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New Vertices on Sector causing Linedef angles to change (Ultimate Doom Builder)


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I am attempting to subdivide a sector in order to create a light gradient. But when I add any new vertices to the sector, it seems to either "pinch" or "push apart" the linedefs and effectively change its angle. I'm attaching some screenshots to make my question a bit clearer.

 

Here is the sector I'm trying to modify. As you can see the linedefs are at an angle with the grid, which is what I'm guessing is causing the issue in the first place:

 

Spoiler

Sec1.png.f842d8e38080d8c534896a7ceac6834f.png

 

 

Here is the angle of the linedef:

 

Spoiler

Linedef1.png.084edcae4f9afe53f409f77de61895be.png

 

 

And here is what the sectors look like after I've tried subdividing. You can see that the angle has changed and it is also apparent visually:

 

Spoiler

Pinched1.png.6d276401416bddee18f5b61fc9fc8ae3.png

 

 

Until yesterday, I had an old laptop which could not run Ultimate Doom Builder due to some compatibility issues, so I had been using Doom Builder X. I did not face any trouble doing this on DBX so I'm wondering if there are specific UDB settings that are causing this to happen. I tried disabling Snap to Grid and Snap to Geometry but this issue still persists. Another thing worth mentioning is that this is the first "Boom" format map I'm attempting as the previous ones I've tried making were UDMF.

 

 

Edit: I opened this map on DBX and was able to replicate this effect there as well. Any ideas how I can better subdivide this sector without causing this weird effect?

Edited by Chao-G

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2 hours ago, Chao-G said:

Another thing worth mentioning is that this is the first "Boom" format map I'm attempting as the previous ones I've tried making were UDMF.

 

Non-UDMF map formats simply lack the precision - vertex positions are integers, not floating point values like in UDMF. So when you split a diagonal line the newly created vertex has to be on the next integer coordinate, often resulting in "wobbly" lines as you're experiencing.

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14 minutes ago, boris said:

 

Non-UDMF map formats simply lack the precision - vertex positions are integers, not floating point values like in UDMF. So when you split a diagonal line the newly created vertex has to be on the next integer coordinate, often resulting in "wobbly" lines as you're experiencing.

 

That explains it! Thanks. Also makes sense why any circular shapes I was trying to make were looking janky. I guess with Boom format, I should stick to simpler linedef and sector geometry. Would be a good exercise in making interesting levels using simpler geometry and textures.

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On 7/8/2023 at 6:54 AM, Chao-G said:

... Also makes sense why any circular shapes I was trying to make were looking janky...

 

There is a tool, since DB2 was a thing, dedicated to make circular sectors

 

AHgabQz.gif

 

Neat isn't it.

But what the curve tool was really designed for was to curve any linedef with a given number of line sections

 

zQazkqb.png

 

 

 

 

Edited by Kappes Buur

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19 hours ago, Kappes Buur said:

 

There is a tool, since DB2 was a thing, dedicated to make circular sectors

 

AHgabQz.gif

 

Neat isn't it.

But what the curve tool was really designed for was to curve any linedef with a given number of line sections

 

zQazkqb.png

 

 

 

 

 

That is how I was actually making circles in DBX. Making a curve with 350 degrees angle and joining the two ends with a linedef. Although I'd guess since I'm using Boom format, I'd still get a wavy, jagged circle if I tried this method.

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