I'm actually using Zandronum, but I've tried Skulltag too. I load skulltag_data.pk3 as a resource, as well as skulltag_actors.pk3.Nash wrote:Try not loading zdoom.pk3 (or gzdoom.pk3) loaded as a Resource.Uboa wrote:For some odd reason, dynamic lights don't even show up in my visual mode. They don't even show up as thing objects, and they don't give off light at all. I'm using the standard Dynamic Light objects. Is there any fix?
GZDoom Builder 2.3
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Well try not loading them and see what happens.
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
I'll try.Nash wrote:Well try not loading them and see what happens.
EDIT: No luck. It doesn't show up in either visual mode, and it doesn't even show up as a thing in the normal visual mode.
- Kappes Buur
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
In this case, the answers is that the Skulltag config file does not reference the GZDoom things.
You could try this:
Append the THING TYPES section in Skulltag_DoomHexen.cfg with
include("Includes\\GZDoom_things.cfg", "gzdoom");
You could try this:
Append the THING TYPES section in Skulltag_DoomHexen.cfg with
include("Includes\\GZDoom_things.cfg", "gzdoom");
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Thank you very much, that works! I appreciate it.Kappes Buur wrote:In this case, the answers is that the Skulltag config file does not reference the GZDoom things.
You could try this:
Append the THING TYPES section in Skulltag_DoomHexen.cfg with
include("Includes\\GZDoom_things.cfg", "gzdoom");
EDIT: Another question. Is there a way to change the thickness of lines in Visual Mode? The lines marking the boundaries of sprites and objects? (Radius, height, etc.)
And also, are there any ways to get 3D models for the dynamic lights and such?
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Fixed Skulltag configs in r1616.
No. DirectX 9 has very limited line drawing capabilities.Uboa wrote:Another question. Is there a way to change the thickness of lines in Visual Mode? The lines marking the boundaries of sprites and objects? (Radius, height, etc.)
What do you mean?Uboa wrote:And also, are there any ways to get 3D models for the dynamic lights and such?
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
MaxED, is it possible to have a "cycle floor/ceiling texture" in Sectors mode? Its function is to quickly cycle through available textures alphabetically on the selected sectors.
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Re: GZDoom Builder 1.12f: GZDoom features in Doom Builder 2
Sorry for the delay, but 1616 is being uploaded at the time of this post. EnjoyMaxED wrote:Added in r1612 (and now you'll have to wait until SiberianTiger updates GZDB SVN builds page )
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Like in the GZDoom Builder 2 opening screen. If I wanted 3D lightbulb models, could I get them?Uboa wrote:And also, are there any ways to get 3D models for the dynamic lights and such?
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Maybe later. And in Visual mode (seems more apropriate place for such feature). Currently I want to finish a demo of a project I'm working on.Nash wrote:MaxED, is it possible to have a "cycle floor/ceiling texture" in Sectors mode? Its function is to quickly cycle through available textures alphabetically on the selected sectors.
Spoiler:
Yes you could. Use Blender, or Google, or whatever to create/get a model, then use MODELDEF to attach it to an actor.Uboa wrote:Like in the GZDoom Builder 2 opening screen. If I wanted 3D lightbulb models, could I get them?
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
I may as well ask for this here too, since the Slade3 map editor is still in development with other,
more basic and urgent, stuff.
ZETH 4.13 has a nice feature concerning pathnodes and interpolation points. For example, looking at
the Things in the TITLEMAP of KDiZD with DB2 or GZDB2
it is very difficult to distinguish where the camera is and which path it is taking.
In ZETH 4.13, the path is indicated by help lines, showing exactly how and where the camera is moving.
By the way, the same holds true for monster pathnodes.
more basic and urgent, stuff.
ZETH 4.13 has a nice feature concerning pathnodes and interpolation points. For example, looking at
the Things in the TITLEMAP of KDiZD with DB2 or GZDB2
it is very difficult to distinguish where the camera is and which path it is taking.
In ZETH 4.13, the path is indicated by help lines, showing exactly how and where the camera is moving.
By the way, the same holds true for monster pathnodes.
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
I definitely remember seeing an editor once that would highlight the next path node when selecting one -- did DB1 do that? Can't remember -- it was either that or DeePSea, and it was quite convenient. But yeah, a line would be even nicer.
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Added in r1619.
- Kappes Buur
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Ooh. Excellent.
Now I am eagerly awaiting for Tiger to upload the update.
How I wished I could get Bootless Star to work.
Now I am eagerly awaiting for Tiger to upload the update.
How I wished I could get Bootless Star to work.
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Actually, I don't understand the purpose of this program. It requires Visual Studio and SlimDX SDK installed, among other things. And if you have them, why not compile using Visual Studio? Because, well, to compile using Visual Studio you need to open the solution and hit "Compile" button, it's that simple.Kappes Buur wrote:How I wished I could get Bootless Star to work.