Beginner Basics



How do I run Build?


The Build program is located on your Duke3d CD. Change to the goodies\build directory, and copy all of the files located there to your hard drive, where the game was installed.

copy d:\goodies\build\*.* c:\duke3d



Run Build.exe and you're in! If you have problems with starting Build, there is a setup program which will allow you to change video settings (and other things, but video is the only thing that actually is useful.) Run Bsetup.exe if you have problems getting into Build. From Bsetup, select Graphics Mode from the main menu. You will see a listing of supported video modes. The VESA 1.2/2.0 mode is for video boards which support VESA standards. If you have problems with this mode, try changing to "Screen Buffer mode - Standard VGA at 320x200." The settings you make in Bsetup will apply to EditArt as well, so if you have problems in EditArt, return to Bsetup and try changing to the generic video driver.

I'm in! What do I do now?


The mouse is your life and death with Build. You can't do anything except look around without a mouse. When Build first starts, it will load the default map, or NEWBOARD.MAP. If this map does not exist (as it won't the very first time you run Build), you will start out in 2d mode with a little white arrow, a red cursor, and lots of grid lines. The red cursor is your mouse position. The white arrow is your "virtual" location when you switch to 3d mode. More on 2d vs 3d mode coming up. The grid is for lining up the sprites, walls, sectors, etc. of your level.


If NEWBOARD.MAP had existed, you would have started out in 3d mode. 3d mode is an incredibly powerful tool for Building your level. If you had started in 3d mode, you would have a white cursor while in a game-type mode. To switch between 3d and 2d mode, use the keypad ENTER key. Switch to 2d mode if you're not already, and hit [ESC]. This will bring up the File and Exit menu. Your options are [N]ew, [L]oad, [S]ave, save [A]s, and [Q]uit. Hit [N] to start a new map, and hit [Y] when it asks "Are you sure you want to start a new map?" You should now have a completely clean slate.

What's the difference between 2d and 3d mode?


2d mode is where you will create, move, delete, insert, and join Sectors and Vertices. None of these things can be done in 3d mode. Sectors are the actual rooms which Duke can walk in. Vertices are simply the points at which the walls of a Sector start and end. 3d mode is where you will change tiles (artwork), shading, and alter sector heights. None of these things can be done in 2d mode. If you want to make a table in the middle of the room, you would create the sector in 2d mode, then raise the floor in 3d mode. There are things you can do in both modes, such as insert/delete sprites (individual pieces of artwork, aliens, or actors,) and change hitags/lotags. Which mode you use to do these things is simply a matter of preference. You will find that there are certain spots where you can't insert a sprite within 3d mode, but can in 2d mode, and vice-versa. This is why they allowed this function in both modes.

Let's make something!


By now you should be itching to start Building. If you followed the steps outlined in "What do I do now?" you should be in 2d mode, with a red crosshair, white arrow, and lots of grid lines. Move the crosshair to the edges of the screen and all around the border. You'll notice the space you can move the crosshair is not very large. This is because the white arrow is where the screen border is drawn around. To move the white arrow to a new location, hold down the Right-mouse button and drag the arrow to a new spot. This is how you can move to new spots of the map. Use the [A] and [Z] keys to zoom in and out on the map.

With the crosshair in the desired position, press the Spacebar to begin drawing your first sector. A vertice will plant itself on the grid coordinates where the crosshair is located. Move the crosshair to any other location. You'll notice a line extending from the first vertice to your crosshair will appear. Move the crosshair to the next location and hit the Spacebar again. Another vertice will plant itself. Move in a square-like fashion and insert two more vertices. After you have four vertices planted, you need to close the sector by moving the crosshair over the very first point again and hitting the Spacebar. If the sector was completed successfully, the line coming off the crosshair will disappear.



