Sectors: circular sectors
· more on circular sectors: copying / moving complex structures · convex doors: special door tiles / wall lotags / examples · making convex doors: step by step · notes on convex doors Convex doors: step by step
Here's an example of how one might make the sectors for curved doors. Say that we want to make something similar to the design in the examples E2L2, E2L5. You've seen all this before in circular sectors. Have a look at this section if you don't feel that images below are self explanatory. After you look at the images below, you will see that this method of making convex doors isn't much different than making circular sectors in the last section. At the bottom of this column of images, I have some notes and an image of what the completed sectors might look like in 2d mode. ![]() In this image to the left, you can see that you can make the doors much closer to the outer circular sector that houses the structure. I made this example further away so that in the smaller screen captures it would be discernible. When I have made these effects for my maps, I have used the smallest grid size for the thickness of the door sectors and for the distance between the outside of the doors and the outer sector that houses them. For an example of how a more likely structure of this type might appear in 2D mode, look in the notes on convex doors. The screen capture there depicts a more likely structure. In the image to the left, the sprites that make it rotate are in blue, the activators are purple (just so that you can tell them apart for the sake of this tutorial). The central sprite, tile#1, has a unique hitag 59 and a lotag of 1. The brethren to this central sprite are also in blue; they have the same hitag and a lotag of zero. It is important that the central sprite face North and the other two face South. Also, it is just as important that the sector effector on the right (looking at it in 2D) must have its palette changed to 2. Other wise, this effect won't work. If you're standing in front of these doors in 3D, it would be the sprite in the left door that needs the palette change of two. Probably simpler to remember that in 3D its the door on the left that gets the palette 2 sprite. The two activators, tile#2, one for each door, must face the same direction as the central sprite. Both activators should have the same lotag matching either the lotag of the switch or the lotag of the doors (if you're using a special door tile to act as the switch).
|