Each door in the RDT file follows this layout in the hexadecimal code: 3B NN 01 31 ?? 00 XX XX YY YY ZZ ZZ RR RR NX NX NY NY NZ NZ NR NR ST RN CA ?? DR DO ?? LF KK ?? 3B = always the same in every door code. (Don't change it) NN = the door number, 00 is the 1st door, 01 the 2nd etc. just make some changes to a door link to find out which door it actually links to if the linked room has multiple doors. 01 = always the same in every door code. (Don't change it) 31 = always the same in every door code. (Don't change it) ?? is unknown, no clue what it does, so leave it alone... 00 = always the same in every door code. (Don't change it) XX = X co-ords (Co-ords go Low High). YY = Y co-ords ZZ = Z co-ords RR = Rotation ?? (those two seemed to affect the Door position but not the NextRoom Position. NX = Next Room Start X co-ords (doors have an access width as to why each co-ord has 2, a beginning and an end). NY = Next Room Start Y co-ords (This is normally 0000) NZ = Next Room Start Z co-ords NR = Next Room Rotation ST = Stage (for example Kendo's shop is Stage 0 Room 1 so it would appear as 0001) RN = Room Number CA = Camera Angle of next room (I.E. Where the Camera is). ?? is unknown, no clue what it does, so leave it alone... DR = Door type. Wooden, metal, Stairs, lift. (Remember there is an UP/Down,In/Out version of Doors/Stairs/Lifts etc.) DO = Door Open. ?? is unknown, no clue what it does, so leave it alone... LF = Locked Flag (If I set another door to the same Hex as a locked door, it too becomes locked but if either door is opened the other becomes unlocked.) KK = Key Needed ?? is unknown, no clue what it does, so leave it alone... Values for DR: 00 = Wooden 4 Rectangle Door (Handle Left) (Opens away from Player) 01 = Wooden 3 rectangle door (Handle left) (Opens away from Player) 02 = Wooden 4 rectangle door Blue (Handle left) (Opens away from Player) 03 = Wooden Rectangle with Diamonds door (Handle left) (Opens away from Player) 04 = Wooden 6 Rectangle Blue (Handle left) (Opens away from Player) 05 = Wooden 3 Rectangle (Handle left) (Opens away from Player) 06 = Metal Door X (Handle Left) (Opens away from Player) 07 = Metal Door Plain with small grill at bottom.(Handle left) (Opens away from Player) 08 = Metal Door 2 Rectangles (Handle left) (Opens away from Player) 09 = Wooden Door 6 Rectangles (Handle left) (Opens away from Player) 0a = Gate with Bars (Handle left) (Opens away from Player) 0B = 2 Windows 4 Diamonds (Handle left) (Opens away from Player) 0C = RPD Doors (open towards Player) (Opens away from Player) 0D = Wooden 3 rectangle door (Silver Handle left) (Opens away from Player) 0E = Metal Stairs Up 0f = Wooden Stairs (1F West Stairs) 10 = Lift Gate (Open Right to Left) 11 = Double wooden door. Metal Grill at bottom, right door opens away from player. 12 = Stone Basement Steps. Up 13 = Grey Metal Door. Big window (with XXX) 14 = Double Width Metal Door. Slides Right to Left (handle on Right) 15 = Metal Door 2 X, 1 High, 1 Low, Black/Yellow /// in centre. 16 = Metal Ladders 17 = Old Ring Handle Door Left opens away from player 18 = Green Wooden Door Gold Handle Left Opens away from player 19 = Metal Circle Handle Left Lab Door. Slides Left to Right. 1a = Metal Door 3 Rectangles Handle Left Opens away from player 1b = Autopsy Double Doors, Opens towards player. 1c = Metal Door. Knob (left). Grill at bottom. Barred Window 1D = Metal Door Brown. Grill at top. 1E = Air Vent 1F = Metal Door Opens Up/Down by Splitting. Sewer X-DR 20 = No Door Ada Scream. 21 = No Door Birkin Sounds 22 = Brown Rusty Metal Door Handle Left Opens away from player 23 = Grey Metal Door with Border (sorta B ) Handle Left Opens away from player 24 = Grey/Green Metal Door, Metal Foot Guard, Window Handle Left Opens away from player 25 = Shaft Type L Automatic Door. 26 = Brown Metal Doors with twist Handle Left. Left Door opens Away From Player 27 = Double Teethed Metal Doors. Doors Slide apart. 28 = Red Small Elevator Up 29 = Shaft Type M metal Door, Handle Left Opens away From Player 2A = Metal Slide Left to Right Door. Small Window Up, Small Grill Bottom. 2b = Dumping Area B2 Shutter. 2c = Black/Red Sliding Doors with small windows. 2D = Scenario 1 End Lift Up 2e = Metal Door Bars, Handle Left Opens AFP RED Green light Above handle 2f = Turquoise Inverview Room Door. HL AFP 30 = Bus Double Doors open AFP 31 = Frozen Type-P Double Metal Door. Left Door opens AFP 32 = Please Wait Clothes Change. 33 = Vent 34 = Side Pack is being equipped. 35 = Vent 36 = Black Screen. *Drip Drip* Values for DO: 0 = Handle Left, open Away From Player Lifts/Stairs/Ladders Up 1= Handle Right towards player. Lifts/Stairs/Ladders Down. Some rooms use above 1 for the Door open but most doors end up with a blank screen if you do.