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TROR Problem in open environment  "Tror building among taller buildings"

User is offline   elandy 

#1

I want to make a tror building surrounded by taller buildings. Is there a way (other than placing the tall buildings further away from the tror room) to make it so the tror room outer walls dont block the view to the taller buildings?
The following images show what i'm referring to:
https://i.ibb.co/gMbJZ4K/tror1.jpg
https://i.ibb.co/HpM8xKB/tror2.jpg
Maybe there is there a way for the outer wall of the tror room to not be drawn? I tried setting parallax on the inner and outer ceilings but no luck
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User is offline   FRVIND 

#2

Did You use polymost? What version of Mapster?
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User is offline   elandy 

#3

View PostFRVIND, on 23 July 2020 - 09:55 PM, said:

Did You use polymost?

I know how to choose polymer or polymost in the game, but how can I choose it for mapster?

View PostFRVIND, on 23 July 2020 - 09:55 PM, said:

What version of Mapster?

Mapster32 r9142-e3946bf81
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User is offline   FRVIND 

#4

it seems to me or something similar on the Mapster console (/) type: setrendermode 4
however I use r8130
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User is offline   FRVIND 

#5

it is never a good idea that in common areas (for example open spaces) there is the conjunction between expanded sectors (Tror) and normal sectors. If it is necessary then expands the Tror even where it is not necessary and in this way there are no visibility problems. Otherwise it is possible that they are close, there are tricks to eliminate unwanted walls from the view (with the double parallax, on one side and the other) but remember that monsters then cannot interact (except through windows)
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User is offline   Mark 

#6

change rendmode = 3 to rendmode = 4 in mapster32.cfg file to enable Polymer

This post has been edited by Mark: 24 July 2020 - 06:29 AM

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User is online   oasiz 

  • Dr. Effector

#7

You can't horizontally open portals like you can vertically.
It looks like you're essentially trying to connect a tall sector #1 (road) with two vertically split sectors #2 and #3

Always think of the sector as a volume, right now you have a HUGE sector (pavement or road, can't tell) that needs to see inside two vertically stacked sectors. This is impossible in build and even with TROR it is.
What TROR does is that you can literally place another sector on top of another sector via a VERTICAL portal (floor or ceiling). Same limitation of "one to one" still applies here. TROR just makes the transitions seem seamless and with design you can create "many stacked sectors to many stacked sectors" despite only visually making it seem "one sector to many stacked sectors"
The funny part comes in that Build is non-euclidean, so these stacked sectors CAN occupy same space that would otherwise be considered impossible.

What you need to do is introduce this vertical TROR split on EVERY area shared by the same Z coordinate, this can introduce bugs elsewhere and this is why TROR design needs a lot of thought beforehand since it will directly affect what kind of arcitechture you can make.

Look at existing TROR maps, i.e. parkade, and you will notice that TROR splits always come in form of stacked "floors" and there is always a wall/barrier that gets you out of the TROR area and then it's up to basic SOS tricks to connect the two layers together (or TROR)
1

#8

Unfortunately, you can't use walls as TROR boundaries (between one sector and a TROR stack).

What you can do is use a really steeply sloped floor/ceiling as a TROR boundary instead; this is how TROR scissoring works.
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User is offline   FRVIND 

#9

...as I wanted you to understand above, you can do almost anything as long as you use the Polymer and some Tricks. I want to help you with your requests...

https://drive.google...iew?usp=sharing

https://drive.google...iew?usp=sharing

and the gameplay
https://drive.google...iew?usp=sharing
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User is offline   FRVIND 

#10

Map...Attached File  newboard2.zip (2.22K)
Number of downloads: 20
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