Sector

A sector is an enclosed area made up of lines in the map. Sectors are referenced by the sidedefs linked to the enclosing linedefs. Sectors must be closed areas, as in all sidedefs that reference them must make up one or more closed shapes. Note that having unclosed sectors is possible, and can be used for a few special effects, but can cause unpredictable results, including crashes, if used incorrectly.

A sector does not need to enclose only one area of the map. To avoid redundancy, two separate areas of the map can be defined by one sector, thus copying all the properties of one area to the other. However, the engine treats these separate shapes as the same sector. For instance, sounds entering one area of the sector will be heard by enemies in the other. This can be used intentionally to allow sounds generated in one area of the map to alert enemies in another, unconnected area. If two doors are the same sector, using Door_Raise on either door will cause both to open.

Specification

BytesData typeDescriptionNotes
0-1LE 16-bit signedFloor height
2-3LE 16-bit signedCeiling height
4-118-bit arrayFloor texture
12-198-bit arrayCeiling texture
20-21LE 16-bit signedLight levelVanilla Doom rounded the light level to the nearest multiple of 8, ZDoom shows unique light levels for all values
22-23LE 16-bit unsignedSector special
24-25LE 16-bit unsignedSector tagFor use with Action specials that refer to a sector by its tag


UDMF properties

The Universal Doom Map Format allows to set a number of properties on sectors. Unless otherwise specified, default values for integers and floats is 0, and false for booleans. They include:

NameTypeDescription
xpanningfloorfloatX texture offset of floor texture, Default = 0.0.
ypanningfloorfloatY texture offset of floor texture, Default = 0.0.
xpanningceilingfloatX texture offset of ceiling texture, Default = 0.0.
ypanningceilingfloatY texture offset of ceiling texture, Default = 0.0.
xscalefloorfloatX texture scale of floor texture, Default = 1.0.
yscalefloorfloatY texture scale of floor texture, Default = 1.0.
xscaleceilingfloatX texture scale of ceiling texture, Default = 1.0.
yscaleceilingfloatY texture scale of ceiling texture, Default = 1.0.
rotationfloorfloatRotation of floor texture in degrees, Default = 0.0.
rotationceilingfloatRotation of ceiling texture in degrees, Default = 0.0.
ceilingplane_afloatDefine the plane equation for the sector's ceiling.
Default is a horizontal plane at 'heightceiling'.
'heightceiling' will still be used to calculate texture alignment.
The plane equation will only be used if all 4 values are given.
ceilingplane_bfloat
ceilingplane_cfloat
ceilingplane_dfloat
floorplane_afloatDefine the plane equation for the sector's floor.
Default is a horizontal plane at 'heightfloor'.
'heightfloor' will still be used to calculate texture alignment.
The plane equation will only be used if all 4 values are given.
floorplane_bfloat
floorplane_cfloat
floorplane_dfloat
lightfloorintegerThe floor's light level. Default is 0.
lightceilingintegerThe ceiling's light level. Default is 0.
lightfloorabsolutebooltrue = 'lightfloor' is an absolute value. Default is relative to the owning sector's light level.
lightceilingabsolutebooltrue = 'lightceiling' is an absolute value. Default is relative to the owning sector's light level.
alphafloorfloattranslucency of floor plane (only has meaning with Sector_SetPortal) Default is 1.0.
alphaceilingfloattranslucency of ceiling plane (only has meaning with Sector_SetPortal) Default is 1.0.
renderstylefloorstringfloor plane renderstyle (only has meaning with Sector_SetPortal), can be "translucent" or "add", default is "translucent". (OpenGL only: not supported by ZDoom)
renderstyleceilingstringceiling plane renderstyle (only has meaning with Sector_SetPortal), can be "translucent" or "add", default is "translucent". (OpenGL only: not supported by ZDoom)
gravityfloatSector's gravity. Default is 1.0.
lightcolorintegerSector's light color as RRGGBB value, default = 0xffffff. Removes the need for ColorSetter thing.
fadecolorintegerSector's fog color as RRGGBB value, default = 0x000000. Removes the need for FadeSetter thing.
desaturationfloatColor desaturation factor. 0 = none, 1 = full, default = 0. Removes the need for ColorSetter thing.
silentboolActors in this sector make no sound,
nofallingdamageboolFalling damage is disabled in this sector
dropactorsboolActors drop with instantly moving floors
norespawnboolPlayers cannot respawn in this sector
soundsequencestringThe sound sequence to play when this sector moves. Placing a sound sequence thing in the sector will override this property.
hiddenboolif true this sector will not be drawn on the textured automap.
waterzoneboolSector is under water and swimmable. Removes the need for using WaterZone things.
moreidsstringAdditional sector tags, specified as a space-separated list of numbers, e.g., "2 666 1003 4505".
damageamountintegerAmount of damage inflicted by this sector. Default = 0. If this is 0, all other damage properties will be ignored. Setting damage through these properties will override any damage set through sector specials. Setting this to a negative value will create a healing sector.
damagetypestringDamage type for sector damage, Default = "None" (generic damage).
damageintervalintegerInterval in tics between damage application. Default = 32.
leakinessintegerProbability of leaking through radiation suit (0 = never, 256 = always). Default = 0.
damageterraineffectboolIf true, a terrain splash is spawned at the end of each damage interval. Default = false.
damagehazardboolIf true, the damage model is changed to Strife's delayed damage for the given sector. Default = false.
floorterrainstringSets the terrain for the sector's floor. Default is to use the flat texture's terrain definition.
ceilingterrainstringSets the terrain for the sector's ceiling. Default is to use the flat texture's terrain definition.
portal_ceil_alphafloatTranslucency of ceiling portal. The default value of 0 means "not visible".
portal_ceil_blocksoundboolCeiling portal blocks sound.
portal_ceil_disabledboolCeiling portal is disabled.
portal_ceil_nopassboolCeiling portal blocks movement if set to true.
portal_ceil_norenderboolCeiling portal is not rendered.
portal_ceil_overlaytypestringDefines translucency style. It can either be "translucent" (default) or "additive".
portal_floor_alphafloatTranslucency of floor portal. The default value of 0 means "not visible".
portal_floor_blocksoundboolFloor portal blocks sound.
portal_floor_disabledboolFloor portal is disabled.
portal_floor_nopassboolFloor portal blocks movement if set to true.
portal_floor_norenderboolFloor portal is not rendered.
portal_floor_overlaytypestringDefines translucency style. It can either be "translucent" (default) or "additive".
noattackboolIf true, monsters in the sector do not attack.
This article is issued from Zdoom. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.