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Ultimate Doom Builder: Drawing Lines Without Making a sector by accident


Azure_Horror

Question

When you draw a closed shape in UDB, the editor automatically creates a sector.

 

This happens even when connecting pre-exiting lines! And this is inconvenient:

 

1) Suppose I want to modify my level geometry a bit by making an additional corridor:

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step_1.png.1c6117c204ba0c780d9392b0785ef7f6.png

 

2) I proceed to draw a wall of my new corridor:

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step_2.png.a259a8f6c80d9ceb2a66f45a89e7fb5a.png

3) And a stray sector gets created:

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step_3.png.94fbee0527ff100b0e5b33f353752209.png

 

Is there a way to draw a closed shape without making new sectors?

Or at least a way to preserve mid-textures on linedefs of stray sectors?

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10 minutes ago, Azure_Horror said:

Is there a way to draw a closed shape without making new sectors?

Draw lines mode (Shift-D) lets you draw a closed shape which will behave as you'd normaly expect and make the sector inside the lines while keeping both outer voids:

1.jpg.ab31c62cc8e6fc8e990dce335538f8cc.jpg

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Yeah I know the problem well... I use Eureka mostly, so this may not apply so well to you. But:

 

Rather than create the lines all the way across, create a corridor nearly all the way (so there is void at the end). THEN switch to vertex mode. Create two vertices where corridor will join, and drag/merge the end vertices of your corridor to the ones in the wall to complete it. That way, you won't get a spurious sector created:

 

Screenshot%202023-07-25%20151031.png?raw

 

Now add the corridor. Note the vertex on the lower wing of the original map:

Screenshot%202023-07-25%20151125.png?raw

 

Merge first vertex. The central bit DOES NOT convert to an unwanted sector:

Screenshot%202023-07-25%20151151.png?raw

 

And then merge the second vertex:

Screenshot%202023-07-25%20151207.png?raw

 

Sorted!

 

 

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46 minutes ago, ramon.dexter said:

Closed shape == sector. Just get used to it. I really cant imagine what would happen, if you turn off making sectors out of closed shapes.

There are tons of reasons why someone would need to do this. No offence but this response is silly.

Edited by Individualised

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6 hours ago, ramon.dexter said:

Okay, show me one of such reasons.

OP already demonstrated a good one. Regardless, this sub-forum is for questions and answers so this discussion should not be held further.

Edited by Individualised

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No. Op shown a completely clueless operation. He drawn a line over three pre-existing lines. When you connect three pre existing lines with fourth, sector gets created. Period. 

 

But not creating a sector would only cause nodebuilding problems. Just think about keeping in mind that you everytime close linedefs, you need to manually create a sector - do you really think this a good idea?

 

So, any other reason, sides "i want it done that way"?

Edited by ramon.dexter

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22 hours ago, Azure_Horror said:

Is there a way to draw a closed shape without making new sectors?

Or at least a way to preserve mid-textures on linedefs of stray sectors?

 

As said, use Drawing Mode, and make sure the "Auto-finish drawing" box in the menu bar is UNselected - that's the biggest thing which tends to create new unwanted sectors. Turning that off solves the problem for me almost all the time.

 

I quoted this because this shows a possible misconception. A "preserve mid-textures" option wouldn't do what you want in this case, because it would still be considered a sector which monsters could see through and players and monsters could move through. You want that to remain a void, impassible and opaque. If an unwanted sector is created, delete it to return it to void (although you'd need to re-apply the midtextures).

 

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2 hours ago, Stabbey said:

 

As said, use Drawing Mode, and make sure the "Auto-finish drawing" box in the menu bar is UNselected - that's the biggest thing which tends to create new unwanted sectors. Turning that off solves the problem for me almost all the time.

 

I quoted this because this shows a possible misconception. A "preserve mid-textures" option wouldn't do what you want in this case, because it would still be considered a sector which monsters could see through and players and monsters could move through. You want that to remain a void, impassible and opaque. If an unwanted sector is created, delete it to return it to void (although you'd need to re-apply the midtextures).

 

Thank you!

 

The main problem is reapplying the midtextures - if they would remain I would just delete the rogue sector, and quickly fix all issues. Alas, rogue sectors also seem tp destroy midtexture data - and this is the mos troublesome.

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