VW> I'm having a problem in this map I'm making for Shadow
VW> Warrior. I made this
VW> big sector and added a smaller sector inside it that splits the big
sector
VW> into two (the idea is to make it so that you on one side can't get to
VW> the other side). The smaller sector I made go down into the ground and
VW> added a lava texture. When I test the simple map in the game, the small
VW> sector is sometimes seen to disappear at certain angles as if the whole
VW> ground was flat instead of having a big lava flow. Anyone have any
deas
VW> why this is happening and how to fix it?
I think you drew it improperly, since that shouldn't happen for something
so simple. If you want people to be unable to cross, it'll have to be
edge-to-edge across that one room. Mark a couple points on opposite sides of
the walls, something like this (assuming this is what you want):
_______+____+_______
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_______+____+_______
Then, just draw a line from one point to the other (as complex as you want
it), and change the texture of the new middle sector to lava. Don't forget
to add a SECT_SINK feature to it, however, or it probably won't do damage.
To do that, just put in an ST1 sprite, leave the hitag alone, and give it a
lotag depending on how deep you want the person to sit in it (no greater than
40; 20 is good for shallow areas). Since it should be impassable, you may
want to drop down the lava pit enough so that they can't just skip across it.
It sounds like you may have just drawn a completely new sector over the
room, which wouldn't work. I did that on my first map; if you went through a
particular area, you'd turn around and find that the whole level had
seemingly changed on you.
--- Maximus 3.01
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* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)
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