GZDoom Builder 2.3
Re: GZDoom Builder 1.09: GZDoom features in Doom Builder 2
A terrain generator and editor built in? :P
Haha just kidding. Well I trust that whatever it is that you have in mind, I'm sure it will be just as awesome as the entire editor!
Haha just kidding. Well I trust that whatever it is that you have in mind, I'm sure it will be just as awesome as the entire editor!
- insightguy
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Re: GZDoom Builder 1.09: GZDoom features in Doom Builder 2
for some odd reason, GZdoombuilder doesn't have the circle making function. why?
Re: GZDoom Builder 1.09: GZDoom features in Doom Builder 2
For some reason, I thought that Ellipse mode covers circles as well (because circle is basically an ellipse with equal sides)...insightguy wrote:for some odd reason, GZdoombuilder doesn't have the circle making function. why?
- insightguy
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Re: GZDoom Builder 1.09: GZDoom features in Doom Builder 2
EDIT: nevermind, found it
Re: GZDoom Builder 1.09: GZDoom features in Doom Builder 2
Just a quick report...
in Setup\builder2_setup.iss line 40, it should be changed to this:
... so that the stock MakeRelease.bat script won't complain.
EDIT: The UDMF control plugin is damn nice! Will you be able to add support for altering offsets for the sides of 3-d floors, as well as scale/rotation of the currently highlighted 3-d floor surface?
in Setup\builder2_setup.iss line 40, it should be changed to this:
Code: Select all
Source: GZBuilder.cfg; DestDir: {app}; Flags: ignoreversion
EDIT: The UDMF control plugin is damn nice! Will you be able to add support for altering offsets for the sides of 3-d floors, as well as scale/rotation of the currently highlighted 3-d floor surface?
- Tormentor667
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Re: GZDoom Builder 1.09: GZDoom features in Doom Builder 2
Spoiler:I'm in love!
Re: GZDoom Builder 1.09: GZDoom features in Doom Builder 2
Two feature requests:
1) Can you make the 2-d map view draw a clear mark at origin [0, 0]? Like a large + or something. And have its colour customizable.
2) Can you add X and Y coordinates editing into the "Edit thing" window so that I can manually key in the thing's position? Z height is already editable in this way, it would be great if I could do the same for X and Y for more precise editing.
Thanks!
1) Can you make the 2-d map view draw a clear mark at origin [0, 0]? Like a large + or something. And have its colour customizable.
2) Can you add X and Y coordinates editing into the "Edit thing" window so that I can manually key in the thing's position? Z height is already editable in this way, it would be great if I could do the same for X and Y for more precise editing.
Thanks!
Re: GZDoom Builder 1.09: GZDoom features in Doom Builder 2
Done in 1.09a (Hilight color is used). One thing I am not certain about: should it be drawn over, or under level geometry (currently it's drawn under it)?Nash wrote:1) Can you make the 2-d map view draw a clear mark at origin [0, 0]? Like a large + or something. And have its colour customizable.
Probably in the next update (I hope it will be easier than adding proper 3d-floor surfaces handling to UDMF Controls plugin...)Nash wrote:2) Can you add X and Y coordinates editing into the "Edit thing" window so that I can manually key in the thing's position? Z height is already editable in this way, it would be great if I could do the same for X and Y for more precise editing.
Re: GZDoom Builder 1.09a: GZDoom features in Doom Builder 2
1) Thanks! Drawing under geometry should be fine... it's just a quick way to remind the mapper of where the origin is. It shouldn't obstruct more important map data.
2) Good luck!
Oh, and revisiting an earlier suggestion...
Skip to 2:28 to see how it works. You can constrain the moving to 1 axis by dragging a stick, and move in 2 axii by placing your cursor in a square instead of a stick (see 3:38).
(Also, just FYI, by default, 3ds Max sets the orientation mode relative to the world so the XYZ is always consistent. However the user is free to change that to several other orientation modes including camera where the orientation is relative to the camera)
Again, I'm not sure if the SDK framework allows such things and I don't know how complex it would be... but it's just a suggestion. And it's not high priority; you've done so much to the editor already, its unreal. :D Moving things in the X and Y axis in the Visual Mode would be one of the "nice to have" things.
2) Good luck!
Oh, and revisiting an earlier suggestion...
I don't know how complex it would be to code this, but another solution would be to add "transform gizmos" to the Visual Mode:MaxED wrote:Currently it's not possible. Idea to add this crossed my mind more than once. I just can't decide how exactly this should be controlled (via arrow keys, relative to camera angle? Or should it be more logical to use mouse wheel + some modifier keys, because vertical movement is controlled by mouse wheel? Or drag things with mouse, like wall textures? Or something else?)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.
Skip to 2:28 to see how it works. You can constrain the moving to 1 axis by dragging a stick, and move in 2 axii by placing your cursor in a square instead of a stick (see 3:38).
(Also, just FYI, by default, 3ds Max sets the orientation mode relative to the world so the XYZ is always consistent. However the user is free to change that to several other orientation modes including camera where the orientation is relative to the camera)
Again, I'm not sure if the SDK framework allows such things and I don't know how complex it would be... but it's just a suggestion. And it's not high priority; you've done so much to the editor already, its unreal. :D Moving things in the X and Y axis in the Visual Mode would be one of the "nice to have" things.
Re: GZDoom Builder 1.09a: GZDoom features in Doom Builder 2
I know what gizmo is. I even use them from time to time
Main problem with gizmos is that they are not desined for use with FPS-style camera. You can see similar problems if you try to drag a wall texture in visual mode in one direction far enough in one go.
Re: GZDoom Builder 1.09a: GZDoom features in Doom Builder 2
Oh, I'm sorry if it looked like I'm trying to explain to much... I will simplify my communication with you. :P That's a nice model BTW!
Re: GZDoom Builder 1.09a: GZDoom features in Doom Builder 2
Found it in one of model packs for GZDoom, and, as you may guess, used it to render GZDB title picture. Have no idea who made it...
Re: GZDoom Builder 1.09a: GZDoom features in Doom Builder 2
Judging by the face, it's Teamonster's.
Re: GZDoom Builder 1.09b: GZDoom features in Doom Builder 2
Hey!
Just dropped in to say a huge thanks for making a cool editor even better! Respect bro! Keep up the good work!
Just dropped in to say a huge thanks for making a cool editor even better! Respect bro! Keep up the good work!
- Sarah
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Re: GZDoom Builder 1.09: GZDoom features in Doom Builder 2
I haven't tried this latest version yet. A rather random crash using 1.07 resulted in me losing some data and losing faith in the editor but this UDMF plugin has me really looking in this project's direction againNash wrote:EDIT: The UDMF control plugin is damn nice! Will you be able to add support for altering offsets for the sides of 3-d floors, as well as scale/rotation of the currently highlighted 3-d floor surface?
I am wondering though, Nash, are you talking about auto-alignment for the sides of 3D floors? I've been dying for something like that for ages! The ability to auto-align horizontally and vertically would be awesome, along with a dialog for manual offsetting when texture position matters.