-------------------------------REDNECK RAMPAGE------------------------------

OFficiAL-LiKE TeChnikAl GyDE  - bY ALeX maYBErrY & maL BLacKWelL.
-----------------------------------



OPENIN' COMMENTS:

        Now, don't go thinkin' that this here document is gonna give you all
        the info you needs to know to build this stuff, 'cause it ain't.  It's
        really only just a guide for ya.  But armed with this document, you
        should be able to inspect the original levels in REDNECK RAMPAGE and
        decipher eggsackly how we did things.  In order to edit the original
        levels, you'll need to extract them first with that there KEXTRACT.EXE
        program.  Just copy the program into your REDNECK RAMPAGE game
        directory and then issue the followin' command:

        KEXTRACT  REDNECK.GRP  *.MAP

        Additionally, to get the editor to function properly, you'll also
        need to extract all of the art files first ('cause this version of
        the editor does not read the group file).  To do this, issue the
        same command as above, but replace *.MAP with *.ART.  This should
        be enough to get you fooly funxional, so let's git on with the good
        stuff.


THEM SPECIALIZED EFFECTS:

        These here are a few of them new effects and gadgets that we done
        come up with in REDNECK RAMPAGE.  There's prolly a few that we forgot,
        and maybe even a couple that was just too much trouble to document,
        but damnit, we done our best.  Anyway, that's all I gots to say about
        that.


TORCH EFFECTOR:

                To use the TORCH EFFECTOR, place the TORCH Sprite (Tile#18)
                in all sectors requirin' the effect. When the game is run,
                the lighting of them sectors being affected will flicker real
                random like. To ensure that the effect is seamless, all
                portions of the sector being affected must possess the same
                shadin' values. Additionally, the TORCH Effector may be Lo
                tagged with the followin' values so that the effect is only
                carried out on specific portions of the sectors:

                LO-TAG                  AREA OF EFFECT
                ------                  --------------
                  0                     Ceiling | Floor | Walls
                  1                     Ceiling |       | Walls
                  2                             | Floor | Walls
                  3                             |       | Walls
                  4                     Ceiling |       |
                  5                             | Floor | 

PUSH SECTOR:

                The PUSH SECTOR effect allows a square or rectangular sector
                to be moved by the player in any of the four cardinal 
                directions. In the game, the player moves the sector simply
                by walkin' forward against any of the (raised) sector 
                walls. The sector will then move in the direction that the 
                player is walkin' (or rather, the closest correspondin' 
                CARDINAL direction).  The sector will stop moving when it 
                hits a one-sided (white) line, or another sector that is 
                LARGER than the moving sector (note that if a PUSH SECTOR is 
                moved into a smaller sector, it will push through it and 
                cause display problems in the game. Additionally, it is best
                not to have two adjacent walls tagged as PUSH SECTORS, 
                otherwise if the player pushes the wall on a corner, the
                engine can get real confused as to which direction to move the
                thing). To create a PUSH SECTOR, do the following:

                        Make a square or rectangular sector, and then give 
                        the outer wall the LO-TAG that corresponds to the
                        appropriate direction of travel. The tags and
                        directions are as follows:
                                                
                WALL LOW TAG          DIRECTION
                ------------          ---------
                     40               NORTH (place on SOUTH wall)
                     41               WEST  (place on EAST wall)
                     42               SOUTH (place on NORTH wall)
                     43               EAST  (place on WEST wall)


BARREL EFFECT (ST 857):

                The BARREL EFFECT is used to allow the player to enter sectors 
                that are normally too narrow to accomodate him (i.e., the 
                player's clipping distance exceeds the aperature). For
                example, normally if the player wished to get _inside_ of a
                barrel shaped sector, he would be unable to because he's too
                damn fat. By givin' the sector a LO-TAG of 857 though, the
                player is temporarily made "skinny" enough to fit inside of
                the sector. This effect lasts only while the player is inside
                of the tagged sector. (Note that if the player hits the
                YEE-HAW key while inside of a barrel, he or she will receive
                a one-time health bonus of 10pts)
                

UP OPEN DOOR LIGHTS (SE 8):

                This is one of them existin' DUKE3D effects that has been
                modified a bit for our purposes. This effect is used to raise the light level in
                a sector(s) shading value when a door is raised, and to lower
                it again when the door closes.  The effect works the same as
                it did in DUKE3D, with the added feature that if the sectors
                are given a HI-TAG of 1, the ceiling will maintain a constant
                shading value and be unaffected by the SE, thus resultin' in
                a more realistic type lighting effect.

