GZDoom Builder 2.3
Re: GZDoom Builder 2.3
Why why WHY is it so hard for me to move linedefs and keep them aligned/parallel? If it's a long rectangualr sector and I want to make it longer, as I drag it with rightclick, gzdb just tries to snap it in all MONSTROUS ways imaginable?
Snap to grid is enabled but it doesn't snap to the grid as I'm seeing it ... so I have to manually adjust the vertex coordinates to keep them parallel.
@shadow520
Executables don't have one icon size for everything. It is an icon group with icons of various sizes, depending on the usage. You have to totally replace all the sizes.
Snap to grid is enabled but it doesn't snap to the grid as I'm seeing it ... so I have to manually adjust the vertex coordinates to keep them parallel.
@shadow520
Executables don't have one icon size for everything. It is an icon group with icons of various sizes, depending on the usage. You have to totally replace all the sizes.
Re: GZDoom Builder 2.3
Yeah, I replaced them all with other icons and I'm still not having any luck. As a test, I took the icons from DoomBuilder2 and replaced the group with all of those. The original GZDoom Builder icons still show up; this is even after they have been deleted. I will also note that I went through the lengthy process of deleting the icon cache in the computer system.VGA wrote:Why why WHY is it so hard for me to move linedefs and keep them aligned/parallel? If it's a long rectangualr sector and I want to make it longer, as I drag it with rightclick, gzdb just tries to snap it in all MONSTROUS ways imaginable?
Snap to grid is enabled but it doesn't snap to the grid as I'm seeing it ... so I have to manually adjust the vertex coordinates to keep them parallel.
@shadow520
Executables don't have one icon size for everything. It is an icon group with icons of various sizes, depending on the usage. You have to totally replace all the sizes.
Re: GZDoom Builder 2.3
When dragging a map element:VGA wrote:Why why WHY is it so hard for me to move linedefs and keep them aligned/parallel?
- Hold Ctrl to disable snapping to other map elements.
- Hold Shift to disable snapping to grid.
- Hold Alt-Shift to lock movement to 4 cardinal directions.
- Hold Alt to snap to current grid increment instead if current grid.
Re: GZDoom Builder 2.3
A "drag along normal" feature would be pretty useful IMO.
- Tormentor667
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Re: GZDoom Builder 2.3
Feature Suggestion
A hotkey to scale a texture to fit the wall or scale a flat to fix the floor/ceiling. What could this be useful for? Well, sometimes I have a wall that has a width of 256 and a height of 192 and I want a texture, that is 840 wide and 256 tall to exactly fit the boundaries of that rectangle. I can achieve this by playing around with the scale numbers but I am sure that something like this could easily be done with an editor feature (maybe even make it fit horizontally or/and vertically independent from each other).
Do you think this is possible MaxED? Do other mappers think it's worth happening?
A hotkey to scale a texture to fit the wall or scale a flat to fix the floor/ceiling. What could this be useful for? Well, sometimes I have a wall that has a width of 256 and a height of 192 and I want a texture, that is 840 wide and 256 tall to exactly fit the boundaries of that rectangle. I can achieve this by playing around with the scale numbers but I am sure that something like this could easily be done with an editor feature (maybe even make it fit horizontally or/and vertically independent from each other).
Do you think this is possible MaxED? Do other mappers think it's worth happening?
Re: GZDoom Builder 2.3
Already implemented for walls. See "GZDoom Builder manual -> Features -> GZDB Visual mode -> "Fit textures" action" in the manual.
Re: GZDoom Builder 2.3
Is it possible for GZDB to support reading textureset config files from wad/pk3s? This would mean texture compilers/creators can make texture configs for their texture sets and distribute them in the wad instead of having to make it separate. It would also aide users since they wouldn't have to copy the config file manually to the configs section; instead, it will automatically be loaded when they load it as a resource.
(configs such as http://sourceforge.net/p/doombuilder/co ... resets.cfg , for instance.)
A standard name such as TXCONFIG for wads and texturesets.cfg for pk3s (w/ longnames) could suffice for naming standards.
(configs such as http://sourceforge.net/p/doombuilder/co ... resets.cfg , for instance.)
A standard name such as TXCONFIG for wads and texturesets.cfg for pk3s (w/ longnames) could suffice for naming standards.
Re: GZDoom Builder 2.3
...Or you can place textures in appropriate subfolders inside of a PK3 / split your WAD into several ones.
Re: GZDoom Builder 2.3
fair enough! splitting the wads is more cumbersome but definitely a viable alternative.
- Tormentor667
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Re: GZDoom Builder 2.3
Awesome!MaxED wrote:Already implemented for walls. See "GZDoom Builder manual -> Features -> GZDB Visual mode -> "Fit textures" action" in the manual.
- Tormentor667
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Re: GZDoom Builder 2.3
Found a bug in 2.3.0.2395:
Even though "Synchronising between Classic and Visual mode" is checked, my selection of vertices always gets cleared when switching from one mode to another.
Even though "Synchronising between Classic and Visual mode" is checked, my selection of vertices always gets cleared when switching from one mode to another.
- Tormentor667
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Re: GZDoom Builder 2.3
Another feature suggestion: "Trianglize sector"
What I mean is actually this:
Before

After

What I mean is actually this:
Before

After

Re: GZDoom Builder 2.3
That's because technically you are not selecting vertices (because there is no such thing as ceiling vertex or floor vertex in any map format).Tormentor667 wrote:Even though "Synchronising between Classic and Visual mode" is checked, my selection of vertices always gets cleared when switching from one mode to another.
I didn't add this functionality because I'm not sure how "selected vertex <-> selected floor/ceiling height vertex gizmo" conversion should be done. Should only floor gizmos be selected? Or only ceiling ones? Both? Only the ones with custom height?
Triangulating an arbitrary potentially non-convex shape with potential holes is already non-trivial task. Triangulating it so it produces modder-friendly mesh is even more complicated.Tormentor667 wrote:Another feature suggestion: "Triangulate sector"
Here's how triangulation created by DB2 looks like: Not exactly what you wanted, eh?
- Tormentor667
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Re: GZDoom Builder 2.3
I understand, I didn't think of that before. But what about making the syncronisation simply depend on the view in classic mode? (if floor or ceiling textures, and if none of both simply show a small dialogue if the mapper wants to sync with floor or with ceiling when switching to 3d mode)MaxED wrote:That's because technically you are not selecting vertices (because there is no such thing as ceiling vertex or floor vertex in any map format).
I didn't add this functionality because I'm not sure how "selected vertex <-> selected floor/ceiling height vertex gizmo" conversion should be done.
Well, not really no, but it's already quite close. I have no idea if some parameters (by the mapper) could be implemented so the results would be different (for example "each vertex only with 2 line-connections max" as in my example.Tormentor667 wrote:Triangulating an arbitrary potentially non-convex shape with potential holes is already non-trivial task. Triangulating it so it produces modder-friendly mesh is even more complicated. Here's how triangulation created by DB2 looks like: #IMG# Not exactly what you wanted, eh?
I am working these meshes now for ages manually and it's always a pain doing this and seems to be possible automated with some little tricks and adjustments - maybe you have an idea how to do that.