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Classic modes: 3D floor indicators can be disabled in preferences (Preferences -> Appearance -> Mark 3D floors in classic modes).
Updated documentation.
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7 changed files with 53 additions and 19 deletions
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@ -101,7 +101,8 @@
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<li><a href="classic_modes/mode_drawcurve.html"><span class="style1"><strong>[new]</strong></span> Draw Curve mode</a>.</li>
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<li><a href="classic_modes/mode_drawbridge.html">Bridge mode</a>.</li>
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<li><a href="classic_modes/mode_snapverts.html">Snap vertices mode</a>.</li>
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<li><span class="style5">[new]</span> 3D floor indication (color can be changed in <strong>Preferences -> Appearance -> 3D Floors</strong>) <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<li><span class="style5">[new]</span> 3D floor indication (color can be changed in <strong>Preferences -> Appearance -> 3D Floors</strong>, the setting can be disabled in <a href="../preferences.html#markextrafloors">Preferences</a>)
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<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
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<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="classic_modes/3dfloor_marks.jpg" alt="" /></div>
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</li>
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<li>Line angle and front side direction are displayed when a line is drawn in Draw Geometry mode.</li>
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@ -12,6 +12,10 @@
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color: #990000;
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font-weight: bold;
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}
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.style4 {
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color: #FFFFFF;
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font-weight: bold;
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}
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-->
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</style>
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</head>
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@ -30,34 +34,42 @@
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<p>There are several new options avaliable in GZDoom Builder's <strong>Preferences window</strong> (F5):</p>
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<table valign="top" width="100%" border="0" cellspacing="3" cellpadding="3">
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<tr valign="top">
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<td width="550px"><img src="preferences1.jpg" /></td>
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<td style="background-color:#333333" colspan="2"><h3 class="style4">Interface tab</h3></td>
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</tr>
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<tr valign="top">
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<td><p><strong>1. Vertex scale factor:</strong> controls the size of vertex handles.</p>
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<p><strong><a name="synch_camera" id="synch_camera"></a>2.<a href="features/all_modes/synch_camera.html"> Sync camera position between 2D and 3D modes</a>:</strong> when enabled, GZDoom Builder will center 2D-mode on Visual Camera position when you leave Visual mode, and will place Visual Camera at cursor position when you toggle from 2D-mode to Visual Mode (unless you have Visual Mode camera thing in your map).</p>
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<p><strong>3. Rendering toolbar:</strong> if enabled, <a href="features/general/rendering_toolbar.html">Rendering toolbar</a> will be shown in the main editing window.</p>
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</td>
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<p><strong>3. Rendering toolbar:</strong> if enabled, <a href="features/general/rendering_toolbar.html">Rendering toolbar</a> will be shown in the main editing window.</p> </td>
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<td><img src="preferences1.jpg" alt="" /></td>
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</tr>
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<tr valign="top">
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<td style="background-color:#333333" colspan="2"><h3 class="style4">Appearance tab</h3></td>
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<td> </td>
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</tr>
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<tr valign="top">
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<td><img src="preferences2.jpg" /></td>
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<td><p><strong>1. Model wireframe color:</strong> lets you choose a color, which is used to render model wireframe in 2D-mode.</p>
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<p><strong>2. Color of <a href="features/all_modes/event_lines.html">event lines</a>.</strong></p>
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<p><strong>3. Color, used in Classic modes to indicate that sector has 3D floors.</strong></p>
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<p><strong>4. Number of newly created sectors</strong> to colourise using different color. Possible values are [0..8].</p>
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<p><strong>5. Maximum dynamic lights to render:</strong> lets you choose how many dynamic lights to render in Visual mode. Decrease this to improve performance when Dynamic Lights Rendering is on. Possible values are [1..32].</p>
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<p><strong>6. Dynamic light size:</strong> this option mimics GZDoom's "light size" option.</p>
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<p><strong>7. Dynamic light intensity:</strong> this option mimics GZDoom's "light intensity" option.</p>
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<p><strong>8. Load GZDoom light definitions:</strong> if enabled, GZDoom's built-in GLDEFS dynamic light definitions will be loaded. <span class="style1">Warning:</span> if a map is loaded, you'll need to reload resources after changing this option to apply the changes.</p>
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<p><strong>9. Scale models in visual modes:</strong> if enabled, height of models will be scaled down by 15% in Visual mode to mimick GZDoom's way of rendering.</p>
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<p><strong>10. Always show selection in visual modes:</strong> if enabled, selected surfaces will be highlighted in Visual mode
