Hollywood Holocaust and TROR problem
#1 Posted 15 May 2016 - 05:23 PM
Could this possibly be a problem because the map was not originally created in version 1.5 Atomic? I have used TROR a lot in other maps with no problem like this. I tried a newer and older version of Mapster and both give the same result.
#2 Posted 15 May 2016 - 07:48 PM
Mark., on 15 May 2016 - 05:23 PM, said:
I don't see how that could possibly matter, but you could try copy/pasting the entire contents of E1L1 into a new map and see what happens.
#3 Posted 24 May 2016 - 06:25 AM
Mark., on 15 May 2016 - 05:23 PM, said:
Could this possibly be a problem because the map was not originally created in version 1.5 Atomic? I have used TROR a lot in other maps with no problem like this. I tried a newer and older version of Mapster and both give the same result.
To change the focus of what is visible when working in different layers. Hold left CTRL + R. While holding these two keys you use the pg/up & pg/down keys to adjust your height so you can select the layer you want to work with. This works best when CTRL + A has been previously enabled to enable automatic grey out of plain sectors.
Once TROR is enabled in a map that map automatically gets converted and saved into the new map format. It doesn't matter how the map was created initially, all maps start in the same classic format even new maps in the latest Mapster.
My Mapster editor of choice is revision: 4249. That was just before things started getting funky.
This post has been edited by Paul B: 24 May 2016 - 07:30 AM
#4 Posted 24 May 2016 - 10:42 AM
...Nope. The new TROR sector does not grey out when the cursor in moved up the using your method. Which means I cannot extend its walls. Again, this is the only map I have had this issue with. To make things even stranger, I tried using it in a new isolated area I created and it still doesn't work. I tried an almost latest version of Mapster and it still wouldn't work. So there is either a rare condition with this map that prevents TROR from working or I somehow corrupted the map with my previous work. I'm going to try again on a virgin version of HH.
This post has been edited by Mark.: 24 May 2016 - 10:56 AM
#5 Posted 24 May 2016 - 11:17 AM
Maybe it's something else you did before trying this. I started with a clean copy of the map, extended the vent up and played around connecting the dots with the start point on the roof, which didn't want to work...
#6 Posted 24 May 2016 - 11:35 AM
#7 Posted 24 May 2016 - 02:07 PM
Mark., on 24 May 2016 - 11:35 AM, said:
Maybe I'm not fully understanding what you are trying to do? If two sectors share similar Z Axis (vertical height) then they won't grey out independently. There has to be a difference in height before the grey out will work as intended. Also, if an extended sector is too tiny, meaning there isn't a large enough space between the floor and the ceiling height it may fail to recognize this space as a different area and not grey out. When working with smaller sectors I would typically build the sector the way I need it with a high ceiling and floor and when finished lower the ceiling to the desired height. If you can send me the map in a PM and give me the coordinates where you are working in I can take a look at it. There hasn't been anything I haven't been able to do with the TROR feature. If SOS is getting in the way sometimes temporarily dragging a corner of the sector you are working in outside of the over lapping sector to do your work might be required. Once finished in that sector reposition the corner back to its intended location. Typically these problems are a result of the floor and ceiling heights being too similar to one another or nearby sectors and therefore they don't grey out as expected.
I think this last thought will help you the most and it is something else i forgot to mention. In the sector that is not greying out, Raise the ceiling super high or the floor super low so you can work in that sector with the grey out feature enabled. Once you've edited the sector as you see fit then adjust the floor back to its original state. Being able to adjust the Z-Axis with CTRL + R is key to adjusting the focus for the Automatic Grey out feature. So don't be afraid to toggle through those settings while attempting to select the area you need to work on.
This post has been edited by Paul B: 24 May 2016 - 03:19 PM
#8 Posted 24 May 2016 - 02:15 PM
What sectors are you trying to work on? Which have you already extended?
#9 Posted 24 May 2016 - 03:34 PM
So I guess if you want a test map just put a TROR sector in the floor of the rooftop start of HH and try to extend it.
This post has been edited by Mark.: 24 May 2016 - 03:41 PM
#10 Posted 24 May 2016 - 05:42 PM
Mark., on 24 May 2016 - 03:34 PM, said:
So I guess if you want a test map just put a TROR sector in the floor of the rooftop start of HH and try to extend it.
Okay here is the problem doing what you are trying to accomplish. While you think the roof top in E1L1 is actually higher then the street it is actually a lot lower. Therefore you can't successfully punch the extended TROR sector that way. In my opinion it is a really bad idea trying to add TROR to the existing original maps when they weren't really build with that dimension in mind and you''ll be sinking a lot of time rebuilding a lot of areas just to produce the effect you are looking for.
Anyway, should you proceed with this you need to take the entire First starting area of E1L1 on the roof top and raise the floor and ceilings up thousands of coordinates so that it is actually above the street. Then you can punch down and connect the vents.
What would make this easier is if someone has written a M32. script to take selected sectors and raise the z-axis of those sectors without affecting the scale. It would have to also adjust the sprites Z coordinates as well within those selected sectors.
Actually I think there is a script that does this already and i've used it. Let me see if I can find it.
Okay here is your solution: Your Script can be downloaded here:
https://forums.duke4...tors-splosions/
That will take an entire sector and match it to that of another sector so it will keep the size and stuff. You'll need to join that roof top to a new sector that you create that already is set at the correct height. There are a few console commands you need to type before you run the script. Its been a while since I used them but it should be in the read me.
This post has been edited by Paul B: 24 May 2016 - 06:00 PM
#11 Posted 24 May 2016 - 06:04 PM
I actually gave up trying to use TROR in the problem areas weeks ago and worked around it with compromises. I made the posts more out of curiousity since I had never run into this issue before. You have set my mind to rest. Thanks.
I'm pretty sure I used that script in M32 in Decay when I needed to change the height of a group of sectors and sprites.
#12 Posted 24 May 2016 - 09:11 PM
Anyway the problem now was when I adjusted the height of the roof top I made it as high as the actual top of the streets area now Duke falls to his death. You're gonna wish for those teleport sector effectors they make the fall so much less painful. LOL!!!
Attached File(s)
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E1L1 TROR.zip (31.42K)
Number of downloads: 97
This post has been edited by Paul B: 24 May 2016 - 09:21 PM