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<TITLE>Crystal Space: map2cs Tutorial Step 9</TITLE>
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<H3> 5.5.9 Step 9: Adding Manual Sectors </H3>
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<P>
To further optimize your map, you can manually add sectoring information. For
such a small map, this is not really needed, but on large maps you will
probably see some improvements.
</P><P>
To do this create a brush, select it, and press <EM>To Entity</EM>. For
classname use `<SAMP>cs_sector</SAMP>'. Then select the "Visgroups" tab on the
"Brushs Properties" dialog. Press "Edit Groups", type the name
"Sectors" (or anything you like). Then select the visgroup "Sectors" for
that brush. (Otherwise you may have a hard time reselecting the brush later
on.)
</P><P>
Duplicate the brush twice, so you have one for every room, and one for the
corridor. Align the sector brush <EM>exactly</EM> with all inside walls. Do
this with both rooms and the corridor.
</P><P>
In the editor it should look like this:
</P><P>
<CENTER><IMG SRC="tutorial/map2cs/wcmap2.png" ALT="tutorial/map2cs/wcmap2"></CENTER>
</P><P>
Now compile your map again. At first, the result should look just the same.
But if you enable edge drawing, you will see, that the large surrounding
automatic sector is gone, you have just eliminated significant overdraw. (In
fact, now only half the fillrate is required.) But you will also see, that the
floor is split into many polygons. which is completely unnecessary.
</P><P>
You can see this here (look especially at the area of the table):
</P><P>
<CENTER><IMG SRC="tutorial/map2cs/csmap5a.jpg" ALT="tutorial/map2cs/csmap5a"></CENTER>
</P><P>
`<TT>map2cs</TT>' was created with this problem in mind, so you can avoid it
pretty easily.
</P><P>
Just select all furniture and do a "To Entity". (`<TT>map2cs</TT>' will only
use regular world brushes to texture the sector walls, so the table and the
other furniture are "invisble" to the algorithm that textures the walls.
</P><P>
The much better result can be seen here:
</P><P>
<CENTER><IMG SRC="tutorial/map2cs/csmap5b.jpg" ALT="tutorial/map2cs/csmap5b"></CENTER>
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