Problems: sectors
Do not make sectors of the same size and shape and place them directly on top of one another. Whether the sectors are on different levels on the Z plane makes little difference, here. When creating sector over sector effects, it is okay to have walls cross but not sitting directly on top. That is, don't have a wall East/West on one plane sit directly on another wall East/West on another plane. Always turn the grid locking off once you have your sectors in place and move one of the walls slightly inside ( or outside ) the other's position on the x-y plane. You can get away with not doing this in some instances and that's fine if the Build engine allows you to do it but most times the engine will not be able to render the exact position of two walls. Some of the side effects are a *blip* in the display as the player runs through the area on either plane (either level as they cross that point on the map) or you may experience an entire, full blown HOM effect ( hall of mirrors ). ![]() Look at the image to the right. This is looking at two stair wells that cross on the x-y plane but are on different levels on the z plane. Notice that although they cross over each path that no points or walls (whether one sided or double sided walls) sit directly on another one. It's totally safe to cross them but not lie them on one another. It's most often okay to sit one or two points on top of another one but it's best to avoid it if you can. Build doesn't seem to have any one set of rules in stone. Have a look at how the walls are placed in this example of sectors over sectors or rooms over rooms. This example is a two story building that the player can walk around the outside as well as the inside. Also check out the water tanks tutorial for another example of how to place walls with sectors over sectors.
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