Professional Documents
Culture Documents
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* Every sector that contains at least one white wall is considered an "outer"
sector.
Conversely, sectors with only red walls are "inner" (clipping) sectors.
* To associate a picnum with a bunch of sectors, place a sprite with that picnum in
some inner sector of the lot. At the end stage of editing, align the sprite so
that
the model matches the sectors well. See samples/_clipshape0.map for examples.
* A picnum may be associated with many "layers" (called "indices" in the code) of
sectorwork. This serves two purposes: one is to enable more complex shapes than
would be possible using only one sector. The other reason is that a sprite may
differ
in orientation in such a way that it is not possible to calculate one from
another.
In particular, floor-aligned sprites and face/wall sprites should have their own
sector versions (of course only if they are intended to be used in a particular
orientation).
* The sprites in inner sectors should point northward and should not have any
orientation-
changing bits like x-flip or y-flip set. Setting centering and a custom size is
permitted,
though.
* The inner sectors of a given layer must be all interconnected (not necessarily
directly)
and for a layer there must be a unique outer sector.
* Making a sprite transparent will disable rotation around its origin to match a
given sprite's
angle. Use it on models with rotational symmetry.
Notes:
------
Predicted bugs:
---------------
* Clipping may not work across playing map sector boundaries, especially with large
sprites.
--Helixhorned