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Old 07-19-2006, 10:29 AM   #1
fiercedeity9

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Smirk Deleting walls...
How? My first map is a maze and I keep going wrong.. How do I delete walls, not sectors?
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Old 07-19-2006, 11:21 AM   #2
oak man

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Re: Deleting walls...
Right ctrl + Delete ,and then delete it like you would a sector
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Old 07-19-2006, 11:27 AM   #3
fiercedeity9

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Re: Deleting walls...
Ahh! Thank you!
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Old 07-19-2006, 11:36 AM   #4
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Re: Deleting walls...
Quote:
Originally Posted by oak man
Right ctrl + Delete ,and then delete it like you would a sector
?????
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Old 07-19-2006, 12:04 PM   #5
fiercedeity9

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Re: Deleting walls...
Wait.. oakman you lied! Anyway, that deletes sectors not walls. Tell me the right infomation please.
Last edited by fiercedeity9; 07-19-2006 at 12:08 PM.
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Old 07-19-2006, 12:08 PM   #6
TerminX

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Re: Deleting walls...
If you want to delete a wall, just drag the points together. Take care not to remove any sectors in this manner, or you will corrupt your map.

For example, if you have a couple of walls that looks like this (assume A, B and C are all wall points):

A------B------C

All you need to do is drag point B so that it is on top of point A, like so:

B-------------C

At this point, your two walls with 3 points is now one wall with 2 points.
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Old 07-19-2006, 12:10 PM   #7
fiercedeity9

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Re: Deleting walls...
Thats deleting points.. Anyway. The wall I need to delete is like this:


.------
l <-- delete this wall.
.------

--- = walls

. = vertices
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Old 07-19-2006, 12:14 PM   #8
Geoffrey
Re: Deleting walls...
You want to have a hole that leads to nothing?
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Old 07-19-2006, 12:14 PM   #9
TerminX

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Re: Deleting walls...
Uh, yeah, but a wall is just the area between two points. In this case, you'd drag the points together in the same fashion as I described and you'd end up with something that looks like half of a triangle.
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Old 07-19-2006, 12:15 PM   #10
fiercedeity9

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Re: Deleting walls...
I need to get rid of that wall entirely =| I tried making it into a sector but that didn't work.. Anyway, I need it to look like this:

.----
<--- empty
.----
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Old 07-19-2006, 12:58 PM   #11
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Duke Nukem Re: Deleting walls...
<ahem> What do you intend to put there instead of a wall, fiercedeity9?
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Old 07-19-2006, 01:05 PM   #12
fiercedeity9

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Re: Deleting walls...
Nothing... I made a mistake with my maze and I need to carry on..
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Old 07-20-2006, 10:01 PM   #13
Ding Bat

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Goofy Re: Deleting walls...
Quote:
Originally Posted by fiercedeity9
Nothing... I made a mistake with my maze and I need to carry on..
Is there another sector on the other side of the wall now.? From what i see, the opening does go to another sector!
In that case, make your sector and with the cursor in sector 1 press 'J', then put the cursor in sector 2 and press 'J' again to make one sector out of the two. Or maybe i'm just full of sh*t.
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Old 07-21-2006, 09:00 AM   #14
fiercedeity9

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Re: Deleting walls...
I tried that already... It didn't work I can't believe BUILD doesn't have a delete wall feature! If the level designers for DN3D made a mistake with a sector, wouldn't they have to start again?
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Old 07-21-2006, 09:09 AM   #15
TerminX

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Re: Deleting walls...
You really don't seem to understand how Build works...
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Old 07-21-2006, 11:42 AM   #16
fiercedeity9

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Re: Deleting walls...
Nope, I only know the commands/how to build rooms/sectors. I don't understand how it's programmed.
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Old 07-21-2006, 02:31 PM   #17
oak man

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Re: Deleting walls...
Quote:
Originally Posted by fiercedeity9
Wait.. oakman you lied! Anyway, that deletes sectors not walls. Tell me the right infomation please.
Oops. sorry, oh well at least you know how to delete sectors.
BTW Build is the easiest level designer ever you'll get the hang of it
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Old 07-22-2006, 12:25 AM   #18
Ding Bat

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Re: Deleting walls...
Quote:
Originally Posted by fiercedeity9
Nope, I only know the commands/how to build rooms/sectors. I don't understand how it's programmed.
I suggest you read the BuildHlp.exe file, the FAQ that comes with Duke3d.
Also go here http://rtcm.thecomitatus.com/ for more Build info, becuse as TX said you really don't understand Build.
There's another site, but i can't think of it off hand.
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Old 07-22-2006, 01:35 AM   #19
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Re: Deleting walls...

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Old 07-22-2006, 02:59 AM   #20
fiercedeity9

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Re: Deleting walls...
Ah! An open sector... When I tried joining the sectors a while ago, nothing happened.


