TROR question
#1 Posted 18 December 2011 - 09:27 AM
In an existing map I have a few small buildings that are just for show and now I would like to make them a playable area. Right now they are basically just a sector raised up from the floor. Is there a way to "carve" into them?
#2 Posted 18 December 2011 - 02:58 PM
Ok firstly, highlight the entire playable area in that section, minus the buildings themselves and anything else that isn't going to end up having sky above it, then extend the area upwards. Then, make it so you can edit the top layer, and press ctrl-s (or alt-s, I can't remember) to make the sectors where the buildings are supposed to be into red-outlined child sectors (because before they should be void space). Now you can edit both above or below the TROR layer where the building is, because the floating sector is an island. Treat both the above and below sections like regular sectors, and do whatever you want.
Alternatively, if you already have extended the area, then on the top sector, draw the outline of your building, select the points with right shift, then extend them downwards the same way you would a highlighted sector. You could also do this in the bottom sector and extend the points up. Then, in the top layer, point the cursor over the building sector and press ctrl-u, which will make an island out of that sector, which you can edit normally above and below.
Check out the village in wgmicky1.map for guidance if you need it.
#3 Posted 18 December 2011 - 03:26 PM
ADDED: Actually the buildings are spread out and need to be different heights to match their surroundings. I was hoping for a solution that could be applied to individual buildings one at a time. What I have been doing so far is putting a silent teleporter at the doors of those buildings and teleporting to another area of the map where the inside of the building has been made.
I'm still going to try out your suggestion.
This post has been edited by Marked: 18 December 2011 - 03:33 PM
#4 Posted 18 December 2011 - 04:52 PM
Edit: and yeah, designing maps with TROR from the beginning is normally %110 recommended.
This post has been edited by Micky C: 18 December 2011 - 04:53 PM
#5 Posted 18 December 2011 - 05:32 PM
#6 Posted 18 December 2011 - 05:45 PM
#7 Posted 19 December 2011 - 01:36 PM
Attached File(s)
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ConvertTROR.rar (1.97K)
Number of downloads: 211
#9 Posted 19 December 2011 - 04:09 PM
But I still can't duplicate the results from the test map. There is a step somewhere I am missing. I'm afraid I will also need a step by step instruction. Because right from the beginning after I extend the sector down I don't end up with the 2 triangles sticking up in the upper layer from the bottom one. All I have is the opening to the bottom layer in the ground and nothing sticking up.
This post has been edited by Marked: 19 December 2011 - 04:20 PM
#10 Posted 19 December 2011 - 04:19 PM
#11 Posted 19 December 2011 - 05:54 PM
This post has been edited by Marked: 19 December 2011 - 05:55 PM
#12 Posted 19 December 2011 - 05:59 PM
DanM, on 19 December 2011 - 04:19 PM, said:
That's what happens when you walk into a thread without reading the posts .
What Norvak is talking about is a technique I discovered a while ago that I've decided to coin "TROR scissoring" (I hope it catches on ). Scissoring involves the use of (sometimes multiple) angled TROR sectors to allow TROR in a localized area without extending the entire zone. What you'd do for a rectangular building is create four sectors from either the ground or ceiling, slope them until they touch the roof of the building, then extend each one up individually. You'd then edit the top 'layer' so that they all become connected and add a sector to the middle. You now have a local island to work with. There can be drawbacks to this method though, it uses more walls, and makes it harder to create complicated sectors in the immediate vicinity of the building without compromising the structure of the scissor sectors (i.e you have to make sure they keep the same shape and firstwall).
I'll be back in a few minutes with an example map.
Edit: For example, in that pic, press i to reveal the TROR boundary, which will allow you to slope it until it touches the ground. You'd then to create two other scissors if you want to hide the sides of it, or 3 more if you want to encompass the building.
2nd edit: Before I carry on with the full example map which would only be needed if you want the buildings to have windows, you only want the player to be able to enter the buildings right? I guess that would be a lot easier/less work.
This post has been edited by Micky C: 19 December 2011 - 06:09 PM
#13 Posted 19 December 2011 - 06:23 PM
This post has been edited by Marked: 19 December 2011 - 06:23 PM
#14 Posted 19 December 2011 - 06:50 PM
Edit: Note that this map is an extension of Norvak's so will have to be opened with WGRealms 2. Also, it appears to be buggy in polymost, so you'd have to use polymer. Not sure about classic. That doesn't mean it won't ever work in polymost, since last time I tried a few days ago, it couldn't even render some simple swimming pools properly.
Attached File(s)
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ConvertTROR.zip (12.16K)
Number of downloads: 224
This post has been edited by Micky C: 19 December 2011 - 06:54 PM
#15 Posted 19 December 2011 - 07:18 PM
Using your map. Starting in the upper left and working down and then across.
Step 1 fine
Step 2 fine
Step 3 PROBLEM--- how can you extend a red lined sector? I only know how to extend a white lined sector by tracing over it a second time. And after extending is there adjusting up or down of ceilings and floors to line things up? These are the kind of steps that I am also missing.
#16 Posted 19 December 2011 - 07:47 PM
Edit: I've reuploaded the zip, same map, but now includes a text document giving an explanation of how to do it.
To answer your questions;
1. I'm not sure what you mean... to extend a red lined sector you have to highlight it with right-alt then press ctrl-e, then pressing a or z to extend it up or down respectively.
2. When you draw the scissor sectors, they would be at the same height as either the ceiling or floor. Make the furthest wall from the building (the outermost wall) of each sector the firstwall. Then slope each sector until it touches the roof of the building. That way, one side of each sector will be touching the roof, one side of each sector will be touching the floor, and if the walls inbetween the scissor sectors are at 45 degrees like in the example, they should be matching up perfectly. There should not be any adjusting of heights of the scissor sectors neccessary.
And just to point something out, if you started in the upper left corner then went down once then across, you would have mixed up the paths of the two different methods. They should have different coloured arrows, I hope you meant all the way down then across
(the new version makes it more obvious there are 3 different methods, since each starts off with a different number).
Attached File(s)
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TROR scissoring.zip (18.33K)
Number of downloads: 231
This post has been edited by Micky C: 19 December 2011 - 09:07 PM
#17 Posted 19 December 2011 - 08:19 PM
Micky C, on 19 December 2011 - 05:59 PM, said:
2nd edit: Before I carry on with the full example map which would only be needed if you want the buildings to have windows, you only want the player to be able to enter the buildings right? I guess that would be a lot easier/less work.
Yeah mine is just a bare and incomplete solution to the issue, anyway I'm still giving priority to Polymost compatibility what is the reason I posted that map, if someone wants to convert a simple building into TROR and still keep polymost playability, this is the way to go.
This post has been edited by Norvak: 19 December 2011 - 08:19 PM
#18 Posted 19 December 2011 - 09:18 PM
#19 Posted 20 December 2011 - 05:00 AM
OOPS.