Updated documentation (thanks to Kappes Buur for proofreading/fixing it).

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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>
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. This manual is not a beginners tutorial that teaches you how to make maps.
<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 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>
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</ul>
<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 (http://forum.zdoom.org/ucp.php?i=pm&mode=compose&u=7012), or leave a comment in the Official GZDoom Builder thread at http://forum.zdoom.org/viewtopic.php?f=3&t=32392.
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>.
</p>
</div>
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<h1>Color Picker plugin</h1>
</div>
<div id="contents">
<p>Color Picker plugin lets you edit Dynamic Lights properties and sector "lightcolor" and "fadecolor" properties quickly.<br />
<p>The Color Picker plugin lets you quickly edit Dynamic Lights properties as well as the sector properties "lightcolor" and "fadecolor".<br />
<strong>Default key:</strong> K<br />
<strong>Found in:</strong> Preferences -> Controls -> Tools -&gt; Open Color Picker</p>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top"><strong>To edit light properties:</strong><br />
Select some lights in Classic or Visual Mode and click Color Picker button / press a shortcut key to open Color Picker window.<br />
Select one or more lights in Classic or Visual Mode and click the Color Picker button or press the shortcut key to open the Color Picker window.<br />
You can enable <strong>Relative mode</strong> if you have several lights with different settings selected and want to scale them all up/down a bit.<br />
If nothing is selected in Visual Mode, you can hilight a Light Thing and then open Color Picker window to edit it's properties.<br />
<br />
<strong>To edit sector colors (UDMF only):</strong><br />
Select sectors in Classic mode, or any surfaces in Visual Mode, then open Color Picker window.
Select any sectors in Classic mode, or any surfaces in Visual Mode, then open the Color Picker window.
Sector color (&quot;lightcolor&quot; property) and Fade color (&quot;fadecolor&quot; property) can be set in this mode.
If nothing is selected in Visual Mode, you can hilight a surface and then open Color Picker window to edit sector colors of sector, to which hilighted surface belongs.</td>
If nothing is selected in Visual Mode, you can hilight a surface and then open the Color Picker window to edit the color of the corresponding sector to which the hilighted surface belongs.</td>
<td><img src="colorpicker.jpg"/></td>
</tr>
</table>

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<div id="gz_title"><h1>Event lines</h1></div>
<div id="contents">
<p>Event lines can be toggled using GZDoom toolbar or using <a href="../../actions.html#eventlines">"Toggle Event lines"</a> action.<br />Color of event lines can be changed in Preferences -> <a href="../../preferences.html">Appearance.</a></p>
<p>Event lines can be toggled using the icon on the GZDoom toolbar or using the <a href="../../actions.html#eventlines">"Toggle Event lines"</a> 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 will be shown in Classic and Visual modes:
<p>2. Event Lines will be drawn in the order in which patrol points and interpolation points are connected in Classic and Visual modes:
<img src="event_lines2.jpg" /></p>
</div>
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<p><img src="jitter_sectors.jpg" alt="" width="388" height="376" /></p>
<p>When things are selected in <strong>Things</strong> or <strong>Visual mode</strong>, you'll get this:</p>
<p><img src="jitter_things.jpg" alt="" width="372" height="146" /></p>
<p>You can use <img src="jitter_update.jpg" alt="" width="22" height="24" /> button to update random values for given property.<br />
If you enable <strong>Relative</strong> option, property value will be calculated as a percentage of maximum possible value.</p>
<p>You can use <img src="jitter_update.jpg" alt="" width="22" height="24" /> button to update random values for a given property.<br />
If you enable the <strong>Relative</strong> option, the property value will be calculated as a percentage of a maximum possible value.</p>
</div>
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</div>
<div id="contents">
<p>GZDB can synchronize camera position between Classic and Visual modes. Unlike DB2, this doesn't require Visual Mode Camera thing and it works both ways. Here's how it works: </p>
<p>GZDB can synchronize the camera position between Classic and Visual modes. Unlike DB2, this doesn't require a Visual Mode Camera thing and it works both ways. Here's how it works: </p>
<p>Let's say you want to inspect that secret area in Visual mode:<br />
<img src="synch_cam1.jpg" alt="" width="736" height="512" /></p>
<p>Move mouse cursor to the position you want to appear in Visual mode, then go to Visual mode (default key is <strong>Q</strong>). You will appear there:</p>
<p>Move the mouse cursor to the position where you want to appear in Visual mode, then go to Visual mode (default key is <strong>Q</strong>). You will appear there:</p>
<p><img src="synch_cam2.jpg" alt="" width="740" height="515" /></p>
<p>Then, let's say you've moved to entirely different place without leaving Visual mode:</p>
<p>Then, let's say you've moved to an entirely different place without leaving Visual mode:</p>
<p><img src="synch_cam3.jpg" alt="" width="740" height="515" /></p>
<p>If you leave Visual mode now, the map will be centered at Visual camera's location:</p>
<p><img src="synch_cam4.jpg" alt="" width="736" height="512" /></p>

