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MatthewPhillips

Fix for "unused texture" error when the textures need to be used?

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When I run a "Mode > Map Analysis Mode" in "Ultimate Doom Builder", the issue I can't figure out how to fix is certain "unused texture" errors.

99% of them I can fix easily. BUT I have walls that get lowered with switches, and need certain textures to be there once the walls drop. Before it drops, the wall is the same height as something else that it is up against.

But Doom Builder thinks they are "unused". So if I remove them, you get the missing texture effect in the game.

What is the best way around this? I want NO errors, but I also want NO missing textures.

For one wall on my map, I figured out that if I drop its height just by 1 PIXEL the change is barely noticeable but now Doom Builder realizes "oh yeah, that needs a texture now!" UGH. I can't do this on all of my spots though.
 

Edited by MatthewPhillips

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4 minutes ago, MatthewPhillips said:


That's not working for me :(

F9 is just "Test Map" (which launches the game from your starting point that I already knew about).

Shift-F9 doesn't seem to do anything. I'm on Ultimate Doom Builder v3.0.0.0.3274 incidentally.

"Q" turns it to Visual Mode, but what I want it to actually be in-game but from the spot I am working on. To get around this I have to keep dragging my player start entity to the spot on the map I am working on. (And then remember to move it back when I am done).

 

 

Then maybe Ctrl-F9? Or just look in the Preferences under Controls. Everything the editor can do is listed there. 

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The "Search for Errors" function doesn't account for sectors that might change height somehow. Use the function when you finish making your map, erase all the unused linedefs and then test and check for any errors. That's probably the only way.

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On 4/6/2020 at 9:51 AM, Kut said:

The "Search for Errors" function doesn't account for sectors that might change height somehow. Use the function when you finish making your map, erase all the unused linedefs and then test and check for any errors. That's probably the only way.

 

Ahh well. Maybe someday in a new version of Doom Builder there will be a way to identify sectors / linedefs as ones that change height.

My biggest wish is to be able to jump in and play right from the spot you are viewing on the map. Zooming around in the editor is great, but it's not quite the same thing as being in-game and seeing things "for real".

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On 3/27/2020 at 7:37 AM, MatthewPhillips said:

What is the best way around this? I want NO errors, but I also want NO missing textures.

 

It's worth remembering that the Map Analysis mode is just a series of tools to identify certain things, they're not necessarily "errors".  There's nothing actually wrong with having unused textures, other than potentially a minutely larger file size.  I haven't bothered with that tool in years for precisely the issue you identified - it doesn't take into account moving sectors.

 

The only actual errors you need to worry about are any that appear in the console / start-up when you launch the game.

 

5 minutes ago, MatthewPhillips said:

My biggest wish is to be able to jump in and play right from the spot you are viewing on the map.

 

You can, I believe the default command is Shift-F9.  I personally changed it to F7 because I do that so much.  It launches the game from wherever the mouse it pointing, or wherever you are if you're in Visual Mode.

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28 minutes ago, MatthewPhillips said:

Ahh well. Maybe someday in a new version of Doom Builder there will be a way to identify sectors / linedefs as ones that change height.

This should be a request of sorts for the UDB devs I think.

So say if you wanted a missing texture at a specific line then the line could be manually checked "with a check box" stating that you want to "keep missing texture" here, or better yet, "skip this line in Analysis", check box.

That way when Analysis is ran, it will skip this specific line number.

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22 minutes ago, Bauul said:

You can, I believe the default command is Shift-F9.  I personally changed it to F7 because I do that so much.  It launches the game from wherever the mouse it pointing

 

Haha wow of course I ask this question and find out the answer after I’ve already finished LOL!

 

 

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7 minutes ago, Mr.Rocket said:

This should be a request of sorts for the UDB devs I think.

 

Would be great to have another tool in the toolbar just like the “make sector” tool, where you can click sectors and identify them as “moving”.

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19 hours ago, Bauul said:

You can, I believe the default command is Shift-F9.  


That's not working for me :(

F9 is just "Test Map" (which launches the game from your starting point that I already knew about).

Shift-F9 doesn't seem to do anything. I'm on Ultimate Doom Builder v3.0.0.0.3274 incidentally.

"Q" turns it to Visual Mode, but what I want it to actually be in-game but from the spot I am working on. To get around this I have to keep dragging my player start entity to the spot on the map I am working on. (And then remember to move it back when I am done).

 

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4 hours ago, Bauul said:

 

Then maybe Ctrl-F9? Or just look in the Preferences under Controls. Everything the editor can do is listed there. 


CTRL-F9 it is, thanks!

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