GZDoom Builder 2.3
- black-thrones
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Re: GZDoom Builder 2.3
It works just fine now, thank you!
- Devianteist
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Re: GZDoom Builder 2.3
So I'm not entirely sure what happened here. Whenever the Polyobj door here opens and I look back, this part of the wall vanishes and reveals the Polyobj door within the wall.
Anybody know what might be going on here, and/or how to fix it?
Anybody know what might be going on here, and/or how to fix it?
- Kappes Buur
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Re: GZDoom Builder 2.3
While the polyobject code is quite reliable, I must surmise that the problem is with the map construction itself.Devianteist wrote:Anybody know what might be going on here, and/or how to fix it?
However, it is not easy to tell from your screenshot what has gone wrong. More information would be helpful,
such as a screenshot of that section of the map, telling us what format the map is in, etc, something like this
Spoiler:The best, of course, would be to upload the map or, at least, that section of the map.
- Devianteist
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Re: GZDoom Builder 2.3
I should have done that in the first place. I'll get around to it soon.Kappes Buur wrote:While the polyobject code is quite reliable, I must surmise that the problem is with the map construction itself.Devianteist wrote:Anybody know what might be going on here, and/or how to fix it?
However, it is not easy to tell from your screenshot what has gone wrong. More information would be helpful,
such as a screenshot of that section of the map, telling us what format the map is in, etc, something like this
Spoiler:The best, of course, would be to upload the map or, at least, that section of the map.
Format is UDMF, as a forward.
- ReedtheStrange
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Re: GZDoom Builder 2.3
I know this may be messy and difficult, but would it be possible to add drawing in 3D mode? And maybe even vertical drawing that edits similar to a 3D modeling program, but just automatically creates 3D sectors and with dummy sectors with adjusted slopes instead (Because obviously, ZDoom/GZDoom doesn't process level geometry that way). Almost like faking Quake 1's style of level editing. I totally understand if that sounds like too much of a pain in the ass though.
Also, nice textures Devianteist. Those look pretty damn cool!
Also, nice textures Devianteist. Those look pretty damn cool!
- Kappes Buur
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Re: GZDoom Builder 2.3
Are you thinking of something like boris's GZDB plugin: 3D floor mode?ReedtheStrange wrote:.... but just automatically creates 3D sectors and with dummy sectors with adjusted slopes instead....
- auratoostronk
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Re: GZDoom Builder 1.14
I am having the same issue. I created a model with blender, used an export to md3 script, and put it in a pk3. I have the modeldef file and the actor's definition and when I look at the model in visual mode, it shows up. But when I run the game, the model appears as a red diamond with a yellow "!", as if it the decorate id is incorrect.Jekyll Grim Payne wrote: Secondly: I'm probably missing something simple, but for some reason my models don't show up in the Builder. They are in a pk3, which is added in the game config (all the paths are correct, I also use custom configurations for my wads). They show up in the game just fine, but not in the program.
I also had another issue with models, where the model showed up in-game but only parts of it showed up in GZDB. These models I didn't make, but were tree models (md2) from Hexen II and JK3.
It might be a problem with my gzdoom version, which is 2.0.05, but either way, I'll take any help I can get.
Re: GZDoom Builder 2.3
Sorry, can't help without some examples of these issues to look at.
- phantombeta
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Re: GZDoom Builder 1.14
This might be a problem with how your mod is set up...Nickthestud wrote:I am having the same issue. I created a model with blender, used an export to md3 script, and put it in a pk3. I have the modeldef file and the actor's definition and when I look at the model in visual mode, it shows up. But when I run the game, the model appears as a red diamond with a yellow "!", as if it the decorate id is incorrect.Jekyll Grim Payne wrote: Secondly: I'm probably missing something simple, but for some reason my models don't show up in the Builder. They are in a pk3, which is added in the game config (all the paths are correct, I also use custom configurations for my wads). They show up in the game just fine, but not in the program.
I also had another issue with models, where the model showed up in-game but only parts of it showed up in GZDB. These models I didn't make, but were tree models (md2) from Hexen II and JK3.
It might be a problem with my gzdoom version, which is 2.0.05, but either way, I'll take any help I can get.
The sprite names you put into MODELDEF must exist, or GZDoom thinks the actor has no sprites and doesn't spawn it...
- ReedtheStrange
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Re: GZDoom Builder 2.3
Damn! That does seem pretty cool, but it keeps crashing when I use it.Kappes Buur wrote:Are you thinking of something like boris's GZDB plugin: 3D floor mode?ReedtheStrange wrote:.... but just automatically creates 3D sectors and with dummy sectors with adjusted slopes instead....
- Kappes Buur
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Re: GZDoom Builder 2.3
abbuw also has a problem with the plugin
http://forum.zdoom.org/viewtopic.php?f= ... 45#p851999
I downloaded ThreeDFloorMode-v0.1.0.zip and it crashes for me too.
See http://forum.zdoom.org/viewtopic.php?f= ... 45#p853140
http://forum.zdoom.org/viewtopic.php?f= ... 45#p851999
I downloaded ThreeDFloorMode-v0.1.0.zip and it crashes for me too.
See http://forum.zdoom.org/viewtopic.php?f= ... 45#p853140
Last edited by Kappes Buur on Mon Aug 10, 2015 12:55 am, edited 1 time in total.
Re: GZDoom Builder 2.3
Is there a way to show the sprites from a .pk3 file in GZdoomBuilder ? Because it doesn't work at all.
Also I've edit a lot of stuff in the configuration is there a way to keep them unchanged when updating GZdoomBuilder ?
Also I've edit a lot of stuff in the configuration is there a way to keep them unchanged when updating GZdoomBuilder ?
- TheBadHustlex
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Re: GZDoom Builder 2.3
I have a question:
Is it possible to have multiple resource-configurations for one game-type? For my project, I need 5 resource-files. Since always selecting them when loading a map is quite obnoxius, I went to game-configurations and selected those for GZDoom: Doom2 UDMF. Now, I can't do anything else with that gametype, because they always get loaded. And constantly de- and selecting those in game-configurations isn't too neat, either.
Is it possible to have multiple resource-configurations for one game-type? For my project, I need 5 resource-files. Since always selecting them when loading a map is quite obnoxius, I went to game-configurations and selected those for GZDoom: Doom2 UDMF. Now, I can't do anything else with that gametype, because they always get loaded. And constantly de- and selecting those in game-configurations isn't too neat, either.
Re: GZDoom Builder 2.3
Make sure sprites are in the "sprites" folder in your pk3.blood wrote:Is there a way to show the sprites from a .pk3 file in GZdoomBuilder ? Because it doesn't work at all.
No. If their filenames match with the ones shipped with GZDB they will be overwritten.blood wrote:Also I've edit a lot of stuff in the configuration is there a way to keep them unchanged when updating GZdoomBuilder?
TheBadHustlex wrote:Is it possible to have multiple resource-configurations for one game-type?
Yes.
1. Make a copy of the main configuration file (for example, "Configurations\GZDoom_DoomUDMF.cfg") and give it a different filename.
2. Open it in a text editor and rename the "game" property.
3. In GZDB, open Preferences and setup/enable your new configuration.
- Tormentor667
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Re: GZDoom Builder 2.3
MaxED, you should make some kind of place available where people can donate money for your tremendous work on GZDoomBuilder, really The speed, quality and support-level is better than many professional programmers out there