Ci-dessous, les différences entre deux révisions de la page.
Les deux révisions précédentesRévision précédenteProchaine révision | Révision précédente | ||
back2root:archives:duke3d:mapster32 [2023/05/20 23:05] – [Sector tag reference] frater | back2root:archives:duke3d:mapster32 [2023/05/20 23:17] (Version actuelle) – [Tableau] frater | ||
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Ligne 377: | Ligne 377: | ||
===== Sector tag reference ===== | ===== Sector tag reference ===== | ||
- | + | {{tablelayout? | |
- | | | + | ^ Tag ID ^ Descriptions |
- | | | + | | 1 |
- | | | + | | 2 |
- | | | + | | 9 |
- | | | + | | 15 | Elevator Transport (SE 17) |
- | | | + | | 16 | Elevator Platform Down |
- | | | + | | 17 | Elevator Platform Up |
- | | | + | | 18 | Elevator Down | |
- | | | + | | 19 | Elevator Up | |
- | | | + | | 20 | Ceiling Door |
- | | | + | | 21 | Floor Door |
- | | | + | | 22 | Splitting Door |
- | | | + | | 23 | Swinging Door | |
- | | | + | | 25 | Sliding Door (SE 15) |
- | | | + | | 26 | Splitting Star Trek Door |
- | | | + | | 27 | Stretch (SE 20) | |
- | | | + | | 28 | Drop Floor (SE 21) |
- | | | + | | 29 | Teeth Door Prong (SE 22) |
- | | | + | | 30 | Rotate and Rise Bridge |
- | | | + | | 31 | Two-Way Train (SE 30) | |
- | | | + | | 10+++ |
- | | | + | | 32767 |
- | | | + | | 65534 |
+ | | 65535 | ||
===== Long SE reference ===== | ===== Long SE reference ===== | ||
- | ^3SE 0/1: ROTATED SECTOR | + | **SE 0/1: ROTATED SECTOR** |
SE1: pivot | SE1: pivot | ||
Ang: up--clockwise, | Ang: up--clockwise, | ||
Ligne 410: | Ligne 411: | ||
Hi = SE1 Hi | Hi = SE1 Hi | ||
- | ^3SE 2: EARTHQUAKE | + | **SE 2: EARTHQUAKE** |
In quake sector, modeled as after the quake, insert additionally: | In quake sector, modeled as after the quake, insert additionally: | ||
MASTERSWITCH | MASTERSWITCH | ||
Ligne 421: | Ligne 422: | ||
Hi=X | Hi=X | ||
- | ^3SE 3: RANDOM LIGHTS AFTER SHOT OUT | + | **SE 3: RANDOM LIGHTS AFTER SHOT OUT** |
Light is wall: | Light is wall: | ||
2-way, blockable? | 2-way, blockable? | ||
Ligne 433: | Ligne 434: | ||
SE: when on | SE: when on | ||
- | ^3SE 4: RANDOM LIGHTS | + | **SE 4: RANDOM LIGHTS** |
Hi: random blink num. ^0(research!) | Hi: random blink num. ^0(research!) | ||
| | ||
Ligne 439: | Ligne 440: | ||
SE: when on | SE: when on | ||
- | ^3SE 5: ? | + | **SE 5: ?** |
- | ^3SE 6/14: SUBWAY | + | **SE 6/14: SUBWAY** |
| | ||
Hi=unique per train | Hi=unique per train | ||
Ligne 453: | Ligne 454: | ||
Hi=1: train stops here | Hi=1: train stops here | ||
- | ^3SE 7: TRANSPORT | + | **SE 7: TRANSPORT** |
Hi=X link | Hi=X link | ||
- | ^3SE 8: UP OPEN DOOR LIGHTS (with ST 20) | + | **SE 8: UP OPEN DOOR LIGHTS (with ST 20)** |
SE 8 also in door sector | SE 8 also in door sector | ||
Hi=X links with other SE8 sprites | Hi=X links with other SE8 sprites | ||
Ligne 465: | Ligne 466: | ||
Hi=1 means exclude this wall from changing shade | Hi=1 means exclude this wall from changing shade | ||
- | ^3SE 9: DOWN OPEN DOOR LIGHTS (with ST 21) | + | **SE 9: DOWN OPEN DOOR LIGHTS (with ST 21)** |
| | ||
