Azure_Horror Posted July 17, 2023 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: Spoiler 2) I proceed to draw a wall of my new corridor: Spoiler 3) And a stray sector gets created: Spoiler 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? 0 Share this post Link to post
2 Doomy__Doom Posted July 17, 2023 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 Share this post Link to post
1 smeghammer Posted July 25, 2023 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: Now add the corridor. Note the vertex on the lower wing of the original map: Merge first vertex. The central bit DOES NOT convert to an unwanted sector: And then merge the second vertex: Sorted! 0 Share this post Link to post
0 ramon.dexter Posted July 18, 2023 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. 0 Share this post Link to post
0 ,,, Posted July 18, 2023 (edited) 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. 2 Share this post Link to post
0 ramon.dexter Posted July 18, 2023 Okay, show me one of such reasons. 0 Share this post Link to post
0 ,,, Posted July 18, 2023 (edited) 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. 0 Share this post Link to post
0 ramon.dexter Posted July 18, 2023 (edited) 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"? 0 Share this post Link to post
0 Stabbey Posted July 18, 2023 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). 0 Share this post Link to post
0 Azure_Horror Posted July 18, 2023 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. 0 Share this post Link to post
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:
2) I proceed to draw a wall of my new corridor:
3) And a stray sector gets created:
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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