Swinging Door Tutorial V1.0
By Rexxx21     July 1, 1996
Duke Nukem 3D Editors Guild
---------------------------

I've seen a lot of people still asking about swinging doors, even after
reading some of the very well written faqs out there.  I've worked with
them enough to FINALLY get a decent handle on them, and figured that
it would be a good idea to write a quick tutorial about them so that
those that can't understand the faqs could make one.  I learned how
to do them from Brett Gmoser's MAPFAQ0#.ZIP.  Unfortunately, I thought
I had them figured out after my first swinging door worked perfectly.
I was wrong.  So, again, I went to the faq.  Again, I made another
successful door.  Recently, I found what I consider to be a foolproof
way to make a successful swinging door the first time, every time. Hey,
if it doesn't work, you get your money back. :)

Step 1.
-------
Draw a large sector.


+-------------------------------+
|                               |
|                               |
|                               |
|                               |
|                               |
|                               |
|                               |
|                               |
|                               |
|                               |
+-------------------------------+

Step 2.
-------

Add vertices for walls and draw and raise the walls.

+-------------+-+---------------+
|             | |               |
|             | |               |
|             | |               |
|             +-+               |
|                               |
|                               |
|             +-+               |
|             | |               |
|             | |               |
|             | |               |
+-------------+-+---------------+

Step 3.
-------

Draw the door inside the sector, but not in the doorway.
To do this, simply create a rectangular sector and then
hit ALT-S inside of it.  The lines of the door should
turn red.

+-------------+-+---------------+
|             | |               |
|             | |               |
|             | |               |
|             +-+               |
|    +-+                        |
|    | |                        |
|    | |      +-+               |
|    +-+      | |               |
|             | |               |
|             | |               |
+-------------+-+---------------+

Step 4.
-------

Raise the door a couple of notches by pressing PAGEUP
while the crosshairs are on it's "top" in 3D mode.

When you have done this, give the "thin" sides a texture,
as well as the top.

When you are done giving the thin sides and top a texture,
put the crosshairs back on it and lower it back into the
floor until it is flush.

Step 5.
-------
In 2D mode, hit G twice.  This will make the grid smaller.

Step 6.
-------

Move the vertices of the door to the center of the doorway.
Do not rest the vertices on the existing vertices, but instead,
on the lines that make up the inside of the doorway.
The '+' signs below show where the vertices should be.

Note: For a thinner door, you can move them closer together.

+-------------+---+---------------+
|             |   |               |
|             |   |               |
|             |   |               |
|             ++-++               |
|              | |                |
|              | |                |
|             ++-++               |
|             |   |               |
|             |   |               |
|             |   |               |
+-------------+---+---------------+


Step 7.
-------
In 3D mode, add a sector effector to the map.  It doesn't matter
where, really.

+-------------+---+---------------+
|             |   |               |
|             |   |               |
|             |   |               |
|             ++-++               |
|           S  | |                |
|              | |                |
|             ++-++               |
|             |   |               |
|             |   |               |
|             |   |               |
+-------------+---+---------------+

Step 8.
-------

In 2D mode, hit 'L' to turn off grid locking.  Move the
sector effector into the proper position.  You want the sector
effector to be INSIDE the door sector, but not touching any
lines.  Imagine the door sector as a flat piece of wood, and
the sector effector is a nail that you will drive through
that piece of wood for it to "rotate" on.  Obviously, you
will want this in a corner of the sector. Below is an enlarged
example.  (Remember, you can press A to zoom in closer for easier
placement.)


|          W A L L                |
+----+-----------------------+----+
     | S   <-Sector Effector |
     |                       |
     |                       |
     |                       |
     |                       |
     |                       |
     |                       |
     |                       |
     |                       |
     |     D O O R           |
     |                       |
     |                       |


Step 9.
-------

In 2D mode, highlight the sector effector (make it blink) and press
ALT-T.  This will set the lo-tag.  Set it to 11.  Highlight the
sector effector again and press ALT-H.  Set this to a unique number.
(Unique of all your swinging doors; If you set this number the same
as another swinging door, they will both open when one is "activated")
Still in 2D mode, put the red crosshairs inside the door sector and
hit T.  This will change the sector's lo-tag.  Set this to 23. Now,
highlight the sector effector again and press < or >.  Notice that
the line attached to the sector effector rotates around it.  This is
how you tell the door which way to swing.  Point this one towards
the LEFT side of the screen.  What this will do is this:  If you are
on the left side of the map in the beginning of the game, and activate
the door, it will swing TOWARD you.  If you were on the right side
of the map, it will swing AWAY from you.

OPTIONAL: You can also add a MUSIC&SFX sprite to the door sector also.
Again, do not allow it to touch the sides, but it can rest anywhere
inside the door sector.  In 2D mode, highlight the M&SFX sprite and
press ALT-T.  This will change the lo-tag.  Set this to 165.  Highlight
the M&SFX sprite again and press ALT-H.  This will change the hi-tag.
Set this to 165 also.  Now, when the door is activated, it will make
the standard swinging door sound.

Step 10.
--------

In 3D mode, raise the door sector to the ceiling.  Give both sides a
texture. (Remember to hit F on the texture on the opposite side of
the door to flip the texture.)


You're done.  See? Easy, huh?  Be careful, step 9 is quite confusing,
but if you read it slowly and carefully, and look at the included map,
you will hopefully understand it.  If not, well, it was worth a try.
I'd be happy to hear any comments regarding this mini-faq.

Please send comments to REXXX21@AOL.COM or CHRISB@CHEYENNE.COM.

Remember: Duke Nukem 3D Editors Guild at
          http://members.aol.com/rexxx21/duke3d.html


To Brett and Klaus:

If you find that this tutorial is beneficial or helpful in any way
and would like to include it in your faq, please, feel free to do so.
Just please, give credit to me for it, and mention my website. :)

Rexxx21
