				____---====Slope On Slopes===---___

				__===Duke Nukem 3D Build tutorial===

Author: J.Sipos
Where: http://nic.gtn.nert/fish/
What?: JS' Duke3D Build Site

map: slopelit.map


INSTRUCTIONS/DOCUMENTATION


This map is for Building sloped light effects and for also correcting the incline of a sloped
sector after splitting it. The two tutorials are wrapped in one map.
The map has ten segments each representing the steps in Building the effect documented at
JS' Duke3D Build Site: http://nic.gtn.net/fish/ Visit the site if you need more instruction
with this tutorial or for other Build needs.

1.  Unzip litslope.map in to the Duke3d directory on your hard drive.
2.  Open litslope.map in Build

About the ten segments:

<NOTES>: Walls with a palette of 1 (blue) represent the walls which house
the sloped light effect sectors. Walls seen in red represent the walls which should be made
the "first walls".
Any Hitags you see are only to help you see which segments you are looking at in 2D mode.
They have no effect on the sectors and are not necessary to create these effects/sectors.
</NOTES>

"Step 1" (segment 1) is actually two steps together.
First, naturally, the big room was constructed in which the first segment was then added.
The first segment, before the smaller sector at the bottom of the slope was added, had the
floor and the ceiling sloped by pressing the ] key three times.
(you can slope the sector to whatever incline you want).

"Step 2" (segment 2) The smaller sectors to the east and west of the longer sector were added.
These sectors will house the split walls for the sloped light effect.
The inner walls were given a palette of 1 (blue) just to make it easier to see these sectors.
Any wall you see in red (palette 2) is indicating the wall which was made the first wall.
(or should be the first wall)

"Step 3" (segment 3) This segment just shows what it might look like after splitting the sector
across to join the ends of the sloped light effect sectors.

"Step 4" (segment 4) This segment shows you what it should look like after reassigning the first
walls to the appropriate walls.

"Step 5" (segment 5) In segment 5, it shows that you lower the sector (in front of the sector hitag5)
so that it is as close to the sector hitag5 as possible. Lowering the sector one more unit would
have made the sector in front much lower and not as close as possible.

"Step 6" (segment 6) In 3D mode, place the cursor on the sector with the hitag5 and press and hold
the right <Alt> key and press ] key. This will make that sloped sector in front join evenly with
the longer sloped sector. Then place the cursor on the longer sector and press and hold
the right <Alt> key and press ] key. This will make that longer sloped sector join evenly with
the smaller flat sector at the bottom of the sloped sectors.

"Step 7" (segment 7) Segment 7 shows the results of step 6. Also, the sloped light effect sectors
where arranged so that you can see them. You can now split the walls by placing the cursor on
the top half of walls and pressing the 2 key. Then lower the floor of these sectors so that you
can prepare for step 8. (You could split the walls later if you wanted).

"Step 8" (segment 8) In step 8, the ceilings of the light effect sectors were raised to the
same height as the larger, main room. They were then sloped using the ] key to get the slope as
close as possible to the end of the split. Depending on the grid size you used to make this
sector, you might have to fine tune the slope. To do that, place the cursor on the ceiling
of the light effect sector and hold down the left mouse button so that the ceiling remains
selected. Then press and hold the right <Shift> key while you tap the ] or [ key as many times
as needed to get the slope just right.

"Step 9" (segment 9) Segment 9 shows the result rather than what was done. In step 9 you simply
pull the floors of the light effect sectors straight up to the ceiling. You do not have to
match their slope or any special procedure. Just pull them up to the ceiling. You see the result
of doing this step in segment 9.

(segment 10) This shows you what it looks like after you have applied textures and aligned them.
That's it. Not very difficult; it just takes some extra time. Once you have split the walls,
you cannot scale the texture on the bottom half of the wall. However, they will be the
same scale as the top half so all you might have to do is move the texture on the bottom halves up or down.

That's it. If you need more online tutorials visit:
JS' Duke3D Build Site at
http://nic.gtn.net/fish/

js.

			Copyright  1999 by J. Sipos. All rights reserved.



