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Editing
Tutorials
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Texture
Manipulation: Computer Panels
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| I'm not going
to explain here what sectors and lindefs are and
how the X & Y offsets work. Go to The
Unofficial WAD Designers' Handbook 2.1 to learn
more about that basic stuff...... |
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Computer
Monitor1 (2 versions)
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These
computer monitors are inset into the wall. I made
these in Vilecore in diff maps and you see them
in other peoples maps too. Both use no X and Y
offsets. These are really easy to make. |
Texture
used for comp: compstal2
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Texture
used for comp: compstal1
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| Sector
Info: I usually place these 32 units above
the floor (which means: if your room has a floor
set at 0 then the floor of your monitor will
be 32). The sector for the comp monitor has a
total height of 48 so the ceiling will be at
80 for this example. Make the sector 56 long
and 8 deep and that's it for the sector stuff.
You can make it 16 or 8 deep, but I think 8 looks
best... |
| X
- Y Offsets: X = 0 Y = 0 [No X and Y offsets
setting for these monitors] . :) |
Comptall
Monitor1
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This monitor is
a part of the huge comptall texture thats 128 x
256. I use this variation of the texture a lot
in my levels. |
Texture
used for comp: comptall
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| Sector
Info: I tend to place these 32 units above
the floor (which means: if your room has a floor
set at 0 then the floor of your monitor will
be 32). The sector for the comp monitor has a
total height of 64 so the ceiling will set to
96 for this example. Make the sector 64 long
and 8 deep and that's it for the sector stuff.
You can make it 16 or 8 deep, or whatever you
want.. |
| X
- Y Offsets: X = -64 Y = 128 |
Comptall
Panel1
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Anouther part of
the 256 x 128 comptall texture in Doom II. This
one has the same settings as the monitor above
but the X and Y offsets are different of course. |
Texture
used for comp: comptall
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| Sector
Info: I normally place these 32 units
above the floor (which means: if your room has
a floor set at 0 then the floor of your monitor
will be 32). The sector for the comp panel has
a total height of 64 so the ceiling will be at
96 for this example. Make the sector 64 long
and 8 deep and that's it for the sector stuff.
You can make it 16 or 8 deep or whatever you
prefer... |
| X
- Y Offsets: X= -64 Y = 64 |
Comptall
Panel2
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Anouther part of
the 256 x 128 comptall texture in Doom II. Looks
almost the same as panel1 but its a bit different.
;) |
Texture
used for comp: comptall
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| Sector
Info: I usually place these 32 units above
the floor (which means: if your room has a floor
set at 0 then the floor of your monitor will
be 32). The sector for the comp panel has a total
height of 64 so the ceiling will be at 96 for
this example. Make the sector 64 long and 16
deep and that's it for the sector stuff. You
can make it 16 or 8 deep, either one looks fine... |
| X
- Y Offsets: X = -128 Y = 64 |
Computer
Monitor2 (2 versions)
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These computer
monitors are inset into the wall. I used these
in diff maps. The reason why theres 2 here is because
the only diff is the textures. Both use the same
X and Y offsets. |
Texture
used for comp: compstal1
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Texture
used for comp: compstal2
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| Sector
Info: I
usually place these 32 units above the floor
(which means: if your room has a floor set at
0 then the floor of your switch will be 32).
The sector for the comp panel has a total height
of 48 so the ceiling will be at 80 for this example.
Make the sector 72 long and 8 or 16 deep and
that's it for the sector stuff. I think 8 or
16 looks best myself... |
| X
- Y Offsets: X = -74 Y = 0 |
Computer
Access Panel
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Anouther part of
the 128 x 256 Comptall texture. Its the part with
the danger stripe jobby on it and appears to be
some kinda of circuit access panel that you could
open. |
Texture
used for comp: comptall
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| Sector
Info: This panel is 32 units above the
floor (which means: if your room has a floor
set at 0 then the floor of your switch will be
32). The sector for the comp panel has a total
height of 64 so the ceiling will be at 96 for
this panel. Make the sector 64 long and 8 or
16 deep and that's it for the sector stuff. I
think 8 or 16 looks cool.. |
| X
- Y Offsets: X = -160 Y = 0 |
Computer
Vent Panel
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Yeah its anouther
piece of the 128 x 256 comptall texture jobby.
It looks vented. |
Texture
used for comp: comptall
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| Sector
Info: This vent panel is 32 units above
the floor (which means: if your room has a floor
set at 0 then the floor of your switch will be
32). The sector for the comp panel has a total
height of 64 so the ceiling will be at 96 for
this panel. Make the sector 64 long and 8 or
16 deep and that's it for the sector stuff. I
think 8 or 16 looks neat.. |
| X
- Y Offsets: X = 64 Y = -64 |
Computer
Compilation
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Now for what I
think is the cool part. Shown here is just a couple
examples of what you can do with the info above.
I first did this in Vilecore..... |
| Texture used for comp: comptall |
Texture used for comp: comptall |
| Sector
Info: Both sectors of these computer panels
are 192 long and the back lindefs are split 3
times making up three even 64 long segments.
You can make all kinds of variations using whatever
combos you want. You can make these comp panels
as long as you want and just keep adding diff
parts of the comptall texture using the offsets
given in the above examples. Pretty snazzy stuph
huh? ;) |
| X
- Y Offsets: Just use the examples above
and figure it out yourself. ;) |
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