Post by Chavez on Feb 26, 2006 10:11:26 GMT -8
Williem Peit: Sectors are useful when you want diffrent area's in the map, with diffrent properties (next to the world sector). Diffrent fog/lightning settings etc. per sector. [Its well explained in the help file (help -> contents) Go to 'Modeling in 3DS MAX 5.1', then 'Creating sectors, portals and occluders']
Nix: After many weeks of messing with the sectors and portals I finally managed to get them workin (read: avoided making any mistakes;)
Procedure:
0. Every sector has to have portals on entrances/exits places.
If you exit or enter a sector without a portal, you'll experience weird stuff.
1. 3DSmax, open up your terrain, and create a box around the area that you want to be a sector.
It doesn't have to be a box, any 3d object will do.
You may also get 'Top view', take a line tool, outline the area for sector, extrude it and convert to mesh.
Call this mesh something like 'Sector01'.
2. Make a plane for portal and align it to the sector.
Normal face (the one you can see) must look inside sector.
Note that this aligning has to be done precisely.
Probably best tool is 'Normal Align' tool, so use it get it properly aligned.
Convert it to mesh. Call this plane 'Portal01' or similar.
If you have more entrances/exits you should create portals for them all.
3. Now set sector's properties.
Select your 'Sector01', get properties, under 'user defined' tab write: Sector=1
Ok, now apply 'Normal' modifier, collapse it, and Reset Xform.
You could apply 'Normal' modifier earlier, but it's a real pain in the ass to allign the portal then.
4. Set portal's properties.
Select your 'Portal01', get properties, under 'user defined' tab write: Portal=30.0,15.0,10.0,0,0,0
These numbers are closing distance, items visibility, etc. you can adjust them later in editor.
Finally Reset Xform.
5. Link the bloody bastards.
Use 'Schematic view', link 'Portal01' to 'Sector01', and you're good to go.
Do not link the stuff before Reseting Xform, it' will get f***ed up.
When you open your map with sectors, all objects are still assigned to mighty 'World sector'.
You'll have to select the stuff you want to belong to 'Sector01' and assign it to that sector.
Any new object deployed to the map will belong to the sector it is placed in.
I've spent a lot of time poking this shit , so I really hope this description will help you all.
Compliments to Nix and Willem Peit
Nix: After many weeks of messing with the sectors and portals I finally managed to get them workin (read: avoided making any mistakes;)
Procedure:
0. Every sector has to have portals on entrances/exits places.
If you exit or enter a sector without a portal, you'll experience weird stuff.
1. 3DSmax, open up your terrain, and create a box around the area that you want to be a sector.
It doesn't have to be a box, any 3d object will do.
You may also get 'Top view', take a line tool, outline the area for sector, extrude it and convert to mesh.
Call this mesh something like 'Sector01'.
2. Make a plane for portal and align it to the sector.
Normal face (the one you can see) must look inside sector.
Note that this aligning has to be done precisely.
Probably best tool is 'Normal Align' tool, so use it get it properly aligned.
Convert it to mesh. Call this plane 'Portal01' or similar.
If you have more entrances/exits you should create portals for them all.
3. Now set sector's properties.
Select your 'Sector01', get properties, under 'user defined' tab write: Sector=1
Ok, now apply 'Normal' modifier, collapse it, and Reset Xform.
You could apply 'Normal' modifier earlier, but it's a real pain in the ass to allign the portal then.
4. Set portal's properties.
Select your 'Portal01', get properties, under 'user defined' tab write: Portal=30.0,15.0,10.0,0,0,0
These numbers are closing distance, items visibility, etc. you can adjust them later in editor.
Finally Reset Xform.
5. Link the bloody bastards.
Use 'Schematic view', link 'Portal01' to 'Sector01', and you're good to go.
Do not link the stuff before Reseting Xform, it' will get f***ed up.
When you open your map with sectors, all objects are still assigned to mighty 'World sector'.
You'll have to select the stuff you want to belong to 'Sector01' and assign it to that sector.
Any new object deployed to the map will belong to the sector it is placed in.
I've spent a lot of time poking this shit , so I really hope this description will help you all.
Compliments to Nix and Willem Peit