True Room Over Room Mapping Guide: Difference between revisions

From EDukeWiki
Jump to navigation Jump to search
Micky C (talk | contribs)
No edit summary
Micky C (talk | contribs)
No edit summary
Line 26: Line 26:
The following are a list of keys which are related to editing TROR. They can also be found in the [http://wiki.eduke32.com/wiki/Build/Mapster32_Keyboard_Commands mapster32 keyboard commands page]
The following are a list of keys which are related to editing TROR. They can also be found in the [http://wiki.eduke32.com/wiki/Build/Mapster32_Keyboard_Commands mapster32 keyboard commands page]


==Properties and Terminology==
TROR is created by selecting a sector and extending it (this will be covered later in method). This means that it creates a new sector directly on top of or below the selected sector, which is exactly the same size and shape as the original. The ceiling of the bottom sector is linked with the floor of the top sector. It then makes sense that the extended sector is called an '''extension'''.
You can have more than one extension on a sector. You can extend it above and below, then take the bottom and extend that down again and again, and the same with the top. You are effectively stacking sectors on top of each other, so these sectors are part of a '''stack'''. The great things about stack (even with only one extension) is that if you move the vertex of a wall of one layer, it will automatically move the vertices of all the other layers, so that they're easy to change the shape of without worrying about breaking the connection.
You can highlight a group of sectors and extend them all at the same time so that there can be a single extension covering them all. This is useful because it saves walls, and you can still edit all the child sectors with ease. Now, as soon as you extend these sectors so that they share an extension, they all become a part of the same '''bunch'''.
If you take a room with a child sector in the middle, and extend everything upwards except the child layer, there will now be void space in the top layer where the child sector is. If you press [ctrl-S] there to make it into a child sector in the top layer, you'll then find that you have a floating normal (non-TROR) sector between the two TROR layers that you can do with as you please. This is called an '''island'''. I suppose it's still an island even if you don't make it a child sector in the top layer but hey, now you can create floating sectors. These can potentially be glitchy if you're not using the polymer renderer, but we'll get onto that layer.





Revision as of 23:21, 4 April 2012

Build/Mapster32 Map Editing


True Room Over Room is a feature new to EDuke32 that allows for the construction of sectors in a vertical arrangement. Other build games (Shadow Warrior, Blood)are able to fake ROR by having sectors in different parts of the map and rendering them on top of each other. The difference between that and TROR is that the sectors are physically on top of each other, making editing a lot easier and more automatic, while also making it easier to visualize what you're building.


TROR Editing Modes

There are two modes you should be aware of before starting to build with TROR.

Side view (orthographic view) mode

This mode allows you see a 3D representation of your map while in 2D mode. This is toggled with [F3]. It can be rotated with the [Q] and [W] buttons, and the angle of viewing can be changed by pressing [A] and [Z]. This mode is absolutely essential not only because it allows you to actually see what you're doing, but because in order to properly use TROR, you need to designate which is the 'active' layer that new sectors will connect to.


This can be done in 2 ways.

The first way is to press [ctrl-A] which will grey out all other layers except the one the viewpoint (the arrow in 2D/side view mode)is in, which is the active layer. You can move the view point up and down, allowing you to edit above and below layers, by either pressing [page up] and [page down] respectively, or more accurately by pressing down the [middle mouse button] and moving the mouse forward or backwards. This method is usually prefered as it gives you much more control over the vertical position of the viewpoint. If you find the greyed-out walls distracting, you can remove them altogether by pressing [ctrl-alt-A]

The second way allows for more precision as you can narrow the active editing range to the height of a single (or set of) sectors. Firstly, select the sector(s) that you want to be able to edit with [Right-Alt], and press [Ctrl-R]. It's as easy as that. Press [Ctrl-R] again to unlock the range again and be able to edit sectors normally.


Invisible surfaces viewing mode

This is for 3D mode when you want to toggle seeing invisible objects. All you have to do to toggle this mode is press [I], which primarily allows you to see objects you've made invisible with [Ctrl-I]. However, the reason why it's so useful here, is that it also shows you the boundaries between TROR layers (which are invisible in-game). This is a huge benefit when you want to visualize/figure out what's actually going on. It also allows you to edit the TROR surfaces and apply transparent or masked floors, and edit characteristics like the blocking and hitscan bits.

The following are a list of keys which are related to editing TROR. They can also be found in the mapster32 keyboard commands page


Properties and Terminology

TROR is created by selecting a sector and extending it (this will be covered later in method). This means that it creates a new sector directly on top of or below the selected sector, which is exactly the same size and shape as the original. The ceiling of the bottom sector is linked with the floor of the top sector. It then makes sense that the extended sector is called an extension.


You can have more than one extension on a sector. You can extend it above and below, then take the bottom and extend that down again and again, and the same with the top. You are effectively stacking sectors on top of each other, so these sectors are part of a stack. The great things about stack (even with only one extension) is that if you move the vertex of a wall of one layer, it will automatically move the vertices of all the other layers, so that they're easy to change the shape of without worrying about breaking the connection.


You can highlight a group of sectors and extend them all at the same time so that there can be a single extension covering them all. This is useful because it saves walls, and you can still edit all the child sectors with ease. Now, as soon as you extend these sectors so that they share an extension, they all become a part of the same bunch.


If you take a room with a child sector in the middle, and extend everything upwards except the child layer, there will now be void space in the top layer where the child sector is. If you press [ctrl-S] there to make it into a child sector in the top layer, you'll then find that you have a floating normal (non-TROR) sector between the two TROR layers that you can do with as you please. This is called an island. I suppose it's still an island even if you don't make it a child sector in the top layer but hey, now you can create floating sectors. These can potentially be glitchy if you're not using the polymer renderer, but we'll get onto that layer.


TROR related keys

2D mode

E+CTRL sector extension prompt (sectors to extend must be highlighted)
E+CTRL make sandwich [needs better explanation]
E+CTRL punch loop through extension (loop points must be highlighted, e.g. with RSHIFT+LCTRL)

A+CTRL toggle auto-grayout of non-extended sectors
J+CTRL TROR-join sectors. The selection must consist of the two sets of sectors you wish to join.
U+CTRL Clear extension: delete the bunch (i.e. ceiling-floor connection) of the aimed-at sector's floor
PGUP/PGDN Change 'player' height in discrete steps in order to go through the different levels
TAB+CTRL Display one currently aimed at sector (of potentially many that lie under the mouse crosshair)
HOME and END as modifiers to AltGr: select all sectors whose floor's/ceiling's bunchnum equal the bunchnum of the aimed at sector (useful for further operations on whole bunches)

3D mode

I invisibility preview: toggle fake ROR texture on non-masked portals
LENTER+CTRL When aiming at an extended floor/ceiling, paste to all floors/ceilings of the bunch of the aimed at one
T, B and H work as with walls, though they set/toggle the bits only on one side