Sorry guys. Epic fail. xDDMaxED wrote:As Dortold already said,Numnzel wrote:...but there is any option to hide it? Don't think wrong, those arrows are a very good and useful idea, but some people may don't like it.Dortold wrote:Numnzel, just hit this button to disable Event Lines.
GZDoom Builder 2.3
Re: GZDoom Builder 1.14
Re: GZDoom Builder 1.14
Fixed in r1729Numnzel wrote:Spoiler:I repeat, is not important, but this scroll bar does nothing, better remove it, no?
Spoiler:
- Kappes Buur
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Re: GZDoom Builder 1.14
I'm just curious:
I'm wondering if any of my requests warrant your consideration.
If no, that's fine,
if yes, that would be really good.
map number preview
http://forum.zdoom.org/viewtopic.php?f= ... 40#p671356
icon placement
http://forum.zdoom.org/viewtopic.php?f= ... 55#p672983
It just would be nice to hear one way or the other, instead of leaving it open-ended.
And the other thing, where right from creating a new map before placing anything on the screen, the editor announces 4 warnings.
http://forum.zdoom.org/viewtopic.php?f= ... 55#p672988
If nothing can be done about this, so be it.
About this obj file exporting and manipulating it in some other app.
modo 601 is not feasible at $1200.00.
I tried it with Blender and Wings3D, but, due to my inexperience I did not get very far.
What exactly is the purpose of it, if the result cannot be imported back into a map?
I'm wondering if any of my requests warrant your consideration.
If no, that's fine,
if yes, that would be really good.
map number preview
http://forum.zdoom.org/viewtopic.php?f= ... 40#p671356
icon placement
http://forum.zdoom.org/viewtopic.php?f= ... 55#p672983
It just would be nice to hear one way or the other, instead of leaving it open-ended.
And the other thing, where right from creating a new map before placing anything on the screen, the editor announces 4 warnings.
http://forum.zdoom.org/viewtopic.php?f= ... 55#p672988
If nothing can be done about this, so be it.
About this obj file exporting and manipulating it in some other app.
modo 601 is not feasible at $1200.00.
I tried it with Blender and Wings3D, but, due to my inexperience I did not get very far.
What exactly is the purpose of it, if the result cannot be imported back into a map?
Re: GZDoom Builder 1.14
Those ideas can be good. (Map preview and icon placement)Kappes Buur wrote:I'm just curious:
I'm wondering if any of my requests warrant your consideration.
If no, that's fine,
if yes, that would be really good.
map number preview
http://forum.zdoom.org/viewtopic.php?f= ... 40#p671356
icon placement
http://forum.zdoom.org/viewtopic.php?f= ... 55#p672983
It just would be nice to hear one way or the other, instead of leaving it open-ended.
And the other thing, where right from creating a new map before placing anything on the screen, the editor announces 4 warnings.
http://forum.zdoom.org/viewtopic.php?f= ... 55#p672988
If nothing can be done about this, so be it.
About this obj file exporting and manipulating it in some other app.
modo 601 is not feasible at $1200.00.
I tried it with Blender and Wings3D, but, due to my inexperience I did not get very far.
What exactly is the purpose of it, if the result cannot be imported back into a map?
And when you say that when you close the errors and warnings window the errors go to 0, don't worry this is correctly, because the program "understand" that you know those errors, because you closed the window. The errors are the problem, these filters work correctly in theory.
The purpose of .obj exporter, although you cannot import back, is for use it maybe in other source engine, do interesting modifications with other programs or use doom builder as base for build 3d models, because is more easy work with this program than a 3d modeling programs such 3dmax or maya.
PD: MaxEd, i'm not sure if you know that issue, but the texture offset reset in some situations don't work correctly, however, i'm sure the problem is with the offsets, because in some moment, when you change the texture offset or some action that causes the problem (i don't know the trigger of that problem), the wall shows a texture offset of "0.0", but you can see the texture misaligned, and when you try to reset his offsets the texture don't moves, he says "texture offsets resets" but you can see the texture misaligned. I can send you a map with that problem in one wall if you want.
EDIT: About this error, now im confuse, the reset offsets action "in theory" sets the offsets of a wall (linedef) to 0.0, but they don't do it, you need to edit the linedef and in sidedefs section change manually the offsets to 0.0. (This was the problem.) I'm not sure if this is fine or not.
EDIT2: Mmm... I'm making now a wad and i have a idea, maybe if you can make some option for force visibility of floors/ceilings in the 2d mode, because when you have enabled the view floor/ceiling textures and you have a sector with low or 0 light, you cannot view his floor/ceiling texture. Maybe a option like the "toggle full visibility" option in the gzdoom view mode but for the 2d mode for see the floor/ceiling texture of a sector regardless of his light can be good.
EDIT3: There is some possibility of make a non-spherical dynamic light? Some type of directional light or something like that...