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even if "Show highlight" mode is disabled Doom Builder 2 behaviour).</p></td>
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<p><strong>4. Maximum dynamic lights to render:</strong> lets you choose how many dynamic lights to render in Visual mode. Decrease this to improve performance when Dynamic Lights Rendering is on. Possible values are [1..32].</p>
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<p><strong>5. Dynamic light size:</strong> this option mimics GZDoom's "light size" option.</p>
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<p><strong>6. Dynamic light intensity:</strong> this option mimics GZDoom's "light intensity" option.</p>
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<p><strong>7. Load GZDoom light definitions:</strong> if enabled, GZDoom's built-in GLDEFS dynamic light definitions will be loaded. <span class="style1">Warning:</span> if a map is loaded, you'll need to reload resources after changing this option to apply the changes.</p>
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<p><strong>8. Scale models in visual modes:</strong> if enabled, height of models will be scaled down by 15% in Visual mode to mimick GZDoom's way of rendering.</p>
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<p><strong>9. Always show selection in visual modes:</strong> if enabled, selected surfaces will be highlighted in Visual mode
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even if "Show highlight" mode is disabled Doom Builder 2 behaviour).</p>
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<p><strong><a name="markextrafloors" id="markextrafloors"></a>10. Mark 3D floors in classic modes:</strong> when enabled, linedefs of sectors with 3d floors will be marked using "3D Floors" color.</p></td>
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<td><img src="preferences2.jpg" alt="" /></td>
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</tr>
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<tr valign="top">
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<td><img src="preferences3.jpg" /></td>
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<td style="background-color:#333333" colspan="2"><h3 class="style4">Editing tab</h3></td>
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<td> </td>
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<tr valign="top">
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<td><p><strong>1. Auto-align textures on newly created linedefs.</strong> When enabled, auto texture alignment will be applied to sidedefs created after drawing deometry.</p>
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<p><strong>2. 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>
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<p><strong>3. 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>
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<p><strong><a name="synch_selection" id="synch_selection"></a>4. <a href="features/all_modes/synch_selection.html">Synchronise selection between Visual and Classic modes</a>.</strong></p>
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</td>
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</table>
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<p><strong><a name="synch_selection" id="synch_selection"></a>4. <a href="features/all_modes/synch_selection.html">Synchronise selection between Visual and Classic modes</a>.</strong></p> </td>
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<td><img src="preferences3.jpg" alt="" /></td>
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</table>
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</div>
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Before Width: | Height: | Size: 104 KiB After Width: | Height: | Size: 111 KiB |
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@ -111,6 +111,7 @@ namespace CodeImp.DoomBuilder.Config
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private bool gzLoadDefaultLightDefinitions;
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private bool gzForceDefaultTextures;
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private string lastUsedConfigName;
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private bool gzMarkExtraFloors;
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// These are not stored in the configuration, only used at runtime
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private string defaulttexture;
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@ -196,7 +197,8 @@ namespace CodeImp.DoomBuilder.Config
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public bool GZLoadDefaultLightDefinitions { get { return gzLoadDefaultLightDefinitions; } internal set { gzLoadDefaultLightDefinitions = value; } }
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public bool GZForceDefaultTextures { get { return gzForceDefaultTextures; } internal set { gzForceDefaultTextures = value; } }
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public string LastUsedConfigName { get { return lastUsedConfigName; } internal set { lastUsedConfigName = value; } }
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public bool GZMarkExtraFloors { get { return gzMarkExtraFloors; } internal set { gzMarkExtraFloors = value; } }
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public string DefaultTexture { get { return defaulttexture; } set { defaulttexture = value; } }
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public string DefaultFloorTexture { get { return defaultfloortexture; } set { defaultfloortexture = value; } }
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public string DefaultCeilingTexture { get { return defaultceiltexture; } set { defaultceiltexture = value; } }
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@ -296,6 +298,7 @@ namespace CodeImp.DoomBuilder.Config
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gzVisualVertexSize = cfg.ReadSetting("gzvisualvertexsize", 6);
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gzLoadDefaultLightDefinitions = cfg.ReadSetting("gzloaddefaultlightdefinitions", true);
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lastUsedConfigName = cfg.ReadSetting("lastusedconfigname", "");
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gzMarkExtraFloors = cfg.ReadSetting("gzmarkextrafloors", true);
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// Success
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return true;
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@ -374,6 +377,7 @@ namespace CodeImp.DoomBuilder.Config
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cfg.WriteSetting("gzshowvisualvertices", gzShowVisualVertices);
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cfg.WriteSetting("gzvisualvertexsize", gzVisualVertexSize);
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cfg.WriteSetting("gzloaddefaultlightdefinitions", gzLoadDefaultLightDefinitions);
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cfg.WriteSetting("gzmarkextrafloors", gzMarkExtraFloors);