JAIL DOORS (New Sliding Doors):

                Tags:
                        Parent Sector - Lo Tag = 41
                                        Hi Tag = Unique number shared with
                                                 Child Sector.
                        Child Sector  - Lo Tag = Direction.
                                                   Directions:  10 = SOUTH
                                                                20 = WEST
                                                                30 = NORTH
                                                                40 = EAST
                                        Hi Tag = Unique number shared with
                                                 Parent Sector.

                        Jail Sprite (TILE 11) - Place in Parent Sector.
                                        Hi Tag = Speed (4, 8, 16, 32 or 64)
                                        Lo Tag = Distance to travel 
                                                 (Number of small grid boxes,
                                                  multiplied by 2).

                        Jail Sound (TILE 38) - Place in Parent Sector.
                                        Hi Tag = none
                                        Lo Tag = Sound # to play.

                Constuction:
                        First, build the parent sector, which should consist
                        of a door frame, along with a pocket into which the
                        door will slide.  It  should look something like this:

                              ___________________________
                              |                         |___________________
                              |                                             |
                              |                          --------------------
                              |_________________________|

                        Next, build the child sector, which will be the actual
                        portion of the door that slides.  You should end up
                        with something like this:

                              ___________________________
                              |  ______________________  |___________________
                              | |                     |                     |
                              |  ----------------------  --------------------
                              |_________________________|

                        The child sector itself can contain any sectors that
                        are desired (e.g., bars, walls, etc.).  Any sectors
                        inside of the child sector will be moved accordingly.
                        Once the sectors are built, tag the parent sector
                        with a Lo Tag of 41.  Give it a unique Hi Tag.  Then,
                        give the child sector the same Hi Tag number (it is
                        not necessary to tag sectors inside of the child
                        itself). Lo Tag the child with the appropriate
                        direction number. Finally, place the Jail Door sprite
                        (Tile 11) into the parent sector and Lo Tag it with
                        the distance the door is to travel (number of small
                        grid squares times 2), and Hi Tag it with the speed
                        (4, 8, 16, 32 or 64. If you do not give it a Hi Tag,
                        it will assume zero and the door will not move).  If
                        a sound other than the default is desired, place the
                        Jail Sound sprite into the parent sector and assign
                        it a low tag of the new sound to play.

KEYS:

                        Doors requirin' keys to open now use Tile#34
                        placed in the appropriate door sector.  This here
                        tile will effectively act to lock the door real tight,
                        unless the player has the correspondin' key. To
                        choose between the different variation of keys
                        available in the game, Tile#34 (Lock Sprite) and
                        Tile#60 (Key Sprite)must be lo-tagged with the
                        appropriate values. Lock and Key tags are as follows:

                                             Wooden Doors
                                Lock Sprite Lotag       Corresponding Key
                                -----                   -------
                                0                       Key #1 (Lo-Tag 100)
                                1                       Key #2 (Lo-Tag 101)
                                2                       Key #3 (Lo-Tag 102)
				
                        By default, when a player attempts to activate a door sector
                        and does not possess the proper key, the door will
                        make a wooden rattling sound.  If a metal door sound
                        is desired, the following tag combinations can be
                        used instead (note that there is still only a maximum
                        of 3 keys/locks available, the only change is the
                        sound that the door makes when locked):

                                             Metal Doors
                                Lock Sprite Lotag       Corresponding Key
                                -----                   -------
                                3                       Key #1 (Lo-Tag 100)
                                4                       Key #2 (Lo-Tag 101)
                                5                       Key #3 (Lo-Tag 102)
                                
                        
ENEMY BEHAVIOR

                        In REDNECK RAMPAGE, some enemies have multiple
                        behavior settings. These settings are determined
                        according to the palette number assigned to the 
                        enemy sprite. An enemy with a palette shift will
                        appear normal in the game. Available palette shifts
                        are as follows:

                                Palette Number          Behavior
                                --------------          --------------------
                                      0                 Normal enemy, type
                                                        "A" behavior.
                                      30                Deaf enemy, type "A"
                                                        behavior.
                                      31*               Normal enemy, type
                                                        "B" behavior.
                                      32*               Deaf enemy, type "B"
                                                        behavior.
                                      33                Deaf with 360 degree
                                                        vision.

