Build Documents & TutorialsBe sure to explore your copy of Shadow Warrior
for the official build documentation. Vehicle "how to"1.draw your vehicle. In this example the vehicle's
walls are in YELLOW so you can see them more clearly. The vehicle's top is north (up) on the picture. Your vehicle CAN NOT use more than 30 sectors. 2.draw a box around your vehicle, this box must link to NO OTHER WALLS. This "outer box" is in DARK RED on the picture and is pointed by a GREEN arrow. 3.one of your "outer box" wall MUST... Includes: A BUILD Image example by: Yves Bresson
Make a Drivable TankOk this is what I have for you on making a tank. The drawing below is just a
simple diagram on how to make a basic tank. You of course will want to add more lines to give your tank a better look than just a box shape. All the numbers are explained below this diagram. You have to know a little bit about build in order to understand this. by: Corvin
Room Over Room Template MapThis is only a template for those who cannot or do not
know how to create the sector over sector effect correctly. I used five rooms connected by elaborate hallways and in each room uses a different use of the room over room effect. Room A A: Normal Transparent Water Effect Room A B: Sector Over Sector with sectors on the top floor which you can see from the bottom floor. Room A C: Normal Sector Over Sector Effect with two holes. Room A D: Transparent Water with a box on the top floor. (Notice how the box disappears when moving away from the sector you dived into the water? You can ONLY see stuff on top from bottom in the sector with the floor mirror texture. So create you sectors accordingly) Room A E: Sector Over Sector connecting to a distant area also more sectors on top floor with End- -Button. (You cannot see the other floor mirror texture when in the opposite floor mirror texture sector. So make them a fair distance apart) Includes: Map by: Matt
Ambience Help MapThis is simply a rather handy little map so you
can hear the ambience effects in Shadow Warrior. I put in all numbers 0-82, even though there are many that don't match up to any sound at all. Some sounds (thunder, etc) happen to carry over through almost the entire map, so don't be thrown off if you hear the thunder ambience in the background of the other ambience areas. Also, some of them may be loud enough to carry to the room next to them, so listen carefully. However, for the most part it is easy to use, and very very handy when trying to pick exactly what sounds you want in your map. We use it hear at Sunstorm Interactive, and hope you can put it to use too. by: Charlie Wiederhold
sw-myfaq.zipMini Faq. The author put all his forum examples into one file.
U/D Door Sprite 92,# S Slide Door 145,# Swing Door 143,# CTF Setup The Flag Sprite# 2520 Room over Room Water Sprite 7,# Teleport Sprite 84,# Ladder Sprite 30,0 Player Start Multi 42,# Ambient Sounds 1002,# TouchPlate Sector Tag Breaking Spite BREAKABLE_SPRITE Card Switch Sprite #,29 TURRET Switches Spawn Sprite 149,# Wall Cracks Sprite picnum=80 Texture Locations Mirrors Cameras Lighting Effects by: Loopman
Shadow Warrior Ambient SoundsTxt and HTML
by: Gameleader
Map Editing FAQ for Shadow Warrior - v1.5
A huge faq book with many examples. Includes many maps.
by: Jonah Bishop. Click the title for an HTML version.
Boat HelpHOW TO BUILD A DRIVABLE/FIRABLE BOAT
This .TXT file and the accompanying .MAP file should help those of you who are having trouble building boats or other vehicles in Shadow Warrior. Includes: Map by: Brett Anderson
BOATA drivable boat on divable water. This is a tutorial map for making Drivable boats on divable water. Includes: Map
by: Kennedy
BOAT2A drivable boat on TRANSPARENT divable water. This is a tutorial map for making Drivable boats on transparent divable water. Includes: Map
by: Kennedy
Sprite List
Sprite Tagging Referenceby: Babtech
After completing your map, head over to Freeminded and upload it ! - The modern day place to upload your Shadow Warrior maps. (map must be in .ZIP format) Also be sure to make your map names 8 characters max. in length. ie: 12345678.map - Original dos version of Sw will not load maps with a name over 8 characters. |
The above picture is of the 2d view mode which you start off in, this is an example. By pressing the "ENTER" key on your number pad you will enter 3d view mode such as in the picture below. Be sure to have your BUILD.exe or SWPBUILD.exe application file in the same directory as your SW.GRP file or 3d mode will not work.
