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Grub
August 24th, 2004, 05:17 PM
I'm havin some serious door problems. I can't really make them, and it's only by mistake that I can. Most of the time I can't assign textures to them, they create HOM, and the door tracks span off into infinity.

Can someone help me please? I'm using Doom Builder. Thanks. :)

(And before you ask, I ALWAYS build doors with the right sides out).

Boingo the Clown
August 24th, 2004, 05:41 PM
Doors require that the texture be placed on the upper, because that is what you see when the door is closed.

For door tacks, select "lower unpegged". That tells DooM to always draw the door trak from the bottom up, so the texture will not scroll when the door opens.

I hope that helps.

Grub
August 24th, 2004, 05:50 PM
Well I already know about pegging door tracks. The thing is, Doom Builder never actually complains about the doors missing textures. They just -don't seem to exist- and cause the door tracks to expand OUTWARDS into the void for infinity.

doomdiz
August 24th, 2004, 09:04 PM
yup, thats missing textures all right.......if doom cant find a texture, it gets all confused and puts up that lovely little hall-of-mirrors thingy.....

Grub
August 24th, 2004, 09:40 PM
What I mean is when I put the cursor over the door in linedef mode, it doesn't even mention it NOT having textures. It's just blank space

as if it doesn't exist.

DuffPaddy
August 25th, 2004, 06:09 AM
Have you got Dr. Sleep's Doom Builder Guide (http://forums.newdoom.com/showthread.php?t=21958)? As well as explaining how to do everything you need to do in Doom Builder, there's a small demo WAD included, which you can re-create in a step-by-step manner. Creating doors should be like shelling peas after you've done that. In this particular case, the only thing I can guess is that maybe you've got the sector heights skeewiff: have you made sure your door sector ceiling and floor heights are both the same as the floor heights of your adjacent sectors, for example? Also, if you have got working doors in your WAD, try copying and pasting a working door sector to where you want, then change the sector heights, sidedef textures, as required. Or you can even copy one from another map if you want.

If all else fails, maybe you can post up your WAD somewhere. The folks here seem very knowledgable and helpful and will probably sort it out in 2 minutes flat.

EDIT: I just re-read this statement:

What I mean is when I put the cursor over the door in linedef mode, it doesn't even mention it NOT having textures. It's just blank space

as if it doesn't exist.

Aha! Sounds as if you've got a linedef with no sidedefs! Right-click over the line in linedef mode, select the "sidedefs" tab, and make sure the tickboxes for both first and second sidedef are checked. The first (outer) sidedef should have an upper (door-style) texture and the second should be blank (-).

Grub
August 25th, 2004, 01:02 PM
Yeah, I've been following Dr. Sleep's guide. When my doors are created, they DO have sidedefs. Both front and back sidedef check are checked yet the grey spaces where there should be red text that says missing textures is just like I said, blank. Here are some screenshots to show you what's going on.

So it begins..

Here is where I want to put the door.

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help1.jpg

I begin to draw counter-clockwise like you're supposed to when making a door...

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help2.jpg

I keep drawing...

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help3.jpg

Now I'm done. I notice that the vertical right sides are not facing out even though they're supposed to..

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help4.jpg

SO, I go to the line def tool and flip them to the correct positions.

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help5.jpg

That southern part of the door looks fine, right?

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help5point1.jpg

But check this out! The northern part is a different color and it can't even support textures. "Hmmm.." says me.

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help6.jpg

Grub
August 25th, 2004, 01:03 PM
So let's see what happens when I turn it into a door...

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help6point1.jpg

..select the door traks...

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help7.jpg

...make them lower pegged...

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help8.jpg

...go into sector mode and right click on the door...

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help9.jpg

...and change the ceiling height to the same as the floor height.

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help10.jpg

Popping into our 3d view, I take a look at the southern portion. Lookin good so far...

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help11.jpg

HELLO!

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help12.jpg

And I try to delete it, the northern part seems to have become part of the northernmost sector! What the...?!

http://img.photobucket.com/albums/v326/KingGrubOfSilentHill/help13.jpg

And sometimes, the door tracks become invisible, with only a small door track sized floor spanning outwards into the infinite void forever.

So can someone tell me what's goin on!? Thanks. :)

ReX
August 25th, 2004, 02:15 PM
One thing that immediately jumps out is that the Southern face of the door is a one-sided linedef (this is why you can't texture the back of the Southern face of the door -- one-sided linedefs may only be textured on the side that faces ino a sector, i.e., the front of the linedef), and the doortracks are two-sided linedefs. Make the door face with a two-sided linedef and the doortracks one-sided linedefs, and that should fix your problem. (Also remember to assign the door textures to the Above portion of the sidedef.)

DuffPaddy
August 25th, 2004, 02:15 PM
Having just tried that, I see what you mean. After I've drawn the door and flipped the linedef, I get this selection for the southernmost sector in sector mode (sorry, the yellow highlighting looks very pale in the picture for some reason):

http://img.photobucket.com/albums/v385/DuffPaddy/Doom/DoomBuilder1.jpg

As you can (hopefully) see, the southernmost sector does not include the southernmost door sidedef, but it does include the two doortrak sidedefs! In fact, the doortrak linedefs have two sidedefs, one for the door sector and one for the southern sector. Weird shit is most definitely afoot here.

Of course, it should be straightforward to hack the rogue sidedefs to point to the 'correct' sectors, but I've no idea why this is happening in the first place. It seems such a fundamental operation I'm really surprised there's a problem. Then again, I've only been using Doom Builder for about two weeks, so maybe there's a more experienced DB-er out there who can explain what's going on...?