                                 * - Not every enemy has a type "B" behavior.

                        Specific Behavior: (Note that in RR enemies have the
                                            ability to hear certain noises,
                                            the range depending on the type
                                            of noise. Once activated, they 
                                            will seek out the player. Also, 
                                            enemies can only see in a 180
                                            degree radius in the direction
                                            the sprite is facing, unless they
                                            are given a palette of 33).

       VIXENS:     There are five types of Vixens available in RR, depending
                   on what palette number is assigned to the sprite.  Valid
                   palette numbers are as follows:

                           PALETTE                 VIXEN TYPE 
                           ------------            --------------
                              0                    Blue Vixen
                              15                   Brown Vixen
                              22                   Green Vixen
                              25                   Blue Vixen w/Red Hair
                              34                   Queen Vixen - Light Brown

                   Each of the above Vixens possess slightly different
                   attributes, as well as varying hit points, attacks, etc..
                   For specific details, please refer to the VIXEN.CON located
                   in your Redneck Rampage directory. And that's all I got t'
                   say 'bout that.

       TORNADO:    Stick it in and watch it spin.  Leave it alone, and it will
                   move around real random like.  If ya give it one of them
                   palette shifts of 33, it'll become a real killer type
                   Tornado, and come after ya and try to suck yer ass up.

KILLER TRUCKS & OTHER TYPES OF VEHICULAR SLAUGHTER:

                The movin' trucks in this here game is just like the movin'
                stuff in that there game with the Duck Nuckem feller. The
                main difference is that our trucks be killin'shit.  To do
                this, just give them sectors a lo-tag of 800.

		UFO:
			The UFO is a little special in that ya gots to give
                        them sectors a Hi-Tag of 49.  If ya want it to spit
                        out them little flyin' saucer buggers, ya gots to
			put in a UFO-B sprite (Tile #252)with a palette of 33
                        to spawn 'em.  Also, any Locator sprites wiff a
                        Hi-Tag of 1 will cause that there UFO to stop and spit
                        out a Hulk Guard beasty. When that UFO finally stops
                        and turns on its headlight, it'll teleport ya to
                        where ever ya gots one of them TELE-B sprites
			(Tile #297). 

                        (NOTE: Because the UFO spawns Hulk Guards, if you
                        give any Locator a Hi-Tag of 1, your vehicle will
                        spawn an enemy (and then likely run his ass over and
                        kill him).  At this time, the only solution for this
                        is NOT to allow normal vehicles to stop).

BUZZ SAW:

		Now the Buzz Saw (Tile #3410) iza' special kinda' sprite
                that'll kill ya' ifuns ya'touch it.  To get this here dealy
                to go up and down with a switch ya needs to use the Button
                (Tile #127) and gives it a Hi & Lo-Tag of 999.  These tags on
                the button will cause the engine to seek out the Buzz Saw
                Sprite and lower it into the floor. After a few seconds, the
                Buzz Saw will be raised back up and activated again. The Buzz
                Saw Sprite gets no tags.

SHADOW SPRITES:

		Usually in RR if you're outside under a "Parallaxing Sky,"
                you and all the other Critters will take on the shading value
                of the ceiling or "sky."  If you'd like to get a more
                realistic look with your shading you can stick one o'these
		Shader-Sprites (Tile #68) into the shaded sector and the
                player and other critters will take on the shading value of
                the floor while passing through the sector.

                (Note: Be sure to shade down any characters or items you
                       place in the shadow sectors or they will appear fully
                       lit even in the dark.)

LIGHTNING SPRITE:

		If ya'll would like Lightning going on while your "Inside" of
                a building, you can use the Lightning Sprite (Tile #35) to
                get random lightning flashes. Best used in the windows
                (note that lightning & thunder will only be active when
                certain textures and/or skies are viewed by the player).

