http://maniacsvault.net/ecwolf/w/api.php?action=feedcontributions&user=Marrub&feedformat=atomECWolf Wiki - User contributions [en]2024-03-28T20:37:18ZUser contributionsMediaWiki 1.35.8http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_Global_Light_Levels_And_Flats&diff=612Creating Maps With Global Light Levels And Flats2013-12-18T19:50:31Z<p>Marrub: woops that's not a placeholder</p>
<hr />
<div>If you want to add some ambiance or want to add some textured ceilings/floors to your maps, check this out.<br />
<br />
== Adding A Global Light Level ==<br />
This one is simple but confusing.<br />
<br />
You'll want to go to '''Map>Map Symbols''' and go to '''Plane 1 (Walls)'''.<br />
<br />
There you'll want to add a bunch of symbols.<br />
<br />
You'll need to add these:<br />
<br />
216<br />
217<br />
218<br />
219<br />
220<br />
221<br />
222<br />
223<br />
<br />
And these:<br />
<br />
252<br />
253<br />
254<br />
255<br />
256<br />
257<br />
258<br />
259<br />
260<br />
261<br />
262<br />
263<br />
264<br />
265<br />
266<br />
267<br />
<br />
Then add one of the walls from the first table to map position (2,0) and one of the ones from the second table to map position (3,0).<br />
<br />
The first table is for the light level (0-7) and the second one is for the visibility (0-15).<br />
<br />
Think of it like this:<br />
<br />
216 - Light level 0 (Darkest)<br />
217 - Light level 1<br />
218 - Light level 2<br />
219 - Light level 3<br />
220 - Light level 4<br />
221 - Light level 5<br />
222 - Light level 6<br />
223 - Light level 7 (Brightest)<br />
<br />
252 - Visibility level 0 (Lowest Visibility)<br />
253 - Visibility level 1<br />
254 - Visibility level 2<br />
255 - Visibility level 3<br />
256 - Visibility level 4<br />
257 - Visibility level 5<br />
258 - Visibility level 6<br />
259 - Visibility level 7<br />
260 - Visibility level 8<br />
261 - Visibility level 9<br />
262 - Visibility level 10<br />
263 - Visibility level 11<br />
264 - Visibility level 12<br />
265 - Visibility level 13<br />
266 - Visibility level 14<br />
267 - Visibility level 15 (Highest Visibility)<br />
<br />
Once you have all that done, add this to your [[map translator]] file:<br />
<br />
enable lightlevels;<br />
<br />
== Adding Flats ==<br />
<br />
First, you'll need the texture itself, of course. I'll be using a texture called CEMENT1 for this example.<br />
<br />
Add this to your map translator file:<br />
<br />
flats<br />
{<br />
floor<br />
{<br />
"#FFFFFF", // Flat Color<br />
"CEMENT1" // Stone Floor<br />
}<br />
ceiling<br />
{<br />
"#FFFFFF", // Flat Color<br />
"CEMENT1" // Stone Ceiling<br />
}<br />
}<br />
<br />
The first thing in the list is the default flat. Set this to whatever you want, solid hex colors work fine here.<br />
<br />
Now, go into your map and go back to '''Map>Map Symbols'''. Then go to '''Plane 3 (Extra)'''.<br />
<br />
Add the index of your flat. (eg 1 would be the first texture after the placeholder)<br />
<br />
You'll probably want to go to '''Map>Plane Manager''' to enable showing Plane 3.<br />
<br />
<br />
<br />
Now then, select Plane 3 as your active plane and check '''Map>Low Byte Mode''' or '''Map>High Byte Mode''' depending on whether it's a floor or ceiling.<br />
<br />
Place some down, save and export. You're done!<br />
<br />
Note that your textures '''must''' be inbetween F_ markers (WAD) or a flats/ folder (PK3). See [[Data_Container_Formats|this]] page for more info.<br />
<br />
[[Category:Guides]]</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_And_Wads&diff=611Creating Maps And Wads2013-12-18T12:48:32Z<p>Marrub: forgot to add this category</p>
<hr />
<div>Want to make maps? It's pretty simple, and this tutorial will walk you through making one.<br />
<br />
== The Tools ==<br />
You'll want to download these tools for making your map and making it playable.<br />
<br />
[http://slade.mancubus.net/index.php?page=downloads Slade 3] ([[Data_Container_Formats|WAD/PK3]] Editor)<br />
<br />
[http://hwolf3d.dugtrio17.com/index.php?section=hwe HWE] (Map Editor)<br />
<br />
== Preparing Your Tools ==<br />
<br />
Now that you have your tools, it's time to prepare them. Make a new WAD archive in SLADE.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:slade1.png]]<br />
|}<br />
<br />
Good. Now make a new entry.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:slade2.png]]<br />
|}<br />
<br />
Name it MAP01 (just type MAP01 into the box that pops up)<br />
<br />
Also note that MAP01 can be whatever level you want to replace, but for the sake of convenience we'll be replacing MAP01.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:slade3.png]]<br />
|}<br />
<br />
Cool. Now save it. The file name can be whatever you want (preferably less than 8 characters)<br />
<br />
You can close SLADE now. We won't be needing it until later.<br />
<br />
<br />
<br />
Now, take your WL6 files and copy them into a new folder. You only need the GAMEMAPS.WL6 and MAPHEAD.WL6 files here.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:slade4.png]]<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:slade5.png]]<br />
|}<br />
<br />