[EDIT: Just noticed ReX's post which just beat mine. Yes, that one-sided door linedef also happened for me; as you can see from the pic, there's no sidedef for the southern sector for that line. All this from a new map just following what Grub did. So, is this normal behaviour? It seemed a lot easier in Dr. Sleep's walkthrough in the guide.]

[Additional Edit: Yes, that sidedef hacking that ReX and I advised did fix the problems for me. Still odd, though.]

Gu-X
August 25th, 2004, 03:31 PM
Just a quick question since I never used it in the past... whats lower and upper Unpegged and what effect dose it use on the doors? (Skimmed that part of the tutorial)

Grub
August 25th, 2004, 03:43 PM
well see, if you create a door without lower unpegging the door tracks, the track texture will actually move UPWARDS and DOWNWARDS with the door itself, which looks really bad. Unpegging them means that the door sector/brush can move on it's own without bringing the door track textures with it.

Gu-X
August 25th, 2004, 03:50 PM
Alright thanks :D

Scarekrowe
August 25th, 2004, 04:42 PM
Did you make sure you set your cieling to the same height as your floor and not the other way around?

Grub
August 25th, 2004, 05:11 PM
Read the thread. :)

Grub
August 25th, 2004, 08:01 PM
Ok.. I've been trying every single way possible to fix this.. it's still not going away.
And I'll admit it..

I have no solid idea how to consciously make a double sided sidedef. For the love of god, someone help me.

Agent Spork
August 25th, 2004, 08:06 PM
Um. You're not supposed to draw them counter-clockwise. You draw them clockwise.

Grub
August 25th, 2004, 09:26 PM
Dr. Sleep tutorial said counter-clockwise, didn't it?

Agent Spork
August 26th, 2004, 02:56 AM
I don't know, but I've been using Doom Builder since version 0.2 and it's always been Clockwise. Otherwise you'll run into some serious sector referencing errors which looks like what's happened for the Door in your screenshots. Maybe there's a typo in the Dr. Sleep's guide?

Frades
August 26th, 2004, 02:57 AM
it doesn't matter in wich direction you draw them in doombuilder..
what i suggest is that you start drawing the sector.. well.. look at your third screenshot, there's a number '128' on a linedef.. start drawing the sector from there, not from an already existing vertex. Now when you have done this, everything should be ok.. just grab the vertex you created and move it over to another nearby vertex to make the line straight. Also, from what i can tell by looking at the screenshots you provided, you seem to have 'stitch vertexes' turned off.. make sure it's ON so things will work correctly.

DuffPaddy
August 26th, 2004, 04:27 AM
I have no solid idea how to consciously make a double sided sidedef. For the love of god, someone help me.

Presumably you mean a double-sided linedef? Just ensure that both 'front side' and 'back side' are checked in the sidedef tab of the 'edit linedef' screen.

To fix that line on your door, I think you need to do this. Assume we're trying to fix the southernmost door linedef. In sector mode, hover over the door sector, then the southern sector, making a note of the sector numbers of each. Now switch to linedef mode and right-click over the southernmost door linedef. Select the 'sidedef' tab and make sure both 'front side' and 'back side' are checked. Also ensure that the sector number for the front sidedef is the south sector number and that the back sidedef's sector number is that of the door sector; if not, change 'em. Then check that the only texture you've got for this linedef is the front side upper texture.

You may have to do this for the northern door linedef too, I'm not sure. To check the map, hover over the sectors in sector mode, and check that all your sectors are fully enclosed spaces, with no odd lines that should belong to other sectors.

I also had a problem with the doortrak linedefs when following your example. To fix those, I had to change them from double-sided to single-sided linedefs and ensure that the sidedef pointed to the door sector.

But as I said before, I'm convinced that this should not be necessary every time you create a door. I'm off to have another look at Dr. Sleeps' guide.

Scarekrowe
August 26th, 2004, 05:11 PM
I've never had a problem with Counterclock or clock wise. Actually I've never paid any attention to which way I make them.

Grub
August 26th, 2004, 06:26 PM
Is my problem that I always draw my doors in sector mode? Should I use vertice mode instead?

(btw, my doors always have both front and back linedef on.)

Grub
August 26th, 2004, 06:31 PM
YES! I think I finally got it! The problem here is that the doors have a FRONT SIDE! I must have been going insane when I decided to experiment, but it seems to work now. The linedefs are accepting textures now! If you're having this problem, turn off front side!

Edit: Whoops, mea culpa. I meant BACK side. I was so busy going eureka I forgot what was my front and back. *hits self on head*

Edit 2: Whoa. No, it didn't change a damn thing. Okay, now I'm thinking it has nothing to do with 2 sided linedefs at all.

Edit 3: Yes! Thank God! It does have something to do with how many sides it has afterall. Ok, here is the story(and it took a lot of experimenting)

I've got the two normal sized rooms and the small passage linking them together.

I've got a door in the middle of the passage. I flipped them. now check this out...

They both NEED to be one sided, FRONT-BIASED linedefs. It can't have a backside or else it'll go away.

Edit 4: This is starting to freak me out. When I turned it into a door, I tested it and went oops I forgot to make ceiling height same as floor height. So when I went into sector mode to select the door.. the door had somehow become a part of sector 0. So I fixed that and tested it out..

and the doors turned black and there was nothing I could do to change it while not part of sector 0.

Edit: I've tried out many, many combinations now.. Feel like I'm getting closer to the answer.

Grub
August 26th, 2004, 07:45 PM
Hey, a simple request to the people who constantly have working doors --

could you please take sreenshots of the statistics and overhead layout for them so that I can compare them to mine? I've GOT to be doing something wrong.

This is driving me *crazy*

Grub
August 26th, 2004, 08:48 PM
oookay, nevermind the door lookat request. Took a look at the icarus mod and saw what made the doors work. Wooo.

Thanks guys. :)