LADDERS, CHAINS AND OTHER CLIMBABLE STUFF:

		This effect utilizes a marvelous new invention known as
                Ladder Wood (Tile#3587). This all-purpose sprite will allow
                the player to reach all sorts of new heights. All you need to
                do is place the sprites (relative to the floor, blocking bit
                on) in front of the object that the player is supposed to
                climb, and then position them like rungs on a ladder (raising
                each sprite 3 Page-Ups above the last should suffice).  When
                the game is played, the Ladder Wood sprites will be invisible
                to the player, but still enable them to climb up.  

CHICKEN PLANT PRODUCTION LINE:

		OK, Now I know how much everybody used to like chicken (till
                they saws J. Clucks, that is), and those of you who want to
                start their own J. Clucks Franchise, here's what you need to
                know.

		Lets start with "Illegal Sprites"  These here sprites should
                never, under any circumstance be used or placed in a level.
                (Don't even think about it eether!  They will confuse the
                engine and ultimitly crash you level.) These sprites are
                automatically inserted into your level by the processin'
                line, and if you put them in manually it'll cause all sorts
                of nasty things to happen.  So, whatever you do, don't use
                these sprites:

                                CHICKEN A           TILE #3190
                                CHICKEN B           TILE #3191
            			CHICKEN C           TILE #3192
                                LOAF                TILE #3120
                                NUGGET              TILE #3122
                                BROASTED            TILE #3123
                                BONELESS            TILE #3124
                                HEADS               TILE #3133

		With that outa' the way, here's how to build a chicken
                processin' line.  We'll use J.Clux as the model here.

		First you need to place a "CHICKEN A" Spawner Sprite
                (Tile #285).  Chickens will start to roll outta' this thang
                the minute you start your game.  The height and direction
                the sprite is facing will deturmin the direction and height
                the chickens will move.  Next, a little ways down the line
                we need to have a sector with a LO-TAG of "901".  This will
                delete Chicken A when it enters the sector and will spawn a
                CHICKEN B (B=no feathers) that will continue down the line
                in place of CHICKEN A. A little further down the line we
                repete this process but use a Sector LO-TAG of "902" to
                delete CHICKEN-B and Spawn a CHICKEN-C (C=no heads).

		(note: all chickens in the processing line have to travel in
                the same direction up to this point).

		To change direction of travel, ya have to start with a
                CHICKEN C spawner (tile#286). This only works for headless
                chickens, by the way.  To end the chicken processin' line,
                there are two types of sector lo tags that need to be used.
                The first one (904) will delete the chicken entirely.  The
                second tag (903) will drop the chicken to the floor and
                delete it upon impact.  Nuggets (tile#290), Loaf (tile#289),
                Packaged Chickens (tile#291, and Boneless Chickens (tile#292)
                work the same way as the chicken spawner.  Direction is
                dependent upon the direction of the sprite, although all of
                these items will be affected by gravity (i.e., dropping and
                scrolling across the floor), and need delete sectors to
                effectively remove them from the assembly line.

		To use the Head (tile#288) and Feather (tile#287) spawner,
                stick 'em where they go, and they just start spittin' out
                stuff.  Pretty neat, huh?

		Now for the best part---the JIBS!!!!  We done got a real live
                jib-fest goin' on! This thing'll just spit out all the blood
                and gore you could ever want in a game (or in real life, if
                that's your thang).  Just use Tile#293---again, just stick it
                where ever the hell you want it, and it'll do the rest.
                Remember though, just like in real life, too many bloody
                pieces layin' around can cause real problems (in RR though,
                it'll just crash the game, so no lawyer-types are needed).

		For those of you with PC-Envy, you can stop the entire
                processin' line by puttin'in an Emergency Stop Switch
                (tile#94) and give it a lo tag of 563 (use only in case of
                SEE-vere frame rate problems).