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</div>
<div id="contents">
<p>You can take selection from Linedefs, Sectors and Things modes to Visual mode (and back). To do this, hold <strong>Shift</strong> while going to/from Visual mode (that will be <strong>Shift-Q</strong> by default). You can also invert this behavior by enabling<strong> Preferences -&gt; Editing -&gt; &quot;<a href="../../preferences.html#synch_selection">Synchronize selection between Visual and Classic modes</a>&quot;</strong> setting. When this setting is enabled, holding <strong>Shift</strong> will ignore selection.</p>
<p>You can retain any selection made in the Linedefs, Sectors and Things modes while moving from 2D editing to Visual mode (and back). To do this, hold <strong>Shift</strong> while going to/from Visual mode (that will be <strong>Shift-Q</strong> by default). You can also invert this behavior by enabling<strong> Preferences -&gt; Editing -&gt; &quot;<a href="../../preferences.html#synch_selection">Synchronize selection between Visual and Classic modes</a>&quot;</strong> setting. When this setting is enabled, holding <strong>Shift</strong> will ignore selection.</p>
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<td><img src="tags_dropdown.jpg" alt="" width="398" height="400" /></td>
</tr>
<tr>
<td valign="top"><p>This also works for action arguments. Only relevant tags will be shown in this case (e.g. if an argument is sector tag, only sector tags will be shown in the drop down).<br />
<strong>If you want, you can type tag number manually.</strong></p></td>
<td valign="top"><p>This also works for action arguments. Only relevant tags will be shown in this case (e.g. if an argument is a sector tag, only sector tags will be shown in the drop down).<br />
<strong>If you want, you can type the tag number manually.</strong></p></td>
<td><img src="tags_action_arg.jpg" alt="" width="400" height="329" /></td>
</tr>
</table>
<h2><strong>Tag Labels</strong>:</h2>
<p>You can add labels to tags. This can be done in several ways:<br />
1. If you type text in tag selector, unused tag number will be found, and your text will be assigned to it as a label (this won't work for action arguments).
1. If you type any text in the tag selector, then an unused tag number will be found, and your text will be assigned to it as a label (this won't work for action arguments).
<p><img src="tags_newlabel.jpg" alt="" width="435" height="75" />
<p>2. You can use <strong>Tag statistics</strong> form to view all tags used in a map, and view and edit labels, assigned to them:
<p>2. You can use the <strong>Tag statistics</strong> form to view all tags used in a map, and view and edit labels, if any are assigned to them:
<p><img src="tags_view1.jpg" alt="" width="264" height="399" /><br /><br /><img src="tags_table.jpg" alt="" />
<p>Double-click on values in &quot;Label&quot; column to edit tag labels.<br />
<p>Double-click on a value in the &quot;Label&quot; column to edit the tag label.<br />
Double-click on Sectors, Linedefs or Things cells to select map elements, right click to open their properties.<br />
All columns are sortable.
<p>Tag labels support autocompletion. Start typing tag label to show autocompletion list:
<p>Tag labels support autocompletion. Start typing a tag label to show the autocompletion list:
<p><img src="tags_autocomplete.jpg" alt="" width="356" height="400" />
<p>When sort mode is set to &quot;By Tag&quot;, tag labels will be shown in Tag Explorer:
<p>When sort mode is set to &quot;By Tag&quot;, then tag labels will be shown in Tag Explorer:
<p><img src="tags_tagexplorer.jpg" alt="" width="285" height="311" />
</div>
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<div id="contents">
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top">Tag Explorer plugin lets you view all things, sectors and linedefs, which have tags and/or actions/effects set. It allows you to filter by tag or effect number. If current map is in UDMF map format, it also allows you to edit comments of things, sectors and linedefs and search an item by a comment.<br />
<td valign="top">The Tag Explorer plugin lets you view all things, sectors and linedefs, which have tags and/or actions/effects assigned to them. It allows you to filter by tag or effect number. If the current map is in UDMF map format, it also allows you to edit comments of things, sectors and linedefs and search an item by a comment.<br />
<br />
<strong>Usage:</strong><br />
Right-click an item to open Edit menu.<br />
Double-click an item to edit comment (UDMF-only). Remove comment text to clear comment.<br />
Right-click an item to open the Edit menu.<br />
Double-click an item to edit a comment (UDMF-only). Remove the comment text to clear comment.<br />
<br />
<strong>Special filter options:</strong><br />
Enter <b># + tag number</b> to show only elements with this tag. Example: enter &quot;#12&quot; to show elements with tag 12.<br />

