TROR Question
#1 Posted 15 June 2014 - 10:52 PM
#2 Posted 16 June 2014 - 01:44 AM
Select the area around the building and extend it upwards.
#3 Posted 16 June 2014 - 02:11 AM
#4 Posted 16 June 2014 - 03:39 AM
Sometimes mapster shortcuts feel like playing musical chords.
#5 Posted 16 June 2014 - 04:09 AM
#6 Posted 16 June 2014 - 04:22 AM
1337DirtAlliance, on 16 June 2014 - 04:09 AM, said:
You didn't specify what the problem was, generally with help threads, the more information the better.
Theoretically everything you should need to know about TROR is in the TROR guide on the wiki. Included on the page is a little section on precision highlighting (which is also found on the mapster32 keyboard commands page).
Here you go:
http://wiki.eduke32....OR_related_keys
I also recommend checking out the "two story building example" further down the page.
This post has been edited by Mickey C: 16 June 2014 - 04:24 AM
#7 Posted 16 June 2014 - 04:55 AM
Mickey C, on 16 June 2014 - 04:22 AM, said:
Theoretically everything you should need to know about TROR is in the TROR guide on the wiki. Included on the page is a little section on precision highlighting (which is also found on the mapster32 keyboard commands page).
Here you go:
http://wiki.eduke32....OR_related_keys
I also recommend checking out the "two story building example" further down the page.
I'm pretty sure I was crystal clear on my question. I asked how a roof aka TROR is possible when an internal component has already been completed. I know How to make a TROR from scratch when you know that is going to even happen. But in my case were I built a single story building and then was like... oh fuck... I need to add this key feature to my building and the only possible way to achieve this is by utilizing the TROR feature. And knowing I already fucked up the first part of this process. I'm wanting to know, if possible. How to add a roof to this building. I'll attach a pic to show you the damage needed. Shown in green is the area I need to add two more stories to the building to get the height needed for this roof.
And for the record, following the Wiki is like trying to follow a foreigners directions. It tells you essentials but doesn't really lead you on to how they are clearly implemented.
This is what happens when you try to alt select everything
As you see. You aren't able to select the container
#8 Posted 16 June 2014 - 04:59 AM
Drek, on 16 June 2014 - 03:39 AM, said:
Sometimes mapster shortcuts feel like playing musical chords.
Or maybe ' & right ctrl & right alt
One selects A sector one combo deselects a single sector. 2d mode.
Or just harass Micky more
#9 Posted 16 June 2014 - 05:07 AM
This post has been edited by Mickey C: 16 June 2014 - 05:08 AM
#10 Posted 16 June 2014 - 05:35 AM
#11 Posted 16 June 2014 - 05:56 AM
I shot you a pm with the current build Mickey. I included everything I have so you don't get weird black bullshit textures.
#12 Posted 16 June 2014 - 06:02 AM
#13 Posted 16 June 2014 - 06:17 AM
Forgot mapster plugs your map into the main folder and the one in my addon was outdated. My bad
#14 Posted 16 June 2014 - 06:50 AM
#15 Posted 16 June 2014 - 07:04 AM
Mickey C, on 16 June 2014 - 06:50 AM, said:
Thank you, I appreciate it!
If anyone else wants to take a stab at it ask 'n i'll pm the core content
#16 Posted 17 June 2014 - 03:46 AM
The reason why the main sector wouldn't select, is because you had a child sector (as well as a void sector) dragged outside of their parent sector. This is a very bad situation (any sector drawn within a bigger sector should never leave the boundary of the bigger sector). I'm surprised it doesn't register as a corruption actually. Generally in mapping if something's causing a glitch, just shoving it into a far corner of the grid isn't going to make it go away. If you're not sure how to fix it, ask for help on the forums. Luckily it's pretty easy to fix.
You drag the child sector inside the parent, as well as the void sector (which you make into a child sector with ctrl-s), and you simply join them with the parent.
So, drag a box around the whole thing to select everything.
Drag a smaller box around the building, holding semicolon ( when you release alt. This deselects the sectors in the box. Also note that if also hold down ctrl when you release alt, only the sector you're pointing at with the cursor will be deselected (or selected, if you're holding down apostrophe ' instead of . I'd suggest playing around with these modifiers since they come in quite useful with general mapping. It's hard to tell, but there's a little minus sign next to the cursor since I'm holding semicolon for deselecting.
Finally here's everything except the building selected, not too hard eh.
Now you extend those sectors up by pressing ctrl-e, and at the prompt of whether you want to extend up or down, you press a for up. To make the roof, just press ctrl-s in the void sector in the top like in a regular sector (you can shift the vertical editing range by pressing pg up and pg down). I also raised the roof a bit for realism. All done.
