[Tuto] - Rotate sectors neatly "Use a parametric rotation"
#1 Posted 31 August 2019 - 11:32 PM
It seems that this feature of Build is little, or not known at all. So, here is how I proceed to assign a specific angle to a sector, or a group of sectors :
1 - Just select your target with [Alt Gr].
2 - Rotate the mouse wheel while holding down the following buttons : [Shift Left] + [Ctrl Left] + [Alt] + [Left mouse button].
You will then see a small textbox at the bottom of the screen. Enter the desired angle (can be made negative by pressing [-] after writing the number).
If sprites are inside the selection, their angle will be automatically adapted.
3 - It is done ! You just still have to validate by deselecting with [Alt Gr].
This post has been edited by Seb Luca: 01 September 2019 - 12:05 AM
#2 Posted 01 September 2019 - 05:29 AM
#3 Posted 01 September 2019 - 05:48 AM
Mark, on 01 September 2019 - 05:29 AM, said:
I'm sorry, but you are wrong : we are not talking about the exact same action
#4 Posted 01 September 2019 - 06:53 AM
It's still a good trick to know if parts of your floorplan don't align with the mapster grid.
I think the "easier" way is to select your sector / room with right-shift, then hold down the left shift key & the right mouse button. It should make the sector rotate by dragging it with the mouse.
Having to know the angle to type it in seems like it may involve a lot of trial and error.
This post has been edited by Forge: 01 September 2019 - 07:19 AM
#5 Posted 01 September 2019 - 07:19 AM
#6 Posted 01 September 2019 - 07:24 AM
does it work cleanly for you? Which version of mapster are you using?
I had "issues" recently with warping. I could take a simple sector & flip it around well enough, but once I started adding vetices to the outer walls and adding sectors off those points inside the room, the outer walls would start losing their straight lines & it would then affect the things inside the sector.
This post has been edited by Forge: 01 September 2019 - 07:37 AM
#8 Posted 01 September 2019 - 08:10 AM
Seb Luca, on 01 September 2019 - 08:04 AM, said:
It's good information.
But I'm having issues with r4525. Sometimes it executes flawlessly, sometimes (most of the time) it shoves all the sprites into the walls and makes sector lines cross each other. It depends on the angle.
This post has been edited by Forge: 01 September 2019 - 08:14 AM
#9 Posted 01 September 2019 - 08:24 AM
Forge, on 01 September 2019 - 08:10 AM, said:
But I'm having issues with r4525. Sometimes it executes flawlessly, sometimes (most of the time) it shoves all the sprites into the walls and makes sector lines cross each other. It depends on the angle.
Thank you
Your problem is strange I do not see that with the r6969 ...
Maybe you could have a newer installation in a VM, and that you just use to rotate the sectors?
#10 Posted 01 September 2019 - 08:30 AM
#12 Posted 01 September 2019 - 09:11 AM
#13 Posted 01 September 2019 - 09:39 AM
Seb Luca, on 01 September 2019 - 05:48 AM, said:
What is the difference between what we are doing? We both rotated selected sectors and sprites to a specified degree value. But instead of punching in a number in the box I held down the 2 keys to get to that same degree of rotation.
This post has been edited by Mark: 01 September 2019 - 09:40 AM
#14 Posted 01 September 2019 - 12:03 PM
@Mark : The difference here is the notion of parameter. And when the angle is large, is it not faster to enter the value directly? Especially for a chain treatment?
#15 Posted 01 September 2019 - 01:18 PM
#16 Posted 01 September 2019 - 01:22 PM
Forge, on 01 September 2019 - 01:18 PM, said:
Waw ! Your analogy is zoo cool!