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<div id="contents">
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top">Image browser can display directory structure of Folder, PK3 and PK7 resources, allowing you to group and find textures easier.<br />
If current game configuration supports mixed textures and flats, you can filter by image type using this drop down:<br />
<td valign="top">The Image browser can display the directory structure of a Folder, PK3 and PK7 resource, allowing you to group and find textures easier.<br />
If the current game configuration supports mixed textures and flats, you can filter textures by image type using this drop down:<br />
<img src="texture_types.jpg" alt=""/><br />
<br />
<strong>Technical notice:</strong><br />
For textures defined in TEXTURES lump, location of first patch is used as texture path.</td>
For textures defined in TEXTURES lump, the location of the first patch is used as texture path.</td>
<td><img src="texture_browser.jpg"/></td>
</tr>
</table>

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<div id="gz_title"><h1>Custom linedef colors</h1></div>
<div id="contents">
<p>You can create custom linedef color presets to show linedefs with any combination of action, flags and activation using specified color in 2D modes.</p>
<p>You can create custom linedef color presets to show linedefs with any combination of action, flags and activation using a specified color in 2D modes.</p>
<p><strong>Technical notice: </strong>color presets are evaluated from top to bottom, so if you have a setup like this:<br />
<span class="style1">"Any action" [no flags]<strong> [any action]</strong> [no activation]<br />
"Slopes" [no flags]<strong> [action 181]</strong> [no activation]</span><br />
"Slopes" preset will never be used.
then the "Slopes" preset will never be used.
</p>
<img src="linedef_color_presets.jpg" />