MINE CARTS: 

                Mine carts is made up of two sectors, an Outie and an Innie.
                The Outie should be raised up a bit higher than the Innie
                (naturally), and should get a Lo Tag of 42. Now, dependin' on
                the direction that ya want this here cart to travel (not to
                mention the direction from which ya'll started in the first
                place) use the below listed correspondin' Hi Tags.  They is
                as follows:

                HI TAG                  DIRECTION
                ------                  ---------        
                  10                    SOUTH (travels SOUTH and returns)
                  20                    WEST  (travels WEST and returns)
                  30                    NORTH (travels NORTH and returns)
                  40                    EAST  (travels EAST and returns)

		Now, to really make these babies work, ya gotta put in some
                more of them specialized sprite thingies.  In this case,
                you'll be needin' to put a CART Sprite (tile#64) into the
                mine cart's Outie sector.  The Hi Tag for this here sprite
                will control how fast the cart moves, and the Lo Tag
                determines how far it'll go before it starts headin' on back.  

		In addition to the CART Sprite, you'll be needin' the INSIDE
                Sprite (tile#66). Now my advice to you is to wait until
                you're completely done with yer whole, entire level before
                you go messin' with these sprites.  The reason behind this is
                that the Lo Tag of the INSIDE Sprite corresponds with the
                Outie's Sector Number (which means if you go addin' or
                subtractin' any sectors, you'll have to recypher yer tag
                numbers for the INSIDE sprite...see what I mean?)

		If you REALLY want to piss folks off, you can make it so that
                the mine carts will instantaneously kill them if they go
                touchin' it.  To do this, you'll be wantin' to toss one of
                them DEATH Sprites (tile#67) into the Innie sector. That
                oughta do her just fine, now.

		Another sprite ya'll might want to use is the CART SOUND
                Sprite (tile#65).  Use this if for some reason ya'll don't
                like the default sound.  Just give it a Lo Tag of the sound
                number ya'll want it to play.  It's just as easy as that!
                Ain't it grand?

		(note that once activated, the carts will continue back and
                 forth on a fixed path, so be sure that they cannot cross
                 over into any other sectors, otherwise things'll be actin'
                 really screwy, if'n' ya know what I mean).

DESTRUCTO SECTORS:

		Now we're gettin to the good stuff here.  DESCTUCTO Sectors
                give you the ability to wreck and destroy just about any ol'
                thing you want to, geometrically speaking, that is.  Unlike
                in the Duck Nuckem game, we're doin' just a little more than
                rainsin' and lowerin' a few floors and ceilin's.  Oh no,
                we're actually movin' all sorts a stuff around, swappin'
                textures in and out and left and rite, deletin' stuff, and
                changin' all sorts of things (don't believe me? jus' go blow
                up the gas station in Downtown and watch the fireworks). Okay,
                I'm sure you're all lathered up now wantin' to get on with it,
                right?  Well, there's just a few things you need to know
                first, so just sit tight and quit yer yammerin'.

		First of all, you need to decide what the hell you want to
                destroy (for best results, build it completely the way you
                want it first).  Once you have the area completely finished,
                you'll need to copy it into an isolated portion of the map
                (you'll find it easiest to build your DESTRUCTO area in a
                large box, and then copy it over to the new area of the map).
                So in a nutshell, you need to create an exact copy of the
                area that you want to destoy.  The original version will be
		your "unblowed up" version, while the copy will consist of
                your "blowed up" version. At the time of destruction, the
                engine will almost instantaneously swap out the "unblowed up"
                version and replace it with the "blowed up" version.
                Confusin' ain't it?  Just wait till ya try to build it!

		Okay, so here are the particulars of this effect. From now
                on, we'll be referrin' to the "unblowed up" areas as the
                PARENT SECTORS, and the "blowed up" areas as the CHILD
                SECTORS.  Now ya'll might think that parents and childs are
                interchangeable, but trust me, if'n ya mix these up, you'll
                really screw up everything.

			PARTICULARS:

			All parent sectors require two sprites.  They are:

                		EXPLOSION Sprite (tile#63)
				DESTRUCTO Sprite (tile#36)

			You need to place an EXPLOSION Sprite in every single
                        sector involved in the destruction (in both PARENT
                        and CHILD areas of the effect). All EXPLOSION sprites
                        need a Lo Tag and a Hi Tag. Now, this part gets a bit
                        complicated, so we're gonna break it down a bit.

