Workshop - Step 4 - Wall mode part II

# Wall mode part II

Second sector

### Wall mode and sector two

Before you can start with this part of the tutorial you should have completed the walls and sector fields of the first sector (number zero). If not, please proceed in those parts of the tutorial.

The second sector (number: 1) brings some news for you: a staircase, a door bar and connection fields to sector 0 and sector 2.

Please reload sector 0. You can do this in several ways:

- If you only have started the editor: load the level [File][Open] and choose [Edit][Edit sector] in the menu.
- Level already loaded: [Edit] [Edit sector] in the main menu.
- From the sector window: [STRG]-E and entering 1 in the edit window.

Your sector window should look like that:

Please switch to the wall mode by pressing [F1]. After that please select the two points (holding down the left mouse button and move the mouse pointer over the points) on the left side and call the popup menu (context menu, right mouse button):

Choose [Create sector with selected points] [New sector] in the context menu to create a new sector (the new one gets number 1 automatically) - our second one. The editor copies the selected points to the new generated sector - should look like this:

Please put in the other points of the sector (see goal of tutorial) ; use the left mouse button and [SHIFT]-key to set a point:

Now it is time to build up the walls. Well, you can accelerate this process if you use the wall default buffer, filled with a wall of the first sector.

In the case you don't have the default buffer filled correctly, just try out this:

1. Switch back to sector 0: [STRG]-E and entering number 0; no panic, the editor always saves the current sector before switching !
2. Select a wall (left mouse button and holding down [STRG]-key).
3. Call the popup menu with the right mouse button
4. Select: Select as standard attributes
5. Switch back to the second sector: [STRG]-E and number 1.

Well done. After that please select the points you want to connect (see picture below). Activate the popup menu (right mouse button) and create the lines (Create lines) - like you did in sector 0. If the new lines don't have the attributes you want, select the new lines and choose [Allocate standard attributes to lines] (see also wall mode). You should have created the following lines:

Attention: Please remember the normal vectors (small orthogonal lines) of the walls ! The normal vectors have to face to the outside of the room. You can easily change their direction: selecting the lines and choose [Rotate with 180 degrees] in the context menu.

Changing several attributes

### Changing several attributes at a time

Please take a closer look to the sector 1 goal. Our goal wasn't to have a sky but a normal ceiling. Unfortunately we have assigned the sky attribute to all walls.

No problem. Just select all newly created lines of the second sector (holding down the left mouse button and pressing the STRG and moving the mouse cursor over all lines). After that you activate the popup menu and choose [Options]:

The option dialog lets you change several attributes of lines at a time. In our case we want to change the ceiling flag and color. Therefore toogle off the flag Sky to No/nein, set the upper edge to 208 and switch on the lightshading (walls in closed rooms normally have lightshading). Color of ceiling is 2:

Acknowledge your changes with OK - all selected lines get the new settings.

Stufen

### Stairs

What about including a step into our level ? Steps are a special case - like boxes. Well, we don't know how to create boxes, so what ?

Select the two points and create a line:

Please note, that the normal vector has to face to the bottom (if not, proceed like written above) ! Select the created line and choose in the context menu ([Edit attributes]).

Your first task is to find a nice texture for the staircase - take a look at the predefined textures and apply the texture to the line: Apply. The selected texture should appear; if not click into the window to force redrawing. The heights should be ok. They are adapted automatically. The step starts at height 128 and ends 16 pixels higher.

However a step doesn't have a ceiling (and of course: no sky !) - so please toogle off the flags ceiling and sky. The floor color is 0.

Steps are special cases. Steps can be seen from the rearside - yes ! It's the upper color of the step (building boxes this would be the top of the box). So you have to set in addition:

- Visibility: Frontside AND Backside
- Texture: the color of the backside has to be set

In our case the color is black. Black has the index 4 of our predefined colors. Please enter this index in Backside. Your dialog should look like that:

After leaving the dialog with OK please take a closer look to the sector window. The line representing the first step of the staircase has a different color:

This color is for lines without ceiling.

Door bars - just like steps

### Door bars - just like steps

He ? What you have learned about steps is also true for door bars. Here is an example ...

Please define a line on the right side of the sector at the transition to sector 0. Please take care of the normal vector. It has to face to the left (otherwise you have to rotate it first):

There are only slightly changes in compared to the step:

- There is a color for the ceiling
- The door bar has a ceiling (in our case we have a sky too, as the first sector has a sky)
- It has NO floor.

Activate Backside at Visibility. Important: the color of the backside should be the one of the ceiling of the walls behind the bar.

Please select the line of the door bar. You have to modify the height settings this time. The bar shall be placed above the walls. The walls in this sector have a height of 80, starting at 208. So our bar starts at 208. The height of the bar keeps 16. This leads to the following settings dialog:

Offsets for walls

### Offsets for walls

Cool - we have managed a step. Including a step is tricky. You have to think about the walls behind the step. They have to start some pixels (16) higher. Put the settings of a wall into the line default buffer:

Ok, create three lines at once:

Select the three lines and modify the wall settings. The walls have the same floor color as the backside color of the step (appears to be the top of the step !) - change it to index 4. The starting heights of the walls increase by 16 pixels - the height of the step. Please modify the starting height accordingly. The overall height reduces by 16 pixels. As the textures should look seamingless to the neighbour textures, we have to do something against the vertical gap of 16 pixels. Change the texture offset ! Please change the Y-offset from 96 to 112. Your dialog should look like this:

You have defined all walls of the second sector. If you want to get a first impression of your level so far, use the preview mode.

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