Stacked Sectors
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Stacked Sectors
Considering this setup is so hard to understand, at first, until you've done it a few times, and it's hard to understand it when it's put into words, I figured I'd try and put it in a diagram.
Keep in mind, it's hard for me to put this in words, so forgive me if this explanation is too brief. I am hoping the diagram says more than I can typing it out. Also, here is an example map, with the setup working. Basically, think of it this way - the "source" is inside the tagged sector, and it *exactly* matches a "target" linedef in the exact same spot in the target sector, except for "misc" being set to 1 in the target.
If someone can put it to words better than I can, feel free. >_<
Keep in mind, it's hard for me to put this in words, so forgive me if this explanation is too brief. I am hoping the diagram says more than I can typing it out. Also, here is an example map, with the setup working. Basically, think of it this way - the "source" is inside the tagged sector, and it *exactly* matches a "target" linedef in the exact same spot in the target sector, except for "misc" being set to 1 in the target.
If someone can put it to words better than I can, feel free. >_<
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Re: Stacked Sectors
I don't know if this is supposed to be like that or if it is a bug,
the stacked sector effect does not show up for me
the stacked sector effect does not show up for me
Spoiler:I expected to be able to see into the upper sector.
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Re: Stacked Sectors
Wow - thanks - I really wish somebody would've said something sooner. Fixing now.
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Re: Stacked Sectors
This is of good use, thanks for the thread
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Re: Stacked Sectors
Thank you, Torm!
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Re: Stacked Sectors
is there a reason to use this instead of 3d floors?
I'm guessing it takes less performance
I'm guessing it takes less performance
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Re: Stacked Sectors
Performance doesn't really have much to do with it.
The primary reason is to be able to map an upper and lower area separately, in a way that is more flexible than 3D floors. It's especially useful when a 3D "open area" is relatively small as opposed to the rest of the areas above and underneath them. In truth, both this method and 3D floors have their advantages and disadvantages.
The primary reason is to be able to map an upper and lower area separately, in a way that is more flexible than 3D floors. It's especially useful when a 3D "open area" is relatively small as opposed to the rest of the areas above and underneath them. In truth, both this method and 3D floors have their advantages and disadvantages.
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Re: Stacked Sectors
Not to mention that both methods can be combined to use the strengths of each.
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Re: Stacked Sectors
Just noticed that the diagram isn't right as well - it says both times "ceiling plane" but that way it doesn't work. It needs two of them to be "floor plane"
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Re: Stacked Sectors
Crap, you're right.
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Re: Stacked Sectors
Redone. Used Photoshop this time instead of MSPaint to make it slightly better.
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Re: Stacked Sectors
I once tried to understand what holy doom scriptures say but then my brain explodes and... I do it just like shown here and it works like a charm lol.
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Re: Stacked Sectors
Thanks a lot for this! I've been investigating portals and stacked sectors for a future project, and this helped me work out how they function.
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Re: Stacked Sectors
You're welcome, and I am very glad that it has helped you!Snarboo wrote:Thanks a lot for this! I've been investigating portals and stacked sectors for a future project, and this helped me work out how they function.
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Re: Stacked Sectors
I just want to add that you can stack multiple sectors on top of each other. You just need to follow Rachael's example for all sectors. So if you have three sectors on top of each other, the bottom and top one will have two of the connecting linedefs, while the middle sector will have four (two for each connecting sector, with the proper tags).