Stacked sectors: Ceilings

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DBThanatos
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Stacked sectors: Ceilings

Post by DBThanatos »

So, I recently started looking into trying to make a relatively detailed ceiling without having to manually add sectors for the floor and ceiling and get a mess of an area.

I had seen about stacked sectors, but I cant figure it out. I was pointed to look at this example but I still cant figure it out since it's a rather complex map with lots of things used. I opened the map, but I dont see where "Line_SetPortalTarget" was added in those sectors. Also, I saw these UDMF actors for "lower sector" and "upper sector". I tried to use these in my own map, and figured that if i give them the same tag, it will work as I want; except that it only works for the sector where these things are. I dont believe the answer is to spam a zillion of these actors to match the sectors on the floor.

Can anyone help me out with a simpler example for this?
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Kappes Buur
 
 
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Re: Stacked sectors: Ceilings

Post by Kappes Buur »

This is the simplest example, SIMPLE.WAD, I came up with using stacked sectors.
While the WIKI also mentions special 57, I was not able to come up with a working map.

Since you linked to the The Refinery, I reduced that area to its lowest denominator in SIMPLE2.WAD.
Spoiler:
http://www.mediafire.com/file/4b1tx5946 ... IMPLE2.wad
Maybe it can help you to decode how Tormentor did this. :D
Just look for the Upper/Lower sector pairs.
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DBThanatos
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Re: Stacked sectors: Ceilings

Post by DBThanatos »

Thank you very much!!

What im noticing is that the main walkable sector is relatively simple. In my map i tried to implement this, but I keep getting disappearing sections when I enter stairs.
Spoiler:


Maybe Im trying to use this in a scenario where this wasnt supposed to work in the first place :P
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Major Cooke
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Re: Stacked sectors: Ceilings

Post by Major Cooke »

SUPERNatural is loaded with using stacked sector things. In particular, 5RADIO uses these if a more detailed demonstration is needed. If I'm not mistaken, so does Winter's Fury.

I don't remember what it was about them, but Pyroscourge managed to solve some of these issues by simply having a a large separating mass on the radio tower covering up some sections which causes this same issue somehow, after I tried raising them up:

https://puu.sh/z38KZ/fccac1be05.png
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