.=======.
=--------=
=--------= <--- Let's call this 'Sector 1'
=--------=
=--------=
.=======.
=--------=
=--------= <--- Let's call this 'Sector 2'
=--------=
=--------=
=--------=
=-------=

= - Walls.

. = Vertices.


I pressed the 'J' key in Sector 1 then pressed it again in 'Sector 2' but the wall that divided the sectors didn't turn red.

I have read Jonah Bishop's Map FAQ. And I use that to help me.

I already knew how to edit sectors...I finished my first map... I understand Hitags and Lotags, what sprites do what. I know how to make doors, enemys, masked walls and other things. What I don't understand is how BUILD's programmed.
Last edited by fiercedeity9; 07-22-2006 at 03:21 AM.
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Old 07-27-2006, 02:32 AM   #21
DavoX

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Re: Deleting walls...
They won't "join" in the way you think... they'll share properties that's all.

Just try adding vertices with the Insert button and then join vertices with two space taps.
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Old 07-27-2006, 03:58 AM   #22
fiercedeity9

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A new problem.
I solved this problem ages ago.. I just put the vertices on top of each other and re-did the sector and joined it. My maps coming along quite nicely at the moment. I have finished an underwater section and have the start and end of the level finished. Now there's just one question for me to ask.

I put all my levels into a folder called '--pAuL's levels--' Now at the end of each level I want to link the levels together.

E.g. Level 1 - Secret Exit - Bonus level, Level 1 - Regular Exit - Level 2. I tried this before.

Secret exit: Lotag equals the level you wish to visit next. Change palette value to 14.

Regular exit: Lotag = 65535, 37637 and 65534 to proceed.

How do I actually tell the map that It's level 2 or It's the bonus level (map 5 & 6 in this case) I renamed the file 01-XXXX, 02-XXXX, 05-XXXX and 06-XXXX (X being the name of the level). When I tried to end the level with a Secret Exit It took me to the bonus level 'The Launch Facility' I take It if you load the map via User Maps It doesn't work? Would I have to make my own episode? Help will be appreciated.
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Old 07-27-2006, 05:04 AM   #23
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Re: A new problem.
Quote:
Originally Posted by fiercedeity9
How do I actually tell the map that It's level 2 or It's the bonus level (map 5 & 6 in this case) I renamed the file 01-XXXX, 02-XXXX, 05-XXXX and 06-XXXX (X being the name of the level). When I tried to end the level with a Secret Exit It took me to the bonus level 'The Launch Facility' I take It if you load the map via User Maps It doesn't work? Would I have to make my own episode? Help will be appreciated.
That requires a CON edit, specifically USER.CON.
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Old 07-28-2006, 01:57 AM   #24
fiercedeity9

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Re: Deleting walls...
Ok, thanks. Is there a .CON editing guide anywhere?
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Old 07-28-2006, 02:35 AM   #25
oak man

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Question Re: Deleting walls...
hey um could you post screens of your map? I'm curiouse
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Old 07-28-2006, 08:27 AM   #26
fiercedeity9

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Re: Deleting walls...
I can't sorry.. In the Map Faq. It says the first maps are crap and shouldn't be released. And guess what? Mine's pretty crap I'm gonna keep working on it. When I learn a lot more I'll go back, do some heavy editing and hopefully release it as an episode (if I get a .CON editing guide.)
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Old 07-28-2006, 06:30 PM   #27
Hendricks266

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Re: Deleting walls...
For General CON Editing: ConFAQ 4.2 by Jonah Bishop (with some edits from other people)

For EDuke32: EDukeWiki
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Old 07-29-2006, 01:27 AM   #28
fiercedeity9

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Re: Deleting walls...
Thank you

EDIT: Editing the .CON is quite easy. I have renamed the epsiode I want to change, put in my custom maps and I just need to work on some more things. Is the 'ATOMIC' logo a bitmap? You know, at the start of Duke Nukem 3D: Atomic Edition, the Atmoic logo flies onto the Duke Nukem 3D logo. Where are the MID's located? I have checked the disc and my Duke3D directory.
Last edited by fiercedeity9; 07-29-2006 at 02:14 AM.
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Old 07-29-2006, 05:55 AM   #29
Geoffrey
Re: Deleting walls...
The atomic logo isn't a tile but an animation. There IS a program that can unpack the animation into pcx files, but I don't remember if it's official (and located on your Duke cd) or not.

And the midi's are (apart from the music dir on your cd, if I'm not mistaken) included in your grp file (duke3d.grp). Extract them with kextract.exe (located on your cd) by typing kextract duke3d.grp *.mid (meaning every file with the .mid extension) in your dos prompt. (or use some fancy grp editor but I'm doing fine without one, thank you )
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Old 07-29-2006, 12:12 PM   #30
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Re: Deleting walls...
I used Kextract to extract some of the Duke3D levels. I wanted to see how they were mapped Hope It's not illegal. Anyway, I'll have a look around to see how I can add my own replacement for the 'Atomic' symbol.
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Old 07-29-2006, 02:57 PM   #31
oak man

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Re: Deleting walls...
No way it's not illigal, I reference the real maps all the time. Not just in DN3D but in other games as well(Quake 2, D()()M3)
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Old 07-29-2006, 03:24 PM   #32
fiercedeity9

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Re: Deleting walls...
Thank God for that.
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Old 07-29-2006, 05:52 PM   #33
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Re: Deleting walls...
Quote:
Originally Posted by fiercedeity9
Editing the .CON is quite easy.
lmfao. Editing Defs.con and User.con is easy. Try coding something in Game.con.

