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Ultimate Doom Builder Auto-Align Textures Y Axis works in UDMF, but not in Boom?


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Posted (edited)

Hi community,

 

I've got an issue that I couldn't find an answer for. The title explains it pretty much. The Auto-Align Texture feature doesn't seem to work for the Y (vertical) axis when working in Boom format. Why is that?

As far as I understand it, Boom does have texture alignment on two axis. I can do it manually. So does UDMF (and more, of course).

 

Now let's use this scene as example, this is pre-align:

Spoiler

Builder_LhzPlFS8qy.png.023ead507a6ffdaf3186b4e42fb1a6d6.png

 

If I use the feature in Boom, it does this:

Spoiler

 

9QJTgV3ZTU.png.2551a0aacfadab6893e106d990d4ef95.png

 

 

If I use it in UDMF, it does this (working as expected):

Spoiler

Lc3LsQH5EL.png.0b00daa819e3d61543c4eb6cd6887797.png

 

It seem to me like UDB doesn't respect the Y-Axis alignment between sectors when woorking with Boom.

Am I doing something wrong, or is that just how it works? And if so, why? Both formats allow X and Y axis alignment so I don't see why it wouldn't work?

Edited by dasfrodo

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Posted (edited)

Could it have something to do with UDMF allowing you to specify x & y offsets for individual upper / mid / lower textures on a single linedef, and Boom only allowing for the setting of one x & y offset value for both upper / lower / mid textures on the same linedef?

 

Like, you can not have different x & y offsets for the upper / mid / lower textures on the same side of a linedef in Boom, only one offset that controls all three. Maybe that's why the auto-align feature is acting funny under Boom, it has a lot more wiggle room to make things look right under UDMF if that makes sense. Not sure if this is your actual issue, but something to keep in mind when working with both formats. I know it trips me up sometimes. Maybe unpegging here and there can help get things aligned.

Edited by ObserverOfTime
words are hard

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You know what, I think you're right. Now that you say it, I think it only happens with Sectors above doors, or indentet switches and similiar things. It'd be awesome if you could still align that but alas, I can't find any way to do that.

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You can probably do what you want to provided you're mapping in UDMF. The texture alignment being what it is comes as a result of mapping in Doom format, it is simply a limitation of the format or engine. Kind of sucks to figure this out after the fact, but hey, what are you going to do right?

 

In UDMF you have the following options for alignment, not to mention scale, individual brightness, etc.:

Spoiler

image.png.3d66093cadc3f4242234b87b4029390c.png

 

Whereas Boom only lets you do the following, one offset per side, no individual values for upper / middle / lower:

Spoiler

image.png.3ce66461e2df04bb3d67be28874a3794.png

This no doubt complicates matters when you try and auto-align something. If your upper and lower can't be made to match due to the singular offset then it creates a situation in which no clean alignment is possible. Upper and lower (un)pegging can potentially help in some troublesome spots, but it is not a cure-all.

 

Once you get used to the flexibility mapping in UDMF affords you it is kind of challenging to go back and be stuck with, for example, one single offset value for one entire side of a linedef. Being able to freely and independently align upper / middle / lower texture is a mighty fine feature that can help out in situations where textures just can't be properly aligned otherwise. I'm certainly glad to see that the list of source ports which support the UDMF format is slowly growing, and support for it solidifying.

 

Maybe someone else can chime in in case I am way off the line with this.

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Yes it absolutely makes sense, but I'd expect to be able to tell UDB what part of the sector to use for alignment. I've had multiple cases already where two of the three parts of a walldef (for example bottom and middle) simply didn't matter at all but I still couldn't auto align and had to do it by hand. I don't know the inner workings of UDB but my gut feeling tells me that it is simply something that just hasn't been implemented yet.

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21 hours ago, dasfrodo said:

The Auto-Align Texture feature doesn't seem to work for the Y (vertical) axis when working in Boom format. Why is that?

As far as I understand it, Boom does have texture alignment on two axis. I can do it manually. So does UDMF (and more, of course).

 

With Doom/Boom/Hexen format maps you'll get a similar result if you turn on the lower unpegging.

 

VyEzmgG.jpg

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13 minutes ago, redEYE said:

With Doom/Boom/Hexen format maps you'll get a similar result if you turn on the lower unpegging.

 

VyEzmgG.jpg

 

I'll try that out, thanks a lot!

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