|
Monster
Sector |
|
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| |
0 |
1 |
1 |
0 |
1 |
1 |
1 |
0 |
0 |
0 |
0 |
0 |
| |
1 |
1 |
1 |
0 |
1 |
1 |
1 |
0 |
0 |
0 |
0 |
0 |
| |
2 |
1 |
1 |
0 |
1 |
1 |
1 |
0 |
0 |
0 |
0 |
0 |
| |
3 |
1 |
1 |
0 |
1 |
1 |
1 |
1 |
0 |
0 |
0 |
0 |
| |
4 |
1 |
1 |
0 |
1 |
1 |
1 |
0 |
0 |
0 |
0 |
0 |
| |
5 |
1 |
1 |
0 |
1 |
1 |
1 |
1 |
0 |
0 |
0 |
0 |
| |
6 |
1 |
1 |
0 |
1 |
1 |
1 |
0 |
0 |
1 |
0 |
0 |
| |
7 |
1 |
1 |
0 |
1 |
1 |
1 |
0 |
0 |
0 |
0 |
0 |
| |
8 |
1 |
1 |
0 |
1 |
1 |
1 |
1 |
0 |
0 |
0 |
0 |
| |
9 |
1 |
1 |
0 |
1 |
1 |
1 |
0 |
0 |
0 |
0 |
1 |
| |
10 |
1 |
1 |
0 |
1 |
1 |
1 |
0 |
0 |
0 |
1 |
0 |
Figure 1.8:
REJECT table using
SAFE 0 (0 1 3 4 5) parameter.
The table in
Figure 1.8 shows the results of having
applied SAFE 0 to Sectors 0,
1, 3, 4, and 5.
We now have 65 1s indicating the Sector
pairs that are completely SAFE.
BLIND
works almost the same way as SAFE, except
that it is more of an inclusive
parameter. SAFE
declares Sectors that can't be seen
from other Sectors.
BLIND declares Sectors that can't
see other Sectors. We can use a
distance unit for
BLIND which sets how far away (in
Sectors) BLIND
works. In the map in figure 1.6, we can
make Sector 10
BLIND to all Sectors (including
itself) with
BLIND 0 (10). Or it can be BLIND to all
except itself with
BLIND 1 (10).
Or BLIND to
all but itself and its nearest neighbor
(Sector 4) with
BLIND 2 (10), and so on. This
could be a good option to use in a long
hallway.
Distance and Length
There are
two other useful options that RMB can
apply to your map that are a lot easier
to use. DISTANCE
is a parameter measured in DOOM units, beyond which
Sectors cannot see each
other. For instance
DISTANCE 512 means simply
that no monster in any Sector can see
further than 512 grid units or pixels (as
measured in your level editor). This
setting is generic to the whole level and
may be useful for limiting LOS distances
across long courtyards. (A DISTANCE
setting of 800 is probably the best
mean.)
LENGTH
is measured in Sectors.
LENGTH 10
would mean that no monster can see
further than 10 Sectors away. Now,
remembering that each step in a set of
stairs is a Sector, you may want to be
careful with this parameter. It is
useful, but
DISTANCE is probably the parameter
to echo reality a little better.
RMB comes
with many other options, and the four
we've covered are just the ones I find
most interesting. The SAFE and BLIND
options also have more complex parameters
that can be used with them. The RMB manual
provides verbose instructions on the use
of each option.
Response Files
RMB uses
response files for ease of execution.
That is, you simply create a text file
that uses a separate line for each
parameter instead of typing them all out
on the command line. The response file
needs only to have the same name as you
WAD file with the .REJ extension and RMB will
find it and apply it to that map. The
response file for the operations we've
performed on the map in Figure 1.7 would
read
#NOMAP
turns the graphic display off
NOMAP
PERFECT
SAFE 0 (0 1 3 4 5)
BLIND 2 (10)
You can put
comments prefaced by # in your response
file which will be ignored.
You
can download the example map
here if you'd like to see the very
cool effects you can achieve to make your
level a little more interesting.
(Response file included). RMB comes
with several example maps of its own,
along with detailed notes on how to
configure your response files with the SAFE and BLIND
parameters.
If you've
found this discussion of how to optimize
your REJECT table and apply special
effects to your level through the same
useful, let
me know. Meanwhile, you can
download the programs we've discussed
below. And don't forget to check back for
progress on the
ZenNode REJECT update.
ZenNode
v1.1.0 by Marc Rousseau.
Reject Map Builder
v3.0 by Jens Hykkelbjerg.
Example SAFE Map
by Dr Sleep.
Batch file
for easy creation of response files that
match the name of your PWAD by Dr Sleep.
Download this
article in Adobe Acrobat
PDF or Microsoft
Word format (self-extracting ZIP). |