Great. Now let's break out HWE. Go to '''File>Open Project'''.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe1.png]]<br />
|}<br />
<br />
Open up the folder you just made.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe2.png]]<br />
|}<br />
<br />
Click OK. You should see this:<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe3.png]]<br />
|}<br />
<br />
Awesome. <br />
<br />
== Mapping It Out ==<br />
<br />
Let's make a simple map now. Go to '''Map>Clear Map (Solid)''' and click OK on the warning. This will clear the map for you.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe4.png]]<br />
|}<br />
<br />
Click on the '''fill''' tool and then click on the '''grey brick 1''' brush.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe5.png]]<br />
|}<br />
<br />
Coolio. Fill the place with grey brick by clicking on the 'canvas'. Hopefully you're catching onto how this works.<br />
<br />
Try making a big square out of blue brick now. Use the rectangle tool.<br />
<br />
It should look something like this:<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe6.png]]<br />
|}<br />
<br />
Now we need to give it a floor. These are also known as "'''sound sectors'''".<br />
<br />
Place a small square of 'em down.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe7.png]]<br />
|}<br />
<br />
BAM! You now have a full room!<br />
<br />
<br />
<br />
Okay, now, go to the drop-down menu here and select '''Plane 2 (Objects)'''.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe8.png]]<br />
|}<br />
<br />
Select a '''Start Position''' in any direction you want. You should also switch to the pencil tool.<br />
<br />
<br />
Place one down.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe9.png]]<br />
|}<br />
<br />
Totally rad. This is where your player (BJ!) will start.<br />
<br />
You can place some extra stuff down if you want, but I'll be keeping it this way.<br />
<br />
== Exporting The Goods ==<br />
<br />
Now we'll export the map so we can use it in [[File:MiniECWolfLogoIcon.png]]. You should save the project beforehand (''CTRL-S'' )<br />
<br />
Go down to '''File>Export Map'''.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:export1.png]]<br />
|}<br />
<br />
It should give you a message. Click No.<br />
<br />
<br />
<br />
Now, select "WDC Map Files" as the file type and name the file "'''PLANES.map'''". It's important that it is named PLANES.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:export2.png]]<br />
|}<br />
<br />
Hit save.<br />
<br />
You'll then see this window:<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:export3.png]]<br />
|}<br />
<br />
Select Wolf1 Map1 and click the top arrow.<br />
<br />
Then click Export.<br />
<br />
== It Lives! ==<br />
<br />
Close HWE. We won't be needing it now.<br />
<br />
Now, open SLADE back up and open the WAD you created earlier.<br />
<br />
Also get the folder you saved your PLANES file in handy.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:itlives1.png]]<br />
|}<br />
<br />
Drag the PLANES file into the archive. Then save the WAD.<br />
<br />
<br />
<br />
You're done! Drag the WAD onto ECWolf's executable, launch episode 1, and you should be in your first map!<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:itlives2.png]]<br />
|}<br />
<br />
== Adding Maps To A PK3 ==<br />
<br />
You can also add your maps to a PK3 file by putting the map WAD in the maps/ folder. Note that the WAD's name will be used as the map's name instead of the marker inside the WAD.<br />
<br />
For more info, see [[Data_Container_Formats|here]].<br />
<br />
[[Category:Guides]]</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_Global_Light_Levels_And_Flats&diff=610Creating Maps With Global Light Levels And Flats2013-12-18T11:46:49Z<p>Marrub: knew there was something I forgot</p>
<hr />
<div>If you want to add some ambiance or want to add some textured ceilings/floors to your maps, check this out.<br />
<br />
== Adding A Global Light Level ==<br />
This one is simple but confusing.<br />
<br />
You'll want to go to '''Map>Map Symbols''' and go to '''Plane 1 (Walls)'''.<br />
<br />
There you'll want to add a bunch of symbols.<br />
<br />
You'll need to add these:<br />
<br />
216<br />
217<br />
218<br />
219<br />
220<br />
221<br />
222<br />
223<br />
<br />
And these:<br />
<br />
252<br />
253<br />
254<br />
255<br />
256<br />
257<br />
258<br />
259<br />
260<br />
261<br />
262<br />
263<br />
264<br />
265<br />
266<br />
267<br />
<br />
Then add one of the walls from the first table to map position (2,0) and one of the ones from the second table to map position (3,0).<br />
<br />
The first table is for the light level (0-7) and the second one is for the visibility (0-15).<br />
<br />
Think of it like this:<br />
<br />
216 - Light level 0 (Darkest)<br />
217 - Light level 1<br />
218 - Light level 2<br />
219 - Light level 3<br />
220 - Light level 4<br />
221 - Light level 5<br />
222 - Light level 6<br />
223 - Light level 7 (Brightest)<br />
<br />
252 - Visibility level 0 (Lowest Visibility)<br />
253 - Visibility level 1<br />
254 - Visibility level 2<br />
255 - Visibility level 3<br />
256 - Visibility level 4<br />
257 - Visibility level 5<br />
258 - Visibility level 6<br />
