[Ctrl-U] Clear extension: delete the bunch (i.e. ceiling-floor connection) of the aimed-at sector's floor
TROR Question
#31 Posted 18 June 2014 - 11:58 AM
#33 Posted 18 June 2014 - 03:38 PM
Yeah it does. The entire bunch will no longer be TROR. Honestly I don't know if you can do what you want, TROR is a finicky beast. I have never deleted an extended sector, TROR requires planning. Not like it would of been easier if you plan ahead, you need to understand it and plan for it's weird shit in advance.
#34 Posted 18 June 2014 - 04:52 PM
It's because TROR assumes that the total area and shape of the upper layer is the same as the total area and shape in the lower layer. Now if you suddenly start deleting sectors in one of the layers, that assumption no longer holds, and mapster responds by breaking the connection.
If you want to delete a sector that's not connected to anything else, I'd use the sector punching technique, which allows you to break the connection within a single sector, after which you can safely delete the sector either on the top or bottom. http://wiki.eduke32....Sector_Punching
Otherwise, if you're going to be doing a lot of editing adding arches and things, I'd simply hold off on TROR until all the geometry finished, then select all the sky sectors again and extend those.
If you want to delete a sector that's not connected to anything else, I'd use the sector punching technique, which allows you to break the connection within a single sector, after which you can safely delete the sector either on the top or bottom. http://wiki.eduke32....Sector_Punching
Otherwise, if you're going to be doing a lot of editing adding arches and things, I'd simply hold off on TROR until all the geometry finished, then select all the sky sectors again and extend those.
#35 Posted 18 June 2014 - 06:30 PM
Yea i'm kinda getting tha taste of that as I tinker with it. Normally I have always been able to just randomly build whatever with no problems. And now using TROR. Random ass things keep happening that hamper my build progress. Glad I found a backup map to revert to. Well hey, it's a learning curve I guess lol.
#36 Posted 18 June 2014 - 06:51 PM
There's always been a sort of "build order" in mapster. For example you generally build outer sectors first, then work inwards, and there's things you do in a certain order to build things faster (e.g you'd shade a whole sector first instead of splitting it up and shading the sectors individually). So in that respect TROR isn't that different.
Although once you get a firm grasp of how TROR works and all the various controls and processes for it, as well as good spatial awareness of your map, it becomes a lot more flexible to work with than people give it credit for.
Although once you get a firm grasp of how TROR works and all the various controls and processes for it, as well as good spatial awareness of your map, it becomes a lot more flexible to work with than people give it credit for.
#37 Posted 18 June 2014 - 09:46 PM
No I know TROR is awesome, it just sucks because my video card is a little over 5 years old so it stuggles with the rendering even with my cpu overclocked to 3.8ghz.
I wish I still had my old maps to post. You wouldn't even be able to tell I worked from the inside out because you don't have to be aware of planning out how many stories you need or where your secret tunnels or water ways. I love the TROR's water effect so far.
I wish I still had my old maps to post. You wouldn't even be able to tell I worked from the inside out because you don't have to be aware of planning out how many stories you need or where your secret tunnels or water ways. I love the TROR's water effect so far.
#40 Posted 24 August 2014 - 06:03 AM
Micky C, on 24 August 2014 - 02:20 AM, said:
We're uh... going to need more information.
I want to make this with TROR:
#43 Posted 24 August 2014 - 07:16 AM
Is that whole thing going to be a solid structure or have player space inside? ( the dark grey being the entrance ? )
This post has been edited by Mark.: 24 August 2014 - 07:19 AM
#44 Posted 24 August 2014 - 09:54 AM
Mark., on 24 August 2014 - 07:16 AM, said:
Is that whole thing going to be a solid structure or have player space inside? ( the dark grey being the entrance ? )
No, it's a volumetric model and it is filled inside. Like a box or a brick, but it has such pyramid on the side.
This post has been edited by Artem Nevinchany: 24 August 2014 - 09:55 AM
#47 Posted 24 August 2014 - 11:25 AM
#48 Posted 24 August 2014 - 12:41 PM
things smaller than duke are difficult because it throws off enemy ai to be in multiple layers of TROR.
Yes you can make that.
Draw the large room.
Draw the top down outline.
Extend around it.
Carve out the overhang with sloped floors and ceilings.... see map
newboard_ARTEM.zip (571bytes)
Number of downloads: 284
Yes you can make that.
Draw the large room.
Draw the top down outline.
Extend around it.
Carve out the overhang with sloped floors and ceilings.... see map
newboard_ARTEM.zip (571bytes)
Number of downloads: 284
#51 Posted 19 May 2015 - 05:12 PM
Is there a method on how you should start a TROR map??? I'm trying to make a 3d alien ship so you can fly out of it. But even if I try to start out with a small general area to shape the area the. The outside retainer border that you would have the ceiling go all the way down to make it look like you were in space wont work once raising or lowering the sectors with TROR.
After the 4th pic I make the outer ring red again so that I can bring down the outter sector to make it look like you're in space. But as you see on the 5th pic it doesn't just take the outter it lowers the entire area. Doesn't seem like what I want to do is possible.
On 6 I stretched the outter sector hella far away from the ship and it made it seem to disappear.. This seems like the only way to do what I want and it's sketchy.
After the 4th pic I make the outer ring red again so that I can bring down the outter sector to make it look like you're in space. But as you see on the 5th pic it doesn't just take the outter it lowers the entire area. Doesn't seem like what I want to do is possible.
On 6 I stretched the outter sector hella far away from the ship and it made it seem to disappear.. This seems like the only way to do what I want and it's sketchy.
This post has been edited by 1337DirtAlliance: 19 May 2015 - 05:45 PM
#52 Posted 19 May 2015 - 09:04 PM
You need to create a ring around both the upper and lower layers so that the walls in both of them disappear.
#53 Posted 23 June 2015 - 01:19 PM
Micky C, on 18 June 2014 - 01:09 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.
I got nailed by this issue during the creation of DukeMall. The bounding sector is so big that hitscan projectiles and tripbomb lasers get prematurely "clipped" in the wide open space, while explosive projectiles pass through without a hitch. Initially I had built the map inside-out, but then I rebuilt it outside-in a few years later, and the problem still existed.
I also recall Zykov Eddy ran into this issue with one of his massive Sonic maps, and was able to fix it simply by splitting the sector into several smaller ones. Though, it's possible that splitting the sector merely hid the symptoms instead of resolving the underlying issue.