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if(!string.IsNullOrEmpty(lastUsedConfigName))
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cfg.WriteSetting("lastusedconfigname", lastUsedConfigName);
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@ -1592,7 +1592,7 @@ namespace CodeImp.DoomBuilder.Rendering
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Vector2D v2 = l.End.Position.GetTransformed(translatex, translatey, scale, -scale);
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// Draw line. mxd: added 3d-floor indication
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if(l.ExtraFloorFlag) {
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if(l.ExtraFloorFlag && General.Settings.GZMarkExtraFloors) {
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plotter.DrawLine3DFloor(v1, v2, ref c, General.Colors.ThreeDFloor);
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} else {
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plotter.DrawLineSolid((int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, ref c);
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15
Source/Core/Windows/PreferencesForm.Designer.cs
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15
Source/Core/Windows/PreferencesForm.Designer.cs
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@ -159,6 +159,7 @@ namespace CodeImp.DoomBuilder.Windows
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this.label16 = new System.Windows.Forms.Label();
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this.pasteoptions = new CodeImp.DoomBuilder.Controls.PasteOptionsControl();
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this.toolTip1 = new System.Windows.Forms.ToolTip(this.components);
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this.cbMarkExtraFloors = new System.Windows.Forms.CheckBox();
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label7 = new System.Windows.Forms.Label();
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label6 = new System.Windows.Forms.Label();
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label5 = new System.Windows.Forms.Label();
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@ -1271,6 +1272,7 @@ namespace CodeImp.DoomBuilder.Windows
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this.appearancegroup1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
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| System.Windows.Forms.AnchorStyles.Left)
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| System.Windows.Forms.AnchorStyles.Right)));
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this.appearancegroup1.Controls.Add(this.cbMarkExtraFloors);
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this.appearancegroup1.Controls.Add(this.cbLoadGameGldefs);
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this.appearancegroup1.Controls.Add(this.cbOldHighlightMode);
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this.appearancegroup1.Controls.Add(label21);
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@ -1717,6 +1719,18 @@ namespace CodeImp.DoomBuilder.Windows
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this.pasteoptions.Size = new System.Drawing.Size(666, 427);
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this.pasteoptions.TabIndex = 0;
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//
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// cbMarkExtraFloors
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//
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this.cbMarkExtraFloors.AutoSize = true;
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this.cbMarkExtraFloors.Location = new System.Drawing.Point(236, 254);
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this.cbMarkExtraFloors.Name = "cbMarkExtraFloors";
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this.cbMarkExtraFloors.Size = new System.Drawing.Size(179, 18);
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this.cbMarkExtraFloors.TabIndex = 35;
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this.cbMarkExtraFloors.Text = "Mark 3D floors in classic modes";
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this.toolTip1.SetToolTip(this.cbMarkExtraFloors, "When enabled, linedefs of sectors with 3d floors will be marked using \"3D Floors\"" +
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" color.");
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this.cbMarkExtraFloors.UseVisualStyleBackColor = true;
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//
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// PreferencesForm
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//
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this.AcceptButton = this.apply;
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@ -1900,5 +1914,6 @@ namespace CodeImp.DoomBuilder.Windows
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private CodeImp.DoomBuilder.Controls.ColorControl color3dFloors;
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private System.Windows.Forms.TextBox actiondescription;
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private System.Windows.Forms.RichTextBox fontpreview;
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private System.Windows.Forms.CheckBox cbMarkExtraFloors;
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}
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}
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@ -104,6 +104,7 @@ namespace CodeImp.DoomBuilder.Windows
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vertexScale.Value = General.Clamp((int)(General.Settings.GZVertexScale2D), vertexScale.Minimum, vertexScale.Maximum);
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vertexScaleLabel.Text = vertexScale.Value * 100 + "%" + (vertexScale.Value == 1 ? " (default)" : "");
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cbLoadGameGldefs.Checked = General.Settings.GZLoadDefaultLightDefinitions;
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cbMarkExtraFloors.Checked = General.Settings.GZMarkExtraFloors;
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// Fill fonts list
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scriptfontname.BeginUpdate();
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@ -289,6 +290,7 @@ namespace CodeImp.DoomBuilder.Windows
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General.Settings.GZVertexScale2D = vertexScale.Value;
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General.Settings.GZOldHighlightMode = cbOldHighlightMode.Checked;
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General.Settings.GZLoadDefaultLightDefinitions = cbLoadGameGldefs.Checked;
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General.Settings.GZMarkExtraFloors = cbMarkExtraFloors.Checked;
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// Paste options
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General.Settings.PasteOptions = pasteoptions.GetOptions();
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