259 - Visibility level 7<br />
260 - Visibility level 8<br />
261 - Visibility level 9<br />
262 - Visibility level 10<br />
263 - Visibility level 11<br />
264 - Visibility level 12<br />
265 - Visibility level 13<br />
266 - Visibility level 14<br />
267 - Visibility level 15 (Highest Visibility)<br />
<br />
Once you have all that done, add this to your [[map translator]] file:<br />
<br />
enable lightlevels;<br />
<br />
== Adding Flats ==<br />
<br />
First, you'll need the texture itself, of course. I'll be using a texture called CEMENT1 for this example.<br />
<br />
Add this to your map translator file:<br />
<br />
flats<br />
{<br />
floor<br />
{<br />
"#FFFFFF", // Placeholder<br />
"CEMENT1" // Stone Floor<br />
}<br />
ceiling<br />
{<br />
"#FFFFFF", // Placeholder<br />
"CEMENT1" // Stone Ceiling<br />
}<br />
}<br />
<br />
Yes, you need that placeholder.<br />
<br />
Now, go into your map and go back to '''Map>Map Symbols'''. Then go to '''Plane 3 (Extra)'''.<br />
<br />
Add the index of your flat. (eg 1 would be the first texture after the placeholder)<br />
<br />
You'll probably want to go to '''Map>Plane Manager''' to enable showing Plane 3.<br />
<br />
<br />
<br />
Now then, select Plane 3 as your active plane and check '''Map>Low Byte Mode''' or '''Map>High Byte Mode''' depending on whether it's a floor or ceiling.<br />
<br />
Place some down, save and export. You're done!<br />
<br />
Note that your textures '''must''' be inbetween F_ markers (WAD) or a flats/ folder (PK3). See [[Data_Container_Formats|this]] page for more info.<br />
<br />
[[Category:Guides]]</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_Global_Light_Levels_And_Flats&diff=609Creating Maps With Global Light Levels And Flats2013-12-18T11:45:59Z<p>Marrub: Created page with "If you want to add some ambiance or want to add some textured ceilings/floors to your maps, check this out. == Adding A Global Light Level == This one is simple but confusing..."</p>
<hr />
<div>If you want to add some ambiance or want to add some textured ceilings/floors to your maps, check this out.<br />
<br />
== Adding A Global Light Level ==<br />
This one is simple but confusing.<br />
<br />
You'll want to go to '''Map>Map Symbols''' and go to '''Plane 1 (Walls)'''.<br />
<br />
There you'll want to add a bunch of symbols.<br />
<br />
You'll need to add these:<br />
<br />
216<br />
217<br />
218<br />
219<br />
220<br />
221<br />
222<br />
223<br />
<br />
And these:<br />
<br />
252<br />
253<br />
254<br />
255<br />
256<br />
257<br />
258<br />
259<br />
260<br />
261<br />
262<br />
263<br />
264<br />
265<br />
266<br />
267<br />
<br />
Then add one of the walls from the first table to map position (2,0) and one of the ones from the second table to map position (3,0).<br />
<br />
The first table is for the light level (0-7) and the second one is for the visibility (0-15).<br />
<br />
Think of it like this:<br />
<br />
216 - Light level 0 (Darkest)<br />
217 - Light level 1<br />
218 - Light level 2<br />
219 - Light level 3<br />
220 - Light level 4<br />
221 - Light level 5<br />
222 - Light level 6<br />
223 - Light level 7 (Brightest)<br />
<br />
252 - Visibility level 0 (Lowest Visibility)<br />
253 - Visibility level 1<br />
254 - Visibility level 2<br />
255 - Visibility level 3<br />
256 - Visibility level 4<br />
257 - Visibility level 5<br />
258 - Visibility level 6<br />
259 - Visibility level 7<br />
260 - Visibility level 8<br />
261 - Visibility level 9<br />
262 - Visibility level 10<br />
263 - Visibility level 11<br />
264 - Visibility level 12<br />
265 - Visibility level 13<br />
266 - Visibility level 14<br />
267 - Visibility level 15 (Highest Visibility)<br />
<br />
Once you have all that done, add this to your [[map translator]] file:<br />
<br />
enable lightlevels;<br />
<br />
== Adding Flats ==<br />
<br />
First, you'll need the texture itself, of course. I'll be using a texture called CEMENT1 for this example.<br />
<br />
Add this to your map translator file:<br />
<br />
flats<br />
{<br />
floor<br />
{<br />
"#FFFFFF", // Placeholder<br />
"CEMENT1" // Stone Floor<br />
}<br />
ceiling<br />
{<br />
"#FFFFFF", // Placeholder<br />
"CEMENT1" // Stone Ceiling<br />
}<br />
}<br />
<br />
Yes, you need that placeholder.<br />
<br />
Now, go into your map and go back to '''Map>Map Symbols'''. Then go to '''Plane 3 (Extra)'''.<br />
<br />
Add the index of your flat. (eg 1 would be the first texture after the placeholder)<br />
<br />
You'll probably want to go to '''Map>Plane Manager''' to enable showing Plane 3.<br />
<br />
<br />
<br />
Now then, select Plane 3 as your active plane and check '''Map>Low Byte Mode''' or '''Map>High Byte Mode''' depending on whether it's a floor or ceiling.<br />
<br />
Place some down, save and export. You're done!<br />
<br />
Note that your textures '''must''' be inbetween F_ markers (WAD) or a flats/ folder (PK3). See [[Data_Container_Formats|this]] page for more info.</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=User:Marrub&diff=608User:Marrub2013-12-18T08:44:47Z<p>Marrub: </p>
<hr />
<div>I make [[:Category:Guides|tutorials]]</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_New_Actors&diff=607Creating Maps With New Actors2013-12-18T08:17:10Z<p>Marrub: removed sig</p>
