Updated documentation.

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<param name="Local" value="gzdb\features\features.html#classic">
</OBJECT>
<UL>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Draw Settings Panel">
<param name="Local" value="gzdb\features\classic_modes\drawsettingspanel.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Import Terrain mode">
<param name="Local" value="gzdb\features\classic_modes\mode_importterrain.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Custom linedef colors">
<param name="Local" value="gzdb\features\classic_modes\linedef_color_presets.html">
@ -315,6 +323,10 @@
<param name="Name" value="Draw Curve mode">
<param name="Local" value="gzdb\features\classic_modes\mode_drawcurve.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Draw Grid mode">
<param name="Local" value="gzdb\features\classic_modes\mode_drawgrid.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Bridge mode">
<param name="Local" value="gzdb\features\classic_modes\mode_drawbridge.html">
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<param name="Local" value="gzdb\features\features.html#formats">
</OBJECT>
</UL>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Actions Reference">
<param name="Local" value="gzdb\actions.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="MAPINFO support">
<param name="Local" value="gzdb\mapinfo.html">

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<p>GZDoom Builder is a Doom Builder 2 fork, which aims to incorporate as many GZDoom features as possible. Currently it's the only map editor for Doom and games based on Doom engine, which supports 3d-models, dynamic lights and colored fog.
<h2>Reference Manual</h2>
<p>This is the Reference Manual for GZDoom Builder. You can use this manual to look up how the specific GZDoom Builder features work and what the specific modes and actions do.</p>
<p>This is the Reference Manual for <strong>GZDoom Builder</strong>. You can use this manual to look up how the specific GZDoom Builder features work and what the specific modes and actions do.</p>
<p>This manual is not a beginners tutorial that teaches you how to make maps. To learn the mechanics of how to make maps read <a href="http://www.doombuilder.com/files/doombuilder1guide.pdf"><b>Doom Builder: An Illustrated Guide </b>(http://www.doombuilder.com/files/doombuilder1guide.pdf)</a>.</p>
<p>This manual is not a beginners tutorial that teaches you how to make maps. To learn the mechanics of how to make maps read <a href="http://www.doombuilder.com/files/doombuilder1guide.pdf"><b>Doom Builder: An Illustrated Guide </b>(http://www.doombuilder.com/files/doombuilder1guide.pdf)</a>.</p>
<h2>Table of contents</h2>
<ul>
<li><a href="gzdb/features/features.html">List of features</a>.</li>
<li><a href="gzdb/actions.html">List of actions</a>.</li>
<li><a href="gzdb/gldefs.html">MODELDEF and GLDEFS</a> support.</li>
<li><a href="gzdb/mapinfo.html">(Z)MAPINFO</a> support.</li>
<li><a href="gzdb/textures.html">TEXTURES</a> support.</li>
@ -35,6 +34,7 @@
<li><a href="gzdb/gamecfg_settings.html">New settings in game configurations</a>.</li>
<li><a href="gzdb/faq.html">Frequently asked questions</a>.</li>
</ul>
<p>Also, you can generate the list of all GZDB actions by using <strong>Help -&gt; Keyboard Shortcuts Reference</strong> menu command.</p>
<img style="float:left; margin-right:10px; margin-top:18px" src="gzdb/mxd_avatar.png"/>
<h2>Notice from author:</h2>
English is not my native language, so there most likely are things which are explained in a strange or grammatically incorrect way. If you notice such things, please write me a personal message at <a href="http://forum.zdoom.org/ucp.php?i=pm&mode=compose&u=7012">http://forum.zdoom.org/ucp.php?i=pm&mode=compose&u=7012</a>, or leave a comment in the Official GZDoom Builder thread at <a href="http://forum.zdoom.org/viewtopic.php?f=3&t=32392">http://forum.zdoom.org/viewtopic.php?f=3&t=32392</a>.

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<strong>A:</strong> This happens when a DECORATE actor is inherited from another actor, which is not defined in game configuration and is not defined in any included resources. To fix this, add "<strong>(g)zdoom.pk3</strong>" as a map resource. Don't forget to check "Exclude from testing parameters" chekbox while adding it, otherwise (G)ZDoom won't load your map. &quot;<strong>(g)zdoom.pk3</strong>&quot; can be found in (G)ZDoom folder. </p>
<p><strong>Q: </strong>Dynamic lights defined in GLDEFS are not rendered in Visual mode / I'm getting a ton of &quot;<strong>Light declaration not found for light '[light name]' ('[source]', line [n])</strong>&quot; warnings. What's wrong?<br />
<strong>A:</strong> GZDoom Builder doesn't include GZDoom's GLDEFS lights definitions. To get rid of these errors, add &quot;<strong>lights.pk3</strong>&quot; as a map resource. Don't forget to check &quot;<strong>Exclude from testing parameters</strong>&quot; chekbox while adding it, otherwise GZDoom won't load your map. &quot;<strong>lights.pk3</strong>&quot; can be found in GZDoom folder. </p>
<p><strong>Q:</strong> When I create a new map, I see only Doom-related game configurations. Where are configurations for other games?<br />
<strong>A:</strong> Copy &quot;<span class="style1">[EngineName]_[Game][MapType].cfg</span>&quot; and &quot;<span class="style1">Includes</span>&quot; folder from &quot;<span class="style1">[GZDB]\Configurations\Configs for other games\[Game]</span>&quot; to &quot;<span class="style1">[GZDB]\Configurations\</span>&quot;.<br />
If you are using Zandronum, you'll also need to copy all files from &quot;<span class="style1">[GZDB]\Configurations\Configs for other games\Zandronum Includes\</span>&quot; to the main &quot;<span class="style1">Includes</span>&quot; folder (&quot;<span class="style1">[GZDB]\Configurations\Includes\</span>&quot;) .</p>
<p><strong>Q:</strong> I don't like the &quot;fake contrast&quot; (<a href="http://zdoom.org/wiki/Fake_contrast">zdoom.org/wiki/Fake_contrast</a>) GZDB uses to render sector walls in Visual mode. How can I disable this?<br />
<strong>A:</strong> GZDB's Visual mode emulates (G)ZDoom's default rendering preferences (in (G)ZDoom, Options -&gt; Display options -&gt; Use fake contrast is &quot;on&quot; by default). You can change this behaviour by adding &quot;evenlighting&quot; or &quot;smoothlighting&quot; property to the &quot;map&quot; or &quot;defaultmap&quot; definition in the MAPINFO. More info about MAPINFO properties supported by GZDB can be found <a href="mapinfo.html">here</a>.</p>
</div>

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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
<style type="text/css">
<!--
.style1 {color: #990000}
-->
</style>
</head>
<body>
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<div id="gz_title"><h1>Event lines</h1></div>
<div id="contents">
<p>Event lines can be toggled using the icon on the <a href="../general/rendering_toolbar.html">Rendering toolbar</a> or using the <a href="../../actions.html#eventlines">"Toggle Event lines"</a> action.<br />
<p>Event lines can be toggled using the icon on the <a href="../general/rendering_toolbar.html">Rendering toolbar</a> or using the "<strong>Toggle Event lines</strong>" action.<br />
The Color of the event lines can be changed in Preferences -> <a href="../../preferences.html#appearance">Appearance.</a></p>
<p>Several things will happen when event lines are enabled:</p>
<p>1. Arrows will be drawn to all action targets for currently highlighted item in 2D modes:<br />
<img src="event_lines1.jpg" /></p>
<p>2. Order, in which patrol points and interpolation points are connected in Classic and Visual modes will be shown:<br />
<p>2. Order, in which patrol points and interpolation points are connected will be shown in Classic and Visual modes:<br />
<img src="event_lines2.jpg" /></p>
</div>
</body>