GETTING STARTED WITH BUILD These Instructions are simply to get you started. Be sure to download the original Shadow warrior BUILD documentation and read up, starting with SWBUILD.TXT. Once your map building skills require more answers than this simple tutorial can provide.
First off download the BUILD editor for SWP, extract and add that to your SWP folder - now run SWPbuild.exe. You will start off in 2dmode in a new map with no walls or objects. The white arrow is your player and he needs space to play in ! So lets create a room. In 2dmode press the spacebar to begin drawing a line, create a box around your white arrow(player) by pressing the spacebar to create a "vertex" or "corner" of your room, once you have connected all 4 corners you should be in a box similar to this: Now my white arrow(player) is in a rectangle shaped room, if your player is not inside the room you can move your cursor inside the room and right click to jump your player to where your cursor is located. Now you can press the "ENTER" key on your number pad to go to the 3dmode view which will now look like this :
Pretty boring looking room huh? Fear not, for things are going to speed up. First of all the ceiling is far too low so while in 3dmode point your cursor at the wall in front of you and press the "PAGE UP" key to raise the ceiling.. the "PAGE DOWN" key lowers the ceiling. These 2 keys raise and lower all sectors and sprites(objects) .. the room you have made so far is also referred to as a "sector ".
Now that the ceiling has been raised we can choose a new texture for our walls, floor and ceiling/sky. We will start off with selecting a new floor texture, point your cursor at the floor while still in 3dmode and press the "V" key, pressing the "V" key once will show you what textures you have already used... since we have only one texture showing so far, there will be only be 1 texture shown and that is of this grey brick. Press the "V" key a second time and now you will see a full selection of all the textures and sprites(objects) available to you. Select a new texture for your floor and press enter. Here I have selected the "grass" texture for my floor. Follow these same steps to select a texture for your walls and ceiling. If you wish to have a sky, you must select one of the "sky" looking textures, after you have selected the sky texture you can point your cursor at the ceiling and press "P" ... notice how your sky looks like a sky now? Awesome eh.. :) So far you should now have a room that looks similar to mine : To change the sizing of your wall textures you may now point your cursor at a wall and use the arrow keys on your number pad to adjust the sizing, pressing the ">" key will align all the wall textures to the right hand side of your selected wall, to match what you have resized, so that your textures appear seamless.
You can make the wall brighter or darker by pressing the "+" and "-" keys. You can use the "+" and "-" keys to "shade" just about anything in the build editor. Next we will create a "crate" with a Rocket launcher on it in the middle of the room. To do this, start drawing another box or "sector" about the size a crate should be in the center of the room. Once you have done this, your sector should look like this: in 2dmode (using the numpad ENTER key to toggle back and forth from 2d and 3dview mode)... remember? So we can't get on top of our crate! We need to make this crate a red "sector" meaning the player can enter it. In 2dmode point your cursor inside the crate and right click to move your white arrow(player) into the crate, now press "ALT-S". The walls of your crate sector have now turned red (you can do this by exactly redrawing over the white lines of the crate.) If you switch to 3dmode it will appear as if your crate has dissappeared! .. Don't fear because if you move your mouse cursor to the floor (in 3dmode) and press the "PAGE DOWN" key once or twice it will quickly reveal the new sector you have made that has its own adjustable ceiling and floor. Now point your cursor at the top of your new sector and press the "PAGE UP" key to raise the sector up higher to make it a desirable height a crate should be.
Next we can select new textures for the sides and top of the crate, also align the textures so they match using the techniques we have just learned. Now our map should look something like this : Next, we need to add our ROCKET LAUNCHER !!!!! YEAH !... This will be the beginning of the use of sprites(objects)! Using the "A" and "Z" keys you can: in 2dmode zoom in and out ... or here in 3dmode it is our jump and crouch button, yet if we press the "CAPS LOCK" button it changes the different modes for the "A" and "Z" button use. Go ahead, press the "caps lock" button and now press the "A" and "Z" buttons in 3dmode .... notice the change? Now raise your player up so you can view the top of the crate better, point at the top of the crate with your cursor and press "S"... you have now inserted a sprite ! ... Still in 3dmode point at the sprite and press "V" twice. The Rocket Launcher tile is #1818 in the list, press enter to select it and BAM ! spinning rocket launcher on a crate ! Enter 2dmode,press "SCROLL LOCK" and create a player start position, next press the escape key and save your map! You are now ready to dowload the build documentation and learn much more ! Remember! SAVE OFTEN !
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