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Subsector Travelling

 
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Taton
Trandoshan

Joined: 25 Sep 2003

PostPosted: Jun 10, 2008 04:37    Post subject: Subsector Travelling View user's profile Send private message Send e-mail Reply with quote

Is there any good way to move a sub-sector out of it's parent sector and into a different sector?

ie: I'm trying to use Morph_Move 2 to move the subsector in a straight line into another sector.

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 10, 2008 05:28    Post subject: View user's profile Send private message Send e-mail Reply with quote

As far as I know there's no way to accomplish this.

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The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jun 10, 2008 16:19    Post subject: View user's profile Send private message Send e-mail Reply with quote

You can remove the adjoins, move the sector, and adjoin it to the new sector. Assuming you can move a sector like that (I THINK you can?).

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Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Jun 10, 2008 17:26    Post subject: View user's profile Send private message Reply with quote

If what your trying to do is move a sub-sector into a new sector, it may not be possible, BUT you could fake it by using a 3do that's a ceiling.3do or floor.3do that matches your sector width and half it's length and half it's height.

You could place the 3do half way into the sector so when the moving sub-sector reaches the part with the 3do it appears as though you've reached a NEW sector.

I believe the Dark Tide (3 or 4 was it) did this.

This is almost confusing for me to re-read, so I hope I made it clear Embarassed

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JJ2
Dianoga

Joined: 07 May 2008

PostPosted: Jun 11, 2008 06:23    Post subject: View user's profile Send private message Reply with quote

It's been so long that I can barely remember this, but I think you can change the adjoins and move elevators up to do what you are attempting. I used something like this in Betrayed. The problem is that it has been so long, I no longer remember how it worked.

Geoffrey S
Gamorrean

Joined: 29 Jan 2005

PostPosted: Jun 11, 2008 23:02    Post subject: View user's profile Send private message Reply with quote

Basically, there is no way to have an adjoin cross another adjoin without causing clipping effects and/or HOMs. Thus, a subsector can't cross an adjoin while it itself is still adjoined to the sector it's meant to be in.

The only way I can think around it has been mentioned - disconnecting the adjoins through coding, moving the sector, and reconnecting the adjoins in an exactly matching space.

What you're trying to do isn't possible, though perhaps an accordion effect is possible using 3dos - move the subsector to the adjoin, and have the subsector adjoin nearest the other adjoin stop while the rest of the vertices move as close to it as you can get it, while on the other side of the adjoin the opposite process takes place. I'm not certain if that is possible, though Fenwar's showcase level could be helpful.

Something else should be possible though. You could do something interesting here if the new sector a vertical elevator adjoins to is also a subsector; an elevator which moves up, connects to the second subsector, then moves horizontally through a tunnel (inside the also moving second subsector), disconnects, then down again. Should be possible, though I never got as far as implementing it.

JJ2
Dianoga

Joined: 07 May 2008

PostPosted: Jun 11, 2008 23:59    Post subject: View user's profile Send private message Reply with quote

Again, it has been a long time, but I know that I did something similar to this by separating the adjoins and attaching to an identical subsector in another sector. I think I used elevators to instantly change the elevation of the sectors as the adjoins switched. At any rate it is in Betrayed and you can take a look at it.

JJ2
Dianoga

Joined: 07 May 2008

PostPosted: Jun 16, 2008 06:45    Post subject: View user's profile Send private message Reply with quote

I'm pretty sure that I used overlapping sectors with identical subsectors, so that when the subsector was aligned with and adjoined to the new sector, everything instantly changed to line up with the subsector. I know that I used this effect somehow, so it can be done.

Taton
Trandoshan

Joined: 25 Sep 2003

PostPosted: Jun 16, 2008 07:41    Post subject: View user's profile Send private message Send e-mail Reply with quote

That actually sounds crazy enough to work.

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"A fight should be clean and elegant, without waste"
-Asuka Langley Sohryu, Evangelion

Geoffrey S
Gamorrean

Joined: 29 Jan 2005

PostPosted: Jun 24, 2008 19:31    Post subject: View user's profile Send private message Reply with quote

JJ2 wrote:
I'm pretty sure that I used overlapping sectors with identical subsectors, so that when the subsector was aligned with and adjoined to the new sector, everything instantly changed to line up with the subsector. I know that I used this effect somehow, so it can be done.


Yeah, that's pretty much what I was trying to describe. Thinking back a little, I guess you used it for that crashing ship sequence?

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 24, 2008 20:19    Post subject: View user's profile Send private message Reply with quote

I'm gonna have to dissect Star's End for the ship crashing at the end . . . but now that I think about it, that could easily be done without moving the subsector out of the landing pad sector it starts out in . . . hmmmm . . .

Before I try anything crazy, does anybody here know exactly how subsectors work? Are they simply a sector adjoined to the inside of another sector, or is there something else involved? I know in WDFUSE, sector flag 1 bit 32768 is labeled "subsector", but normal subsectors don't have that flag set . . .

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jun 25, 2008 03:37    Post subject: View user's profile Send private message Send e-mail Reply with quote

Subsectors are just normal sectors. The flag was probably some sort of hack that was needed for an early version of the engine or something.

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