<hr />
<div>Sometimes you might want to add new enemies or objects instead of replacing old ones in maps, this tutorial explains how to do exactly that.<br />
<br />
== Requirements ==<br />
You'll need to add a [[Editor_number|DoomEdNum/Tag ID]] for your actor first. Look for one that isn't used.<br />
<br />
(You can check the current game's [[DECORATE]] or XLAT files from ecwolf.pk3 to make sure that it isn't being used.)<br />
<br />
For this example, we'll be using this actor:<br />
actor NewSSGuy : WolfensteinSS 666 {}<br />
<br />
You will also need a [[MAPINFO]] lump to define what file your [[Map translator|map translator]] is.<br />
Write down a [[MAPINFO/Cluster_definition|cluster]], [[MAPINFO/Episode_definition|episode]], [[MAPINFO/Gameinfo_definition|gameinfo]] or [[MAPINFO/Map_definition|map]] block depending on what levels you want to affect.<br />
<br />
Again, for this example, we'll be using this:<br />
gameinfo {translator = "XLAT"}<br />
Replace XLAT with the name of your map translator file.<br />
<br />
Next, we'll need the map translator itself.<br />
<br />
Find an empty object number, you can, again, check ecwolf.pk3 for reference.<br />
<br />
We'll be adding object 100 here and including the base game's xlat file, since we're just adding something.<br />
include "$base"<br />
things<br />
{<br />
// oldnum, newnum, angles, patrol, minskill<br />
{100, 666, 4, HOLOWALL, 1}<br />
}<br />
<br />
== Mapping it out ==<br />
Here's the tricky part. Adding this stuff to your map.<br />
<br />
I've taken an empty GAMEMAPS.WL6 and renamed it to "GAMEMAPS.ECW" so HWE will ask us to make a new configuration.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef1.png]]<br />
|}<br />
<br />
Click Yes.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef2.png]]<br />
|}<br />
<br />
You'll see this thing. Set the settings to these and click OK.<br />
<br />
Make a basic map with a player start and all that jazz.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef3.png]]<br />
|}<br />
<br />
Go down to '''Map > Map Symbols''' and then to Plane 2. Add a new map symbol and put its ID to the ID you added earlier in the map translator file.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef4.png]]<br />
|}<br />
<br />
Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.<br />
<br />
It'll give you a warning message, just click OK.<br />
<br />
<br />
<br />
Now, place some in your map.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef5.png]]<br />
|}<br />
<br />
And you're done. Export your map and put it in your wad/pk3.<br />
<br />
[[Category:Guides]]</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_And_Wads&diff=606Creating Maps And Wads2013-12-18T08:07:33Z<p>Marrub: added collapsed images</p>
<hr />
<div>Want to make maps? It's pretty simple, and this tutorial will walk you through making one.<br />
<br />
== The Tools ==<br />
You'll want to download these tools for making your map and making it playable.<br />
<br />
[http://slade.mancubus.net/index.php?page=downloads Slade 3] ([[Data_Container_Formats|WAD/PK3]] Editor)<br />
<br />
[http://hwolf3d.dugtrio17.com/index.php?section=hwe HWE] (Map Editor)<br />
<br />
== Preparing Your Tools ==<br />
<br />
Now that you have your tools, it's time to prepare them. Make a new WAD archive in SLADE.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:slade1.png]]<br />
|}<br />
<br />
Good. Now make a new entry.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:slade2.png]]<br />
|}<br />
<br />
Name it MAP01 (just type MAP01 into the box that pops up)<br />
<br />
Also note that MAP01 can be whatever level you want to replace, but for the sake of convenience we'll be replacing MAP01.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:slade3.png]]<br />
|}<br />
<br />
Cool. Now save it. The file name can be whatever you want (preferably less than 8 characters)<br />
<br />
You can close SLADE now. We won't be needing it until later.<br />
<br />
<br />
<br />
Now, take your WL6 files and copy them into a new folder. You only need the GAMEMAPS.WL6 and MAPHEAD.WL6 files here.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:slade4.png]]<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:slade5.png]]<br />
|}<br />
<br />
Great. Now let's break out HWE. Go to '''File>Open Project'''.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe1.png]]<br />
|}<br />
<br />
Open up the folder you just made.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe2.png]]<br />
|}<br />
<br />
Click OK. You should see this:<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe3.png]]<br />
|}<br />
<br />
Awesome. <br />
<br />
== Mapping It Out ==<br />
<br />
Let's make a simple map now. Go to '''Map>Clear Map (Solid)''' and click OK on the warning. This will clear the map for you.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe4.png]]<br />
|}<br />
<br />
Click on the '''fill''' tool and then click on the '''grey brick 1''' brush.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe5.png]]<br />
|}<br />
<br />
Coolio. Fill the place with grey brick by clicking on the 'canvas'. Hopefully you're catching onto how this works.<br />
