Instant Binary to UDMF Tutorial!

Instant Binary to UDMF Tutorial!

Twins'R'Okay

Mid-tier Pixel Artist
Twins'R'Okay submitted a new resource:

Instant Binary to UDMF Tutorial! - Just add -writetextmap!

UDMF is pretty cool lmao

What is UDMF? It's an acronym for Universal Doom Map Format. It's a hyper-extensible format that allows for way more flexibility in setting up linedefs, sectors, things, etc.

If you want a more detailed overview of what UDMF is and how you can use it, here's Sev's 5 hour long live tutorial right here. All this guide does is simply show you how to convert your maps to the new format.

Before we...

Read more about this resource...
 
With that out of the way, go ahead and go nuts with your newly UDMF'd map. Enjoy making all your slope dreams come true with the new slope system that allows you to easily make slopes by drawing triangles (no literally).
with the WHAT
 
[If you’re in the same sitaution as I was here, then just look below for solution!]



Does anyone has/had an issue with random vertices appearing in the converted map? (For context, these lindefs were perfectly smooth in the original binary version.)
1734452650067.png

This is how my stage looked like when I first loaded it in. So did others also had problem or it's just the universe targeting me again? -.-
 
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That's a known issue. You can fix it by inserting and deleting a player start so the map will save, then restarting UZB.
 
That's a known issue. You can fix it by inserting and deleting a player start so the map will save, then restarting UZB.
And these will just dissappear, or do I have to manually remove them? (Guess why I’m asking this... :sadthumbsup:)

And does the player spawn has to be the main one, or do I just have to place another one and then delete it?
 
And these will just dissappear, or do I have to manually remove them? (Guess why I’m asking this... :sadthumbsup:)

And does the player spawn has to be the main one, or do I just have to place another one and then delete it?
You could insert a new one and delete it, or just grab some preexisting thing or linedef and move it slightly to trigger a save, I just find inserting a new thing to be the fastest way to do it :p

It doesn't really matter how, but once you trigger a save you can reload UZB and the extra vertices will be gone.
 
You could insert a new one and delete it, or just grab some preexisting thing or linedef and move it slightly to trigger a save, I just find inserting a new thing to be the fastest way to do it :p

It doesn't really matter how, but once you trigger a save you can reload UZB and the extra vertices will be gone.
This would be really helpful around an hour ago when I was manually deleting those... :dramahog: At least other people won’t have this problem anymore.

it will also make converting my other maps a lot smoother, so thanks for help! :D
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I just checked this with one of my converted maps, and it did work! Thanks for mentioning this, I'm very grateful. :3 (This trick should be implemented in the guide itself in my opinion.)
 
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