DBE FAQ v.0.1 DETH, Boom, Editng FAQ 4/4/98 Copyrighted: David Wood E-mail:shelves@london.crosswinds.net Sections: 1): Submissions/questions 2): What this faq is and isn't and what you will need 3): Copyright notices, disclaimer 4): Conveyor belts ------------------------------------------------- Section 1): Submissions/questions To submit information to this faq, you need to make sure it is ascii text, (write it in notepad) and full screen. This faq intends to just be text based for the moment. Mail information as zipped attachments if it is pages long or as the e-mail itself if it is short. Your name and e-mail address will be put alongside the information as credits when in the faq. The address (for the moment) is shelves@london.crosswinds.net. Another address to mail to is: hakx@geocities.com but I don't check that mail every week. ------------------------------------------------- 2): What this faq is and isn't and what you will need This faq isn't intended to be universal, you will need Boom (at the moment there is only a beta version) and deth4.12. You may need to enable the Boom editing feature in Deth. This faq is written by doomers for doomers. It is assumed that you already play and level edit doom. You will need to be proficient in deth level editing, this isn't a guide on deth's keys and menus -but where necessary they will be mentioned. And finally -if you're reading this windowed, maximise the window. ------------------------------------------------- 3): Copyright notices, disclaimer The author of this faq, David Wood (shelves@london.crosswinds.net) accepts no liability from any problems that may arise from reading or loading this faq. Copyrights where not mentioned are automatically recognised. --Doom, DoomII copyright Id software (http://wwww.idsoftware.com) --Boom copyright teamTNT (http://www.neosoft.com/~teamtnt) --DBEfaq copyright David Wood (screen-name 'hakx') http://www.crosswinds.net/london/~shelves ------------------------------------------------- And now down to the good stuff (what there is of it!): Section 4): Conveyor belts Conveyor belts: by David Wood (hakx) 1) Make three sectors joined together like this: (use the prefab function of deth 64x64 size rectangle) ______ ______ ______ | | | | | 0 | 1 | 2 | |______|______|______| 2) If you've started a new level then the sectors will be named 0, 1 and 2. Tag sector 1 "1", the first tag available on a new level. 3) Go into vertex mode and make 2 vertexes, probably called 8 and 9. 4) Go into linedef mode and make a new line def, by pressing insert. Connect it between the new vertices 8 and 9. 5) Tag the linedef "1", so it is linked, via the tags, to sector 1. 6) Give the linedef a type. The type used in tnt's example wad 'dawning' is 253. You can get to this in deth by press control+T when you have the linedef selected, then select vectors, then the options are all there. Type 253 is near to the bottom of the vectors window. 7) The last, important, thing to do is point the linedef in the direction you want the conveyor belt to go. This is done by moving the vertices of the linedef (in vertex mode) and then seeing what direction the linedef is pointing in linedef mode. ----------------------------------------------