The official Doom Builder 2 already can do that with its GZDoom Visual Mode plugin.
Sorry, if I asking in wrong place, but I checked official Doom Builder site and didn't find this plugin so far.
The official Doom Builder 2 already can do that with its GZDoom Visual Mode plugin.
KPu3uC B Poccuu wrote:The official Doom Builder 2 already can do that with its GZDoom Visual Mode plugin.
Sorry, if I asking in wrong place, but I checked official Doom Builder site and didn't find this plugin so far.
Nash wrote:1: Is it possible to get the 2D view to draw the radius of dynamic lights? So I can see a graphical representation of the light radius?
Nash wrote:2: Is it possible to move things in the Visual Mode in the X and Y axis? Z axis works by using the mousewheel, but I haven't figured out how to do it on X and Y.
Nash wrote:3: Is it possible to add floor and ceiling aligning in the 3D Visual Mode? 3D floor panning/scaling/rotating is kinda difficult to visualize right now...
Nash wrote:Also, just a quick note that I had to go into the registry, search for Builder.exe and edit the shell open command line in there because I uninstalled official Doom Builder 2 but it doesn't remove this key (keeps pointing to DB2 instead of GZDB), which results in GZDoomBuilder disappearing from my Open With right-click menu.
Nash wrote:Or maybe allow two modes that the user can switch freely; either world coordinates or relative to camera?
MaxED wrote:New in GZDoom Builder 1.08:
Added Bridge mode.Spoiler:

Nash wrote:Any chance of editing vertex heights in UDMF directly?
http://www.doombuilder.com/forums/viewt ... f=13&t=469
cq75 wrote:I was wondering, is it possible to limit the coordinates of the vertexes to integers for the UDMF format? Skulltag/Zandronum has problems with vertexes that are not on whole numbers.
cq75 wrote:I looked through the UDMF configuration file but I didn't find anything, I'm surprised since Doom format doesn't allow decimal coordinates, but UDMF does, and the config specifies everything about the two file formats.
Nash wrote:Any chance of editing vertex heights in UDMF directly?
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