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<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="33%"><b>Usage:</b> Select two linedefs or two groups of linedefs: </td>
<td width="33%">Then activate Bridge mode using keyboard shortcut or tool button (<img align="texttop" src="bridgemode_icon.png" />):</td>
<td>Make some changes, then press OK button or Enter to accept, or Cancel/Esc to cancel:</td>
<td width="33%">Then activate the Bridge mode by using the keyboard shortcut or tool button (<img align="texttop" src="bridgemode_icon.png" />):</td>
<td>Make some changes, then press the OK button or Enter to accept, or Cancel/Esc to cancel:</td>
</tr>
<tr>
<td align="center"><img src="bridge1.jpg" /></td>
@ -39,14 +39,14 @@ This mode lets you connect parts of existing geometry using Bezier curves.<br>
<tr>
<td valign="top"><img src="bridge_settings.jpg" /></td>
<td><b>Align floor / Align ceiling dropdowns</b> let you choose how the heights of created sectors are <a href="#interp_modes">interpolated</a>.<br>
<b>Brightness dropdown</b> let you choose how the brightness of created sectors is interpolated.<br>
<b>Subdivisions</b> control how many subdivisions bridge has. You can also use "Increase Subdivisions" and "Decrease Subdivisions" actions to control this using keyboard shortcuts.<br>
<b>Brightness dropdown</b> lets you choose how the brightness of created sectors is interpolated.<br>
<b>Subdivisions</b> controls how many subdivisions a bridge has. You can also use "Increase Subdivisions" and "Decrease Subdivisions" actions to control this by using keyboard shortcuts.<br>
<br>
Activate <b>Mirror mode</b> to mirror paired handle movement:<br>
<img style="display:block" src="bridge_mirror.jpg" /><br>
Activate <b>Copy mode</b> to copy paired handle movement:<br>
<img style="display:block" src="bridge_copy.jpg" /><br>
If a shape crosses itself, you can press <b>"Flip Lines"</b> button to fix this:
If a shape crosses itself, you can press the <b>"Flip Lines"</b> button to fix this:
<img style="display:block" src="bridge_flip.jpg" /><br>
<br></td>
</tr>
@ -79,7 +79,7 @@ If a shape crosses itself, you can press <b>"Flip Lines"</b> button to fix this:
</tr>
</table>
<h2>Setting lower/upper textures:</h2>
If you are going to connect sectors with different ceiling and/or floor heights, you'll generally want to set upper and/or lower textures. To do this, set upper or lower textures to linedefs, which will be used to define bridge shape. <br>Let's say we want to make a stairway out of these lines:
If you are going to connect sectors with different ceiling and/or floor heights, you'll generally want to set upper and/or lower textures. To do this, set upper or lower textures to linedefs, which will be used to define the shape of the bridge. <br>Let's say we want to make a stairway out of these lines:
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td><b>2D-view:</b></td>
@ -95,7 +95,7 @@ If you bridge these linedefs right now, you'll have lots of unset textures:
<br>
<img src="bridge_tex2_3d.jpg" />
<br><br>
Instead of setting them all by hand, set upper and lower textures of lines, which will be used to create this shape (you need to set them only to one linedef out of pair):
Instead of setting them all by hand, set the upper and lower textures of those linedefs, which will be used to create this shape (you need to set only one linedef of the pair):
<br>
<img src="bridge_tex3.jpg" />
<br><br>

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<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 ellipse: <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>
Bevel ammount is based on current grid size.</p>
The bevel ammount is based on the current grid size.</p>
</div>
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<br>
<img src="draw_rectangle2.jpg" />
<br>
Bevel ammount is based on current grid size.</p>
The bevel amount is based on the current grid size.</p>
</div>
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<div id="contents">
<p>
Activate this mode to snap selected vertices to grid.<br>
<b>Menu:</b> Edit -> Snap selected vertices to grid.<br>
Activate this mode to snap selected vertices to the current grid.<br>
<b>Menu:</b> Edit -> Snap selected vertices to the grid.<br>
<b>Found in:</b> Preferences -> Controls -> Drawing.<br>
<b>Default key:</b> none.<br>
</div>

