(G)ZDoom Editing Plugin (BETA)

Discuss all aspects of editing for ZDoom.
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

(G)ZDoom Editing Plugin (BETA)

Postby CodeImp » Fri Sep 17, 2010 2:38 pm

Now that my (G)ZDoom Editing Plugin for Doom Builder 2 has become somewhat stable and the first bunch of features are in, I am ready to release this as BETA to see if I can get some feedback and bug reports. Please hold back on feature requests for now, I have a bunch of things that I'd still like to add, so don't worry about that.

This video shows you what to do when you have the plugin and shows you a little bit of editing:
DEMO VIDEO

You can download the beta version here:
http://svn.drdteam.org/doombuilder2/db2-r1412.zip
You need to have the latest official version of Doom Builder 2 installed and just extract this over your Doom Builder 2 (overwrite it) and it will also give you the plugin.

After following the instructions in the video, open the attached demo WAD (attached below) to see some of the UDMF features that the plugin has.
Attachments
gzdoomeditingdemo.zip
UDMF Demo WAD
(2.72 KiB) Downloaded 600 times
User avatar
CodeImp
 
Joined: 28 Dec 2003
Location: Netherlands

Re: (G)ZDoom Editing Plugin (BETA)

Postby Mikk- » Fri Sep 17, 2010 2:52 pm

Editing just got easier. :D
User avatar
Mikk-
yooooooooooo
 
Joined: 30 Jun 2009
Location: Somewhere off Kanagawa
Discord: Mikk0451#3922

Re: (G)ZDoom Editing Plugin (BETA)

Postby .+:icytux:+. » Fri Sep 17, 2010 2:57 pm

loving it big time. especially the vertex slope modifying in visual mode. i can only say: Hell yeah.

(a button to enable seeing sky?, seeing portals? :3 )
User avatar
.+:icytux:+.
Mr. Happy of the Day!
 
Joined: 17 May 2007
Location: Finland

Re: (G)ZDoom Editing Plugin (BETA)

Postby CodeImp » Fri Sep 17, 2010 3:02 pm

Portals is not going to happen, sky is not likely to happen (definitely no skybox). Things on the menu right now are: Individual texture offset editing (using UDMF offsets instead of sidedef offsets), floor/ceiling flat dragging in Visual Mode, special 'classic' editing mode to drag, rotate and scale floor/ceiling flats and maybe showing models in Visual Mode. So I have a lot to do still.
User avatar
CodeImp
 
Joined: 28 Dec 2003
Location: Netherlands

Re: (G)ZDoom Editing Plugin (BETA)

Postby Nash » Fri Sep 17, 2010 3:07 pm

Tried the SVN yesterday; yes this is indeed very, VERY cool! There are some cases where 2-sided textures don't display properly (it is offset wrong) in one of my UDMF maps... I'll try to post a demo for you to check it out later.

Will it be able to render dynamic lights?
User avatar
Nash
Nash Muhandes
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Re: (G)ZDoom Editing Plugin (BETA)

Postby chopkinsca » Fri Sep 17, 2010 3:09 pm

Wow, this is sweet. Tried it out on my 3d floor intensive map (247 lindefs with action 160) and it worked great. I can now see where I having missing textures from using slopes. I didn't think I'd see such a solid visual mode that supports gzdoom features so soon. I hope glowing flats are something you plan on adding ;)

Nash wrote:Will it be able to render dynamic lights?

I'd like to see this too. Would give me a reason to use them more. Especially if you can edit them dynamically in visual mode.
User avatar
chopkinsca
Nothing
 
Joined: 11 Dec 2003

Re: (G)ZDoom Editing Plugin (BETA)

Postby CodeImp » Fri Sep 17, 2010 3:11 pm

Nash wrote:Will it be able to render dynamic lights?

No, just like portals, this is something my 3D engine is simply not made for. Some things just can't be done, accept it :P
User avatar
CodeImp
 
Joined: 28 Dec 2003
Location: Netherlands

Re: (G)ZDoom Editing Plugin (BETA)

Postby Nash » Fri Sep 17, 2010 3:12 pm

No worries... it's already awesome enough as it is! Keep up the good work, CodeImp!
User avatar
Nash
Nash Muhandes
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Re: (G)ZDoom Editing Plugin (BETA)

Postby Caligari87 » Fri Sep 17, 2010 3:18 pm

Here's a suggestion: Instead of rendering dynamic lights fully, could the plugin at least show some kind of bounding indicator to help see how "big" they are? Like a translucent "lens-flare-style" sprite colored according to the light's values?

8-)
User avatar
Caligari87
I'm just here for the community
User Accounts Assistant
 
Joined: 26 Feb 2004
Location: Salt Lake City, Utah, USA
Discord: Caligari87#3089

Re: (G)ZDoom Editing Plugin (BETA)

Postby CodeImp » Fri Sep 17, 2010 3:21 pm

I'd have to figure out where to get the light info from (color, distance, etc) but yea, I could make it do that.
User avatar
CodeImp
 
Joined: 28 Dec 2003
Location: Netherlands

Re: (G)ZDoom Editing Plugin (BETA)

Postby NeuralStunner » Fri Sep 17, 2010 3:22 pm

CodeImp wrote:I'd have to figure out where to get the light info from (color, distance, etc) but yea, I could make it do that.
GLDefs? :P

That reminds me, how is DB2 with #Include-ed data?
User avatar
NeuralStunner
Cuddly but Packin'
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293

Re: (G)ZDoom Editing Plugin (BETA)

Postby Amuscaria » Fri Sep 17, 2010 3:24 pm

I think it's time for me to move on from DB 1.67. :P
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: (G)ZDoom Editing Plugin (BETA)

Postby chopkinsca » Fri Sep 17, 2010 3:25 pm

Eriance wrote:I think it's time for me to move on from DB 1.67. :P


You should. It took me a few tries to adapt to DB2 from DB1 but I'm glad I finally made the change.
User avatar
chopkinsca
Nothing
 
Joined: 11 Dec 2003

Re: (G)ZDoom Editing Plugin (BETA)

Postby Nash » Fri Sep 17, 2010 3:28 pm

IMO the biggest issue one would face from migrating would be the different control schemes... something you can fix yourself in 2 minutes by reconfiguring all the keys to be similar to your DB1 setup. Everything else is basically "DB1 but 100 times more awesome".

It would be nice if DB2 supported loading control scheme presets, and ships with a DB1 preset... but that has nothing to do with this thread - sorry. :P
User avatar
Nash
Nash Muhandes
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Re: (G)ZDoom Editing Plugin (BETA)

Postby Ceeb » Fri Sep 17, 2010 3:29 pm

chopkinsca wrote:You should. It took me a few tries to adapt to DB2 from DB1 but I'm glad I finally made the change.


Now aren't you glad you listened to me? :3:
User avatar
Ceeb
Official Idoit Of ZDoom
Banned User
 
Joined: 11 Jun 2008
Location: Castle Wut

Next

Return to Editing (Archive)

Who is online

Users browsing this forum: Ahrefs [Bot] and 3 guests