Jack9955 Posted May 30, 2023 Quote ZDoom version 2.1.7 is also definitely far too old to support it So, that explains why I have no problems with LE. 0 Share this post Link to post
Jack9955 Posted May 30, 2023 I am making a window with ammo behind it to give the player a military base feel, the lower texture of the back side does not have any textures, is it even necessary to add a texture? the player can not reach there. 0 Share this post Link to post
Stabbey Posted May 30, 2023 If you put items visible in a location, the player usually expects to be able to get there. They'll think there is some secret way to get in, and they'll spend a bunch of time searching for a secret which doesn't exist. Secondly, yes, put a texture on the back side. It's good practice to do so. You don't want to get into sloppy habits as a mapper. 0 Share this post Link to post
Jack9955 Posted May 30, 2023 I am getting tired of this, I am trying to make a secret passageway to a rocket launcher but UDB automatically fills a sector in the middle, removes the "Impassable" box and also removes the textures of the linedefs. 1 Share this post Link to post
Stabbey Posted May 31, 2023 Do you have the "Auto-finish drawing" option selected in the Menu Bar? Un-select that, and manually draw the portions of the sector. That usually keeps the editor from guessing incorrectly about what portions of the void you want to be sectors. 0 Share this post Link to post
Jack9955 Posted May 31, 2023 I can't find that option, can you send a print? 0 Share this post Link to post
Jack9955 Posted May 31, 2023 (edited) I found it, but it still creates a sector. Edit: I tried it on different editors, they all did the same thing. Edited May 31, 2023 by Jack9955 0 Share this post Link to post
ramon.dexter Posted May 31, 2023 Yes, because thats intended behaviour. If you want to make the sector out of the void, use the 'make sector' button. 0 Share this post Link to post
Jack9955 Posted May 31, 2023 It's the opposite, I want a void between these parts, but UDB automatically creates a sector there. 0 Share this post Link to post
Edward850 Posted May 31, 2023 (edited) You need to draw the complete sector, otherwise the editor will auto complete the lines the only way that makes sense to the sector structures. 1 Share this post Link to post
ramon.dexter Posted May 31, 2023 Yeah, one of many quirks of turning off autocompletion... 0 Share this post Link to post
Jack9955 Posted May 31, 2023 7 hours ago, SOF2Fragger said: Can you delete the sector? Yes, but if I delete the sector, the textures of the linedefs bordering it are removed. 0 Share this post Link to post
SOF2Fragger Posted May 31, 2023 Apply them again. I've done this many times. Sometimes, sectors become void, and others, the void becomes a sector. I just fix it and keep going. I would delete the sector, reapply the textures, and save. 0 Share this post Link to post
baja blast rd. Posted May 31, 2023 So we have an inner void region like this. First draw your area standalone in that void. As long as you draw complete shapes you can also add design motifs. It's also possible to draw this in some other spot and then move it. Then connect it. A very crude connection is okay. Then tweak the shapes to your liking by inserting vertices on the linedefs and moving them around. Now that transitions make sense. (The highlighted lines there might be something like a metal pillar.) Here's with a rocky chamber. In other words: draw the area you want first, then link to it. 0 Share this post Link to post
Jack9955 Posted May 31, 2023 I know the limit of visplanes is 128, some parts of my WAD reach 90, should I worry about it? I want it to be vanilla compatible. 0 Share this post Link to post
Gentlepoke Posted May 31, 2023 If you haven't breached it, should be fine. 0 Share this post Link to post
esselfortium Posted May 31, 2023 You can use CRL to do a more in-depth test of any areas that seem potentially dangerous. 2 Share this post Link to post
Jack9955 Posted May 31, 2023 I have another question: Should I avoid making straight sectors and make more curves so less flats can be visible? 0 Share this post Link to post
Ludi Posted May 31, 2023 You should use the search bar for questions, you've posted a lot of forum threads as of late. 0 Share this post Link to post
Jack9955 Posted May 31, 2023 (edited) 22 minutes ago, esselfortium said: You can use CRL to do a more in-depth test of any areas that seem potentially dangerous. I used it, the max of visplanes is 86. Edit: I compared that number to E1M1's max, I really have to optimize my map 0 Share this post Link to post
esselfortium Posted May 31, 2023 12 minutes ago, Jack9955 said: Edit: I compared that number to E1M1's max, I really have to optimize my map If you're not nearing or exceeding the limit of 128, you shouldn't need to worry about it. 0 Share this post Link to post
Individualised Posted May 31, 2023 E1M1 is a very simple map. Don't worry about it. 0 Share this post Link to post
URROVA Posted May 31, 2023 33 minutes ago, Jack9955 said: Edit: I compared that number to E1M1's max, I really have to optimize my map nah, you can have maps with max 127 visplanes and vanilla will not crash. optimize only when is necessary. also remind that E1M1 has been built with DoomEd for i486 machines, now we have better tools to make maps, so dont take E1M1 as a reference for engine limits. 0 Share this post Link to post
Ludi Posted May 31, 2023 54 minutes ago, Jack9955 said: I used it, the max of visplanes is 86. Edit: I compared that number to E1M1's max, I really have to optimize my map To save on visplanes, you can join sectors with the same flats and heights. 0 Share this post Link to post
URROVA Posted May 31, 2023 (edited) 38 minutes ago, Ludi said: To save on visplanes, you can join sectors with the same flats and heights. doomwiki says that doom joins visplanes with the same flat, height and lighting. so if you make a grid of lots of sectors with the same textures height and lighting, for doom its still 2 visplanes. 2 Share this post Link to post
esselfortium Posted May 31, 2023 52 minutes ago, Ludi said: To save on visplanes, you can join sectors with the same flats and heights. Visplanes aren't sectors. Merging or splitting them makes no difference. 2 Share this post Link to post
DJVCardMaster Posted June 1, 2023 Remember that with Ultimate Doom Builder or GZDoom Builder you can view the nodes for sub-sectors and seg-splits. This way you may have an idea if your map is going to have lots of visplanes or not. 0 Share this post Link to post
baja blast rd. Posted June 1, 2023 Jack9955, please use search and the DoomWiki before asking a question. Asking questions is good but you had roughly a third of all Editing Questions threads in the past three pages of threads, which is really overdoing it and happens because you're asking many questions that can be trivially answered by looking up the DoomWiki page. Many people have complained. The Misc Editing questions thread was also made for high-frequency one-offs. So I merged them into this monstrosity. Let's try again this time using search and DoomWiki first and only then asking the question. 7 Share this post Link to post