<br />
Try making a big square out of blue brick now. Use the rectangle tool.<br />
<br />
It should look something like this:<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe6.png]]<br />
|}<br />
<br />
Now we need to give it a floor. These are also known as "'''sound sectors'''".<br />
<br />
Place a small square of 'em down.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe7.png]]<br />
|}<br />
<br />
BAM! You now have a full room!<br />
<br />
<br />
<br />
Okay, now, go to the drop-down menu here and select '''Plane 2 (Objects)'''.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe8.png]]<br />
|}<br />
<br />
Select a '''Start Position''' in any direction you want. You should also switch to the pencil tool.<br />
<br />
<br />
Place one down.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:hwe9.png]]<br />
|}<br />
<br />
Totally rad. This is where your player (BJ!) will start.<br />
<br />
You can place some extra stuff down if you want, but I'll be keeping it this way.<br />
<br />
== Exporting The Goods ==<br />
<br />
Now we'll export the map so we can use it in [[File:MiniECWolfLogoIcon.png]]. You should save the project beforehand (''CTRL-S'' )<br />
<br />
Go down to '''File>Export Map'''.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:export1.png]]<br />
|}<br />
<br />
It should give you a message. Click No.<br />
<br />
<br />
<br />
Now, select "WDC Map Files" as the file type and name the file "'''PLANES.map'''". It's important that it is named PLANES.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:export2.png]]<br />
|}<br />
<br />
Hit save.<br />
<br />
You'll then see this window:<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:export3.png]]<br />
|}<br />
<br />
Select Wolf1 Map1 and click the top arrow.<br />
<br />
Then click Export.<br />
<br />
== It Lives! ==<br />
<br />
Close HWE. We won't be needing it now.<br />
<br />
Now, open SLADE back up and open the WAD you created earlier.<br />
<br />
Also get the folder you saved your PLANES file in handy.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:itlives1.png]]<br />
|}<br />
<br />
Drag the PLANES file into the archive. Then save the WAD.<br />
<br />
<br />
<br />
You're done! Drag the WAD onto ECWolf's executable, launch episode 1, and you should be in your first map!<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:itlives2.png]]<br />
|}<br />
<br />
[[Category:Guides]]</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe4.png&diff=605File:Hwe4.png2013-12-18T08:02:15Z<p>Marrub: Marrub uploaded a new version of &quot;File:Hwe4.png&quot;: Cropped for space saving purposes</p>
<hr />
<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_And_Wads&diff=604Creating Maps And Wads2013-12-18T07:58:37Z<p>Marrub: Created page with "Want to make maps? It's pretty simple, and this tutorial will walk you through making one. == The Tools == You'll want to download these tools for making your map and making ..."</p>
<hr />
<div>Want to make maps? It's pretty simple, and this tutorial will walk you through making one.<br />
<br />
== The Tools ==<br />
You'll want to download these tools for making your map and making it playable.<br />
<br />
[http://slade.mancubus.net/index.php?page=downloads Slade 3] ([[Data_Container_Formats|WAD/PK3]] Editor)<br />
<br />
[http://hwolf3d.dugtrio17.com/index.php?section=hwe HWE] (Map Editor)<br />
<br />
== Preparing Your Tools ==<br />
<br />
Now that you have your tools, it's time to prepare them. Make a new WAD archive in SLADE.<br />
<br />
[[File:slade1.png]]<br />
<br />
Good. Now make a new entry.<br />
<br />
[[File:slade2.png]]<br />
<br />
Name it MAP01 (just type MAP01 into the box that pops up)<br />
<br />
Also note that MAP01 can be whatever level you want to replace, but for the sake of convenience we'll be replacing MAP01.<br />
<br />
[[File:slade3.png]]<br />
<br />
Cool. Now save it. The file name can be whatever you want (preferably less than 8 characters)<br />
<br />
You can close SLADE now. We won't be needing it until later.<br />
<br />
<br />
<br />
Now, take your WL6 files and copy them into a new folder. You only need the GAMEMAPS.WL6 and MAPHEAD.WL6 files here.<br />
<br />
[[File:slade4.png]]<br />
<br />
[[File:slade5.png]]<br />
<br />
Great. Now let's break out HWE. Go to '''File>Open Project'''.<br />
<br />
[[File:hwe1.png]]<br />
<br />
Open up the folder you just made.<br />
<br />
[[File:hwe2.png]]<br />
<br />
Click OK. You should see this:<br />
<br />
[[File:hwe3.png]]<br />
<br />
Awesome. <br />
<br />
== Mapping It Out ==<br />
<br />
Let's make a simple map now. Go to '''Map>Clear Map (Solid)''' and click OK on the warning. This will clear the map for you.<br />
<br />
[[File:hwe4.png]]<br />
<br />
Click on the '''fill''' tool and then click on the '''grey brick 1''' brush.<br />
<br />
[[File:hwe5.png]]<br />
<br />
Coolio. Fill the place with grey brick by clicking on the 'canvas'. Hopefully you're catching onto how this works.<br />
<br />
Try making a big square out of blue brick now. Use the rectangle tool.<br />
<br />
It should look something like this:<br />
<br />
[[File:hwe6.png]]<br />
<br />