Changing tiles


Your very first sector is now complete! Let's move to 3d mode and change some of the tiles. In order to change to 3d mode, the white arrow must be in valid player space. Valid player space is inside any sector. Move the crosshair inside the sector you just created and click the Right-mouse button to move the white arrow to that spot. Hit the keypad ENTER key to switch over to 3d mode. You should be in a square, bland room with that very ugly olive-green floorboard all over the place.



Point the white crosshair at one of the walls and hit the [V] key. This will bring you into the tile summary screen of your map. You'll only see a single tile at this screen, because it's the only tile you're using. Hit [V] again to jump to the entire tile display.



Use the arrow keys of the keypad to select a tile. Notice that as you move around between tiles, the lower left-hand corner will display the tile number, and the lower right-hand corner will display the tile name, if there is one. You can use the PgUp and PgDn keys here to jump a screen at a time. Pick a nice looking tile and hit the regular ENTER key to select it. If you choose not to select a tile, use the [ESC] key to back out. Once you select a tile, it will bring you back into 3d mode. A very handy feature with Build is the ability to copy tiles. Point at the wall you just changed tiles for and hit the [TAB] key. The tile for that wall will be copied into the Build "clipboard". Point at another wall, then hit the regular ENTER key. Voila, that wall will change tiles. Very neat :)

Splitting a sector


There are many times when you'll want to add an internal sector that shares a wall with its parent. Say you've made a long hallway, and now you want to make it into a set of stairs. You should split the sector X amount of times to create the stairs. To split a sector, you must insert, or use, two vertices where you'd like to split the sector. Let's split our square sector into two halves. We'd like to split it down the middle, but there are no vertices on either the top or bottom white lines. Point the crosshair at the middle of the top white line at hit the [Insert] key. Do the same on the bottom white line. Point at either of the two newly created vertices and hit the Spacebar. Point at the other vertice and hit the Spacebar again. The sector is now split.



Creating an Island Sector


Let's make an island sector within the left half of our first square sector.

Hitags and Lotags


Hitags and Lotags are used by the game to assign special effects, connect switches to doors, link multiple doors to open at the same time, specify a sound to play, and many other game effects. Hitag and Lotag uses vary according to what they're applied to. Switches and Activators with identical lotags are linked, so that when the switch is flipped, the special effect is started. The most important thing you must know about hitags and lotags is that you should keep track of which numbers you've assigned to common effects. If you use number 3 as the hitag for a swinging door, then use that number again for another door, or other effect, the two would be linked. You could end up having a door open up when a lightswitch is flipped, or a Touchplate sprite on one end of your level trigger an explosion somewhere completely different; definitely not something you'd expect to happen :). These duplications can be hard to debug, as there is no way to find a tag without manually searching the entire map.

To set hitags and lotags, use this table to determine the keyboard command:
Edit ModeObjectHitagLotag
3dSprites, Sectors, and Walls['] [H]['] [T]
2dSprites, Sectors, and Walls[ALT] [H][ALT] [T]


Sector Effectors


Sector Effectors are used to create a variety of effects in the game. Sector Effectors can be used to make Earthquakes, Subways, Light Switches, Sliding Doors, and many other neat effects. Now that you know what Sector Effectors are used for, how do you place them into your level? Sector Effectors are simply sprites, tile #1.


How can a single sprite create Earthquakes, Sliding Doors, and all of those other effects? By changing its hitag and lotag. Each of the different effects is assigned a unique number by the game engine. For instance, Earthquakes are lotag number 2. Sliding Doors are lotag number 15. You can have separate Sliding Doors throughout your level, so how does the game tell each apart? By using unique hitags. You can have two doors open at the same time, like a double door, by assigning each the same hitag.
Some Sector Effectors have other attributes which the game uses to define a special effect. Shade values, angle values, and palette values to change how the effect works. Browse the Sector Effector Reference Guide and look through all of the different effects. There are many, many things you can do with just this one sprite. Many of the Sector Effectors require special Sector Tags to work as well, so let's cover them now.

Sector Tags


Sector

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Copyright ©1996 Tyler Matthews, All Rights reserved.
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