Restore Portals and Sectors so they actually work (FAQ)

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xwingguy

Restore Portals and Sectors so they actually work (FAQ)

Post by xwingguy »

I found this out a while back but I forgot to post it here :roll:

This doesn't teach you how to make them but actually fixes a bug in the map templates so that the portals and sectors work. (If you don't do this to fix them you might as well don't waste your time working in zeroeditor making them.)

(@#$ refers to whatever your 3 letter modID is)

Open @#$.req in your data_@#$\worlds\@#$\world1 folder.

You should something like this. (may vary depending on the gamemodes you have.)

Code: Select all

ucft
{
	REQN
	{
		"config"
	}

	REQN
	{
		"texture"
		"@#$_map"
	}
	REQN
	{
		"path"
		"@#$"
	}
	REQN
	{
		"congraph"
		"@#$"
	}
	REQN
	{
		"envfx"
		"@#$"
	}
	REQN
	{
		"world"
		"@#$"
	}
	REQN
	{
		"prop"
		"@#$"
	}
	REQN
	{
		"class"
		"bluelight"
		"redlight"
		"greenlight"
		"whitelight"
	}
	REQN
	{
		"config"
		"flyerspray"
		"walkerstomp"
		"hailfire_wake"
	}
	REQN
	{
		"lvl"
		"@#$_conquest"
	}
}
Add this to it near the bottom:

Code: Select all

	REQN
	{
		"povs"
		"@#$"	
	}
So now your REQ should look something like this:

Code: Select all

ucft
{
	REQN
	{
		"config"
	}

	REQN
	{
		"texture"
		"@#$_map"
	}
	REQN
	{
		"path"
		"@#$"
	}
	REQN
	{
		"congraph"
		"@#$"
	}
	REQN
	{
		"envfx"
		"@#$"
	}
	REQN
	{
		"world"
		"@#$"
	}
	REQN
	{
		"prop"
		"@#$"
	}
	REQN
	{
		"class"
		"bluelight"
		"redlight"
		"greenlight"
		"whitelight"
	}
	REQN
	{
		"config"
		"flyerspray"
		"walkerstomp"
		"hailfire_wake"
	}
	REQN
	{
		"lvl"
		"@#$_conquest"
	}
	REQN
	{
		"povs"
		"@#$"	
	}
}
Save and then munge your world and you're done!
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RE: Restoration of Portals and Sectors so they actually work

Post by Ace_Azzameen_5 »

HOLY CRAP! This has been overlooked, it's important and needs to be stickied!

I had no idea my portals/sectors were defunct, I just thought my arangement had negligible impact.
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Teancum
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RE: Restoration of Portals and Sectors so they actually work

Post by Teancum »

Added to the FAQ under misc.
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RE: Restoration of Portals and Sectors so they actually work

Post by Ace_Azzameen_5 »

I need a clarification on the dynamics of portals and sectors. Do they
a: Render only objects attached to the sector the player is in/see a portal to
or
b:Not render anything attached to a sector that the player is not in or can't see a portal to

or other? I think it's b and I planned my sectors accordingly but, still it's hard to tell for sure just looking at my map.
xwingguy

RE: Restoration of Portals and Sectors so they actually work

Post by xwingguy »

...it sounds like both statements mean the same thing...

if you use freecam in game, you can really see the effect.
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Post by Karnage »

What are Sectors and Portals?
xwingguy

Post by xwingguy »

Some days I feel like I'm the only person who has read all of the docs they provided us..............................
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Post by Ace_Azzameen_5 »

Nah, you're just better at comprehending them then the other people that have, but that still leaves about 1500 members who haven't.

I'm just not sure what "path through visible portals " means. Does that means if you can see two portals that overlap or does that you can see a portal connected to a sector you will see that sector? To me that makes no sense unless on top of that you can see everything in the sector you're in.

A little experiment of mine shows that if you're not in a sector, the stuff attached to it is not rendered. If you're in a sector, the stuff attached to it is all that is rendered. So you need objects to be attached to multiple regions.

seeing a portal obviously counts as being in the sector.

Annoyingly, just pointing in the direction of the portal reveals a sector, even if its not truly 'visible', as if there were no objects between you're line of vission and it. Is there a way to fix that or do I have to plan p/s around it somehow?
Last edited by Ace_Azzameen_5 on Fri Aug 11, 2006 1:20 pm, edited 1 time in total.
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