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Old 12-05-2006, 09:20 PM   #1
DeeperThought

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nested sector trouble
I make a sector within a sector. At first, it is a pillar from floor to ceiling. So, I ALT+S it in 2D mode, and it is level with the floor, and I can now raise it and lower it. However, it is a solid invisible pillar when I try to move through it. Why can I not move through it?
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Old 12-05-2006, 09:42 PM   #2
NutWrench

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Re: nested sector trouble
It sounds like you made the walls blockable, somehow.
Are the walls red or purple? (in 2D mode)
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Old 12-05-2006, 10:16 PM   #3
DeeperThought

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Re: nested sector trouble
Quote:
Originally Posted by NutWrench View Post
It sounds like you made the walls blockable, somehow.
Are the walls red or purple? (in 2D mode)
They were purple. I figured out I could edit them by pressing F8 in 2D mode, then changed their flags to 0. They became red and I can now move through them. Will I have to do this every time I make a nested sector, or is there an easier way?
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Old 12-05-2006, 10:36 PM   #4
NutWrench

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Re: nested sector trouble
The walls should default to non-blocking when you create them for the first time.
(You can also use 'B' in 2D mode to toggle walls between blockable and non-blockable)
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Old 12-05-2006, 10:52 PM   #5
DeeperThought

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Re: nested sector trouble
Thanks. But it turns out to have been a fruitless exercise, since adding the child sector did horrible things to nearby ceilings that I can't even describe, let alone fix Well, okay, I can sort of describe it. First, it put a deep indentation in the ceiling in the shape of the new sector (because it's a...new sector). Second, it changed the sloping of the nearby ceilings (because it reset their first walls?). Third, it messed up the texture alignments on some nearby walls.
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Old 12-06-2006, 12:55 AM   #6
C. M. Dratz

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Re: nested sector trouble
[Edit: I've forgotten the key for wall texture floor/ceiling alignment toggling in 3D mode; I could look it up, but I'm quite sleepy at the moment ]

In 3D mode, alt-F aimed at the wall you want to become the first wall changes the first wall for that sector; in 3D mode, pressing f on a sprite, wall, or floor flips the texture 90 degrees each time; in 3D mode, the keypad (no numlock) 8, 6, 2, and 4 adjust the texture stretching, while holding shift and pressing those keys adjusts the panning; in 3D mode, the keypad . (or del) key pressed on a wall changes all connected and identically textured walls' textures to match eachother's panning. Well, there's more, but it's late, so you may want to check out the ultimate build tutorial for a nice and comprehensive windows help file version of the build documentation (it was written without mapster32 in mind but all of the commands and information are still relevant).

http://rtcm.thecomitatus.com/knowled...3d-faqs-build/

Scroll down to or search for the text: ultimate build tutorial
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Last edited by C. M. Dratz; 12-06-2006 at 12:58 AM.
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Old 12-12-2006, 06:39 PM   #7
mikenet2005

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Re: nested sector trouble
Quote:
Originally Posted by DeeperThought View Post
Thanks. But it turns out to have been a fruitless exercise, since adding the child sector did horrible things to nearby ceilings that I can't even describe, let alone fix Well, okay, I can sort of describe it. First, it put a deep indentation in the ceiling in the shape of the new sector (because it's a...new sector). Second, it changed the sloping of the nearby ceilings (because it reset their first walls?). Third, it messed up the texture alignments on some nearby walls.
This is normal for new sectors to have an effect on nearby structures. Including texturing, and it changing the first walls of its surrounding sectors.
Also consider this when joining sectors. If for example you have a ramp in a room and you decide you no longer want it there, the way to get rid of red lined child sectors is to join it with its parent sector. However also consider that when you do this you you may think you told the computer to fuse two sectors together but that isnt really possible, in reality what mapster and build were designed to do in a situation like this is have the first sector you press "J" in become the dominate sector. Meaning most of its old properties will exist in the new bigger sector. So the wise thing in turn to do, to get rid of that ramp would be to press "J" in the sector you prefer to keep unchanged, in this case the parent sector. If I were to press "J" on the ramp first then on the room, the sectors would join, but the entire room would be at the same angle the ramp was, and the same brightens, and the same floor/cieling texture you chose for the ramp would be on the floor and ceiling of your bigger sector.

Once you get use to it, it can be used to your advantage in many cases. What C.M. Dratz said was good advice, and id take a look at that link too, the files there have helped me on numerous occasions.
Last edited by mikenet2005; 12-12-2006 at 06:44 PM.
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