This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
tutorials:mapping:self_referencing_sectors [2025/08/03 03:10] – fe80:5ac6:68e8:33c9:f1ab:a4ed:ace9:447b | tutorials:mapping:self_referencing_sectors [2025/08/04 20:44] (current) – fe80:5ac6:68e8:33c9:f1ab:a4ed:ace9:447b | ||
---|---|---|---|
Line 1: | Line 1: | ||
=====Self Referencing Sectors===== | =====Self Referencing Sectors===== | ||
- | Normally, when you have a sector inside another sector, the lines that make up the interior sector reference both sectors. The outside sector is referenced by the front or back of the lines (depending | + | Normally, when you have a sector inside another sector, the lines that make up the interior sector reference both sectors. The outside sector is referenced by the front or back of the lines (based on the line’s direction in the editor), and the other side references the interior sector itself. |
But! If you have the outide of the line reference the interior sector as well, you get fun things. Things like... \\ | But! If you have the outide of the line reference the interior sector as well, you get fun things. Things like... \\ | ||
;#; | ;#; | ||
Line 23: | Line 23: | ||
{{: | {{: | ||
;#; | ;#; | ||
- | Notice how the "Sector Index" | + | Notice how both 'Sector Index' |
- | Now the bridge | + | |
- | You might have noticed that the sector encompassing the bridge is pretty tight against it. There' | + | You might have noticed that the sector encompassing the bridge is pretty tight against it. There' |
For another example of what you can do with self referencing sectors: | For another example of what you can do with self referencing sectors: | ||
Line 33: | Line 32: | ||
;#; | ;#; | ||
Deep water! Or blood. This effect is more subtle, but in-game it's noticeable. Especially if you put a lowered tunnel above the deep-water to sell the effect. | Deep water! Or blood. This effect is more subtle, but in-game it's noticeable. Especially if you put a lowered tunnel above the deep-water to sell the effect. | ||
- | Opposite of the bridge, lower this sector down instead of raising it up, and have the lines that make it up reference the lowered sector on both sides. If you lower it too low you'll get rendering issues, so it' | + | Opposite of the bridge, lower this sector down instead of raising it up, and have the lines that make it up reference the lowered sector on both sides. If you lower it too low you'll get rendering issues |
For this one I didn't cut around the sector, so you can see the issue with it assigning subsectors sector indexes. | For this one I didn't cut around the sector, so you can see the issue with it assigning subsectors sector indexes. | ||
;#; | ;#; | ||
Line 40: | Line 39: | ||
The sector is 28 (dark blue), and the highlighted corners SHOULD be 21. But because we fucked around we're finding out that the corners are assigned 28, and are thus also deep-water. So in practice you should surround your bridges/ | The sector is 28 (dark blue), and the highlighted corners SHOULD be 21. But because we fucked around we're finding out that the corners are assigned 28, and are thus also deep-water. So in practice you should surround your bridges/ | ||
- | That's it. Basic Self Referencing | + | That's it. Basic self referencing |
Here's the wad I ended up with: | Here's the wad I ended up with: | ||
{{ : | {{ : |