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August 14, 2012, 05:16:34 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Guys, how I am susposed to work with sectors?




I'm talking about mission INTRO. Over the stage bottle bar, I inserted my flat (as a 4DS file) and I want to that 4ds file to be the part of interior secor. But when I set parent for a "sector SCTRpodlaha" it doesn't show ingame. How am I susposed to work with sectors? How can I create my own sector and it's size etc.?

#1 August 14, 2012, 06:02:16 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
There is very little known about sectors.




Hopefully one programmer will take a good look at it sometime.




The basic concept of a sector is that all associated objects are grouped, yours for example with a seperate interior and exterior. A sector should also specify whether a soundfile can be heard or not inside it.




Good example is environment sound inside the city that goes silent as soon as you go inside a building.




But also rain not penetrating ceilings I believe


 




From what I know that Asa told me once, is that the only ability for us modders to edit is only one object's sector assignment. Which is by default and most cases always "Primary Sector"


 




So in a nutshell, Advanced editing of sectors is something which is not discovered yet. (I hope somebody can prove the opposite)

#2 August 15, 2012, 11:47:40 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Visual sectors in 4DS files are too complicated. You need to understand polygons structure because sector object in 4DS contains special model of sector and portals (to see into and ouf of sector).

#3 August 15, 2012, 04:36:30 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
You have to use 'sector SCTRpodl' for objects in that mission. However, I'd recommend not using that mission at all - it's very buggy and gives you a hard time just getting things to show up. Here's what I know about sectors:


 




If you have an object called 'ObjectX', you can set the sector of other items to being 'ObjectX'. This way, when you click 'ObjectX' - you'll move any and all objects with its sector set to 'ObjectX' with the same drag of the mouse as for moving 'ObjectX'. Basically, 'ObjectX' is now the parent object of the objects you tied to it. However, if you click the individual objects that are sectored to 'ObjectX' - the others will not move with it. Only if you click the parent object, all daughter objects will move with it. Never EVER put the name of an object as its parent. So don't put ObjectX's sector to 'ObjectX'. I did that once, and it corrupted my mission file (wihout me even saving), crashed Editor and I had to do the whole mission all over again.

#4 August 15, 2012, 07:51:51 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Thank You  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">  I'll try something.

#5 August 15, 2012, 11:10:23 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
You were right, Lassister. Intro/Intermezzos scene are good only for that cutscenes. It's impossible to even set the correct light, collisions are dissapearing, traffic cars and pedestrians are behaving very strange...

#6 August 16, 2012, 01:06:24 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Yup. I usually build my things in TUTORIAL. Just delete all the scripts and get a-buildin'. Ain't never had no problems with it neither.