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</div>
<div id="contents">
<p>Rectangular selection can now be started even when a map element is 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 subrtractive selection, hold <strong>Ctrl-Shift</strong> to intersect with existing selection.
<p>Current behaviour is indicated by selection outline: additive selection uses Highlight color, subtractive selection uses inverted Highlight color.
<p>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>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>
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</div>
<div id="contents">
<p>2 new custom field types are avaliable in &quot;Custom&quot; tabs of Edit forms: &quot;Integer (Random)&quot; and &quot;Decimal (Random)&quot;. To use them, change UDMF field type to &quot;Integer (Random)&quot; or &quot;Decimal (Random)&quot; and enter value as 'min max'.</p>
<p>Two new custom field types are now avaliable in the &quot;Custom&quot; tabs of the Edit forms: &quot;Integer (Random)&quot; and &quot;Decimal (Random)&quot;. To use them, change the UDMF field type to &quot;Integer (Random)&quot; or &quot;Decimal (Random)&quot; and enter a value as 'min max'.</p>
<p><strong>Example:</strong><br />
Here, field 'user_test' will be added to all selected map elements, and in all of them this field will have random value from 1 to 123:</p>
Here, the field 'user_test' will be added to all selected map elements, and in all of them this field will have a random value from 1 to 123:</p>
<p><img src="randomint.jpg" alt="" width="329" height="56" /></p>
<p><strong>Technical notice:</strong> These field types are sort of &quot;virtual&quot;, because they cannot be saved in a map, so these types will be converted to &quot;regular&quot; Integer/Decimal after you click OK in the Edit form.</p>
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<div id="contents">
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top"><p><b>GZDoom Builder</b> includes several features to help you edit and assign scripts easier.</br>
<td valign="top"><p><b>GZDoom Builder</b> includes many features to help you to assign and edit scripts easier.</br>
</br>
Script editor now has &quot;Script names&quot; drop down, which allows you to view and select individual scripts faster.</br>
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 script's opening brace like so:</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>
...</br>
</p>
<p class="style1">}</p>
...it will be used as script name in &quot;Script names&quot; drop down and in Thing and Linedef Edit forms drop downs (example script will be named as &quot;<strong>[1] My Pseudo-named script</strong>&quot;).</br>
...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>
<td><img src="acs_scripteditor.jpg"/></td>
@ -42,12 +42,12 @@
<tr>
<td valign="top"><p>Thing and Linedef scripts can now be set much easier.</br>
</br>
<b>Notice:</b> to remove named or regular script, clear script selector text box</p>
<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>
</tr>
<tr>
<td valign="top">If a Thing or Linedef has named script, it will be shown in info panel.</td>
<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><img src="acs_infoex.jpg"/></td>
</tr>
</table>

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<div id="gz_title"><h1>Multiple engines per game configuration</h1></div>
<div id="contents">
<p>Multiple engines can now be setup for each game configuration:</p>
<p>Multiple engines can now be setup for each game configuration by clicking on the + icon:</p>
<img src="multi_engines1.jpg" />
<p>You can choose which engine to use in Test Map drop down:</p>
<p>Choose which engine to use in the <b>Test Map</b> -> <b>Engine:</b> drop down:</p>
<img src="multi_engines2.jpg" />
</div>
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<div id="contents">
<img src="menu_renderingtoolbar.jpg" />
<p>Rendering toolbar allows you to toggle several GZDoom Builder's features:</p>
<p>The Rendering toolbar allows you to toggle several GZDoom Builder's features:</p>
<ol>
<li>Toggles models, dynamic lights and fog rendering in Visual mode.</li>
<li>Toggles dynamic lights rendering in Visual mode.</li>

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</div>
<div id="contents">
<p>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.<br /><br />
<p>Several thing types can now be selected at once in the Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing.<br /><br />
<strong>Example</strong>. Let's say you have a typical slaughterwad and want to add some monster vatiety:<br />
<img src="multithingtype1.jpg"/></p>