When the think about it, the above steps aren't difficult or time consuming, I literally did the whole thing in about a minute (definitely spent more time making this explanation). It really is just a matter of following the wiki. It might seem a bit tedious and confusing at times, but push through, and try to follow that guide word for word and you should end up with results. As with other aspects of mapping, try out the different key combinations and types of constructions to see what does what. I've attached the map below:
https://www.mediafir...gwhp89nmnyjmprr
This post has been edited by Mickey C: 17 June 2014 - 03:47 AM
#17 Posted 17 June 2014 - 03:50 AM
Mickey C, on 17 June 2014 - 03:46 AM, said:
I didn't even know that was possible without breaking the map for good.
#18 Posted 17 June 2014 - 03:56 AM
I've made a post about this situation in the mapster32 thread so we'll see what Helix has to say about it if/when he checks it. IMO there should be some kind of warning, at least outside of script_expertmode.
#19 Posted 17 June 2014 - 03:56 AM
#20 Posted 17 June 2014 - 04:05 AM
Is there a list of this subtle-problem causing stuff somewhere? I doubt that it's common knowledge. People need to know that things like having really long walls, or (less commonly known) drawing really, really big sectors can mess things up permanently.
#21 Posted 17 June 2014 - 04:12 AM
The obvious one is to never built outwards.
#22 Posted 17 June 2014 - 01:17 PM
Mickey C, on 17 June 2014 - 04:05 AM, said:
Is there a list of this subtle-problem causing stuff somewhere? I doubt that it's common knowledge. People need to know that things like having really long walls, or (less commonly known) drawing really, really big sectors can mess things up permanently.
That's a good point, I think it's harder to screw things up in Mapster32 but other times there can be errors that just pop up out of nowhere. There IS an indicator for a wall that's too long (it's blue in 2D mode) but it's hard to really know what constitutes a sector that's too big (sometimes it renders fine, other times there's constant glitches)
#23 Posted 18 June 2014 - 12:43 AM
This post has been edited by Stabs: 18 June 2014 - 12:44 AM
#24 Posted 18 June 2014 - 12:47 AM
Should of delt with that first before trying to raise the roof WOO WOO hahahahh.
And yea, The birth of this map wasn't really supposed to expand as large as it did. But it turned into where I want my first level to start. So I built outward. Not a bad thing If I was going to not use TROR. But, shit happens.
#25 Posted 18 June 2014 - 12:49 AM
Stabs, on 18 June 2014 - 12:43 AM, said:
As long as you didn't notice any gameplay or visual glitches then it's probably ok, it's kind of walking the line though. In one of my really old abandoned WGR2 maps, I had this really big sector, and it was actually interfering with hitscan weapons, causing them to "hit" sections of space where nothing existed. There was also the problem with some coded effects not working properly even though they were set up just fine, not sure if they're due to the sector issue or not.
And lol I just looked at my little guide again and the semicolons and brackets turned into winky faces...
Edit:
Quote
Should of delt with that first before trying to raise the roof WOO WOO hahahahh.
I'm just glad you had all the sky sectors the same height, it was a very clean and quick job. I suppose even if they weren't I could use the "set sky height" feature, but it sure beats having all sorts of different funky heights and slopes on the ceiling making the job difficult.
This post has been edited by Mickey C: 18 June 2014 - 12:52 AM
#26 Posted 18 June 2014 - 12:57 AM
as for the hitscan thing, must be what the blue walls that are too long are for, i cant say i have ever had this happen,
lol damn its been nearly 20 years now and i still havnt found an engine or game to move on to, stupid brushes and scaling and their anal cube locking and fucking leaks WTF and everything else is some glorified terrain editor with models haphazardly splashed all over the place.
This post has been edited by Stabs: 18 June 2014 - 12:57 AM
#27 Posted 18 June 2014 - 12:58 AM
#28 Posted 18 June 2014 - 01:09 AM
Stabs, on 18 June 2014 - 12:57 AM, said:
The walls themselves definitely weren't too long, just the sector was way too big. It wasn't until much later that I found out that drawing massive sectors was a known problem (at least for a few of the old timers), which permanently messed up maps.
#29 Posted 18 June 2014 - 03:20 AM
#30 Posted 18 June 2014 - 11:47 AM
In this picture you can see I peeled back the unconnected sectors I copy and pasted from the connecting wall sectors I copied from.
When you grab the points and manipulate them you see you can peel the walls that should of been connected. Are two separate walls.
So trying to join these sectors I make connections to the two areas and then Ctrl+Del to delete that middle area so I can then push them together and get a normal red line
Connect those two now and this is what you get. The clipping on those two sectors are now gone. But also is the TROR
Is there some special way of deleting TROR sectors? I tried Ctrl+J like the wiki said for joining. But I have never had any luck using keys to join sectors.