GZDoom Builder 2.3

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Numnzel
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Re: GZDoom Builder 1.14

Post by Numnzel »

MaxED wrote:I'm currently working on floor/ceiling autoaligning.
Perfect, thank you for everything, really.
tashita
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Re: GZDoom Builder 1.14

Post by tashita »

Where are these textures from?

Image

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?
Gez
 
 
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Re: GZDoom Builder 1.14

Post by Gez »

tashita wrote:Where are these textures from?
Not sure. But they remind me of [wiki]Blood[/wiki]'s textures, so maybe that.
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?
Yes.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

tashita wrote:Where are these textures from?
The screenshot is from Unloved.
tashita wrote:Also, does it make sense to use GZDoom Builder if you want your map fully Zandronum compatible for online for coop?
Probably. But I dont think I've updated Zandronum configs, so there may be some stuff missing or less updated.
tashita wrote:dynamic lights
Yes
tashita wrote:hear the sounds
No
tashita wrote:mirror lines
No
tashita wrote:color sectors
Yes
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

Question: How is the geometry built in this screenshot? The curve looks too perfect to be done by hand.
Spoiler:
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Mikk-
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Re: GZDoom Builder 1.14

Post by Mikk- »

There is a draw curve tool. It's on the far right of the toolbar when in linedefs mode
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Numnzel
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Re: GZDoom Builder 1.14

Post by Numnzel »

Nash wrote:Question: How is the geometry built in this screenshot? The curve looks too perfect to be done by hand.
Spoiler:
As Mikk says, I builded it with the draw curve tool, you can see how I do it here:
Spoiler:
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

Thanks!
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Finalizer
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Re: GZDoom Builder 1.14

Post by Finalizer »

Beyond the curve tool, you can get that really nice curved staircase with the Bridge Tool:

Image
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

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)
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:
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

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?
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

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.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

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:
gzdb_floor_align_00.jpg
After (1):
gzdb_floor_align_01.jpg
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

After (2):
gzdb_floor_align_02.jpg
After (3):
gzdb_floor_align_03.jpg
2. Floor and Ceiling textures can now be aligned to selected linedefs in Linedefs mode.
gzdb_align_linedefs_classic.jpg
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Newsflash! (r1698)

Map Analysis mode can now check the map for unconnected vertices.
gzdb_check_verts.jpg
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