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</div>
<div id="contents">
<p><img src="jitter1.jpg" alt="" /></p>
<p>Jitter can be used to add some randomness to any kind of selection, which can be helpful when you are creating natural (caves) or distorted (CAVES IN HELL!!!) environments.<br />
<p>Jitter can be used to add some randomness to any kind of selection, which can be helpful when you are creating natural (caves) or distorted (CAVES IN HELL!!!) environments. </p>
<p><b>Menu path:</b> Mode -&gt; Jitter.<br />
<b>Action category:</b> Transform.<br />
<b>Default key:</b> Ctrl-J.<br />
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td><strong>Before:</strong></td>

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<p>GZDB allows you to test a map from any valid place in a map. Here's how it works: </p>
<p>Let's say you want to inspect that secret area in (G)ZDoom:<br />
<img src="synch_cam1.jpg" alt="" width="736" height="512" /></p>
<p>Move mouse cursor to the position you want to appear in the game, then use &quot;<a href="../../actions.html#testmap2"><strong>Test map from current position</strong></a>&quot; action (default key is <strong>Ctrl-F9</strong>). You will appear there:</p>
<p>Move mouse cursor to the position you want to appear in the game, then use &quot;<strong>Test map from current position</strong>&quot; action (default key is <strong>Ctrl-F9</strong>). You will appear there:</p>
<p><img src="test_from_view2.jpg" alt="" width="740"/></p>
<p>This works from Visual mode as well. You will appear at Visual camera position:</p>
<p><img src="test_from_view3.jpg" alt="" width="740" height="515" /></p>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>Draw Ellipse mode</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title">
<h1>Draw Settings Panel</h1>
</div>
<div id="contents">
<div style="float:right"><img src="drawsettingspanel.jpg" alt="" width="285" height="578" /></div>
<p> By default, when the new sector overlaps or touches existing sector, the editor uses textures, brighntess and floor/ceiling heights from that sector when drawing the new one. You can use Draw Settings Panel to override that behaviour.</p>
<p>Also, you can use this panel to remove textures from currently selected map objects, or replace the texures with currently selected overrides.</p>
</div>
</body>

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<div id="contents">
<p>
This mode lets you connect parts of existing geometry using Bezier curves.<br>
<b>Found in:</b> Preferences -> Controls -> Drawing.<br>
<b>Menu path:</b> Mode -&gt; Bridge mode.<br>
<b>Action category:</b> Drawing.<br>
<b>Default key:</b> Ctrl-B.<br>
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level. You can hold <strong>Shift</strong> while dragging a handle to turn grid snapping off.<br>
<table width="100%" border="0" cellspacing="3" cellpadding="3">

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<div id="contents">
<p>
This mode lets you draw various curve shapes. <br>
<b>Found in:</b> Preferences -> Controls -> Drawing.<br>
<b>Menu path:</b> Mode -&gt; Draw Curve.<br>
<b>Action category: </b> Drawing.<br>
<b>Default key:</b> Ctrl-Alt-D.<br>
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level.<br><br>
You can activate this mode by pressing <strong>Ctrl-Alt-D</strong> (default key).<br>
You can use &quot;<strong>Increase Sudivision Level</strong>&quot; and &quot;<strong>Decrease Sudivision Level</strong>&quot; actions to control how detailed the curve is:
You can use the side panel or &quot;<strong>Increase Sudivision Level</strong>&quot; and &quot;<strong>Decrease Sudivision Level</strong>&quot; actions to control how detailed the curve is:
<br>
<img src="draw_curve.jpg" />
</div>
<img src="draw_curve.jpg" /></div>
</body>

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<div id="contents">
<p>
This mode lets you draw various ellipsoid shapes.<br>
<b>Found in:</b> Preferences -> Controls -> Drawing.<br>
<b>Default key:</b> Ctrl-Alt-D.<br>
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Levell, Increase Corners Bevel, Decrease Corners Bevel.<br><br>
You can activate this mode by pressing <strong>Alt-Shift-D</strong> (default key).<br>
You can use &quot;<strong>Increase Sudivision Level</strong>&quot; and &quot;<strong>Decrease Sudivision Level</strong>&quot; actions to control the number of sides ellipse has:
<br>
<img src="draw_ellipse1.jpg" />
<br>
You can use &quot;<strong>Increase Corners Bevel</strong>&quot; and &quot;<strong>Decrease Corners Bevel</strong>&quot; actions to bevel the ellipse: <br>
<img src="draw_ellipse2.jpg" />
<br>
The bevel ammount is based on the current grid size.</p>
<b>Menu path:</b> Mode -&gt; Draw Ellipse.<br>
<b>Action category:</b> Drawing.<br>
<b>Default key:</b> Ctrl-Alt-D.<br>
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Levell, Increase Corners Bevel, Decrease Corners Bevel.<br>
<br>
You can activate this mode by pressing <strong>Alt-Shift-D</strong> (default key).<br>
You can use the side panel or &quot;<strong>Increase Sudivision Level</strong>&quot; and &quot;<strong>Decrease Sudivision Level</strong>&quot; actions to control the number of sides ellipse has:
<br>
<img src="draw_ellipse1.jpg" />
<br>
You can use side panel or &quot;<strong>Increase Corners Bevel</strong>&quot; and &quot;<strong>Decrease Corners Bevel</strong>&quot; actions to bevel the ellipse: <br>
<img src="draw_ellipse2.jpg" />
<br>
When using &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; adtions, the bevel increment is based on the current grid size.</p>
</div>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title">
<h1>Draw Grid mode</h1>
</div>
<div id="contents">
<p>This mode lets you draw grids.<br />
<b>Menu path:</b> Mode -&gt; Draw Grid.<br>
<b>Action category:</b> Drawing.<br />
<b>Default key:</b> none.<br />
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level, Increase Corners Bevel, Decrease Corners Bevel.</p>
<p>You can use the side panel or &quot;<strong>Increase/Decrease Sudivision Level</strong>&quot; and &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions to change the number of horizontal and vertical slices.<br />
Check "<strong>Lock slices to grid</strong>" to match slices number to current grid size.<br />
Check &quot;<strong>Triangulate</strong>&quot; if you want to create triangles instead if quads:</p>
<p><img src="draw_grid_tri.jpg" alt="" /></p>
</div>
</body>

