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Sector Splitting Tutorial
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So, you want to split your
sectors and see what you can do with them huh? Well, you should have a good
enough understanding of the Serious Editor to create primitives, and change
sector settings first, so if you haven't already, I strongly suggest you read
the beginners tutorial.
I would like to start out
by stating that splitting sectors has many uses, and the concepts that you will
learn in this tutorial can be applied to various other techniques. I will only
cover a few of the neat things you can do with splitting sectors in this tutorial.
The rest is up to you.
In this tutorial we will
be covering the following:
- How to split a sector
using the "split sector" tool
- How to select invisible
polygons
- Seamlessly applying
textures to primitives containing multiple surfaces.
- Creating a sphere of
water
So, lets start out by introducing
you to the "Split Sector" tool .
This handy little bugger allows you to cut a sector into two separate parts
by using a primitive to define a shape. In other words, it's basically a cookie
cutter for your sectors. You can check out how the tool works by creating a
room, dimensions 50x50x50, and adding it to the world base. Now create a sphere,
and when you get the settings you desire, don't add it to the worldbase, but
instead, press your "Split Sector" tool (make sure you have the same
layer of what you're splitting selected). Don't worry about checking your "room"
flag on the primitive, as both room and non room produce the same effect when
splitting your sector. Now that you've split your sector, you probably won't
notice any change in your level, but, if you press the [2] button on your number
pad (the pad of numbers to the right of your keyboard), then you'll be able
to see the new sector that was created. So you may be thinking to yourself,
"Hm, that was fun, but what good does that do me?", so lets take a
look at what we can do with this invisible sector.
If you've already
pressed [2], you'll be able to see all the polygons that make up your sector.
My map looks like this so far:

Now lets
make those polygons viewable so you can actually see your sector in a polygon
rendering mode. If you try clicking the polygons that your invisible sector
make up, nothing will happen, and your click will end up reaching the wall directly
behind what you clicked. That's because the editor doesn't recognize that you're
trying to select those polygons (because they're invisible). So we have to make
up for that. To select invisible polygons, simply hold down the [Shift] key,
and right click the polygons you need. You may want to note that splitting a
sector creates polygons both inside and out of the sector you cut out, so you
can go inside of your cut out sector and select the polygons on the inside as
well. Remember, [Shift] + [RMB] selects the invisible polygon that's closest
to your view, so if you have invisible polygons in the way, it will select those
ones, not what you're aiming for. After you select all of your invisible polygon,
bring up the polygon properties dialog with [q]. Under the polygon tab, make
sure that the translucent, portal, passable, and link boxes are checked. We're
checking translucent so that we can create the effect of water in the next step
(you can make the texture plain old solid by removing all of the flags completely).
You'll notice that when you check those four boxes, your invisible polygons
will no longer be invisible. Now that we can see your sector, lets do something
fun with it.
When I first got
the idea to write this tutorial, I had discovered a way to create a floating
ball of water in mid air, so that's what we're going to do first. You'll want
to texture your ball of water, but if you haven't already noticed, SEd doesn't
automatically stitch your textures so they fit seamlessly. To get a texture
to match up over say, a sphere, simply create a new conus primitive (4 vertices),
and give it the same dimensions as your sphere. Add it to its own layer, and
then texture the polygon that's facing your sphere with the texture you desire.
Your map should look like this:
Make the texture fit the
way you want, and then press [Ctrl] + [C] to copy the texture, and [M] to copy
the coordinates. Now double click a polygon on your sphere (to multi select
all of the polygons) and press [Ctrl] + [V] to paste the texture, and [U] to
match the coordinates. The final step is to delete the primitive you used for
positioning the texture. This method of stitching also works well with terrain
primitives. Now, reselect all of your sector's polygons (now you can simply
double click one of them to multi select the rest because they're viewable),
and under the texture tab, click your alpha bar (located directly left of your
color bar) and drag your mouse to the left until the number that pops up reads
about 90 (which I found to be a nice translucency for water). Make sure that
for your texture blend mode, you have "blend" selected, otherwise
the translucency won't be rendered correctly. Now your sphere should look like
a ball of water floating in the air, but that's just looks. Now we have to actually
make it water.
Select your sphere sector
(you'll have to do some from the inside of your sector), and press [q] to bring
up the sector properties dialog. Under your content tab, choose "water",
and for environment, choose "underwater". Now you should be able to
swim around in your sphere! Test out your map with [T] and check it out for
yourself! If you position yourself directly under your sphere, you should now
be able to jump straight up, and from there swim around (you have to position
yourself correctly because SS has a little trouble with transition into a water
sphere for some reason).

Now that we've covered
making a water sphere, other ideas may have popped into your head, such as a
sphere of gravity, or many other fun things to do. Just remember that your imagination
is the limit on what you can do with this technique, so let your thoughts run
wild!
-Hoard
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