mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-26 13:51:40 +00:00
Fixed documentation typos reported by Overwatch-C-17.
A couple of cosmetic fixes in ZDoom_linedefs.cfg.
This commit is contained in:
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a58f35227e
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13 changed files with 46 additions and 46 deletions
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@ -1771,7 +1771,7 @@ zdoom
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enum
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{
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0 = "From control sector's ceiling down to top of another type 0 light";
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1 = "From ceiling down to the floor of the control sector";
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1 = "From control sector's ceiling down to control sector's floor";
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2 = "From control sector's ceiling down to the top of another extra light";
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}
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}
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@ -2300,7 +2300,7 @@ zdoom
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}
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119
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{
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title = "Damage Thing";
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title = "Damage Thing by Tag";
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id = "Thing_Damage";
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arg0
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@ -16,7 +16,7 @@
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<h1>Game Configuration - Sectors Settings</h1>
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</div>
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<div id="contents">
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<p> <b class="fat">generalizedsectors</b> (boolean)<br />
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<p><b class="fat">generalizedsectors</b> (boolean)<br />
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Set to <b>true</b> to support generalized sector effects. This makes the <b>gen_sectortypes</b> structure mandatory. Default value is <b>false</b>.<br />
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<br />
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<b class="fat">sectorflags</b> (structure) - <span class="red">GZDB only, UDMF only</span>.<br />
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@ -17,7 +17,7 @@
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<div id="contents">
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<p align="right"><em>Documentation is like sex: when it is good, it is very, very good; and when it is bad, it is better than nothing.</em></p>
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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.
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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.
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<h2>Reference Manual</h2>
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<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>
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@ -21,7 +21,7 @@ This mode lets you connect parts of existing geometry using Bezier curves.<br>
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<b>Menu path:</b> Mode -> Bridge mode.<br>
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<b>Action category:</b> Drawing.<br>
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<b>Default key:</b> Ctrl-B.<br>
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<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>
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<b>Additional actions:</b> Increase Subdivision Level, Decrease Subdivision Level. You can hold <strong>Shift</strong> while dragging a handle to turn grid snapping off.<br>
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<table width="100%" border="0" cellspacing="3" cellpadding="3">
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<tr>
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<td width="33%"><b>Usage:</b> Select two linedefs or two groups of linedefs: </td>
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@ -23,9 +23,9 @@ This mode lets you draw various curve shapes. <br>
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<b>Menu path:</b> Mode -> Draw Curve.<br>
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<b>Action category: </b> Drawing.<br>
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<b>Default key:</b> Ctrl-Alt-D.<br>
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<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level.<br><br>
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<b>Additional actions:</b> Increase Subdivision Level, Decrease Subdivision Level.<br><br>
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You can activate this mode by pressing <strong>Ctrl-Alt-D</strong> (default key).<br>
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You can use the side panel or "<strong>Increase Sudivision Level</strong>" and "<strong>Decrease Sudivision Level</strong>" actions to control how detailed the curve is:
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You can use the side panel or "<strong>Increase Subdivision Level</strong>" and "<strong>Decrease Subdivision Level</strong>" actions to control how detailed the curve is:
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<br>
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<img src="draw_curve.jpg" /></div>
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</body>
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@ -21,10 +21,10 @@ This mode lets you draw various ellipsoid shapes.<br>
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<b>Menu path:</b> Mode -> Draw Ellipse.<br>
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<b>Action category:</b> Drawing.<br>
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<b>Default key:</b> Ctrl-Alt-D.<br>
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<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Levell, Increase Corners Bevel, Decrease Corners Bevel.<br>
