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Tutorials: Mapping: Complete Beginners' Guide to Embrace

by Kiramin

10. Placing Sectors

I would recommend reading through the part on sectors in the Embrace manual. They do a very good job at explaining how to use sectors, and I feel that I would just be repeating them if I were to explain it here. You can find the Embrace manual by opening the file "index.html" file in your NODSDK directory. Click on the "Embrace Manual" link, then in the the list presented on the right, scroll down to the Editing Catagory. At the bottom of that category, you will see a link labeled "Sectors". Click it. Now read through that section.

Back? Good. Now, some of that might have gone over your head. That's ok. Now that you have read it, let me give you a brief summary of the key concepts.

One: The game uses sectors to figure out which areas are visible from which other areas. If you could NOT draw a line from your player's position to Sector 26 without crossing an unsectored area, then Sector 26 CANNOT be "seen" from your position. Once the game determines which sectors can and cannot be seen then it knows which brushes to consider when determining what to display on the computer screen.

Two: Any area that is NOT in a sector will NOT be rendered. That means that if you have a chunk of hallway that isn't contained in a sector, the point at which the hallway leaves a sector will be a giant sheet of Hall of Mirrors because the game has nothing to draw. So, don't leave areas that SHOULD be visible unsectored.

Three: Visibility can only cross between sectors whos edges are exactly touching. That means, don't over lap connected sectors. Their edges have to fit together like placing two blocks against one another, otherwise it wont think they are connected.

Four: Sectoring works in all 6 directions. So, be sure to check the front and side views to make sure your sectors are the right elevation and height.

Five: Not every non-visible area should be unsectored. Details like pillars, beams, and the like shouldn't be sectored around. Too many sectors will end up slowing down the game instead of speeding it up.

Six: A template will ONLY be rendered if its CENTER is contained within a sector. This is not the case for normal brushes such as walls, but is for template brushes such as a clickable exit brush.

The courtyard could probably be broken up into only two sectors. The courtyard itself, and the archway. Below are images of the map from all three directions. The green boxes are the sectors:

You might have noticed how I resized our door brush. I had to make sure its center was contained within the sector, otherwise it wont be rendered at all.

11. Finishing Up

That does it. Now you have a completely finished and releasable map. Before you release it, you have to export it again! This time, when you export be sure to click the Full Export button first. This will export your map will all the features that should be in a released map. The files you need to destribute are the NIL and SEC files in the Levels directory and the NSD in the Scenes directory. It would be a good idea to make a mirror of the directory structure and zip all the directorys into a zip file. That way, when someone goes to download your level, they can just unzip the files to their vampire directory and they will automatically go to the right places.

One last thing! I want you to read this very very very carefully: DO NOT RELEASE THIS MAP! Why? Because you aren't the only one who followed this tutorial and we don't want tons and tons of the same courtyard floating around the internet. Also, its a rather bland courtyard (no windows and only one door? I mean, come on!) that we built for learning purposes. So I repeat: DO NOT RELEASE THIS MAP! Thank you.

There are a few things that I didn't cover in this tutorial that contribute to creating a good map, such as, placing templates (such as trees, flames, people, and other objects), exporting mutliple layers and scenes, and creating moving doors and brushes. These will be covered in seperate tutorials (if they haven't been already). If you have any editing questions, head on over to our editing forums. If you have feedback on this tutorial, send it to kiramin@planetvampire.com.

Back to Page 4 [Table of Contents]

 


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