Creating a New Sector
After launching the 3D editor, and using menu: "file" -> "load
level" to load your map file, my.4dx, you will see the following 2D top-down
view of your default world on the right side of the screen, as shown below:
In this exercise, our goal will be to create a new sector adjacent
to the original sector, such that the 3D room and the map look like the ones
shown below:
The above screen shot shows that two sectors are not the same
as two rooms. The second sector here distinguished from the first by it's different
ceiling height, floor height, and floor texture. We also use a set of different
sectors to represent a set of stairs in a hallway. In general, we need to create
a new texture whenever we want to make a transition in floor or ceiling heights
or textures. In addition, we can use new sectors to change the level of illumination,
as would be the case of a sun-roof. At other times, we would make the wall between
the two sectors opaque and impassible, so as to represent separate rooms.
To create the new sector, use the following steps:
- Click the
zoom-out icon to
reduce the image size, to make room for the new sector
- Click the
button to add
a new sector. Note that the the sector list will have a new entry
This "Sector 1" must be selected while the new lines (walls) are
created below, to associated those new lines with the new sector.
- Click the
button in the
"Editing Modes" panel, so that the next mouse clicks on the 2D map
will create vertices, or points for the ends of the walls of the new sector.
Now left-click the mouse on two points to form the lower bounds of the new
sector, as shown below (labeled "2nd" and "3rd" below):
- Now we will draw the 3 new lines that will form the outer walls of the new
sector. First click the
button
in the "Editing Modes" panel, to indicate that our next click-and-drag
of the mouse are to create new lines. These lines need to be drawn in a clockwise
direction only, because the visible side of the wall will be only on the
righthand side of the arrow we draw. Draw the 3 new lines, by clicking on
the first vertex, and dragging the mouse to the second vertex. Then let go
of the mouse briefly, and click again on the second vertex and drag it to
the third vertex. Do the same from the third to the fourth vertex. The result
should look like this, with the arrowheads in the clockwise direction:
- Next, we have to define the 4th "wall" of the new sector. At first,
it appears that the top wall already exists because it was defined in the
first sector (sector 0). But that wall isn't "owned" by this sector,
and every sector should be completely enclosed. Therefore we need to
add the 4th line. Now, intuitively, it seems that we could simply draw a line
from the 4th to the 1st vertex, but this is the wrong way; instead we need
to indicate that the two sectors are adjoining. Click the button
and then click the final top line to indicate that the current sector is to
share a line with another sector. The result should appear as shown below:
- Next, we will change the ceiling height, floor height, and floor texture
of the new Sector, to give it an appearance that is distinct from the original
sector. First set the "Editing Mode" by clicking the
button. This will indicate that we want to edit an object in the 2D map. Then
click anywhere within the new sector (but not on the lines or vertices). You
will see the Sector Editor window. Change the number of the Floor Flat to
#2, so that it shows the water floor, as shown below
Next, Change the height of the ceiling from 256 to 220 and the floor from
0 to 40, so that they look like this:
and click "OK" to save the changes to the Sector Editor
Your sector is now complete. On the main screen, navigate around in the 3D
view until you can look at the new sector, that looks a bit like a bathtub.
Similar sectors can be added to give stairs or tables. They can have walls that
are visible and impassible, separating them from other sectors. Or they can
have "Translucent" walls that look like "windows" giving
partial visibility through parts of the walls. These will be shown in future
tutorials.
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