Perfect, thank you for everything, really.MaxED wrote:I'm currently working on floor/ceiling autoaligning.
GZDoom Builder 2.3
Re: GZDoom Builder 1.14
Re: GZDoom Builder 1.14
Where are these textures from?

Also, does it make sense to use GZDoom Builder if you want your map fully Zandronum compatible for online for coop?
Im using the regular Doom Builder 2 with the GZ Visual Plugin to be able to see 3D floors in the 3D view. But I would love to have more features like being able to see dynamic lights, hear the sounds, mirror lines, color sectors... etc. Can you see all of this in the 3D mode if I work for Zandronum?
Also does Zandronum support 3D models like these light candles?

Also, does it make sense to use GZDoom Builder if you want your map fully Zandronum compatible for online for coop?
Im using the regular Doom Builder 2 with the GZ Visual Plugin to be able to see 3D floors in the 3D view. But I would love to have more features like being able to see dynamic lights, hear the sounds, mirror lines, color sectors... etc. Can you see all of this in the 3D mode if I work for Zandronum?
Also does Zandronum support 3D models like these light candles?
Re: GZDoom Builder 1.14
Not sure. But they remind me of [wiki]Blood[/wiki]'s textures, so maybe that.tashita wrote:Where are these textures from?
Yes.tashita wrote:Also, does it make sense to use GZDoom Builder if you want your map fully Zandronum compatible for online for coop?
Yes.tashita wrote:Im using the regular Doom Builder 2 with the GZ Visual Plugin to be able to see 3D floors in the 3D view. But I would love to have more features like being able to see dynamic lights, hear the sounds, mirror lines, color sectors... etc. Can you see all of this in the 3D mode if I work for Zandronum?
Yes.tashita wrote:Also does Zandronum support 3D models like these light candles?
Re: GZDoom Builder 1.14
The screenshot is from Unloved.tashita wrote:Where are these textures from?
Probably. But I dont think I've updated Zandronum configs, so there may be some stuff missing or less updated.tashita wrote:Also, does it make sense to use GZDoom Builder if you want your map fully Zandronum compatible for online for coop?
Yestashita wrote:dynamic lights
Notashita wrote:hear the sounds
Notashita wrote:mirror lines
Yestashita wrote:color sectors
Re: GZDoom Builder 1.14
Question: How is the geometry built in this screenshot? The curve looks too perfect to be done by hand.
Spoiler:
Re: GZDoom Builder 1.14
There is a draw curve tool. It's on the far right of the toolbar when in linedefs mode
Re: GZDoom Builder 1.14
As Mikk says, I builded it with the draw curve tool, you can see how I do it here:Nash wrote:Question: How is the geometry built in this screenshot? The curve looks too perfect to be done by hand.
Spoiler:
Spoiler:
Re: GZDoom Builder 1.14
Thanks!
Re: GZDoom Builder 1.14
Beyond the curve tool, you can get that really nice curved staircase with the Bridge Tool:


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Re: GZDoom Builder 1.14
I tried what you suggested here: Yet another way to get the job done:.
For example:
Trying to convert from Hexen format to UDMF format from Map Options (F2)
The editor seems to do something and then I try to play the map
Then I opened the map with Slade3 and I get this when I click on the map lump
For example:
Trying to convert from Hexen format to UDMF format from Map Options (F2)
Spoiler:First it gave this warning
Spoiler:Then I click OK to proceed.
The editor seems to do something and then I try to play the map
Spoiler:After saving the converted map, I open it, only to see an empty editor window
Spoiler:I did not get a warning to say what is wrong.
Then I opened the map with Slade3 and I get this when I click on the map lump
Spoiler:
- Kappes Buur
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- Posts: 4250
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
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- Contact:
Re: GZDoom Builder 1.14
On a tangent with my post above:
After using wad2udmf.exe the map is riddled with extraneous, unconnected vertices, especially on long linedefs.
The only way to get rid of these vertices, so far, was/is to save the map from the map editor in Slade3.
Would it be possible to give GZDoombuilder a similar functionality?
After using wad2udmf.exe the map is riddled with extraneous, unconnected vertices, especially on long linedefs.
The only way to get rid of these vertices, so far, was/is to save the map from the map editor in Slade3.
Would it be possible to give GZDoombuilder a similar functionality?
Re: GZDoom Builder 1.14
Oh wow... Looks like non-UDMF - UDMF map conversion is broken in more places than I thought...
I can add additional check to map analysis mode, which will find and get rid of unconnected vertices.
I can add additional check to map analysis mode, which will find and get rid of unconnected vertices.
Re: GZDoom Builder 1.14
In the meantime...
Newsflash! (r1697)
1. Floor and Ceiling textures can now be aligned using "Auto-align Textures" actions. To use it:
a. Highlight a floor or ceiling.
b. Use one of Auto-align Textures actions.
Here's how floor/ceiling aligning works:
- a linedef closest to 3d-cursor position is picked from highlighted sector.
- linedef's start or end vertex is chosen based on distance to 3d-cursor as a start point for texture offsets.
- all selected floors/ceilings are aligned to that linedef if their texture match one of hilighted floor/ceiling.
- vertical and horizontal texture scale is copied from highlighted floor/ceiling to selected floors/ceilings.
Before alignment: After (1):
Newsflash! (r1697)
1. Floor and Ceiling textures can now be aligned using "Auto-align Textures" actions. To use it:
a. Highlight a floor or ceiling.
b. Use one of Auto-align Textures actions.
Here's how floor/ceiling aligning works:
- a linedef closest to 3d-cursor position is picked from highlighted sector.
- linedef's start or end vertex is chosen based on distance to 3d-cursor as a start point for texture offsets.
- all selected floors/ceilings are aligned to that linedef if their texture match one of hilighted floor/ceiling.
- vertical and horizontal texture scale is copied from highlighted floor/ceiling to selected floors/ceilings.
Before alignment: After (1):
Re: GZDoom Builder 1.14
After (2):
After (3):
2. Floor and Ceiling textures can now be aligned to selected linedefs in Linedefs mode.
Re: GZDoom Builder 1.14
Newsflash! (r1698)
Map Analysis mode can now check the map for unconnected vertices.
Map Analysis mode can now check the map for unconnected vertices.









