That's a good point, I hadn't thought of that.Gez wrote:It's just that different ports have different features. So either UDMF allowed only the features that are common to all the participating ports, or it allowed ports to have their own extensions to the format covering their own exclusive features.
UDMF
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
-
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
Re: UDMF
-
- Posts: 1581
- Joined: Tue Aug 05, 2003 10:01 am
- Location: Quatto's Palace
Re: UDMF
Yes, most of the so-called "raw data" in WA are seen in the editing windows of DB. However, there are some things that I tend to do that I haven't yet figured out how to do in DB via the editing window. (Of course, I can do them manually, but it's much easier to do them by manipulating raw data.) For example, I haven't figured out how to edit the properties of a vertex in DB. I sometimes need to move the vertex to a particular position, and I can move it manually. In DB that requires reducing the grid to the appropriate size, then dragging the vertex until it's just right, then dropping it into place. The other thing I wasn't able to find was the bitset value (although I admit this is not something that I need to use often, unless it's not in the config file; moreover, DB specifies the name of the linedef special, obviating the need to know the bitset value). But by-and-large I have to admit that DB is a far more versatile tool than WadAuthor.Cutmanmike wrote:What in the raw data are you editing? Most of what wadauthor sees as "raw data" is actually basic data that can usually be found in many of DB's editing windows. For example, thing numbers can be changed in the window you get when you double click on a thing.
-
- Posts: 11349
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
Re: UDMF
Well I always did the grid thing even in Wadauthor so I have no idea about precise vertex moving, although I believe if you hold alt and move vertexes around they won't snap to the grid (actually that might just be WA...). Same with the bitset thing but I haven't come across something that wasn't defined in the DB config file yet.
-
- Posts: 456
- Joined: Sun Dec 28, 2003 7:40 pm
- Location: Netherlands
Re: UDMF
A vertex has no more properties than X and Y. Although in UDMF it could have (slope height anyone?). So I think I'll make a properties dialog for it.ReX wrote:For example, I haven't figured out how to edit the properties of a vertex in DB. I sometimes need to move the vertex to a particular position, and I can move it manually..
-
- Posts: 1581
- Joined: Tue Aug 05, 2003 10:01 am
- Location: Quatto's Palace
Re: UDMF
Yes, I completely agree that co-ordinates are the only map properties of a vertex. That was the basis of my illustration in my last post.CodeImp wrote:A vertex has no more properties than X and Y. Although in UDMF it could have (slope height anyone?). So I think I'll make a properties dialog for it.
Btw, how does one go about assigning a z value to a vertex in DB?
-
- Posts: 456
- Joined: Sun Dec 28, 2003 7:40 pm
- Location: Netherlands
Re: UDMF
Currently you don't, because there is no format (not even UDMF) that allows a Z value for a vertex (but I suppose Graf/Randy could add it for the slope height). If there is going to be a Z property it will probably be in a Custom tab where UDMF properties are listed, or I will add an input field for it (next to X and Y) that only appears in UDMF mode.
-
- Posts: 456
- Joined: Sun Dec 28, 2003 7:40 pm
- Location: Netherlands
Re: UDMF
Yes, indeed, good point.Gez wrote:It should actually have two Z value, Zc and Zf.CodeImp wrote:Currently you don't, because there is no format (not even UDMF) that allows a Z value for a vertex (but I suppose Graf/Randy could add it for the slope height).
-
-
- Posts: 26881
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: UDMF
Excellent. This is exactly the kind of discussion that I was hoping for. Already, I have a much clearer picture of what may come from UDMF. The DB2 screenshot really helped too.
Although this question is more related to DB2 than UDMF, it's one that I would like to see answered.
Although this question is more related to DB2 than UDMF, it's one that I would like to see answered.
I find the ability to put down pre-made squares, polygons, "circles", arcs, arches, pits, pillars, whatever very useful in DeePsea. Will anything like that be available in DB2 or is it purely a line-drawing experience?ReX wrote:Also, in DB2 will there be a mapping option to create sectors directly (both square and polygonal) instead of via linedefs? If that's the case, it'll be more of a gem than what I've heard it will be.
-
- Posts: 1581
- Joined: Tue Aug 05, 2003 10:01 am
- Location: Quatto's Palace
Re: UDMF
Yes, that's why I was asking. I am willing to learn how to create sectors starting with linedefs, but it makes it a lot easier for me to just start with sectors.Enjay wrote:I find the ability to put down pre-made squares, polygons, "circles", arcs, arches, pits, pillars, whatever very useful in DeePsea. Will anything like that be available in DB2 or is it purely a line-drawing experience?
-
- Posts: 456
- Joined: Sun Dec 28, 2003 7:40 pm
- Location: Netherlands
Re: UDMF
Yea these sort of things can be created with a plugin. There is only the line drawing in DB2 to draw new sectors. I will probably make a plugin later that allows drawing a single line to create a square/round sector. But you can also use a prefab: draw the square/circle once, select it and save it to a file, then you can insert it as many time as you like and with every insert you can directly resize/flip/rotate it. But this is offtopic 

-
- Posts: 2562
- Joined: Sun Dec 23, 2007 3:53 am
- Graphics Processor: nVidia with Vulkan support
- Location: My house
Re: UDMF
UDMF is useful because it drops nodes in the trash bin, and uses a plain text for vertexes, linedefs, sectors and things position and lenght. 
It also allows you to set colors, fade and other properties for a sector directly from an advanced menu.
Other than that, i don't see any other advantage in it.

It also allows you to set colors, fade and other properties for a sector directly from an advanced menu.
Other than that, i don't see any other advantage in it.

-
- Lead GZDoom+Raze Developer
- Posts: 49211
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: UDMF
No, it doesn't. You will not want to release extremely large maps without prebuilt nodes. The only thing that'S missing is UDMF handling in ZDBSP.§-Morpheus-§ wrote:UDMF is useful because it drops nodes in the trash bin
... which pretty much invalidates your opinion...Other than that, i don't see any other advantage in it.