Now we need to give it a floor. These are also known as "'''sound sectors'''".<br />
<br />
Place a small square of 'em down.<br />
<br />
[[File:hwe7.png]]<br />
<br />
BAM! You now have a full room!<br />
<br />
<br />
<br />
Okay, now, go to the drop-down menu here and select '''Plane 2 (Objects)'''.<br />
<br />
[[File:hwe8.png]]<br />
<br />
Select a '''Start Position''' in any direction you want. You should also switch to the pencil tool.<br />
<br />
<br />
Place one down.<br />
<br />
[[File:hwe9.png]]<br />
<br />
Totally rad. This is where your player (BJ!) will start.<br />
<br />
You can place some extra stuff down if you want, but I'll be keeping it this way.<br />
<br />
== Exporting The Goods ==<br />
<br />
Now we'll export the map so we can use it in [[File:MiniECWolfLogoIcon.png]]. You should save the project beforehand (''CTRL-S'' )<br />
<br />
Go down to '''File>Export Map'''.<br />
<br />
[[File:export1.png]]<br />
<br />
It should give you a message. Click No.<br />
<br />
<br />
<br />
Now, select "WDC Map Files" as the file type and name the file "'''PLANES.map'''". It's important that it is named PLANES.<br />
<br />
[[File:export2.png]]<br />
<br />
Hit save.<br />
<br />
You'll then see this window:<br />
<br />
[[File:export3.png]]<br />
<br />
Select Wolf1 Map1 and click the top arrow.<br />
<br />
Then click Export.<br />
<br />
== It Lives! ==<br />
<br />
Close HWE. We won't be needing it now.<br />
<br />
Now, open SLADE back up and open the WAD you created earlier.<br />
<br />
Also get the folder you saved your PLANES file in handy.<br />
<br />
[[File:itlives1.png]]<br />
<br />
Drag the PLANES file into the archive. Then save the WAD.<br />
<br />
<br />
<br />
You're done! Drag the WAD onto ECWolf's executable, launch episode 1, and you should be in your first map!<br />
<br />
[[file:itlives2.png]]<br />
<br />
[[Category:Guides]]</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Slade5.png&diff=603File:Slade5.png2013-12-18T07:58:07Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
<hr />
<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Slade4.png&diff=602File:Slade4.png2013-12-18T07:57:58Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
<hr />
<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Slade3.png&diff=601File:Slade3.png2013-12-18T07:57:51Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
<hr />
<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Slade2.png&diff=600File:Slade2.png2013-12-18T07:57:42Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Slade1.png&diff=599File:Slade1.png2013-12-18T07:57:35Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
<hr />
<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Itlives2.png&diff=598File:Itlives2.png2013-12-18T07:57:26Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Itlives1.png&diff=597File:Itlives1.png2013-12-18T07:57:13Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe9.png&diff=596File:Hwe9.png2013-12-18T07:57:06Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
<hr />
<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe8.png&diff=595File:Hwe8.png2013-12-18T07:56:57Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
<hr />
<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe7.png&diff=594File:Hwe7.png2013-12-18T07:56:37Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe6.png&diff=593File:Hwe6.png2013-12-18T07:56:28Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe5.png&diff=592File:Hwe5.png2013-12-18T07:56:20Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe4.png&diff=591File:Hwe4.png2013-12-18T07:56:10Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe3.png&diff=590File:Hwe3.png2013-12-18T07:56:01Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe2.png&diff=589File:Hwe2.png2013-12-18T07:55:52Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe1.png&diff=588File:Hwe1.png2013-12-18T07:55:44Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Export3.png&diff=587File:Export3.png2013-12-18T07:55:35Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Export2.png&diff=586File:Export2.png2013-12-18T07:55:27Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Export1.png&diff=585File:Export1.png2013-12-18T07:55:19Z<p>Marrub: For the Creating Maps And Wads tutorial</p>
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<div>For the Creating Maps And Wads tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Main_Page&diff=584Main Page2013-12-17T12:42:10Z<p>Marrub: added link to modding guides page</p>
<hr />
<div>{|style="width: 100%"<br />
|style="width: 50%;vertical-align: top"|<br />
=== General Information ===<br />
* [[Using this Wiki]]<br />
* [[Game data]]<br />
* [[Version compatibility]]<br />
* [[Version history]]<br />
* [[Debug mode]]<br />
<br />
=== Modding ECWolf ===<br />
* [[Editing tools]]<br />
* [[Data Container Formats]]<br />
* [[Special Lumps]]<br />
* [[:Category:Guides|Modding Guides]]<br />
|style="vertical-align: top"|<br />
=== ECWolf Development ===<br />
* [[Source code]]<br />
* [[Compile ECWolf on Linux]]<br />
* [[Compile ECWolf on Mac OS X]]<br />
* [[Compile ECWolf on Windows]]<br />
|}<br />
<br /><br />