You can look at the original maps, but you cannot distribute them in any way, shape, or form.
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Old 07-30-2006, 03:41 AM   #34
mikenet2005

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Re: Deleting walls...
I'm not exactly sure what your attempting but keep these things in mind while building. A wall can not be eliminated to reveal a void, void meaning invalid player space. What you can do is drag two points together to rid of a wall like terminex said. This will reshape the sector in the process but this is how you will be going about deleting a wall in build. The exception to this would be if you want to mask or unmask a wall. Take a look at this.


--------------------------------------------
-.............................:.................... .........:
- ............................: m ........................:
-.............................:.................... .........:
-.............................: b..........................:
-.............................:.................... .........:
--------------------------------------------


Make a hallway with a line down the center to divide the right from the left.
After you do this when you go into 3d mode It doesn't look like its been divided at all, given both sides have Identical properties. To see the wall point at the floor near the center where you made the line and press m. this will bring a wall into appearance. If you press b it will make the wall blockable.

However the best way to expand existing sectors is to insert points and drag them out. After you do that if you want to make it an independent sector just draw a line to separate this new area from the old area. Pressing J on one side of a wall in 2d mode and then on the other side of the wall will delete that wall as well but you are really joining two sectors together when you do this. So when you join two sectors keep in mind that the one you pressed J in first will transfer its properties to the second. This means if the first sector you pressed J in is higher than the second, has a tilt, and a paralexed sky, your new sector will now look like that. One of the sectors has to be the one to become the backbone for you newly created sector so this isn't a bad thing.

For example if you had a square sector in the middle of a room that has a parallexed sky to look like a ceiling window and you decide you no longer want it there, it would be a good idea to press J in the sector that has a ceiling first and then in the sector with the window above. This way when you go into 3d mode the entire room will now have a ceiling. If you did it the other way around the entire room would now be outside because by pressing j in the sector with the window first you have set that as your sector to keep its properties after the two are joined.

You will get the hang of it. Everything you create in build can be uncreated.
Last edited by mikenet2005; 07-30-2006 at 12:45 PM.
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Old 07-31-2006, 02:34 AM   #35
fiercedeity9

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Re: Deleting walls...
Sorry Mike, these guys told me that ages ago. Along with some trial and error I got the hang of it. I can't edit my first post meaning I can't change the topic title. I'm trying to create my own episode now. At the moment I'm trying to find out how to replace the 'Atomic' logo at the Duke Nukem 3D title screen.
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Old 07-31-2006, 02:50 AM   #36
oak man

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Re: Deleting walls...
common send us or me a screen, the curiosity is killing me, I can evan give you helpful tips I 'll send you my first map.c'mon.
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Old 07-31-2006, 03:00 AM   #37
fiercedeity9

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Re: Deleting walls...
Ok, If you're that desperate.. Give me a minute. Keep In mind It's no where near finished. The story behind It is that Pig Cops have decided to take over the EDF and Duke has to stop them. After being thrown into a Maze by Aliens at the end of the third episode (I decided to start at the last episode) Duke gets mad and wants revenge. After escaping the Maze and demolishing the EDF base, Duke has to fight through the city until the showdown with the big boss.

The Base Overview

1.



2.



The Base Reception



The Base Underwater

Last edited by fiercedeity9; 07-31-2006 at 03:16 AM.
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Old 07-31-2006, 03:30 AM   #38
oak man

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Re: Deleting walls...
Ok cool cool, looks a whole lot better than my first map
TIPZ:
1) Its good that you have open areas, but remember open areas means scenery and architecture
2) you can align the textures with '.' key
3)Be sure to take ful advantage of everything build gives you, you can use a texture mad for something in-game, and use it for your own benifets

if you want I can make/send you some pretty cool structures so you can reference from them
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Old 07-31-2006, 03:34 AM   #39
fiercedeity9

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Re: Deleting walls...
Ok, that'd be cool. And as I said this is a 'beta' version of the map.
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Old 08-01-2006, 08:54 PM   #40
The Commander

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Re: Deleting walls...
Quote:
Originally Posted by fiercedeity9
I used Kextract to extract some of the Duke3D levels. I wanted to see how they were mapped Hope It's not illegal. Anyway, I'll have a look around to see how I can add my own replacement for the 'Atomic' symbol.
If you were using mapster32 you wouldnt have to go to that trouble of extracting them because Mapster can read the .grp file and open the levels inside it

www.eduke32.com
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