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<div id="contents">
<p>
This mode lets you draw various rectangle shapes.<br>
<b>Found in:</b> Preferences -> Controls -> Drawing.<br>
<b>Menu path:</b> Mode -&gt; Draw Rectangle.<br />
<b>Action category:</b> Drawing.<br>
<b>Default key:</b> Ctrl-Shift-D.<br>
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level, Increase Corners Bevel, Decrease Corners Bevel.<br><br>
You can activate this mode by pressing <strong>Ctrl-Shift-D</strong> (default key).<br>
You can use &quot;<strong>Increase/Decrease Sudivision Level</strong>&quot; and &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions to draw rectangles with beveled corners:
You can use the side panel or &quot;<strong>Increase/Decrease Sudivision Level</strong>&quot; and &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions to change corner bevel ammount and detail level:
<br>
<img src="draw_rectangle1.jpg" />
<br>
@ -30,6 +31,6 @@ Negative bevel values are also supported:
<br>
<img src="draw_rectangle2.jpg" />
<br>
The bevel amount is based on the current grid size.</p>
When using &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; adtions, the bevel increment is based on the current grid size.</p>
</div>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
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<div id="gz_title">
<h1>Terrain Importer</h1>
</div>
<div id="contents">
<p>This mode allows you to create sectors from a Wavefront .obj model.<br />
<b>Menu path:</b> File -&gt; Import -&gt; Terrain from Wavefront .obj.<br>
<b>Action category:</b> Transform.<br />
<b>Default key:</b> none.</p>
<p><strong>Usage:</strong><br />
Create a terrain model in your favorite 3d modeling app (<a href="http://www.blender.org/">Blender</a>, <a href="http://www.earthsculptor.com/">Earth Sculptor</a> or any other, which can save a model to Wavefront .obj format)<br />
Use <strong>File -&gt; Import -&gt; Terrain from Wavefront .obj</strong> action to import it as sectors. Each polygon in your model will be transformed into sector.</p>
<strong>Limitations:</strong><br />
The model should be triangulated.<br />
Polygons should not overlap each other when viewed from the top.<br />
<strong>UDMF only</strong>, because the mode uses vertex height offsets to create sloped floors (&quot;zfloor&quot; vertex field).
<p><img src="terrain1.jpg" alt="" width="842" height="722" /></p>
<p><img src="terrain2.jpg" alt="" width="842" height="632" /></p>
</div>
</body>

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<div id="contents">
<p>
Activate this mode to snap selected map elements to the current grid.<br>
<b>Menu:</b> Edit -> Snap selected map elements to the grid.<br>
<b>Found in:</b> Preferences -> Controls -> Drawing.<br>
<b>Default key:</b> none.<br>
<b>Menu path:</b> Edit -> Snap selected map elements to the grid.<br>
<b>Action category:</b> Drawing.<br>
<b>Default key:</b> none.
</div>
</body>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>Draw Ellipse mode</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
<title>Draw Ellipse mode</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
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<div id="gz_title"><h1>Enhanced rectangular selection</h1>
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<div id="gz_title">
<h1>Enhanced rectangular selection</h1>
</div>
<div id="contents">
<p>A Rectangular selection can now be started even when a map element is already highlighted. This means that you can now use it to select sectors, which are completely surrounded by other sectors.<br />
Hold <strong>Shift</strong> to enable additive selection, hold <strong>Ctrl</strong> to enable subtractive selection, hold <strong>Ctrl-Shift</strong> to intersect with an existing selection.<br />
Hold <strong>Alt</strong> in <strong>Sectors</strong> mode to select things inside of selected sectors.
<p>Current behaviour is indicated by the selection outline: additive selection uses the Highlight color, subtractive selection uses the inverted Highlight color.
<p>The Rectangular selection mode in <strong>Sectors</strong> and <strong>Linedefs</strong> modes can be toggled between &quot;Select inside&quot; (classic behavior: only map elements which are fully inside selection will be affected) and &quot;Select touching&quot; (map elements which are partially inside selection will be also affected) using this button in the toolbar:
<p><img src="selection_mode_btn.jpg" alt="" width="260" height="30" /><br />
<br>
</div>
<div id="contents">
<p>A Rectangular selection can now be started even when a map element is already highlighted. This means that you can now use it to select sectors, which are completely surrounded by other sectors.<br />
Hold <strong>Shift</strong> to enable additive selection, hold <strong>Ctrl</strong> to enable subtractive selection, hold <strong>Ctrl-Shift</strong> to intersect with an existing selection.
<p>Current behaviour is indicated by the selection outline: additive selection uses the Highlight color, subtractive selection uses the inverted Highlight color.
<p>The Rectangular selection mode in Sectors and Linedefs modes can now be toggled between &quot;Select inside&quot; (classic behavior: only map elements which are fully inside selection will be affected) and &quot;Select touching&quot; (map elements which are partially inside selection will be also affected) using this button in the toolbar:
<p><img src="selection_mode_btn.jpg" alt="" width="260" height="30" /><br />
<br>
</div>
</body>