			Hi Tag: Must start at 100 and progress sequentially.
		                If you're only going to create a single
	 		        DESTRUCTO area, then I'm wastin' my time 
				even tellin' you 'bout this.  But, if you're
				one of them over-achiever types, and wanna
				make a whole bunch of DESTRUCTO areas, then
				you'll need to follows a few complicated
                                rules.  Let's just say that you wanna create
                                two seperate DESTRUCTO regions, and each
                                region consists of two sectors each. Okay, so
                                starting with region one, you'll place
                                EXPLOSION sprites in each sector of the
                                PARENT and CHILD areas, and give them all a
                                Hi Tag of 100. For DESTRUCTO region 2, you'll
                                give all EXPLOSION sprites involved a Hi Tag
                                of 101 (and if you make even more DESTRUCTO
                                areas, then you'll just keep on numberin'
                                sequentially from there).  
						  
                        Lo Tag: This is used to LINK the corresponding
                                PARENT and CHILD sectors together (in other
                                words, when all hell breaks loose, the engine
                                will look at the EXPLOSION sprite in the
                                PARENT area, and find the matching CHILD
                                sector that it is linked to, and then switch
                                'em). The Lo Tags for this effect begin at
                                100, and progress sequentially.  Only _two_
                                EXPLOSION Sprites can share the same Lo Tag
                                numbers.  Therefor, if you have multiple 
                                DESTRUCTO areas, the Lo Tags of the EXPLOSION
                                sprites must always begin where the prior
                                DESTRUCTIO region left off (i.e., if you
                                stopped at 104 in DESTRUCTO area 1, then
                                you'd begin numbering at 105 in area 2).

                                So you still followin this?  Not too
                                complicated, eh?  Well, that's 'cause we
                                ain't finished yet!  There's still LOTS more
                                to this here effect, but that's the price you
                                gotta pay for blowin' shit up.  Okay, so
                                let's move on and try to figger out the rest
                                of this.

                                The next step in the DESTRUCTO effect is to
                                add DESTRUCTO Sprites (tile#36) to all PARENT
                                sectors involved in the effect (the CHILDS
                                were bad, so they don't git none!).  Although
                                these sprites are invisible to the player,
                                they remain in the playing field and will
                                take damage from weapons and other deevices
                                of destruction. When these poor little things
                                have had enough, they'll trigger the effect
                                and KA-BOOM!  You got yer destruction.

                                HEY!!!  WHERE YA GOIN'!  WE AIN'T DONE YET!!!
                                Don't go thinkin' you're all ready to make a
                                DESTRUCTO area just yet, 'cause we got another
                                little wrinkle to through in here and
                                complicate things even more for ya.

                                Now, if you just toss in a nakid DESTRUCTO
                                sprite, you have in effect made a trigger for
                                your DESTRUCTO region.  You can have multiple
                                triggers if that's your fancy, and you can
                                even have more than one trigger per sector
                                (see how flexible we is?).  But wiff all this
                                freedom, you need to also maintain a little
                                restraint.  Take fer instance the Downtown
                                Hickston gas station; both gas pumps have
                                numerous triggers around them so that they is
                                easily blowed up, and bring joy to everyone
                                who sees this.  But how much sense would this
                                make if you shot the Cola machine and blowed
                                up the whole station? See the problem we face
                                here ('cause every PARENT _MUST_ have a
                                DESTRUCTO sprite in it)?  Well, don't get yer
                                panties in a bunch, 'cause we've already
                                faced and solved this problem.  If'n you
                                DON'T want a DESTRUCTO sprite to trigger the
                                ultimate destruction, simply give the sprite
                                a palette of 30.  This will keep that baby
                                dormant should it accidentally git hit by
                                somethin' (don't worry, when an active
                                trigger get's hit, it'll then do it's job
                                like just like we promised).

                                By the way, in case it hasn't become clear to
                                you after readin' all this crap, you need to
                                design your CHILD areas to look the way you
                                want them to after the PARENT areas git
                                blowed up (to clarify:  PARENT= Hickston Gas
                                Station before gettin' blowed up,
                                CHILD= Hickston Gas Station after gettin'
                                blowed up...get the picture?).

                                If you feel that this effect is too
                                complicated to use, then we don't recommend
                                usin' it.  See, our programmer fella spent a
                                good deal of time codin' this here
                                contraption, so we felt obliged to put it to
                                good use. But if'n ya insist on goin' ahead
                                with this effect and ya still can't figure it
                                out, we can only recommend pullin' up
                                Downtown Hickston and the Ruins levels, and
                                try to recreate what we did there.  Good luck
                                to ya!