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<b>Additional actions:</b> Increase Subdivision Level, Decrease Subdivision Level, Increase Corners Bevel, Decrease Corners Bevel.<br>
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<br>
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You can activate this mode by pressing <strong>Alt-Shift-D</strong> (default key).<br>
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You can use the side panel or "<strong>Increase Sudivision Level</strong>" and "<strong>Decrease Sudivision Level</strong>" actions to control the number of sides ellipse has:
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You can use the side panel or "<strong>Increase Subdivision Level</strong>" and "<strong>Decrease Subdivision Level</strong>" actions to control the number of sides ellipse has:
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<br>
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<img src="draw_ellipse1.jpg" />
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<br>
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@ -22,10 +22,10 @@
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<b>Menu path:</b> Mode -> Draw Grid.<br>
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<b>Action category:</b> Drawing.<br />
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<b>Default key:</b> none.<br />
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<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level, Increase Corners Bevel, Decrease Corners Bevel.</p>
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<p>You can use the side panel or "<strong>Increase/Decrease Sudivision Level</strong>" and "<strong>Increase/Decrease Corners Bevel</strong>" actions to change the number of horizontal and vertical slices.<br />
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<b>Additional actions:</b> Increase Subdivision Level, Decrease Subdivision Level, Increase Corners Bevel, Decrease Corners Bevel.</p>
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<p>You can use the side panel or "<strong>Increase/Decrease Subdivision Level</strong>" and "<strong>Increase/Decrease Corners Bevel</strong>" actions to change the number of horizontal and vertical slices.<br />
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Check "<strong>Lock slices to grid</strong>" to match slices number to current grid size.<br />
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Check "<strong>Triangulate</strong>" if you want to create triangles instead if quads:</p>
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Check "<strong>Triangulate</strong>" if you want to create triangles instead of quads:</p>
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<p><img src="draw_grid_tri.jpg" alt="" /></p>
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</div>
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</body>
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@ -21,9 +21,9 @@ This mode lets you draw various rectangle shapes.<br>
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<b>Menu path:</b> Mode -> Draw Rectangle.<br />
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<b>Action category:</b> Drawing.<br>
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<b>Default key:</b> Ctrl-Shift-D.<br>
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<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level, Increase Corners Bevel, Decrease Corners Bevel.<br><br>
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<b>Additional actions:</b> Increase Subdivision Level, Decrease Subdivision Level, Increase Corners Bevel, Decrease Corners Bevel.<br><br>
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You can activate this mode by pressing <strong>Ctrl-Shift-D</strong> (default key).<br>
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You can use the side panel or "<strong>Increase/Decrease Sudivision Level</strong>" and "<strong>Increase/Decrease Corners Bevel</strong>" actions to change corner bevel ammount and detail level:
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You can use the side panel or "<strong>Increase/Decrease Subdivision Level</strong>" and "<strong>Increase/Decrease Corners Bevel</strong>" actions to change corner bevel ammount and detail level:
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<br>
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<img src="draw_rectangle1.jpg" />
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<br>
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@ -23,11 +23,11 @@
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<b>Action category:</b> Tools.<br />
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<b>Default key:</b> none.</p>
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<p><strong>Usage:</strong><br />
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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 or export a model to Wavefront .obj format)<br />
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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 or export a model to Wavefront .obj format)<br />
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Use <strong>File -> Import -> Wavefront .obj as Terrain</strong> action to import it as sectors. Each polygon in your model will be transformed into a sector.</p>
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<strong>Settings:</strong><img style="float:right" src="import_terrain_settings.jpg"/><br />
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<em>Scale:</em> self explanatory. The default is 1.0.<br />
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<em>Up axis:</em> should be the same as vertical axis in the 3d modeling app used to create a terrain model.<br />
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<em>Up axis:</em> should be the same as vertical axis in the 3D modeling app used to create a terrain model.<br />
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<em>Sloped terrain:</em> when enabled, the mode will generate sloped terrain using floor vertex height offsets ("ZFloor") in UDMF or Vertex slope floor (1504) things. Regardless of this setting, the mode will also set each new sector's floor height to the averaged height of a polygon it was created from.<br />
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<br />
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<strong>Limitations:</strong><br />