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}
.style5 {color: #990000; font-weight: bold; }
.style7 {color: #6600CC}
.style8 {color: #33CC00}
.style9 {color: #003300}
-->
</style>
</head>
@ -28,11 +28,22 @@
<h1>GZDoom Builder features</h1>
</div>
<div id="contents">
Jump to: <a href="#general">General interface</a> |
<a href="#allmodes">Classic and Visual modes</a> |
<a href="#classic">Classic modes</a>
| <a href="#sectors">Sectors mode</a> | <a href="#linedefs">Linedefs mode</a> | <a href="#things">Things mode</a> | <a href="#vertices">Vertices mode</a> | <a href="#visual">GZDB Visual mode</a> | <a href="#fields">Custom Fields</a> | <a href="#mapanalysis">Map Analysis mode</a> | <a href="#findreplace">Find and Replace mode</a>
| <a href="#misc">Misc.</a> | <a href="#formats">(G)ZDoom features support</a>
<ul style="list-style-type:none;">
<li>
<h3><a name="general" id="general"></a>General interface:</h3>
<ul>
<li><a href="general/acs.html">Enhanced scripting workflow</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>Help</strong> side panel, which shows most of actions, available in current mode.</li>
<li><span class="style1"><strong>[new]</strong></span> Maps can now be loaded by dragging wad files on top of GZDB's main window.</li>
<li><span class="style1"><strong>[new]</strong></span> Open Map Options, Map Options and Game Configurations forms: resources can be added by dragging them on top of resources list.</li>
<li><span class="style1"><strong>[new]</strong></span> Game Configurations form: game configurations can be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in &quot;game configuration&quot; dropdowns in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway.</li>
<li><span class="style1"><strong>[new]</strong></span> Numeric textboxes: in addition to '++NN' and '--NN' to increment or decrement by given value, you can use '*NN' and '/NN' to multiply or divide by given value.</li>
<li><span class="style1"><strong>[new]</strong></span> Toolbar button groups can be toggled using context menu. Hold &quot;Shift&quot; to toggle several button groups at once.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/toolbarmenu.jpg" alt="" /></div>
@ -40,10 +51,10 @@
<li><span class="style1"><strong>[new]</strong></span> You can save screenshots using <strong>Tools -&gt; Save Screenshot</strong> (default key is F12) and <strong>Tools -&gt; Save Screenshot (editing area)</strong> (default key is Ctrl-F12) menu commands.</li>
<li><span class="style1"><strong>[new]</strong></span> You can save shortcut reference to html file using <strong>Help -&gt; Export Shortcut Reference</strong> menu command.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Open Map in current WAD</strong>&quot;, avaliable as <strong>File -&gt; Open Map in current WAD</strong> and via Ctrl-Shift-O shortcut.</li>
<li><strong><span class="style1">[new]</span></strong> New action: &quot;Export to Wavefront .obj&quot;, avaliable as <strong>File -&gt; Export to Wavefront .obj</strong>. It will export selected sectors (or the whole map, if no sectors are selected) to Wavefront .obj model.</li>
<li>New action: &quot;<a href="../actions.html#reloadmodeldef"><strong>Reload MODELDEF</strong></a>&quot; (<strong>Tools -&gt; Reload MODELDEF</strong>).</li>
<li>New action: &quot;<a href="../actions.html#reloadgldefs"><strong>Reload GLDEFS</strong></a>&quot; (<strong>Tools -&gt; Reload GLDEFS</strong>).</li>
<li>New action: <a href="../actions.html#reloadmapinfo">&quot;<strong>Reload MAPINFO</strong></a>&quot; (<strong>Tools -&gt; Reload MAPINFO</strong>).</li>
<li><strong><span class="style1">[new]</span></strong> New action: &quot;Export to Wavefront .obj&quot;, avaliable as <strong>File -&gt; Export -&gt; Selection to Wavefront .obj</strong>. It will export selected sectors (or the whole map, if no sectors are selected) to Wavefront .obj model.</li>
<li>New action: &quot;<strong>Reload MODELDEF/VOXELDEF</strong>&quot; (<strong>Tools -&gt; Reload MODELDEF/VOXELDEF</strong>).</li>
<li>New action: &quot;<strong>Reload GLDEFS</strong>&quot; (<strong>Tools -&gt; Reload GLDEFS</strong>).</li>
<li>New action: &quot;<strong>Reload MAPINFO</strong>&quot; (<strong>Tools -&gt; Reload MAPINFO</strong>).</li>
<li><span class="style1"><strong>[new]</strong></span> Info about current selection is shown at the bottom of program's window.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/selection_info.jpg" alt="" /></div>
@ -58,6 +69,7 @@
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/pinsidepanel.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span> Things can be filtered in Thing Edit form.</li>
<li><span class="style1"><strong>[new]</strong></span> Added &quot;<strong>Hints</strong>&quot; side panel, which shows the list of actions, available in current editing mode.</li>
<li>Actions and Effects can be filtered (useful when you remember action/effect name, but don't remember it's number or category).
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/actions_filter.jpg" alt="" /></div>
@ -69,9 +81,9 @@
<li>
<h3><a name="allmodes" id="allmodes"></a>Classic and Visual modes:</h3>
<ul>
<li><span class="style3">[changed]</span> &quot;<strong><a href="../actions.html#togglefullbrightness">Toggle Full Brightness</a>&quot; </strong>action works in Classic modes.</li>
<li><span class="style3">[changed]</span> &quot;<strong><a href="../actions.html#togglehighlight">Toggle Highlight</a>&quot; </strong>action works in Classic modes.</li>
<li><span class="style3">[changed]</span> &quot;<a href="../actions.html#increasebrightness8"><strong>Increase Brightness by 8</strong></a>&quot; and &quot;<a href="../actions.html#decreasebrightness8"><strong>Decrease Brightness by 8</strong></a>&quot; actions work in Sectors mode.</li>
<li><span class="style3">[changed]</span> &quot;<strong>Toggle Full Brightness&quot; </strong>action works in Classic modes.</li>
<li><span class="style3">[changed]</span> &quot;<strong>Toggle Highlight&quot; </strong>action works in Classic modes.</li>
<li><span class="style3">[changed]</span> &quot;<strong>Increase Brightness by 8</strong>&quot; and &quot;<strong>Decrease Brightness by 8</strong>&quot; actions work in Sectors mode.</li>
<li><span class="style1"><strong>[new]</strong></span> <a href="all_modes/tag_support.html">Enhanced Tag support</a>.</li>
<li><a href="all_modes/event_lines.html">Event lines</a>.</li>
<li>Map can be tested from camera position in Visual mode and from cursor position in Classic modes. <a href="all_modes/test_from_view.html">More info</a>.</li>
@ -94,19 +106,22 @@
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="general/menu_drawmodes.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span><a href="classic_modes/selection.html"> </a>Thing sprites are rendered in classic modes.</li>
<li>You can assign custom color to any combination of linedef flags, actions and/or activation. <a href="classic_modes/linedef_color_presets.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span><a href="classic_modes/selection.html"> Enhanced rectangular selection</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> You can use <a href="../actions.html#paintselection">Paint selection</a> to select map elements easier.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Go To Coordinates</strong>&quot;, available in <strong>View</strong> menu and by clicking on cursor coordinates in the lower-right corner of UI.</li>
<li><span class="style1"><strong>[new]</strong></span> You can use <strong>Paint selection </strong>action to select map elements easier.</li>
<li><a href="classic_modes/mode_drawrect.html">Draw Rectangle mode</a>.</li>
<li><a href="classic_modes/mode_drawellipse.html">Draw Ellipse mode</a>.</li>
<li><a href="classic_modes/mode_drawcurve.html"><span class="style1"><strong>[new]</strong></span> Draw Curve mode</a>.</li>
<li><a href="classic_modes/mode_drawgrid.html"><span class="style1"><strong>[new]</strong></span> Draw Grid mode</a>.</li>
<li><a href="classic_modes/mode_drawcurve.html"><span class="style1"><strong>[new]</strong></span> </a><a href="../classic_modes/mode_importterrain.html">Terrain Importer mode</a>.</li>
<li><a href="classic_modes/mode_drawbridge.html">Bridge mode</a>.</li>
<li><a href="classic_modes/mode_snapelements.html">Snap map elements mode</a>.</li>
<li><span class="style5">[new]</span> You can place things on top of selected vertices in Vertices and Linedefs modes and inside of selected sectors in Sectors mode useing &quot;<a href="../actions.html#placethings">Place Things</a>&quot; action.</li>
<li><span class="style5">[new]</span> You can override default sector properties, which are used to create new geometry, using &quot;<strong>Draw Settings</strong>&quot; panel (by default, when the new sector overlaps or touches existing sector, the editor uses textures, brighntess and floor/ceiling heights from that sector when drawing the new one).
