This is the basic tutorial to teach you how to create a single sliding door that opens to the east (right) and closes to the west (left). To view this map in Shadow Warrior download door3.zip
![]() Fig 1. 2D view of archway. |
1. First create two rooms with an archway. Make the room heights at least 128 pixels height, and the archway 112 pixels high. When making the archway press "G" (2D mode) once from the default grid size. Make the archway 3 grid squares deep and 8 grid squares wide.
![]() Fig 2. Insert two vertices. |
2. The actual sliding door is not a sector, but part of the solid (one sided) east wall in the archway. All we want to do is to insert vertices on this east wall in a precise order as to stretch out this wall. Press "G" (2D mode) again and insert vertice 1 and 2 as shown.
![]() Fig 3. Insert next two vertices. |
3. Use the mouse to move vertice 1 to the left and up one. Move vertice 2 to the right and up two. Now insert vertices 3 and 4.
![]() Fig 4. Positioning vertices. |
4. Move vertices 4 and 3 to the left as shown.
![]() Fig 5. Positioning vertices. |
5. Move vertices 1 and 2 to the down as shown. This completes one side of our door. Now let's do the other side.
![]() Fig 6. Insert two more vertices. |
6. Insert two new vertices 5 and 6.
![]() Fig 7. Insert two more vertices. |
7. As before, move vertices 5 and 6 to the places shown. Now, insert two new vertices 7 and 8 in the positions shown.
![]() Fig 8. Position vertices. |
8. Position vertices 7 and 8 as shown.
![]() Fig 9. Position vertices. |
9. Move vertices 5 and 6 up to the positions shown.
![]() Fig 10. Tag the wall. |
10. This is important. You need to tag the line between vertices 1 and 5. Place the cursor
just to the left (in this case) of the line and press Alt-T. Enter the value 221 and press
Enter. Now, enter your tag you want for this door. You can press F5 to see what your next
unused tag is. In our case we will use 1. So, press Alt-H and enter 1 then press enter. You
will notice a small red box with your values on the line. The tag value of 221 is for a
door to open to the east (right). A value of 220 will open a door to the west (left), 222
to open a door to the north (up), and 223 to open a door to the south (down). Of course the
door would have to be designed in the correct direction for it to work.
![]() Fig 11. Insert ST1 sprites. |
11. Move vertices 1 and 5 to the west (left) wall of the archway sector. Remember, the door is not a sector it is the eastern wall stretched out into the archway sector. Do not place any sprites inside the door area. Any sprites that you want to control the door will be placed in the archway sector. Insert two ST1 sprites (picnum 2307) somewhere in the archway sector.
12. Referring to the SPRITAGS.TXT file go to Hitag 145 (SECT_SLIDOR). Place the cursor on a ST1 sprite in 2D mode and hit Alt-H. Now enter 145 Enter. We need a low matching tag for our door, sounds, and anything else that we want connect to this door operation. In our case it is still 1. Press Alt-T and enter 1 Enter. There are TAG# and BOOL# numbers that need to address for your door to work at all. This you can see in the SPRITAGS.TXT. To change the values of TAG# place the mouse cursor on the sprite (2D mode). Next, you press and hold the ' (under the ") key and the number you need to address. To change TAG3, press ' and 3 then enter the value and press Enter.
Ok, now for the BOOL#. To enter a BOOL# you need to press ; and number. The number can only be a 1 or 0 nothing else.
13. Go to the other ST1 sprite and give it a Hitag of 134 (sound spot) and the same Low tag of 1. Give TAG4 = 171 (the sound). No BOOL# need to be changed.
![]() Fig 12. 3D view of door. |
14. All that you need to do now is just add the textures and shading (+ and - numeric pad keys) you want. Picnum 144 is a good one for this door. Use the numeric pad to stretch or shrink any tiles (2, 4, 6, and 8). To move (realign) a tile use the Shift key and (2, 4, 6, and 8).