3D GEOMETRY EFFECT (Fake, of course):

		Okay, first of all, you need to understand that this ain't no
                real 3D geometry like in that there Quack game.  But damnit,
                if it LOOKS 3D, and ACTS 3D, what the hell do you care?  The
                way this here gizmo works is by renderin' the scene more than
                once.  Fer instance, let's say ya'll wanna make a 3D table.
                The PARENT sector would consist of the table's legs, then
                we'd add a CHILD sector that would display nuthin' but the
                top of the table, and then one more CHILD to display the
                bottom and the sides of the table.  When playin' the game,
                the engine will basically teleport the player through all
                three areas so quickly that the table's three seperate pieces
                will all mesh together and appear to be one solid structure
                to the player.  It's a bit complicated (did you think it
                wouldn't be?), and we'll cover it in greater detail, but for
                the time being just understand that each 3D area will consist
                of three seperate pieces.

		PARTICULARS:
				
			
                     Sticking with the table example, create a square room
                     and decide where you wish to place your table.  Once
                     you've chosen a spot, build a square sector for your
                     table, and then inside of that create four smaller
                     square sectors that will serve as the table's legs.
                     Raise the table legs to the desired height (but leave
                     the outer square level with the floor, and give it the
                     same texture as the surrounding floor).  Now, Shade and
                     texture your room to your liking.  This room will serve
                     as the PARENT sector.

                     Once you've completed the PARENT, you need to add the
                     special 3D Geometry Sprites (tile#19).  These sprites
                     need to placed into EVERY sector of the PARENT that the
                     player can walk into OR see the 3D Geometry (i.e., the
                     table) from.  The first sprite that you place needs to
                     be assigned a Lo Tag of 100, with every subsequent
                     sprite getting the next highest number
                     (i.e., 101, 102, 103, etc.).
				
                     After you've placed all of the 3D Geometry Sprites and
                     given them proper Lo Tags, select and copy the ENTIRE
                     area to a new location of the map.  This new location
                     will be CHILD1.  Once you've created CHILD1, repeat this
                     process to create a second CHILD sector (known as
                     CHILD2, obviously).

                     Now that we have a PARENT and two CHILD sectors, we need
                     to go back to the PARENT area and give EVERY sector
                     (that the player can walk in and SEE the table from) a
                     Lo Tag of 848 (including the table sectors).
				
                     It's now time to move on to CHILD1.  Each sprite in
                     CHILD1 gets a Hi Tag of 1 (this tells the engine that
                     these sectors are part of the first CHILD area).
                     Additionally, you must raise the table top (the sector
                     around the legs) to the appropriate height.  Now give
                     every surface in the room (EXCEPT the table top) a
                     textures of Tile#0 (ugly yellow texture).  For the table
                     top itself, give it the texture of your choice (BTW,
                     Tile#0 will NOT be drawn by the engine).

                     Moving on to CHILD2, give all of the 3D Geometry sprites
                     a Hi Tag of 2 (to indicate that it's the second CHILD
                     area).  Now lower the ceiling of the table area to the
                     appropriate height of the bottom of the table.  Once
                     again, give every suface (EXCEPT the bottom and sides
                     of the table) a texture of Tile#0. Be sure that all
                     sprite Lo Tags match their corresponding sprites in all
                     three areas.  Additionally, the sprites must be in the
                     same relative position in all three areas, otherwise
                     you will experience bizarre display problems.

                     The last thing that you'll need to do is revisit the
                     PARENT sector and insert Ladder Wood Sprites (Tile#3587)
                     in order to give the table "solidity."  Place the
                     sprites relative to the floor, and in the position where
                     the table top and bottoms will be.  These sprites can
                     be stretched to match the contour of the table.
                     Remember to set the blocking bit on these sprites
                     ("B" key in 2D mode) so that they will effectively block
                     the player from passing through the table.

                     And that's it! Just like lookin' up a hog's butt for a
                     ham sammitch! By the way, don't try to use this effect
                     in very large and open areas. It's a real frame rate
                     killer!!

				
----------------------------------THIS BE DONE-------------------------------- 

				

				

				
			

							
									

		
		

						
								 



                          