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="classic_modes/draw_settings.jpg" alt="" /></div>
</li>
<li><span class="style5"><strong>[new]</strong></span> Selected things are now dragged while dragging vertices, linedefs and sectors.</li>
<li><span class="style5">[new]</span> You can place things on top of selected vertices in Vertices and Linedefs modes and inside of selected sectors in Sectors mode using &quot;<strong>Place Things</strong>&quot; action.</li>
<li><span class="style5">[new]</span> You can override default sector properties, which are used to create new geometry, using &quot;<strong><a href="classic_modes/drawsettingspanel.html">Draw Settings</a></strong>&quot; panel (by default, when the new sector overlaps or touches existing sector, the editor uses textures, brighntess and floor/ceiling heights from that sector when drawing the new one).</li>
<li><span class="style1"><strong>[new]</strong></span> You can disable Doom Builder's auto-clear textures behaviour by using this button in the toolbar: <img src="general/autoclear_textures.jpg"/></li>
<li><span class="style5">[new]</span> You can change default sector brightness and floor/ceiling height (<strong>Preferences -&gt; Editing -&gt; Default sector settings</strong>). These settings are used when the new sector doesn't touch or overlap already existing sectors.</li>
<li><span class="style5">[new]</span> 3D floor indication (color can be changed in <strong>Preferences -&gt; Appearance -&gt; 3D Floors</strong>, the setting can be disabled in <a href="../preferences.html#markextrafloors">Preferences</a>).
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
@ -125,16 +140,17 @@
<li><h3><a name="sectors" id="sectors"></a>Sectors mode:</h3>
<ul>
<li><span class="style3">[changed]</span> Removed &quot;<strong>Lower Floor by 8 mp</strong>&quot;, &quot;<strong>Raise Floor by 8 mp</strong>&quot;, &quot;<strong>Lower Ceiling by 8 mp</strong>&quot; and &quot;<strong>Raise Ceiling by 8 mp</strong>&quot; actions.</li>
<li><span class="style1"><strong>[new]</strong></span> Sector Tag and Effect can now be shown on top of sectors. You can use &quot;<strong>View Tags and Effects</strong>&quot; button to toggle this overlay. <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/toggle_effect_overlay.jpg" alt="" /></div></li>
<li><span class="style1"><strong>[new]</strong></span> Hold <strong>Alt</strong> while (de)selecting sectors to (de)select things inside of them.</li>
<li><span class="style1"><strong>[new]</strong></span> Sector Tag and Effect can now be shown on top of sectors. You can use &quot;<strong>View Tags and Effects</strong>&quot; button to toggle this overlay.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/toggle_effect_overlay.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> Create Brightness Gradient option can work in 5 modes:
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/gradientmodes.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span><strong> </strong>Sector Info panel shows the number of sector's sidedefs as well as light and fade colors (UDMF only): <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/sector_info.jpg" alt="" /></div></li>
<li><span class="style1"><strong>[new]</strong></span> Sector effects are shown on top of unselected sectors (works only if &quot;View Selection Numbering&quot; option is enabled).</li>
</ul>
</li>
@ -142,25 +158,26 @@
<ul>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New actions: &quot;<strong>Align Ceiling Texture to Back Side</strong>&quot;, &quot;<strong>Align Ceiling Texture to Front Side</strong>&quot;, &quot;<strong>Align Floor Texture to Back Side</strong>&quot; and &quot;<strong>Align Floor Texture to Front Side</strong>&quot; (available in <strong>Linedefs -&gt; Align Textures</strong> menu).</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> &quot;<strong>Make brightness gradient</strong>&quot; command is available in Linedefs mode.</li>
<li><strong>[UDMF]</strong> Linedef info panel: relative UDMF light values are shown like this: <span class="style7">16</span> (<span class="style8">128</span>), which means &quot;<span class="style7">UDMF light value</span>&quot; (&quot;<span class="style8">total surface brightness</span>&quot;). Total surface brightness is UDMF light value + sector brightness.</li>
<li><strong>[UDMF]</strong> Linedef info panel: relative UDMF light values are shown like this: <span class="style7">16</span> (<span class="style9">128</span>), which means &quot;<span class="style7">UDMF light value</span>&quot; (&quot;<span class="style9">total surface brightness</span>&quot;). Total surface brightness is UDMF light value + sector brightness.</li>
<li><span class="style1"><strong>[new]</strong></span> When a linedef is within Split Linedefs range, it is highlighted using Info line color</li>
</ul>
</li>
<li><h3><a name="things" id="things"></a>Things mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> Several thing types can now be selected at once in Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing. <a href="things_mode/multiple_thing_types.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#pointthing">Point Thing to cursor</a></strong>&quot;. <a href="things_mode/pointthing.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Point Thing to cursor</strong>&quot;. <a href="things_mode/pointthing.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Select Things in Selected Sectors</strong>&quot; (Default key is Shift+T).</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#aligntingtoline">Align Things To Linedef</a></strong>&quot;.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Align Things To Linedef</strong>&quot;.</li>
<li>Z-height of a thing can be changed in absolute and relative mode in Thing Edit form.</li>
<li>Thing's X and Y position can be edited in Edit Thing form.</li>
</ul>
</li>
</li>
<li><h3><a name="vertices" id="vertices"></a>Vertices mode:</h3>
<ul>
<li><strong>[UDMF]</strong> Vertical offsets of a vertex can be edited in Vertex Edit form and are shown in Vertex Info panel.</li>
<li> When a linedef is within Split Linedefs range, it's now highlighted using Info line color.</li>
<li> When a linedef is within Split Linedefs range, it is highlighted using Info line color.</li>
</ul></li>
<li>
@ -174,12 +191,12 @@
<li>Dynamic lights (all types) are rendered in Visual mode. You can use <a href="general/rendering_toolbar.html">Rendering panel</a> to toggle dynamic lights rendering and animation. </li>
<li>Dynamic lights defined in GLDEFS are rendered in Visual mode (only one GLDEFS light per actor is currently supported).</li>
<li>Fog rendering in Visual mode (including colored fog in maps in UDMF format).</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Render selected/all models</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle dynamic lights animation</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle dynamic lights rendering</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle fog rendering</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle models rendering</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle GZDoom effects</a></strong>&quot;.</li>
<li>New action: &quot;<strong>Render selected/all models</strong>&quot;.</li>
<li>New action: &quot;<strong>Toggle dynamic lights animation</strong>&quot;.</li>
<li>New action: &quot;<strong>Toggle dynamic lights rendering</strong>&quot;.</li>
<li>New action: &quot;<strong>Toggle fog rendering</strong>&quot;.</li>
<li>New action: &quot;<strong>Toggle models rendering</strong>&quot;.</li>
<li>New action: &quot;<strong>Toggle GZDoom effects</strong>&quot;.</li>
<li><a href="all_modes/event_lines.html">Event lines</a> for PatrolPoints, cameras and InterpolationPoints.</li>
<li>Translucent 3D floors are rendered correctly.</li>
<li>Things with zero Height and Radius are rendered.</li>
@ -203,26 +220,28 @@
<li><strong>[UDMF]</strong> Using &quot;<strong>Increase/Decrease brightness</strong>&quot; actions (bound to Ctrl+Mouse Wheel by default) on walls and ceilings will change sidedef/ceiling brightness, using them on floors will change sector brightness, using them on 3d floors will change brightness of 3d floor.</li>
<li>You can use &quot;<strong>Toggle geometry effects</strong>&quot; action (default key is Tab) to toggle GZDoom's geometry effects, such as slopes, 3D-floors, transfer brightness effects etc.</li>
<li><span class="style1"><strong>[new]</strong></span> You can hold <strong>Shift</strong> while dragging a texture to lock movement to horizontal axis, and <strong>Ctrl</strong> to lock it to vertical axis.</li>
<li><span class="style1"><strong>[new]</strong></span> You can hold <strong>Ctrl-Shift</strong> while dragging a texture to snap texture offsets to current grid size.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Align Textures X and Y</strong>&quot; (default key is Ctrl-A).</li>