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<div id="contents">
<h2>Floors and ceilings</h2>
<p>&quot;<strong>Auto Align Textures</strong>&quot; actions work on floors and ceilings. It works like so:<br />
- a linedef closest to 3d-cursor position is picked from highlighted sector.<br />
- linedef's start or end vertex is chosen based on distance to 3d-cursor as a start point for texture offsets.<br />
- all selected floors/ceilings are aligned to that linedef if their texture match one of hilighted floor/ceiling.<br />
- vertical and horizontal texture scale is copied from highlighted floor/ceiling to selected floors/ceilings.</p>
- a linedef closest to the 3d-cursor position is picked from the highlighted sector.<br />
- the linedef's start or end vertex is chosen based on distance to the 3d-cursor as a start point for texture offsets.<br />
- all selected floors/ceilings are aligned to that linedef if their texture matches one of the hilighted floor/ceiling.<br />
- the vertical and horizontal texture scale is copied from the highlighted floor/ceiling to the selected floors/ceilings.</p>
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<td>Before:</td>
@ -37,7 +37,7 @@
<td><img src="floor_align_03.jpg" alt=""/></td>
</tr>
</table>
<p>You can also align floors and ceilings to selected linedefs in Linedefs mode using &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; actions, available in <strong>Linedefs -&gt; Align Textures</strong> menu.</p>
<p>You can also align floors and ceilings to selected linedefs in the Linedefs mode by using &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; actions, available in the <strong>Linedefs -&gt; Align Textures</strong> menu.</p>
<br />
<h2>Slopes</h2>
<p>&quot;<strong>Auto Align Textures</strong>&quot; actions work on slopes. Textures are aligned to the line with &quot;Plane align (slope)&quot; action (181).<br />

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<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 use &quot;<strong>Delete</strong>&quot; action (usually bound to Delete key) to clear z-offsets of selected vertices.<br/>
You can toggle Visual vertices display using <a href="../general/rendering_toolbar.html">Rendering toolbar</a> or &quot;<a href="../../actions.html#visualverts"><strong>Toggle Visual Vertices</strong></a>&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 &quot;Info Line&quot; color. Visual vertices without offsets are colored using &quot;Vertex&quot; color. You can change these colors in Preferences -&gt; Appearance.</p>
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/>
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 />

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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>Template</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">
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.style2 {color: #006600}
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<h1>GZDoom Builder-specific settings in game configurations</h1>
</div>
<div id="contents">
<p><h3>General settings:</h3></br><b>basegame</b> - indicates on which game current configuration is based. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS)</br>
<b>Possile values:</b> 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).<br>
<b>Example:</b> <span class="style2">basegame = 0;</span>
<p>
<h3>Thing and linedef definitions:</h3>
<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>
<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 />

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<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 />
To display a model instead of thing sprite, or to attach a light defined in GLDEFS, GZDB needs to know a thing's class name (because that's how overrides are defined in MODELDEF and GLDEFS). Things defined in Doom Builder configuration files don't have this value. So, if you aren't using configs, which came with GZDoom Builder, or you are creating maps for games other than Doom and Doom 2, you'll need to add a new value named "class" to thing definition in game configuration:<br />
To display a model instead of a thing sprite, or to attach a light defined in GLDEFS, GZDB needs to know a thing's class name (because that's how overrides are defined in MODELDEF and GLDEFS). Things defined in Doom Builder configuration files don't have this value. So, if you aren't using configs, which came with GZDoom Builder, or you are creating maps for games other than Doom and Doom 2, you'll need to add a new value named "class" to thing definition in game configuration:<br />
<p style="color:#006600">3001<br />{<br />&nbsp; &nbsp;title = &quot;Imp&quot;;<br />&nbsp; &nbsp;sprite = &quot;TROOA2A8&quot;;<br />
&nbsp; &nbsp;<span class="style1">class = &quot;DoomImp&quot;; </span>// &lt;- you'll need to add this value<br />
}</p>
You can find class names for things at http://www.zdoom.org/wiki/Classes.</p>
You can find all class names for things at <a href="http://www.zdoom.org/wiki/Classes">http://www.zdoom.org/wiki/Classes</a>.</p>
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<td><img src="preferences1.jpg" alt="" /></td>
</tr>
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<td style="background-color:#333333" colspan="2"><h3 class="style4">Appearance tab</h3></td>
<td style="background-color:#333333" colspan="2"><h3 class="style4"><a name="appearance" id="appearance"></a>Appearance tab</h3></td>
<td>&nbsp;</td>
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