Re: GZDoom Builder 1.14
Lets just say that it will require significant ammount of work to implement rather gimmicky feature (and becomes significant ammount of work * 3 because of 3 map formats).Kappes Buur wrote:map number preview
http://forum.zdoom.org/viewtopic.php?f= ... 40#p671356
Currently I have several... feature prototypes, so to speak, in different stages of completion. I may return to this idea after I've finished them.Kappes Buur wrote:icon placement
http://forum.zdoom.org/viewtopic.php?f= ... 55#p672983
Spoiler:
If you check those filters, you'll see that they don't have any properties, so they won't filter anything. GZDB now warns you about this. Is there anything wrong with this behaviour?Kappes Buur wrote:And the other thing, where right from creating a new map before placing anything on the screen, the editor announces 4 warnings.
http://forum.zdoom.org/viewtopic.php?f= ... 55#p672988
1. If you are a student, you can buy if for $149Kappes Buur wrote:About this obj file exporting and manipulating it in some other app.
modo 601 is not feasible at $1200.00.
2. Wavefront obj format is supported by almost every modeling package, including free ones like Blender or Misfit Model 3D.
As I've already shown, the result can be imported back as MD3 or MD2 model.Kappes Buur wrote:I tried it with Blender and Wings3D, but, due to my inexperience I did not get very far.
What exactly is the purpose of it, if the result cannot be imported back into a map?
Re: GZDoom Builder 1.14
Okay now I don't know what exactly is going on in that surface aligner screenshot but I just have this feeling that I'm going to cream my pants when it's done... :O :O :O
Re: GZDoom Builder 1.14
There are two sets of properties controlling wall texture offsets in UDMF (why? I have no idea....): offsetx and offsety, which control offset of a whole wall (just like in Doom and Hexen map formats) and offsetx_top, offsety_top, offsetx_mid, offsety_mid, offsetx_bottom, offsety_bottom, which control texture offsets of upper / middle / lower parts of the wall. "Reset Texture Offsets" action resets only the second set of properties. I may be wrong, but I think you should avoid using offsetx and offsety properties in an UDMF map format.Numnzel wrote:PD: MaxEd, i'm not sure if you know that issue, but the texture offset reset in some situations don't work correctly, however, i'm sure the problem is with the offsets, because in some moment, when you change the texture offset or some action that causes the problem (i don't know the trigger of that problem), the wall shows a texture offset of "0.0", but you can see the texture misaligned, and when you try to reset his offsets the texture don't moves, he says "texture offsets resets" but you can see the texture misaligned.
Only after Graf adds such light types in GZDoom.Numnzel wrote:EDIT3: There is some possibility of make a non-spherical dynamic light? Some type of directional light or something like that...
Re: GZDoom Builder 1.14
If you ever seen UV map editor in any modeling app, then you have the idea what surface aligner will allow you to doNash wrote:Okay now I don't know what exactly is going on in that surface aligner screenshot but I just have this feeling that I'm going to cream my pants when it's done... :O :O :O
Re: GZDoom Builder 1.14
Where is the jitter plugin? I can't see it anywhere in the "Modes" tab in my game configurations...
- Kappes Buur
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Re: GZDoom Builder 1.14
@ MaxEd Thank you for the feedback.
Nash wrote:Where is the jitter plugin? I can't see it anywhere in the "Modes" tab in my game configurations...
From that I would take it that jitter is finished now, but other functions are in the works. And as soon as those are done, the plugin will be available.MaxED wrote:Newsflash! (r1721)
1. Builder Effects plugin. It will contain several geometry modification functions, but only one of them is currently avaliable: Jitter.
Re: GZDoom Builder 1.14
Ahh, I see. Since it's WIP, I'm going to throw in some ideas here for Builder Effects:
- How about a 1-click "fake radiosity" function that will add gradient shadow sectors to the selection/entire map? :P The result would look like Minecraft's "smooth lighting" or Doomsday Engine's "fake radiosity" effect.
- Similar idea to the above, a "bake lightmaps" function that will create fake "shadowmaps" by splitting the map geometry and applying the lighting appropriately, using the several light actors as light sources.
I know these sound crazy and mathematically expensive... just thought I'd throw them in here in case you feel like taking up the challenge... XD
- How about a 1-click "fake radiosity" function that will add gradient shadow sectors to the selection/entire map? :P The result would look like Minecraft's "smooth lighting" or Doomsday Engine's "fake radiosity" effect.
- Similar idea to the above, a "bake lightmaps" function that will create fake "shadowmaps" by splitting the map geometry and applying the lighting appropriately, using the several light actors as light sources.
I know these sound crazy and mathematically expensive... just thought I'd throw them in here in case you feel like taking up the challenge... XD
- NeuralStunner
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Re: GZDoom Builder 1.14
I'd love to have a "create sector" function like WadAuthor had. You can create a square (deciding dimensions) or a polygon (choosing diameter and number of sides). The latter I especially loved for making circular sectors.
- Kappes Buur
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Re: GZDoom Builder 1.14
Something like this?NeuralStunner wrote:I'd love to have a "create sector" function like WadAuthor had. You can create a square (deciding dimensions) or a polygon (choosing diameter and number of sides). The latter I especially loved for making circular sectors.
http://www.doombuilder.com/forums/viewt ... ?f=9&t=371
- NeuralStunner
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Re: GZDoom Builder 1.14
No.Kappes Buur wrote:Something like this?
A nice idea but I find it horrific to use.
Re: GZDoom Builder 1.14
Only after Graf accepts a code patch created by somebody else that adds such light type in GZDoom.MaxED wrote:Only after Graf adds such light types in GZDoom.Numnzel wrote:EDIT3: There is some possibility of make a non-spherical dynamic light? Some type of directional light or something like that...