<li><span class="style1"><strong>[new]</strong></span> &quot;Auto-align Textures Y&quot; action takes surface peg type into account. It also applies vertical scale of first (highlighted) surface to the rest of aligned surfaces (<strong>UDMF</strong> only).</li>
<li><strong>[UDMF]</strong> Auto-align textures actions now affect sides of 3D floors.</li>
<li><strong>[UDMF] </strong><a href="visual_mode/autoalignfloors.html">&quot;Auto-align textures&quot; actions now work on floors and ceilings</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New action: &quot;<strong>Match Brightness</strong>&quot;: this action makes the brightness of selected surfaces the same as the brightness of highlighted surface.</li>
<li><span class="style1"><strong>[new]</strong></span> New actions: &quot;<strong>Lower Floor/Ceiling to adjacent sector</strong>&quot; and &quot;<strong>Raise Floor/Ceiling to adjacent sector</strong>&quot; (default keys are PageDown and PageUp). By default, they will find next lower/higher surface in sectors, adjacent to selected ones, and lower/raise selected sectors to this height. If you hold Ctrl, they will lower/raise sectors to lowest/highest sector inside selection. And they will also drop selected things to ground or align them to ceiling.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New actions: &quot;<strong><a href="../actions.html#scaleupx">Scale Texture Up (X)</a></strong>&quot;, &quot;<strong><a href="../actions.html#scaledownx">Scale Texture Down (X)</a></strong>&quot;, &quot;<strong><a href="../actions.html#scaleupy">Scale Texture Up (Y)</a></strong>&quot;, &quot;<strong><a href="../actions.html#scaledowny">Scale Texture Down (Y)</a></strong>&quot; actions. Default keys are Num6, Num4, Num8, Num5.<br />
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New actions: &quot;<strong>Scale Texture Up (X)</strong>&quot;, &quot;<strong>Scale Texture Down (X)</strong>&quot;, &quot;<strong>Scale Texture Up (Y)</strong>&quot;, &quot;<strong>Scale Texture Down (Y)</strong>&quot; actions. Default keys are Num6, Num4, Num8, Num5.<br />
</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New actions: &quot;<strong><a href="visual_mode/texturefit.html">Fit Texture</a></strong>&quot; (default key is Ctrl-Alt-A), &quot;<strong><a href="visual_mode/texturefit.html">Fit Texture's Width</a></strong>&quot; (Alt-A) and &quot;<strong><a href="visual_mode/texturefit.html">Fit Texture's Height</a></strong>&quot; (Alt-Shift-A).</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#toggleslope">Toggle slope</a></strong>&quot; (default key is Alt-S). Select or highlight upper/lower walls then call this action to add slopes. Select or highlight floors or ceilings then call this action to remove slopes.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#lookthroughthing">Look Through Selection</a></strong>&quot; (default key is &quot;Y&quot;). This action places visual camera at the same position as selected/highlighted thing and rotates it to match thing's angle. Special handling is available if targeted thing is AimingCamera, MovingCamera, SecurityCamera or InterpolationPoint.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Toggle slope</strong>&quot; (default key is Alt-S). Select or highlight upper/lower walls then call this action to add slopes. Select or highlight floors or ceilings then call this action to remove slopes.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Look Through Selection</strong>&quot; (default key is &quot;Y&quot;). This action places visual camera at the same position as selected/highlighted thing and rotates it to match thing's angle. Special handling is available if targeted thing is AimingCamera, MovingCamera, SecurityCamera or InterpolationPoint.</li>
<li><span class="style1"><strong>[new]</strong></span> New actions: &quot;<strong><a href="visual_mode/autoalign_to_selection.html">Auto-align Textures to Selection</a> (X)</strong>&quot;, &quot;<strong>Auto-align Textures to Selection (Y)</strong>&quot; and &quot;<strong>Auto-align Textures to Selection (X and Y)</strong>&quot;.</li>
<li>New actions: &quot;<a href="../actions.html#rotater"><strong>Rotate Clockwise</strong></a>&quot; and &quot;<a href="../actions.html#rotatel"><strong>Rotate Counterclockwise</strong></a>&quot;, which can be used to rotate things and <span class="style1"><strong>[new]</strong></span><strong>[UDMF]</strong> floor/ceiling textures.</li>
<li>Things can be moved horizontally using &quot;<strong><a href="../actions.html#movething">Move Thing Forward/Backward/Left/Right</a></strong>&quot; actions.</li>
<li>New actions: &quot;<strong>Rotate Clockwise</strong>&quot; and &quot;<strong>Rotate Counterclockwise</strong>&quot;, which can be used to rotate things and <span class="style1"><strong>[new]</strong></span><strong>[UDMF]</strong> floor/ceiling textures.</li>
<li>Things can be moved horizontally using &quot;<strong>Move Thing Forward/Backward/Left/Right</strong>&quot; actions.</li>
<li>Things can be moved to cursor position using &quot;<strong>Move Thing To Cursor Location</strong>&quot; (default key is Ctrl + Middle mouse) action.</li>
<li>Things can be inserted at cursor position using &quot;<strong>Insert Item</strong>&quot; action (default key is Insert).</li>
<li>Selected things can be deleted using &quot;<strong>Delete Item</strong>&quot; action (default key is Delete).</li>
<li>Selected things can be cut/copied/pasted at cursor position.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> Floor/ceiling texture rotation is now taken into account when moving texture offsets with arrow keys.</li>
<li><span class="style1"><strong>[new] </strong></span><strong>[UDMF] </strong>New action: &quot;<strong><a href="../actions.html#resetoffsets">Reset Local Texture Offsets (UDMF)</a></strong>&quot;. It will reset upper/middle/lower texture offsets, texture scale and rotation.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> &quot;<strong><a href="../actions.html#resetoffsets">Reset Texture Offsets</a></strong>&quot; action works on floors and ceilings.</li>
<li><span class="style1"><strong>[new] </strong></span><strong>[UDMF] </strong>New action: &quot;<strong>Reset Local Texture Offsets (UDMF)</strong>&quot;. It will reset upper/middle/lower texture offsets, texture scale and rotation.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> &quot;<strong>Reset Texture Offsets</strong>&quot; action works on floors and ceilings.</li>
</ul>
</li>
</ul>
@ -238,7 +257,11 @@
<h3><a name="mapanalysis" id="mapanalysis"></a>Map Analysis mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> Map Analysis mode can check the map for unconnected vertices.</li>
<li><span class="style1"><strong>[new]</strong></span> &quot;Check overlapping lines&quot; finds duplicate linedefs (e.g. when 2 lines have the same start and end positions).</li>
<li><span class="style1"><strong>[new]</strong></span> Map Analysis mode can check the map for overlapping vertices. This will check if a vertex is on top of a linedef or another vertex.</li>
<li><span class="style1"><strong>[new]</strong></span> Map Analysis mode can check the map for invalid sectors (sectors with less than 3 sidedefs or sectors without area).</li>
<li><span class="style1"><strong>[new]</strong></span> Map Analysis mode can check the map for unused textures.</li>
<li><span class="style1"><strong>[new]</strong></span> Map Analysis mode can check the map for missing flats.</li>
<li>Map Analysis mode can check the map for unknown things (things, which type is not defined in DECORATE or current game configuration).</li>
<li>Map Analysis window now have &quot;<strong>Apply to all errors of this type</strong>&quot; checkbox.</li>
<li>Analysis results can be saved to a text file.</li>
@ -247,15 +270,22 @@
<li>
<h3><a name="findreplace" id="findreplace"></a>Find and Replace mode:</h3>
<ul>
<li>Find and Replace mode now have &quot;Sector Brightness&quot; search mode.</li>
<li>Find and Replace mode now have &quot;<strong>Sector Brightness</strong>&quot; search mode.</li>
<li>Find and Replace Mode can find things and linedefs by their flags.</li>
<li>Find and Replace Mode can find Action with specific argunemts. Syntax is &quot;[Action]; [arg1] [...]&quot;.</li>
</ul></li>
</ul>
</li>
<li>
<h3><a name="misc" id="formats"></a>Misc. features:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> Nodes Viewer plugin supports ZNODES in &quot;XNOD&quot;, &quot;XGLN&quot;, &quot;XGL2&quot; and &quot;XGL3&quot; formats.</li>
</ul>
</li>
<li>
<h3><a name="formats" id="formats"></a>(G)ZDoom features support:</h3>
<ul>
<li><a href="../gldefs.html">MD2 and MD3 models</a> rendering in 2D and 3D modes.</li>
<li><span class="style1"><strong>[new]</strong></span> VOXLEDEF support.</li>
<li>More complete <a href="../textures.html">TEXTURES</a> support.</li>
<li>Partial<a href="../mapinfo.html"> MAPINFO</a> support.</li>
<li>ACS scripts with #include directives are compiled properly.</li>