<center>This wiki doesn't allow registration due to the inability to handle spam. You can [http://maniacsvault.net/contact email Blzut3] for an account.</center></div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_New_Actors&diff=583Creating Maps With New Actors2013-12-17T12:27:51Z<p>Marrub: I think this might add it to this category</p>
<hr />
<div>Sometimes you might want to add new enemies or objects instead of replacing old ones in maps, this tutorial explains how to do exactly that.<br />
<br />
== Requirements ==<br />
You'll need to add a [[Editor_number|DoomEdNum/Tag ID]] for your actor first. Look for one that isn't used.<br />
<br />
(You can check the current game's [[DECORATE]] or XLAT files from ecwolf.pk3 to make sure that it isn't being used.)<br />
<br />
For this example, we'll be using this actor:<br />
actor NewSSGuy : WolfensteinSS 666 {}<br />
<br />
You will also need a [[MAPINFO]] lump to define what file your [[Map translator|map translator]] is.<br />
Write down a [[MAPINFO/Cluster_definition|cluster]], [[MAPINFO/Episode_definition|episode]], [[MAPINFO/Gameinfo_definition|gameinfo]] or [[MAPINFO/Map_definition|map]] block depending on what levels you want to affect.<br />
<br />
Again, for this example, we'll be using this:<br />
gameinfo {translator = "XLAT"}<br />
Replace XLAT with the name of your map translator file.<br />
<br />
Next, we'll need the map translator itself.<br />
<br />
Find an empty object number, you can, again, check ecwolf.pk3 for reference.<br />
<br />
We'll be adding object 100 here and including the base game's xlat file, since we're just adding something.<br />
include "$base"<br />
things<br />
{<br />
// oldnum, newnum, angles, patrol, minskill<br />
{100, 666, 4, HOLOWALL, 1}<br />
}<br />
<br />
== Mapping it out ==<br />
Here's the tricky part. Adding this stuff to your map.<br />
<br />
I've taken an empty GAMEMAPS.WL6 and renamed it to "GAMEMAPS.ECW" so HWE will ask us to make a new configuration.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef1.png]]<br />
|}<br />
<br />
Click Yes.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef2.png]]<br />
|}<br />
<br />
You'll see this thing. Set the settings to these and click OK.<br />
<br />
Make a basic map with a player start and all that jazz.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef3.png]]<br />
|}<br />
<br />
Go down to '''Map > Map Symbols''' and then to Plane 2. Add a new map symbol and put its ID to the ID you added earlier in the map translator file.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef4.png]]<br />
|}<br />
<br />
Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.<br />
<br />
It'll give you a warning message, just click OK.<br />
<br />
<br />
<br />
Now, place some in your map.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef5.png]]<br />
|}<br />
<br />
And you're done. Export your map and put it in your wad/pk3.<br />
<br />
----<br />
I hope this tutorial helps at least someone! --[[User:Marrub|Marrub]] ([[User talk:Marrub|talk]]) 12:27, 17 December 2013 (UTC)<br />
<br />
[[Category:Guides]]</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Category:Guides&diff=582Category:Guides2013-12-17T12:25:52Z<p>Marrub: Created page with "Guides for modding and using ECWolf."</p>
<hr />
<div>Guides for modding and using ECWolf.</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=User:Marrub&diff=581User:Marrub2013-12-17T12:18:31Z<p>Marrub: Created page with "I made tutorial"</p>
<hr />
<div>I made [[Creating_Maps_With_New_Actors|tutorial]]</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_New_Actors&diff=580Creating Maps With New Actors2013-12-17T12:07:41Z<p>Marrub: collapsed images</p>
<hr />
<div>Sometimes you might want to add new enemies or objects instead of replacing old ones in maps, this tutorial explains how to do exactly that.<br />
<br />
== Requirements ==<br />
You'll need to add a [[Editor_number|DoomEdNum/Tag ID]] for your actor first. Look for one that isn't used.<br />
<br />
(You can check the current game's [[DECORATE]] or XLAT files from ecwolf.pk3 to make sure that it isn't being used.)<br />
<br />
For this example, we'll be using this actor:<br />
actor NewSSGuy : WolfensteinSS 666 {}<br />
<br />
You will also need a [[MAPINFO]] lump to define what file your [[Map translator|map translator]] is.<br />
Write down a [[MAPINFO/Cluster_definition|cluster]], [[MAPINFO/Episode_definition|episode]], [[MAPINFO/Gameinfo_definition|gameinfo]] or [[MAPINFO/Map_definition|map]] block depending on what levels you want to affect.<br />
<br />
Again, for this example, we'll be using this:<br />
gameinfo {translator = "XLAT"}<br />
Replace XLAT with the name of your map translator file.<br />
<br />
Next, we'll need the map translator itself.<br />
<br />
Find an empty object number, you can, again, check ecwolf.pk3 for reference.<br />
<br />
We'll be adding object 100 here and including the base game's xlat file, since we're just adding something.<br />
include "$base"<br />
things<br />
{<br />
// oldnum, newnum, angles, patrol, minskill<br />
{100, 666, 4, HOLOWALL, 1}<br />
}<br />
<br />
== Mapping it out ==<br />
Here's the tricky part. Adding this stuff to your map.<br />
<br />
