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Editing Tutorials
 
Texture Manipulation: Computer Panels
 
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......
 
Computer Monitor1 (2 versions)
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
Texture used for comp: compstal1
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
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
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
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
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
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
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)
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
Texture used for comp: compstal2
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
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
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
Yeah its anouther piece of the 128 x 256 comptall texture jobby. It looks vented.
Texture used for comp: comptall
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
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. ;)