View file

@ -29,14 +29,12 @@
The Script editor now has a &quot;Script names&quot; drop down, which allows you to view and select individual scripts faster.</br>
</p>
<h3>Pseudo-named scripts</h3>
If you add a comment after the script's opening brace like so:</br>...
<p><span class="style1">script 1 (void) {</span> <span class="style2">//My Pseudo-named script</span></br>
...</br>
</p>
<p class="style1">}</p>
...it will be used as the script name in the &quot;Script names&quot; drop down and in the Thing and Linedef Edit forms drop downs (the example script will be named as &quot;<strong>[1] My Pseudo-named script</strong>&quot;).</br>
If you add a comment after the script's opening brace like so:</br>
<p><span class="style1">script 1 (void) {</span> <span class="style2">//My Pseudo-named script</span></br>&emsp;&emsp;[code]</br>
<span class="style1">}</span></p>
it will be used as the script name in the &quot;Script names&quot; drop down and in the Thing and Linedef Edit forms drop downs (the example script will be named as &quot;<strong>[1] My Pseudo-named script</strong>&quot;).</br>
</br>
<p><b>Notice:</b> &quot;Script names&quot; drop down items are updated when the script is compiled successfully.</p></td>
<p><b>Notice:</b> &quot;Script names&quot; drop down items are updated when the script is compiled successfully.</p></td>
<td><img src="acs_scripteditor.jpg"/></td>
</tr>
<tr>
@ -44,10 +42,10 @@
</br>
<b>Notice:</b> to remove a named or regular script, clear the script selector text box</p>
</td>
<td><img src="acs_thing2.jpg"/><br /><img src="acs_thing1.jpg"/></td>
<td><img src="acs_thing2.jpg"/><br /><br><img src="acs_thing1.jpg"/></td>
</tr>
<tr>
<td valign="top">If a Thing or Linedef has a named script attached to it, it will be shown in the info panel.</td>
<td valign="top">If a Thing or a Linedef has a named script attached to it, it will be shown in the info panel.</td>
<td><img src="acs_infoex.jpg"/></td>
</tr>
</table>

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@ -30,7 +30,7 @@
<li>Toggles <a href="../all_modes/event_lines.html">Event lines</a>.</li>
<li>Toggles <a href="../visual_mode/visual_verts.html">Visual vertices</a> in Visual mode (UDMF only).</li>
</ol>
<p>Most of these settings can also be toggled using <a href="../../actions.html#rendering">actions</a>.<br />
You can toggle currently enabled rendering effects using &quot;<strong><a href="../../actions.html#togglegzdoomeffects">Toggle GZDoom effects</a></strong>&quot; action.</p>
<p>Most of these settings can also be toggled using actions from &quot;<strong>Rendering</strong>&quot; category.<br />
You can toggle currently enabled rendering effects using &quot;<strong>Toggle GZDoom effects</strong>&quot; action.</p>
</div>
</body>

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@ -20,10 +20,10 @@
<div id="contents">
<p>This action can be used to quickly orient things in Things mode. Hold Ctrl key to point away from cursor.<br />
<b>Menu:</b> Things -&gt; Point Thing to cursor.<br />
<b>Found in:</b> Preferences -&gt; Controls -&gt; Things.<br />
<b>Action category:</b> Things.<br />
<b>Default key:</b> Shift+L.</p>
<p><strong>Example:</strong><br />
Select things and place mouse cursor where you want things to face:<br /><img src="thing_lookat1.jpg" alt="" width="273" height="243" /></p>
<p>Press action shortcut:<br /><img src="thing_lookat2.jpg" alt="" width="278" height="245" /></p>
<p>Press the action shortcut:<br /><img src="thing_lookat2.jpg" alt="" width="278" height="245" /></p>
</div>
</body>

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@ -14,14 +14,14 @@
</div>
<div id="contents">
<p><strong>Action names:</strong> Auto-align Textures to Selection (X), Auto-align Textures to Selection (Y), Auto-align Textures to Selection (X and Y)<br />
<b>Found in:</b> Preferences -&gt; Controls -&gt; Visual Modes<br />
<b>Action category:</b> Visual Modes<br />
<b>Default keys:</b> none</p>
<p>These actions will align unselected textures to selected ones.<br />
Let's say you have a room full of columns, and you want to align textures on all of them:<br />
<img src="align_to_selection1.jpg"/></p>
<p>Select one sidedef of each column:<br />
<img src="align_to_selection2.jpg"/></p>
<p>And use <strong><a href="../../actions.html#autoaligntoselection">Auto-align Textures to Selection (X)</a></strong> action:<br />
<p>And use &quot;<strong>Auto-align Textures to Selection (X)&quot;</strong> action:<br />
<img src="align_to_selection3.jpg"/></p>
</div>
</body>

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@ -14,7 +14,7 @@
</div>
<div id="contents">
<p><strong>Action names:</strong> Fit Texture, Fit Texture's Width, Fit Texture's Height<br />
<b>Found in:</b> Preferences -&gt; Controls -&gt; Visual Modes.<br />
<b>Action category:</b> Visual Modes.<br />
<b>Default keys:</b> Ctrl-Alt-A, Alt-A, Alt-Shift-A.</p>
<p><strong>Example:</strong><br />
Initial scaling:<br />

