a diving water pool. You are able to dive down below it's surface. To view this map in Shadow Warrior download water2.zip




Fig 1. 2D mode view of both water sectors.

1. Create a surface water pool as discribed in the Basic Water Pool tutorial. In 2D mode (numeric pad Enter), create the EXACT same shape and size sector as your surface water pool off to one side of your map using the Space Bar to create it. This newly created sector will be the underwater section of the water. For convenience sake let's call the surface water pool sector A and the underwater pool sector B.

2. It is very important to have standard practices when creating maps. Although, it is not required (in this case) to have the CEILING (water tile) Z-coordinates in sector B the same as the FLOOR (water tile) Z-coordinates in sector A it is a very good habit to have. However, if you are planning to have a Room Over Room (see through the surface of the water) situation here it you MUST have them the same (actually overlapping a bit). To find out the Z-coordinates of a sector go to 2D mode (numeric pad Enter) and place the cursor inside the sector. Press the TAB key and you can read the Z-coordinates under the FLOORS or CEILINGS columns. In my WATER2.MAP the Z-coordinate for sector A floor is 10240 and the Z-coordinate for sector B ceiling is 10240.


Fig 2. Underwater sector 3D mode view.

3. Inside sector B (underwater sector), go to 3D mode (numeric pad Enter) and move the height of the ceiling to match the height of the floor in sector A. You will have to go back and forth between 2D and 3D modes to check the Z-corrdinates. Of course, you will have to lower the floor of sector B if the ceiling has to come down farther than it. Ok, now lower the floor of sector B to the depth you want. Insert the textures that you want to use and give all of the textures in your water sector a pallete value (Alt-P) of 8 while in 3D mode. It is a good ideal to give the same palette value to any items, plants, rocks, etc... that you place in this sector too.


Fig 3. Inserting ST1 sprites in the surface water sector.

4. In 2D mode, insert the two ST1 sprites (picnum 2307) in the water sector A as we did in the Basic Water Pool Tutorial. This time though assign the SECT_SINK a LowTag of 40 instead of 30. Now, insert a third ST1 sprites as shown. Give it a HiTag (Alt-H) value of 7 (SECT_DIVE_AREA) and a matching LoTag (Alt-T) of 1 (in our case for our first tag in this map).


Fig 4. Inserting ST1 sprite in the underwater sector.

5. In 2D mode, insert a ST1 sprite (picnum 2307) in the water sector B in the same grid position has we placed the SECT_DIVE_AREA sprite in sector A. Give it a HiTag (Alt-H) value of 8 (SECT_UNDERWATER) and a matching LoTag (Alt-T) of 1 (in our case).




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