(G)ZDoom Editing Plugin (BETA)

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CodeImp
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Re: (G)ZDoom Editing Plugin (BETA)

Post by CodeImp »

Gez wrote:
Salad Viking wrote:It even let's me see the effect of UDMF fields in classic mode!
That's not new. :P
Yes, that is new. Light color and (individual) brightness and texture scale/offset/rotation are seen in classic mode with this plugin (and also in the GZDoom Visual Mode ofcourse). The only thing classic mode doesn't (and won't) is showing you the color and brightness on the floor when cast down by a 3D floor or other effect (because the classic mode doesn't construct the whole map like the visual mode does, so it doesn't know).
Nash wrote:would it be possible to add soft selection for vertex slope things (or things in general) in visual mode? Basically, you set a radius (and maybe have some falloff parameters), then click the center of selection... and the surrounding things get selected as well. Moving the center also moves the surrounding things, but with a falloff... so the farther it is from the center, the less it moves. This would help immensely when sculpting terrain.
You would have to build it in the GZDoom Editing plugin (there is no way to do this with another, separate plugin) but in theory such code could be done. Unless I change my mind in some distant future, I'm not going to do that though, sorry.
Salad Viking wrote:Whenever I save or run the map, it freezes at "building nodes" for about 20-30 seconds.
Try a different nodebuilder and check your map for errors. If you're mapping solely for (G)ZDoom, you can even turn the nodebuilder off (ZDoom has an internal nodebuilder).
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Sonnyboy
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Sonnyboy »

:surprise:



*gives CodeImp a big hug*
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Salad Viking
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Salad Viking »

CodeImp wrote:Try a different nodebuilder and check your map for errors. If you're mapping solely for (G)ZDoom, you can even turn the nodebuilder off (ZDoom has an internal nodebuilder).
Only ZDBSP seems to be able to compile UDMF maps, and an error isn't a problem. I don't see an option to turn the nodebuilder off, either. But this doesn't belong here, I should take it to another forum.

On the topic of the plugin, can it show the effects of the slope things other than the vertex slope things? I would try it out myself, but I can't figure the darn things out! :?
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Vader
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Vader »

Wow, this is awesome. Thanks CodeImp!
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Nash
 
 
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Nash »

CodeImp, will the controls to adjust sector rotation, scale and panning be bindable in the new extended mode, just like in the Build map editor?
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esselfortium
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Re: (G)ZDoom Editing Plugin (BETA)

Post by esselfortium »

Nash wrote:CodeImp, will the controls to adjust sector rotation, scale and panning be bindable in the new extended mode, just like in the Build map editor?
I'm wondering the same thing. I think some sort of palette or sidebar would probably be even more useful, though, to give direct access to all this stuff in visual mode without having to either open/close dialogs or bind every single key on your keyboard. :P

Just one key to open the sidebar to edit whatever is either selected or highlighted, and you've got some controls on it with both numeric fields and +/- buttons for easy editing. The display updates automatically as you adjust the parameters, you press enter, and the sidebar goes away until you select something else and open it again. With the amount of controls this would entail, I think it'd be the most powerful and least awkward way to do it.
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CodeImp
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Re: (G)ZDoom Editing Plugin (BETA)

Post by CodeImp »

For the panning, scaling and rotation of flats I intend to make a special 2D editing mode in which you can do that. You will get handles just like in the Edit Selection mode that you can use to stretch/shrink, rotate and drag the texture how you want it. I like esselfortium's idea for Visual Mode, that would be a universal solution to a lot of things that you can edit in Visual Mode. Also I'd like to make panning of the flats in Visual Mode possible in the same way you can do this with textures (either drag them with the mouse or use the keys to offset them by 1px at a time).
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esselfortium
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Re: (G)ZDoom Editing Plugin (BETA)

Post by esselfortium »

Awesome!

Also, I've found two bugs:

1) GZDoom Visual Mode ignores the user's setting to change the ceiling height (or floor+ceiling height) when pointing at a wall. I know you hate this feature anyway, but it's a big timesaver when either tall rooms or tiny sectors are involved. :P

2) The Undo system doesn't seem to recognize changes to the UDMF fields listed in the Custom pages (i.e. scaling, etc).



I also wonder how feasible it would be to implement some sort of auto-scaling functionality, both to fit textures to a selection of walls (i.e. select 5 linedefs, tell it 'scale horizontally to tile 1.5 times', and it fits and aligns the texture so that it tiles 1.5 times across the selected lines) and to a selection of flats (slopes included, with scaling taken into account; thus, arches and such could have a continuous texture across their ceiling with the scaling appropriate throughout). I think Radiant has some features similar to this.
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Nash
 
 
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Nash »

Regarding scaling/panning/rotation: sounds good!

I'm not sure if it's just me but I'm pretty sure that in the Youtube video, it seems possible to point the cursor at a 3-d floor side and edit the texture directly, instead of having to find the control sector in the void and change it there. Or am I seeing things?

I have a 3-d floor but when I right-click the sides of it and try to put a middle texture, the middle texture actually appears on the sidedef instead of actually changing the 3-d floor sides.
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Ceeb
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Ceeb »

It works for me, Nash.
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CodeImp
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Re: (G)ZDoom Editing Plugin (BETA)

Post by CodeImp »

Yea that should work.

Esselfortium, please post bug reports here: http://www.doombuilder.com/forums/
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Tormentor667
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Tormentor667 »

Awesome :) Absolutely awesome!
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Cutmanmike
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Cutmanmike »

I can't find the answer anywhere in this thread so I'll just flat out ask: Does this show 3d floors?
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Gez »

Yes. It was one of the things shown by the youtube vid, actually. You see how you can edit the heights of a 3D floor, and change all its textures, directly, without having to go to the control sector.



Look just from 1:20 to 2:20 if watching the whole four minutes is too long for you.
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Cutmanmike
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Cutmanmike »

...

I am in awe.
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