BOOM Editing Tricks

This section is for editing levels specifically for TNT's BOOM engine. All tutorials written by me, Rellik_jmd.

If when reading these, you find what you know to be an error, send mail to us at DER.

CONTENTS:
  1. Team TNT stuff
  2. Doors
  3. Lifts (Elevators)
  4. Teleports
  5. Deep water
  6. Using colormaps
  7. Trigcalc.exe
  8. Conveyors
  9. Low / High friction sectors
  10. Accelerative Conveyors.
COMING SOON:
- scrolling textures
- accelerative scrollers



Team TNT stuff

The BOOM source port was created by Team TNT (website here). They have made a few editing utilities and reference materials listed available from their website under the BOOM link.

You can download a BOOM linetypes quick referrence txt file here. It is merely a trimmed down version of the original BOOMREF.TXT file that came with BOOM.



DOORS

INVISIBLE DOORS aren't that hard to make. There are just a few rules to follow. Say you got a plain hallway and you want a door in it that is atleast partly transparent. Say you want it to look like a door of iron bars that you can see through the gaps. It's simple.

You set the sector up like a door, except the floor must be atleast one unit higher than the surrounding neighbors floor. If the floors are the same height it won't work. Remember to tag the door sector somehow so it goes up and down. Now you have to use BOOM's deep water line type. The nice part is you can just tag one of the walls of the hallway that the door is in with the 242 line type (as long as the hieght is the same as the doorway height). Now tag the line to the door. The next step is to make the DOOR SECTOR's light level atleast one unit higher than the halls.

Right now if you tried it, your door would be completely invisible, so add a texture. Say you're using the MIDBARS textures. You put the texture in the CENTER slot with no pegging. Now you use the off-sets to raise the texture till it covers your door. If your door is 128 units high, raise it 128 units. Now you can have doors with windows, holes blown through them, etc. You can get a sample invisible door (for DOOM2) here.

Special thanks to Andre Majorel for the different light levels trick. I don't know why it works but it does.

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LIFTS

Elevators are very easy to make. Here arre your choices for elevator linetypes:

Linetype Activation Speed Target destination
230 SR Fast Next Highest Floor
229 S1 Fast Next Highest Floor
228 WR Fast Next Highest Floor
227 W1 Fast Next Highest Floor
234 SR Fast Next Lowest Floor
233 S1 Fast Next Lowest Floor
232 WR Fast Next Lowest Floor
231 W1 Fast Next Lowest Floor
238 SR Fast Current Floor
237 S1 Fast Current Floor
236 WR Fast Current Floor
235 W1 Fast Current Floor

Switches obviously control where the sectors floor moves to. Whatever the hieght of the neighboring sectors cielings, the original height of the lift will remain unchanged. You can get a sample elevator here.


Teleports

Teleport switches

To make a teleport switch, simply make a switch type 195 and tag it to the destination sector. Now put a teleport destination thing in the destination sector and you're finished. You can get a sample map here.

Line to line teleports

Line to line teleports are one of BOOM's greatest features, teleports without destination things!

First decide the 2 lines you will use. Now choose what kind of teleporter you'd like to use and set both lines to this type. Now just assign them both the same tag and you're done! Remember that you go into the front of one line and come out of the front of the second line. You can get a sample map here.


Deep Water

This is the sector layout of the sample map available here.

The large group of sectors is a landing on the left with stairs leading down under the water to the right. The small sector below is our referrence sector. This sector will tell the engine where to put our extra floor and what floor textures and colormaps to use on it. One of the lines on the referrence or "Dummy" sector is type 242, and is tagged to all but the far left upper sector. The floor hieght on the dummy sector is 0, cieling 128.

Here's how the flats our displayed. While standing out of the water, you see the original sectors cieling and floor texture, under the water you see the dummy sectors floor and cieling textures. It's sounds backwards but it works. Make the floor of the upper sectors FWATER1 so that it looks like there is water there, then make the floor of the dummy sector RROCK03 so it looks like there is a metal floor when you go under water. Make the cieling of the dummy sector FWATER1 so that you see the surface of the water when you're under it. If you want to use an alternate colormap under the water see the next section.


Using Colormaps

For a tutorial on how to create colormaps, click here.

Colormaps control what colors are used in a particular sector. Here is an example of using a red colormap versus no special colormap at all.

Here is a room with the standard DOOM colormap.


Here is the same room as it would look using a red colormap.

The colormap turns everything a shade of red. To use a colormap is quite simple.

To add color to a regular sector, create a dummy sector that is identicle to your target sector. Now make one of the dummy sectors lines type 242 and make it's main texture the name of your desired colormap. To use the colormap included in BOOM, make the center texture WATERMAP and everything will be tinged greeny blue. Putting the colormap name in the center slot means it is visible between the dummy sectors floor and cieling.

To use colormaps with Deep Water, make the LOWER texture of 242 line the name of your colormap. Putting the colormap name in the center slot means it is visible between the dummy sectors floor and cieling. Putting the colormap name in the lower slot means it is visible only under the dummy sectors floor (thusly under the water).



Using Trigcalc.exe

Trigcalc.exe is a program included with BOOM that helps you use the generalized linetypes more easily. It is an incredibly easy program to use, so I'll basically tell you just what it can do rather than how to use it because basically you run it and just answer it's questions. You can use trigcalc to create new doors, lifts, floor movers, stairs, etc. If you want to create something, but the original DOOM doesn't have the action you're looking for, chances are BOOM does and you need trigcalc to calculate what linetype it is. Just to give you an idea of how far TeamTNT pushed this, there are atleast 25,000 linetypes available for you. :-)



Making a conveyor

Boom conveyors are scrolling floors that move the objects on them like a conveyor belt. For this simply use one of the scrolling floor / cieling linetypes and tag the line to the sector you want the floor to scroll on. The speed is dependent on how long the line is, direction by which way the line is facing. You can get a sample wad here.



Low and high friction sectors

Changing the friction of a sector is quite easy. Just make a line type 223 and tag it to your target sector. Now make the sector type 256 and you're done. Now if you want the surface to be more slippery than normal, make the tag line longer than 100 units. For a 'sticky' surface make it shorter than 100 units. Sample wad available here.