GZDoom Builder 2.3

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Enjay
 
 
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Re: GZDoom Builder 1.14

Post by Enjay »

Nash wrote:Yay! Even Enjay endorses UDMF now. :D
I always did. :D
My "objections" have never been about the map format and certainly not about the additional editing options that it allows.

My only "problem" with UDMF is that I can't use DeePsea to create UDMF maps. My editing is pretty much intrinsically linked to DeePsea so that's a major drawback for me. Aside from how easy I find DeePsea to work with (much of that is due to familiarity - so could eventually be relearned) I love all the features of DeePsea. DB2 simply didn't come close. However, GZDoomBuilder is becoming very feature-rich and with Slade working very well, the lump management side of things is covered very competently too. Perhaps I'll be able to switch one day. I still find GZDB very frustrating to use but a big part of that is the familiarity that I mentioned. I've been using DeePsea (and it's predecessors) for almost 2 decades!

We all know that horrible frustration when a new version of a familiar program moves that little menu item that you used to use all the time to somewhere else. Now think about that happening for almost every feature in a program that you can use with your eyes closed and add in to the mix the extra spice of not knowing whether the feature that you want is actually present or not and you'll start to get a picture of how frustrating and not fun (which, ultimately, is why we do this) my attempts at using DB2 have been. I have tried but, so far, frustration and rage-quitting have won. :(
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GooberMan
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Re: GZDoom Builder 1.14

Post by GooberMan »

I'd still be using ZETH if it wasn't for you meddling kids!
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

Well yeah, Enjay, I think understand that frustration... kind of like how I'm (still kind of) struggling with SVN -> Git... :P

(I love Git, I can see what makes it attractive but old habits ugh)
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Enjay
 
 
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Re: GZDoom Builder 1.14

Post by Enjay »

Here's a question:

In 3D mode, I want to just look at a wall and be able to hit a button to "paint" the wall with a particular texture. I know that in Risen3DEdit (what DeePsea uses for its 3D editing mode), once I have used a texture in 3D mode, all I have to do is look at a wall or floor and hit "P" to paste the same texture on to that wall. So, you can wander around a map painting it as you go by pressing the "P" button whenever and wherever you want that texture to appear.

I assume that GZDB has something similar but I'll be damned of I can figure out how to do it. So, how do I?

In the unlikely event that it can't be done at present, could it be considered as a feature request?

Thanks. :)
boris
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Re: GZDoom Builder 1.14

Post by boris »

Copy a texture in 3D mode with Ctrl+C, then paste with the middle mouse button.
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

Copy/paste textures seems to be the closest thing. Point to a wall/flat to "copy" the source texture from, hit Ctrl C... then use the "Paste" function (if I'm not mistaken, it's the middle mouse button... check in the key configuration page). You can also do a "floodfill paste" where it will paste along a bunch of connected lines...
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Enjay
 
 
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Re: GZDoom Builder 1.14

Post by Enjay »

Brilliant! Middle mouse button it is! Thank you. :)
Rychead84
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Re: GZDoom Builder 1.14

Post by Rychead84 »

Hello to all ! :)

I wouldn't say I'm actually a beginner to building normal levels of Doom but I'm actually worried I can't really understand how to make 3D floors and slopes using GZDB or Doom Builder 2. Currently I'm on the process of making a great map based on doom.wad (IWAD) and started to build using DB2 having everything configured normally using Doom (Doom Format). For example I load E1M5 when asked. A month later I read about GZDB and its capabillities to easily make 3Dfloors and stuff (using dummy sectors) I dLoaded the latest builder from DRD Team GZDoomBuilder-r1933.7z
Soon after I've unzipped everything I tried to load my level in GZDOOM: Doom (Doom Format). Map loaded ok
[No other option like Hexen was available for me like GZDoom: Doom (Doom in Hexen) Format or UDMF]

Then, selected Linedefs mode and checked out the actions. There's was no 3d Floor action compatible with GZDoom format. In GZ3D View there was no chance to see a 3D Wall.. soon after that and after reading many different tutorials and visiting many blogs I think that the only solution to that problem was to run the map under a different configuration like Hexen format where the action 160 says about 3Dfloors (OpenGL only). I've tested that saw the 3D floors made but now I don't know how to use that wonderful feature in my level with the.. old format (?)

I checked out there are some format converters. Used them but my format wouldn't change. Tried to copy everything from my old formatted map to a new one. Failed again.
I even checked the version of my ACC and I got the latest from DRD Team as well.

Had the idea of finding & copying the (OpenGL only) action to the GZDOOM: Doom (Doom Format). I think I'm out of ideas what should I do to continue building my (rather big one) map using the 3D features?

PS. Apologies for my long text but I'm realy looking forward to a solution!

Thnx

Johnny
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

1. To change map format: in GZDB, open Edit->Map Options, and change Game Configuration there.
2. To use 3D floors in Doom map format: you can use linedef actions, located in "Sector" group.
doom_3dfloors.jpg
I've attached a very quick example of a map with a 3D floor in Doom map format.
You do not have the required permissions to view the files attached to this post.
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

MaxEd, may I suggest editor support for the new stuff from here (as well as the other additional stuff in the UDMF spec Gez linked to)? :D

[Silent Edit] not to forget the randomize function too for mass randomization :D
Last edited by Nash on Tue Apr 15, 2014 2:35 pm, edited 1 time in total.
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Breezeep
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Re: GZDoom Builder 1.14

Post by Breezeep »

How do you create doors that require keys to open in hexen format?
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

Breezeep wrote:How do you create doors that require keys to open in hexen format?
Spoiler:
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Breezeep
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Re: GZDoom Builder 1.14

Post by Breezeep »

Oh, I found out already about it, but thanks anyways.
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Breezeep
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Re: GZDoom Builder 1.14

Post by Breezeep »

Now I'm having a bit trouble with custom textures:
Spoiler:
Anyone know how to fix this?
(I am using Gothic textures and Decon Textures BTW.)
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

I pointed you to the tutorials on the SLADE3 WIKI.
The last 1/3 of the tutorial (How to Import Textures), starting at Textures, deals with merging the TEXTURE1 and PNAMES lumps.

How did you merge them from gothictx.wad and decontex.wad into your pwad ?

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