DarkFoxSoldier20 Posted October 11, 2005 Sectors not closed? How do I fix this? When I test the sectors that are not closed give me a wierd look on the other end. It's pissing me off. http://img.photobucket.com/albums/v212/DarkFox101/untitled.jpg 0 Share this post Link to post
myk Posted October 11, 2005 Cool stuff! I never managed a WTF like that in one of my maps. 0 Share this post Link to post
DarkFoxSoldier20 Posted October 11, 2005 I drew that to point out my problem. 0 Share this post Link to post
Use Posted October 11, 2005 The sector structure on the 'wtf' portion is really smooth, that must've taken a while, how does it look in the game? 0 Share this post Link to post
fifafreak18 Posted October 11, 2005 give us a more zoomed out picture and then maybe i can tell you, that picture doesn't give, well me, a good enough view. 0 Share this post Link to post
DooMBoy Posted October 12, 2005 Uh, have you tried, you know, fixing the sectors? Delete them and then redraw them (or however sectors are done in DoomBuilder). 0 Share this post Link to post
Bank Posted October 12, 2005 I don't map a lot, but I agree with Doomboy, you could just redraw them. 0 Share this post Link to post
leileilol Posted October 12, 2005 iirc you could try opening the linedef properties and select which sector it ties with to instead of an invalid one. 0 Share this post Link to post
DarkFoxSoldier20 Posted October 12, 2005 http://img291.imageshack.us/img291/484/started7vs.jpg I plan on having the map grow. I just don't know how to fix those 2 sectors. When I test the map on the other end it looks all messed up with the wall and cieling. Tell me how to fix it and I'll fix it. 0 Share this post Link to post
Dr_Ian Posted October 12, 2005 I'm not sure what the problem is, but if you have two different half-sectors that should be one whole sector, just select both of them and use the join tool. 0 Share this post Link to post
wildweasel Posted October 12, 2005 The "Merge Sectors" command in the Sector menu. 0 Share this post Link to post
DarkFoxSoldier20 Posted October 14, 2005 Ok another question. How do I draw on a already made linedef without getting its properties? Cause you basically need to right click to draw a new linedef too make rooms, objects, ect. So, explain that to me. 0 Share this post Link to post
CodeImp Posted October 14, 2005 INSERT works from both lines and sectors mode, and with CTRL+D you can start drawing from any mode. 0 Share this post Link to post
Bastet Furry Posted October 14, 2005 Sorry, my crytal ball is out of order, so... post a link to the map and someone can look at it in an editor and tell you where the dog is burried. 0 Share this post Link to post
DarkFoxSoldier20 Posted October 14, 2005 I have everything under control now. I just need some help with Teleporters and Monster teleporters. That's all I need to cover at the moment. 0 Share this post Link to post
Bastet Furry Posted October 14, 2005 Normal teleporters just need the right tag and an exit point. If you make this with the zdoom engine just read the wiki -> http://www.zdoom.org/wiki/index.php?title=Teleport If you are doing this with the normnal doom engine you only need to put a teleporter tag (97 for player and 126 for monsters) on a line and give it a free sector tag. Tag the destination secotr and put a teleporter exit thing somewhere inside that sector. 0 Share this post Link to post
DarkFoxSoldier20 Posted October 15, 2005 I read the link. I don't understand what the hell it just told me. 0 Share this post Link to post
Bastet Furry Posted October 15, 2005 Could anyone explain the zdoom way? I am way too tired :-/ 0 Share this post Link to post
DarkFoxSoldier20 Posted October 17, 2005 Explain the Sector Tags for me. What can I do with them? What order can I use them in? And how can I use them? 0 Share this post Link to post
Carnage Posted October 22, 2005 Make a line with the teleporter type and give it a tag of 1, then make a sector give it a tag of 1 and put a teleport destination thing in it... When the player crosses the line he teleports to the sector. You use different tags for more teleporters. The same works with a monster only teleporter. Have you looked at any maps with teleporters in them? Explain sector tags? Are you serious? You use sector tags to do a whole lot, like make elevators, doors, platforms, moving stairs, and all that stuff you see happening in doom maps. You don't need to use tags in any pre-defined order, just remember not to use the same tag for two different things. And don't use the tag 0 unless you know what you are doing... To use sector tags you find a linetype with an effect you want, set that linetype to a linedef in the map, give it a tag, and tag it to a sector. Like the teleporter I told you to make... 0 Share this post Link to post
DarkFoxSoldier20 Posted October 22, 2005 So basically I can make as many teleporters I want with using different tags in any order I want. Now I get the idea for building teleporters. ^_^ I'm gonna try that out and make a bigger map. But I have to get more advanced so I can at least make decent maps and no one bitches about how plain they all look. 0 Share this post Link to post