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@ -4,11 +4,6 @@
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
<style type="text/css">
<!--
.style1 {color: #FF0000}
-->
</style>
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
@ -19,12 +14,15 @@
</div>
<div id="contents">
<p>Visual vertices allow you to edit vertical vertex offsets in Visual mode.<br/>
You can select and edit them just like Things (except you can not move them horizontally).<br/>
You can select and edit them just like Things (except you can't move them horizontally).<br/>
You can use the &quot;<strong>Delete</strong>&quot; action (usually bound to Delete key) to clear z-offsets of selected vertices.<br/>
You can toggle the Visual vertices display from the <a href="../general/rendering_toolbar.html">Rendering toolbar</a> or the &quot;<a href="../../actions.html#visualverts"><strong>Toggle Visual Vertices</strong></a>&quot; action.<br/>
You can toggle the Visual vertices display from the <a href="../general/rendering_toolbar.html">Rendering toolbar</a> or the &quot;<strong>Toggle Visual Vertices</strong>&quot; action.<br/>
Visual vertices with height offset (e.g. with some values in &quot;zceiling&quot; or &quot;zfloor&quot; UDMF fields) are colored using the &quot;Info Line&quot; color. Visual vertices without offsets are colored using the &quot;Vertex&quot; color. You can change these colors in Preferences -&gt; Appearance.</p>
<p> <strong>Technical note &#8470;1:</strong> Visual vertices work only if a map is in UDMF map format.<br/>
<strong>Technical note &#8470;2:</strong> Visual vertices work only for triangular sectors.</p>
<p>It took approx. 30 seconds to create this wonderous terrain:<br />
<img src="visual_verts.jpg" /></p> </div>
<img src="visual_verts.jpg" /><br />
</p>
<p>You can create much more elaborate terrains using <a href="../classic_modes/mode_importterrain.html"><strong>Terrain Importer</strong></a>.</p>
</div>
</body>

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@ -9,9 +9,6 @@
.style2 {
color: #006600
}
.style3 {
color: #0000FF
}
-->
</style>
</head>
@ -20,19 +17,18 @@
<param name="keyword" value="Template">
</object>
<div id="gz_title">
<h1>GZDoom Builder-specific settings in game configurations</h1>
<h1>New settings in game configurations</h1>
</div>
<div id="contents">
<p>
<h2>General settings:</h2>
<p><b>basegame</b> - indicates which game the current configuration is based on. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS)</br>
<b>Possible values:</b> 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).<br>
<b>Example:</b> <span class="style2">basegame = 2; </p>
</p>
<b>Example:</b> <span class="style2">basegame = 2;</span></p>
<br>
<h2>Thing and linedef definitions:</h2>
<p>Default values can be set in Thing and Linedef argument definitions.<br>
<b>Example:</b> <br>
<span class="style2">9038<br />
<code>9038<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;title = &quot;ColorSetter&quot;;<br />
&nbsp;&nbsp;&nbsp;&nbsp;arg0<br />
@ -53,7 +49,7 @@
&nbsp;&nbsp;&nbsp;&nbsp;arg3<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;title = &quot;Desaturation&quot;;<br />
&nbsp;&nbsp;&nbsp;&nbsp;}</span><br />
}</p>
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
}</code>
</div>
</body>

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@ -27,7 +27,8 @@
<p><strong>MODELDEF support:</strong> all relevant MODELDEF properties and flags are supported. Sprite translations are not supported.<br />
<strong>GLDEFS support:</strong>
only dynamic light definitions are currently supported. Brightmaps and glowing flats support may be added in the future.<br />
You can reload GLDEFS and MODELDEF by using &quot;<a href="actions.html#gldefs"><strong>Reload GLDEFS</strong></a>&quot; and &quot;<a href="actions.html#modeldef"><strong>Reload MODELDEF</strong></a>&quot; actions.<br />To enable GZDoom's built-in GLDEFS dynamic light definitions, you need to add "<strong>lights.pk3</strong>" as a map resource. Don't forget to check "<strong>Exclude from testing parameters</strong>" chekbox while adding it, otherwise GZDoom won't load your map. "<strong>lights.pk3</strong>" can be found in GZDoom folder.
You can reload GLDEFS and MODELDEF by using &quot;<strong>Reload GLDEFS</strong>&quot; and &quot;<strong>Reload MODELDEF</strong>&quot; actions.<br />
To enable GZDoom's built-in GLDEFS dynamic light definitions, you need to add "<strong>lights.pk3</strong>" as a map resource. Don't forget to check "<strong>Exclude from testing parameters</strong>" chekbox while adding it, otherwise GZDoom won't load your map. "<strong>lights.pk3</strong>" can be found in GZDoom folder.
<p><b>If you are creating maps for Doom or Doom 2, you probably don't need to read this, since required information is already added for those games.</b><br />
<br />
<b>To load models or dynamic lights defined in GLDEFS for things defined in configuration files:</b><br />

View file

@ -28,7 +28,7 @@
<li>evenlighting;</li>
<li>smoothlighting.</li>
</ul>
You can reload (Z)MAPINFO by using "<a href="actions.html#mapinfo">Reload (Z)MAPINFO</a>" action.
You can reload (Z)MAPINFO by using "<strong>Reload (Z)MAPINFO</strong>" action.
</p>
</div>
</body>

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@ -69,9 +69,8 @@
<p><strong>2. Default sector ceiling height.</strong></p>
<p><strong>3. Default sector floor height.</strong></p>
<p><strong>4. Auto-align textures on newly created linedefs.</strong> When enabled, auto texture alignment will be applied to sidedefs created after drawing deometry.</p>
<p><strong>5. Try to align horizontal texture offset of dragged geometry.</strong> When enabled, texture offsets of sidedefs, adjacent to dragged geometry, will be aligned to dragged geometry.</p>
<p><strong>6. Don't move selection if any part of it is outside of map boundary.</strong> When enabled, geometry outisde of map boundaries can not be dragged. When disabled, geometry will be moved inside of map boundary, most likely destroying sector shapes in process (DB2 behaviour).</p>
<p><strong><a name="synch_selection" id="synch_selection"></a>7. <a href="features/all_modes/synch_selection.html">Synchronise selection between Visual and Classic modes</a>.</strong></p> </td>
<p><strong>5. Don't move selection if any part of it is outside of map boundary.</strong> When enabled, geometry outisde of map boundaries can not be dragged. When disabled, geometry will be moved inside of map boundary, most likely destroying sector shapes in process (DB2 behaviour).</p>
<p><strong><a name="synch_selection" id="synch_selection"></a>6. <a href="features/all_modes/synch_selection.html">Synchronise selection between Visual and Classic modes</a>.</strong></p> </td>
<td><img src="preferences3.jpg" alt="" /></td>
</table>

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@ -19,7 +19,7 @@ importobjasterrain
{
title = "Import Wavefront .obj as terrain";
category = "transform";
description = "Creates sectors using given model (UDMF only)";
description = "Creates sectors from given model (UDMF only).";
allowkeys = true;
allowmouse = false;
allowscroll = false;