I've taken an empty GAMEMAPS.WL6 and renamed it to "GAMEMAPS.ECW" so HWE will ask us to make a new configuration.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef1.png]]<br />
|}<br />
<br />
Click Yes.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef2.png]]<br />
|}<br />
<br />
You'll see this thing. Set the settings to these and click OK.<br />
<br />
Make a basic map with a player start and all that jazz.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef3.png]]<br />
|}<br />
<br />
Go down to '''Map > Map Symbols''' and then to Plane 2. Add a new map symbol and put its ID to the ID you added earlier in the map translator file.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef4.png]]<br />
|}<br />
<br />
Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.<br />
<br />
It'll give you a warning message, just click OK.<br />
<br />
<br />
<br />
Now, place some in your map.<br />
<br />
{| class="mw-collapsible mw-collapsed"<br />
! Image<br />
|-<br />
|[[File:mapdef5.png]]<br />
|}<br />
<br />
And you're done. Export your map and put it in your wad/pk3.<br />
<br />
----<br />
I hope this tutorial helps at least someone! --[[User:Marrub|Marrub]] ([[User talk:Marrub|talk]]) 12:01, 17 December 2013 (UTC)</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_New_Actors&diff=579Creating Maps With New Actors2013-12-17T12:01:40Z<p>Marrub: Created page with "Sometimes you might want to add new enemies or objects instead of replacing old ones in maps, this tutorial explains how to do exactly that. == Requirements == You'll need to..."</p>
<hr />
<div>Sometimes you might want to add new enemies or objects instead of replacing old ones in maps, this tutorial explains how to do exactly that.<br />
<br />
== Requirements ==<br />
You'll need to add a [[Editor_number|DoomEdNum/Tag ID]] for your actor first. Look for one that isn't used.<br />
<br />
(You can check the current game's [[DECORATE]] or XLAT files from ecwolf.pk3 to make sure that it isn't being used.)<br />
<br />
For this example, we'll be using this actor:<br />
actor NewSSGuy : WolfensteinSS 666 {}<br />
<br />
You will also need a [[MAPINFO]] lump to define what file your [[Map translator|map translator]] is.<br />
Write down a [[MAPINFO/Cluster_definition|cluster]], [[MAPINFO/Episode_definition|episode]], [[MAPINFO/Gameinfo_definition|gameinfo]] or [[MAPINFO/Map_definition|map]] block depending on what levels you want to affect.<br />
<br />
Again, for this example, we'll be using this:<br />
gameinfo {translator = "XLAT"}<br />
Replace XLAT with the name of your map translator file.<br />
<br />
Next, we'll need the map translator itself.<br />
<br />
Find an empty object number, you can, again, check ecwolf.pk3 for reference.<br />
<br />
We'll be adding object 100 here and including the base game's xlat file, since we're just adding something.<br />
include "$base"<br />
things<br />
{<br />
// oldnum, newnum, angles, patrol, minskill<br />
{100, 666, 4, HOLOWALL, 1}<br />
}<br />
<br />
== Mapping it out ==<br />
Here's the tricky part. Adding this stuff to your map.<br />
<br />
I've taken an empty GAMEMAPS.WL6 and renamed it to "GAMEMAPS.ECW" so HWE will ask us to make a new configuration.<br />
<br />
[[File:mapdef1.png]]<br />
<br />
Click Yes.<br />
<br />
[[File:mapdef2.png]]<br />
<br />
You'll see this thing. Set the settings to these and click OK.<br />
<br />
Make a basic map with a player start and all that jazz.<br />
<br />
[[File:mapdef3.png]]<br />
<br />
Go down to '''Map > Map Symbols''' and then to Plane 2. Add a new map symbol and put its ID to the ID you added earlier in the map translator file.<br />
<br />
[[File:mapdef4.png]]<br />
<br />
Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.<br />
<br />
It'll give you a warning message, just click OK.<br />
<br />
<br />
<br />
Now, place some in your map.<br />
<br />
[[File:mapdef5.png]]<br />
<br />
And you're done. Export your map and put it in your wad/pk3.<br />
<br />
----<br />
I hope this tutorial helps at least someone! --[[User:Marrub|Marrub]] ([[User talk:Marrub|talk]]) 12:01, 17 December 2013 (UTC)</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Mapdef5.png&diff=578File:Mapdef5.png2013-12-17T12:00:58Z<p>Marrub: For the Creating Maps With New Actors tutorial</p>
<hr />
<div>For the Creating Maps With New Actors tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Mapdef4.png&diff=577File:Mapdef4.png2013-12-17T12:00:47Z<p>Marrub: For the Creating Maps With New Actors tutorial</p>
<hr />
<div>For the Creating Maps With New Actors tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Mapdef3.png&diff=576File:Mapdef3.png2013-12-17T12:00:35Z<p>Marrub: For the Creating Maps With New Actors tutorial</p>
<hr />
<div>For the Creating Maps With New Actors tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Mapdef2.png&diff=575File:Mapdef2.png2013-12-17T12:00:28Z<p>Marrub: For the Creating Maps With New Actors tutorial</p>
<hr />
<div>For the Creating Maps With New Actors tutorial</div>Marrubhttp://maniacsvault.net/ecwolf/w/index.php?title=File:Mapdef1.png&diff=574File:Mapdef1.png2013-12-17T12:00:18Z<p>Marrub: For the Creating Maps With New Actors tutorial</p>
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<div>For the Creating Maps With New Actors tutorial</div>Marrub