- | ^3SE 10: ? | + | **SE 10: ?** |
- | ^3SE 11: ROTATE SECTOR DOOR | + | **SE 11: ROTATE SECTOR DOOR** |
Ang: up--clockwise, | Ang: up--clockwise, | ||
- | Hi: link doors to be opened | + | Hi: link doors to be opened |
ST=23 | ST=23 | ||
- | ^3SE 12: LIGHT SWITCH | + | **SE 12: LIGHT SWITCH |
Hi=X | Hi=X | ||
| | ||
Ligne 483: | Ligne 484: | ||
Lo=X | Lo=X | ||
- | ^3SEENINE: C-9 BARREL | + | **SEENINE: C-9 BARREL** |
Hi=X | Hi=X | ||
Lo=delay ^0(>0? game ticks?) | Lo=delay ^0(>0? game ticks?) | ||
Ligne 491: | Ligne 492: | ||
Lo=X | Lo=X | ||
- | ^3SE 13: C-9 EXPLOSIVE/ | + | **SE 13: C-9 EXPLOSIVE/ |
| | ||
SE 13: Hi=X | SE 13: Hi=X | ||
Ligne 498: | Ligne 499: | ||
Lo=delay | Lo=delay | ||
- | ^3SE 15: SLIDING DOOR (ST=25) | + | **SE 15: SLIDING DOOR (ST=25)** |
Ang: opposite of direction of first movement | Ang: opposite of direction of first movement | ||
| | ||
2*Lo: how far (BUILD units) | 2*Lo: how far (BUILD units) | ||
- | ^3SE 17: ELEVATOR TRANSPORT | + | **SE 17: ELEVATOR TRANSPORT** |
| | ||
| | ||
Ligne 509: | Ligne 510: | ||
Top floor sector Hi=1 | Top floor sector Hi=1 | ||
- | ^3SE 18: INCREMENTAL SECTOR RISE/FALL | + | **SE 18: INCREMENTAL SECTOR RISE/FALL** |
Hi: units moved per activation (min: 1024?) | Hi: units moved per activation (min: 1024?) | ||
Ang: | Ang: | ||
Ligne 520: | Ligne 521: | ||
Lo=X | Lo=X | ||
- | ^3SE 19: SHOT TOUCHPLATE CIELING DOWN | + | **SE 19: SHOT TOUCHPLATE CIELING DOWN** |
- | ^3SE 20: BRIDGE/ | + | **SE 20: BRIDGE/ |
Ang: direction | Ang: direction | ||
| | ||
Ligne 529: | Ligne 530: | ||
Lo: how far (BUILD units) | Lo: how far (BUILD units) | ||
- | ^3SE 21: DROP FLOOR (ST 28) | + | **SE 21: DROP FLOOR (ST 28)** |
Ang: | Ang: | ||
up: drop ceiling | up: drop ceiling | ||
Ligne 541: | Ligne 542: | ||
Lo = [switch] Lo | Lo = [switch] Lo | ||
- | ^3SE 24: CONVEYOR BELT | + | **SE 24: CONVEYOR BELT** |
Ang: direction | Ang: direction | ||
| | ||
Lo=speed | Lo=speed | ||
- | ^3SE 25: ENGINE PISTON (CRUSHER) | + | **SE 25: ENGINE PISTON (CRUSHER)** |
z: starting z | z: starting z | ||
| | ||
piston travels between ceiling z and floor z | piston travels between ceiling z and floor z | ||
- | ^3SE 27: CAMERA FOR PLAYBACK | + | **SE 27: CAMERA FOR PLAYBACK** |
Hi: radius (BUILD units?) | Hi: radius (BUILD units?) | ||
- | ^3SE 28: LIGHTNING | + | **SE 28: LIGHTNING** |
Hi = tile #4890 Hi | Hi = tile #4890 Hi | ||
- | ^3SE 29: WAVES | + | **SE 29: WAVES** |
Hi: start height (phase) | Hi: start height (phase) | ||
| | ||
- | ^0 Based on | + | //Based on// |
- | ^0 * MAP EDITING FAQ v1.3 BY JONAH BISHOP | + | * MAP EDITING FAQ v1.3 BY JONAH BISHOP |
- | ^0 * The Duke Nukem 3D Informational Suite by Ryan Lennox | + | * The Duke Nukem 3D Informational Suite by Ryan Lennox |
- | ^0 * code research | + | * code research |
===== Colors ===== | ===== Colors ===== | ||
Foreground colors: | Foreground colors: | ||
- | ^0,15 0 ^1,0 1 ^2 2 ^3 3 ^4 4 ^5 5 ^6 6 ^7 7 | + | {{tablelayout? |
- | ^8 8 ^9 9 ^10 10^11 11^12 12^13 13^14 14^15 15 | + | | |
+ | | | ||
+ | |||
Background colors: | Background colors: |