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:

  1. Click the zoom-out icon to reduce the image size, to make room for the new sector
  2. 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.
  3. 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):
  4. 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:
  5. 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:
  6. 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.



Contact Being-There