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Zan wrote:
I basically want a nice slope terrain-like on the sides of the cave tunnel. If someone could point me to any up to date tutorials I'd be grateful.
I don't know if I can point you to any tutorials but I can tell you what I do.
If I am working in UDMF mode, I just create a bunch of triangles and then go into 3D mode. You will see little blue boxes that you can click on, and when you shift your mouse wheel up and down they move in that direction - creating slopes.
Zan wrote:
I basically want a nice slope terrain-like on the sides of the cave tunnel. If someone could point me to any up to date tutorials I'd be grateful.
I don't know if I can point you to any tutorials but I can tell you what I do.
If I am working in UDMF mode, I just create a bunch of triangles and then go into 3D mode. You will see little blue boxes that you can click on, and when you shift your mouse wheel up and down they move in that direction - creating slopes.
I'm still sticking with the "old" editor before the texture browser change as it works perfect for me. But also check the new versions coming out.
I have a comment on the newest version:
before - the used textures would still show in the "full" pack where as now it removes the texture from the full list and places it only at the top.
So if you have used "metal1" and "metal4" then those are found on top while when browsing through all the textures you will find "metal2", "metal3" and "metal5" in the list when scrolling down with the used textures "missing" as they are not "copied" to the top used list - but rather moved there instead. Is this intended?
The regular behaviour was that "metal1" and "metal4" would be placed at top, but all the metal1-5 would still be found down in the texture browser weather they were used or not.
I suppose it makes sense. Why would you need to see them twice, if you could just move the texture to the used list and not have to relist it again? I also suppose it could potentially get confusing when you're looking for a texture at the bottom of the list and can't find it, forgetting it was used already.
Thanks a lot for that! So glad it happened. What I'm gonna push for: cross-platform code (to help making it work on Mac and such) and Eternity stuff (my favourite port ). Srsly, with Microsoft's newly discovered affinity for cross-platform, I'm hopeful.
MaxED wrote:1. Git builds of GZDoom no longer contain DECORATE actor definitions.
2. ZScript parsing is not yet added to GZDB.
In the meantime, here's a temporary workaround. I got the files by checking out the wadsrc/static directory from an old GZDoom commit. Load gzdecorate.pk3 before or after gzdoom.pk3.
MaxED wrote:1. Git builds of GZDoom no longer contain DECORATE actor definitions.
2. ZScript parsing is not yet added to GZDB.
In the meantime, here's a temporary workaround. I got the files by checking out the wadsrc/static directory from an old GZDoom commit. Load gzdecorate.pk3 before or after gzdoom.pk3.
I've just been using this with the latest GZDoom, works like a charm.
Thank you.