map texture problem

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doomerboomer

map texture problem

Post by doomerboomer »

hey i just started mapping and came across a weird texture bug (i think). when i launch testing on DSDA it looks and plays fine but when i launch it directly through DSDA i get this weird glitch as seen on the images. I map this in vanilla limit removing.
any help will be very much appreciated.


https://imgur.com/a/VOMqOGF
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Enjay
 
 
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Re: map texture problem

Post by Enjay »

It looks like you might have an unclosed sector, or a bad sector reference on a sidedef. Have you error-checked the map? (Hit the F4 button to bring up the error checker.)
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Re: map texture problem

Post by DoomerBoomer »

hey i tried to run f4 and there is no unclosed sectors' if i upload the map can someone check it out plz?
https://limewire.com/d/00f40dae-4156-42 ... W4xqRT5fqM -link to my unfinished first map
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Enjay
 
 
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Re: map texture problem

Post by Enjay »

"Limewire, now that's a name I've not heard in a long time." ;)

For some reason, I had to try several browsers before I could get the file. Eventually I got it using Tor. FireFox, Chrome, Opera and Edge all just got stuck waiting for the download to start for some reason. Can I suggest you try a different host in future?

Anyway, I got the files and... strange.
First off, it works in GZDoom without glitches. I tried in ZDoom and, yep, the glitches are there.

As you said, UDB doesn't flag up any relevant errors. I've had a good look and I can't spot anything either. In fact, I got UDB's sector creation mode to recreate all the sectors to ensure correct sidedef allocation and the problem was still there. It's weird because the line is showing floor and texture and heights as if it was allocated to the sector beside it (the one with the blue floor). Normally that would be because of bad sector allocation on the line's sidefef, but that doesn't seem to be the case here.

My best guess is that something about how you've set it up is fooling the node builder into creating bad nodes. To support this, if I type "gennodes 1" at the ZDoom console and restart, ZDoom builds the nodes itself, and this time the map looks fine.

To force a different node build, I put a vertex in the middle of the problem line, and the visual effect went away.
However, I noticed that there are other similar, but less obvious effects further down the stairs.

They are less obvious because they are not so wide and they display flats from other steps, rather than the adjacent blue floor. So, the flats are the same, just at different heights.

What to do? Well, it's one of these things that will be hard to track down. As far as I can tell, you've created legitimate sectors, so how do you know if the node builder is going to get upset about them? UDB does have the ability to let you see the node build for the map. However, I have never fully understood what it is telling me. :oops:

You could try reconfiguring the area. You certainly have a lot of unneeded sectors around that area that you have used to split lines and so on, but where there isn't actually a need for a new sector. I have removed these redundant sectors and moved a couple of vertices around and the area seems to render OK now.
https://www.aspectsweb.co.uk/enjay/doom ... ysteps.zip
(I also put a player start spot near the problem for convenience.)

You could also try a different node builder. UDB ships with several. You can change it by hitting F6 in your project and going to the node builders tab.

But, like I said, the big frustration here is that, unless I have missed something, you aren't really doing anything wrong. So, figuring out how to prevent the problem is tricky because you don't know how or when the problem is going to happen.

It's definitely a weird one, and not something I have seen for a very long time - like back to the 90s with bad node builders.
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Re: map texture problem

Post by DoomerBoomer »

thank you very much for trying it out.
about the host where to upload files, can you suggest one? I just typed "upload files" to the google search bar and "LimeWire" was the first one.
and again, your help is very much appreciated. I'll try to rebuild the sector. I will continue to work with your corrections.
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Enjay
 
 
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Re: map texture problem

Post by Enjay »

Hope it works out. :thumb:
If you get a chance, post about whether you managed to get it sorted or not.

On the file hosts, a few people use Mega, which seems OK others use their DropBox or Google Drives to share files. So, if you have one of those, that might be suitable. I (obviously) have my own web space where I shared the edited file from.

I'm guessing that some of the malware protection I have didn't like LimeWire (I mean, LimeWire gave us all computer cooties in the early 2000s when trying to download Limp Bizkit MP3s, so fair enough :lol: ). It was unusual that Firefox and all the Chrome based browsers blocked it though. It was weird. I could get to the site, but when I clicked the download, the little waiting circle appeared and just sat here rotating, but not progressing to a download.

Interestingly, LimeWire wasn't suggested by Google for me:

and it wasn't in any of the proper links below those sponsored ones either. In fact, it's not even on the first 10 pages. Yes! I went to page 10 of Google! :lol:
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Re: map texture problem

Post by DoomerBoomer »

and again, as a first time posting here, I was treated very kindly. I continued working from your wad, but I checked the bleeding texture that you sent here, and I had unnecessary vertex. The bleeding flats it was the janky sectors.
about the LimeWire situation, I think its localization as I live in the Middle East.

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