This site is your new best friend, it has pretty much everything you want to know from basics keys to advanced stuff.
http://infosuite.duke4.net/
However this site does not talk about EDuke32 and Mapster32 specific stuff, some of which can be very helpful and make your mapping faster and easier. For that you'll have to check EDuke32's wikia. But you should check the infosuite first.
PsychoGoatee, on 01 August 2015 - 10:36 PM, said:
Question number one. How do I make a door? And what is tagging and why do I need to do some sort of tagging stuff to make a door work? I read the thing on the faq but it did not click for me.
The more possibilities the game has, the more complicated the mapping system becomes. Doom's door system is very simple, you just tell this sector is a "door going up", and whether it's activated by the use key or a switch. it's simple because you have little freedom on what type of door you can build and on how the door acts.
In DN3D you can choose the type of door (swing door, doom door going up or down, slide door, split door and all other kind of other special doors), you can also choose the speed of the door, you can choose whether there is auto close and the speed of that autoclose, you can choose whether the door is locked and how it's locked and how it opens (key, switch, touchplate, etc) and whether or not this unlocking just "unlocks" the door or even opens it, you can choose the sounds of the door (in plurial, one for opening, one for closing), etc
This is what tagging is for, so you can choose between all these possibilities and the game knows what you want.
Tags:
http://infosuite.duk...age=basics_tags
Swing doors (it's the same whether you want one or two doors working together)
http://infosuite.duk...page=ae_doors_c
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the sprite. It's in the always face you mode, I forget what makes a sprite not do that.
press the R key to cycle through sprite modes
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I do know how to make sprites either on a wall or in the middle of the room, in 3d mode.
I'm pretty sure Mapster32 has a key that lets you move sprites around in 3D mode but I forgot. I move them in 2D modes myself because it's easier to tell where a sprite is "precisely" in 2D mode, and cycle from the grid sizes if needed (with G), or even unlock the grid if needed with L.
Would you want to stick a sprite against a wall in 3D mode, you press O. Remember the sprite will stick to the wall behind itself so you may need to rotate the sprite with , or .
all the keys
http://wiki.eduke32....yboard_Commands
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Is there a way to apply a texture to a sector wall in 2D mode? If not, how do I select the invisible untextured sector I've created inside my room in 3d mode? The only way I've figured out how to find a square I made in a room is by lowering the floor so that the square of the other sector raises or lowers relative to the floor. Making a thin closed rectangle in 2D mode to be the wall between my two rooms just makes an invisible thingy I don't know how to select in 3D mode. Since the pointer just selects what it sees.
you want to use 3D mode to set textures. Not sure what you mean with the rest of the paragraph.
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This bit from the eduke32 faq:
[
"NOTE NEW SYSTEM: (Still read the rest of the information as it's completely valid, the following describes a method of making tagging MUCH easier) A new smart tagging system has been implemented in eduke32 (for the 'pairing' of effects and sprites together). In addition to tagging with numbers, you can now tag with letters as well. This means if you give say a sector effector a hitag of "door1" (you can use any name) the engine automatically assigns the SE an unused hi-tag. If you then type "door1" on a switch, it assigns an identical number. Note numbers can still be used just as before.
This has 3 benefits. Firstly, it means you don't have to remember numbers when linking effects together, you can remember them by an appropriate name, which is FAR easier. Secondly, if you stick with the smart tagging system, you'll never use a number that has already been taken, which means you won't accidentally link 2 effects together which shouldn't be linked, and you don't have to keep track of which numbers you've used as was previously necessary. Lastly, while most effects use the hitag to pair up, some effects use the lotag instead, and remembering which is which used to be a hassle. Now, however, the smart tagging system knows which tag an effect uses, and will only assign words to that tag."]
My mind melted when I read it, but I gather if I somehow come to understand this it'll be easier to make multiple doors? Can't there just be a door button that makes a working door?
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
I just want to make a swinging door in a hallway rooms kind of indoor level. And with a bit of wall to the left and right of the door.
I've never used this but afaik
you need to associate a letter to a special tag. So you need to be able to use the tags in order to use it, it 's just a system that makes it faster to use tags once you know how to use them, and if you take the time to assoicate tags to letters.
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So there's the door thing and issues related to it, and here's my second question. How do I just put a new sprite in the level without it first being the sprite I made most recently? And how do I make it come out as it's default size? I point somewhere on the floor and press S and it pastes the last thing I made, say a pot. If I resize the pot to make it huge, the next thing I make is also huge. Then I press down and left on the keypad to shrink the next thing horizontally and vertically to about what I think is right. By the way, is there a way to shrink something both horizontally/vertically, keeping it's proportions? Well that's more questions, but it ties into the question of how to just make something it's default size, if the last thing I pasted was something I messed with size wise.
It looks like you have your last sprite in memory. In mapster32 on the top left of the screen you should see the "clipboard" part. This tells you what sprite you have in memory, when you press TAB on a sprite it will be in the memory and each new sprite will be the same. This is used to make sprite copying easier, and you can use to copy textures too.
Press TAB on a random texture (a wall or a floor/ceiling) and this will clear your sprite memory and now by default when you make a sprite, the most used sprite of your map will pop up.
There is a key to get sprites back to default size, you should be able to find in the list above.