@ working on the reference manual

This commit is contained in:
codeimp 2009-04-02 05:48:09 +00:00
parent ff51c735f7
commit 8eec3a835e
5 changed files with 48 additions and 3 deletions

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<param name="Name" value="Preferences Window">
<param name="Local" value="w_preferences.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Resource Options Window">
<param name="Local" value="w_resourceoptions.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Script Editor Window">
<param name="Local" value="w_scripteditor.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Sector Properties Window">
<param name="Local" value="w_sectoredit.html">
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<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Texture Sets Window">
<param name="Local" value="w_textureset.html">
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<param name="Name" value="Editing Modes">

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The Game Configurations window is accessible from the Tools menu, or with the default key F6. On the left of this window you can select the game configuration for which you want to change settings. Choose from the tabs on the right what you want to change.
<h2>Resources</h2>
This is a list of resources that will be loaded before any other resources. You should add the IWAD and other project-related resources here so that they are automatically loaded with every map you make with this game configuration. These resources, from top to bottom, will be loaded first before any other resources. You can drag the resource items to change their order. See also the <a href="w_resource.html">Resource Window</a>.
This is a list of resources that will be loaded before any other resources. You should add the IWAD and other project-related resources here so that they are automatically loaded with every map you make with this game configuration. These resources, from top to bottom, will be loaded first before any other resources. You can drag the resource items to change their order. See also the <a href="w_resourceoptions.html">Resource Options Window</a>.
<h2>Nodebuilder</h2>
Building the BSP tree and other additional information such as BLOCKMAP and REJECT is usefull to optimize the in-game performance and for most older sourceports and vanilla Doom it is even required. This is where you select the nodebuilder you want to run in certain cases and which settings to use. You can choose a nodebuilder to run when saving the map and when testing the map. Consult the documentation of the sourceport you are using to find out which nodebuilder and which settings you need. Advanced users may want to add more specific settings by writing a <a href="nodebuilderconfiguration.html">nodebuilder configuration</a>.

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<h2>Resources</h2>
The Resources area allows you to specify which resources are loaded when editing this map. The <b>Strictly load patches between P_START and P_END only for this file</b> checkbox applies to the wad file you are editing (where your map is in). When this is checked, Doom Builder will resolve texture patch conflicts by strictly loading patch lumps only from between the P_START and P_END lumps as it was intended by id Software, but most sourceports do not require this (as result, older maps have texture patch lumps that are not in between P_START and P_END).<br />
<br />
In the list of resources you can see all the resources that will be loaded. Doom Builder shows the items from the game configuration in gray at the top of the list, because those are always loaded first. You can change the resources loaded according to the game configuration in the <a href="w_gameconfigurations.html">Game Configuration window</a>. You can drag the resource items (except the ones from the game configuration) to change their order. See also the <a href="w_resource.html">Resource Window</a>.
In the list of resources you can see all the resources that will be loaded. Doom Builder shows the items from the game configuration in gray at the top of the list, because those are always loaded first. You can change the resources loaded according to the game configuration in the <a href="w_gameconfigurations.html">Game Configuration window</a>. You can drag the resource items (except the ones from the game configuration) to change their order. See also the <a href="w_resourceoptions.html">Resource Options Window</a>.
</p>
</div>
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<h2>Resources</h2>
The Resources area allows you to specify which resources are loaded when editing this map. The <b>Strictly load patches between P_START and P_END only for this file</b> checkbox applies to the wad file you are editing (where your map is in). When this is checked, Doom Builder will resolve texture patch conflicts by strictly loading patch lumps only from between the P_START and P_END lumps as it was intended by id Software, but most sourceports do not require this (as result, older maps have texture patch lumps that are not in between P_START and P_END).<br />
<br />
In the list of resources you can see all the resources that will be loaded. Doom Builder shows the items from the game configuration in gray at the top of the list, because those are always loaded first. You can change the resources loaded according to the game configuration in the <a href="w_gameconfigurations.html">Game Configuration window</a>. You can drag the resource items (except the ones from the game configuration) to change their order. See also the <a href="w_resource.html">Resource Window</a>.
In the list of resources you can see all the resources that will be loaded. Doom Builder shows the items from the game configuration in gray at the top of the list, because those are always loaded first. You can change the resources loaded according to the game configuration in the <a href="w_gameconfigurations.html">Game Configuration window</a>. You can drag the resource items (except the ones from the game configuration) to change their order. See also the <a href="w_resourceoptions.html">Resource Options Window</a>.
</p>
</div>
</body>

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Help/w_textureset.html Normal file
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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>Texture Set Window</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="Texture Set Window">
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<div id="title"><h1>Texture Set Window</h1></div>
<div id="contents">
<p>
This dialog window lets you make your own Texture Set. On the top of this window you can enter the name of the Texture Set, this is how it will be displayed in the <a href="w_gameconfigurations.html">Game Configurations Window</a> and the <a href="w_imagesbrowser.html">Images Browser Window</a>. It is recommended that you make your Texture Sets while the map you are editing is open in Doom Builder, so that you can see the results immediately.
<h2>Filters</h2>
In this area you set up what you want to include in this Texture Set. You can use wildcards to include more than one texture at once. Use the question mark <b>?</b> to indicate exactly one character (no matter which character) and use the asterisk <b>*</b> to indicate zero or more characters (no matter which characters). Each Texture Set has it's own filters, so it is possible for Texture Sets to overlap and include textures that are also in other Texture Sets.
<h2>Results</h2>
If you have a map open in Doom Builder while you are setting up your Texture Sets, you can instantly see the result in the Results area. By clicking the buttons <b>Show Matches</b> and <b>Show Not Matching</b> you can see which textures are included and which are not. When viewing the texture that are <b>not</b> included, you can double-click the texture image to add it to the filters list and include it in the Texture Set.
</p>
</div>
</body>