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@ -1,27 +1,27 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
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<head>
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<title>GZDoom Builder features</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
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<title>GZDoom Builder features</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
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</head>
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<body>
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<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="Template">
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</object>
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<div id="gz_title">
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<h1>New custom filed types</h1>
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<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="Custom Fields">
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</object>
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<div id="gz_title">
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<h1>New Custom Field types</h1>
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</div>
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<div id="contents">
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<p>Two new custom field types are now avaliable in the "Custom" tabs of the Edit forms: "Integer (Random)" and "Decimal (Random)". To use them, change the UDMF field type to "Integer (Random)" or "Decimal (Random)" and enter a value as 'min max'.</p>
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<p><strong>Example:</strong><br />
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<p><b class="fat">Byte Angle</b><br />
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Allows to easily set a <a href="http://zdoom.org/wiki/Definitions#Byte_angles">byte angle</a>.<br />
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<p><b class="fat">Integer (random)</b><br />
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Randomly picks an integer value between provided minimum and maximum value. To use it, change the UDMF field type to "Integer (Random)" and enter a value as 'min max'.<br />
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<strong>Technical notice:</strong> this field type is considered "virtual", because it cannot be saved in a map, so it will be converted to "Integer" type after clicking OK in an Edit form.<br />
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<strong>Example:</strong><br />
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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>
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<p><img src="randomint.jpg" alt="" width="329" height="56" /></p>
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<p><strong>Technical notice:</strong> These field types are sort of "virtual", because they cannot be saved in a map, so these types will be converted to "regular" Integer/Decimal after you click OK in the Edit form.</p>
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<p><img src="randomint.jpg" alt="" width="329" height="56" /></p><br />
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<p><b class="fat">Decimal (random)</b><br />
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Same as "Integer (Random)", but for decimal values.<br />
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</div>
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</body>
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</li>
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<li><span class="style1"><strong>[new]</strong></span> You can save screenshots using <strong>Tools -> Save Screenshot</strong> (default key is F12) and <strong>Tools -> Save Screenshot (editing area)</strong> (default key is Ctrl-F12) menu commands.</li>
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<li><span class="style1"><strong>[new]</strong></span> You can save shortcut reference to html file using <strong>Help -> Export Shortcut Reference</strong> menu command.</li>
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<li><span class="style1"><strong>[new]</strong></span> New action: "<strong>Open Map in current WAD</strong>", avaliable as <strong>File -> Open Map in current WAD</strong> and via Ctrl-Shift-O shortcut.</li>
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<li><strong><span class="style1">[new]</span></strong> New action: "Export to Wavefront .obj", avaliable as <strong>File -> Export -> Selection to Wavefront .obj</strong>. It will export selected sectors (or the whole map, if no sectors are selected) to Wavefront .obj model.</li>
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<li><span class="style1"><strong>[new]</strong></span> New action: "<strong>Open Map in current WAD</strong>", available as <strong>File -> Open Map in current WAD</strong> and via Ctrl-Shift-O shortcut.</li>
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<li><strong><span class="style1">[new]</span></strong> New action: "Export to Wavefront .obj", available as <strong>File -> Export -> Selection to Wavefront .obj</strong>. It will export selected sectors (or the whole map, if no sectors are selected) to Wavefront .obj model.</li>
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<li>New action: "<strong>Reload MODELDEF/VOXELDEF</strong>" (<strong>Tools -> Reload MODELDEF/VOXELDEF</strong>).</li>
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<li>New action: "<strong>Reload GLDEFS</strong>" (<strong>Tools -> Reload GLDEFS</strong>).</li>
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<li>New action: "<strong>Reload MAPINFO</strong>" (<strong>Tools -> Reload MAPINFO</strong>).</li>
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<li>
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<h3><a name="classic" id="classic"></a>Classic modes:</h3>
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<ul>
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<li>All drawing modes are avaliable in the <strong>Mode</strong> menu
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<li>All drawing modes are available in the <strong>Mode</strong> menu
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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="general/menu_drawmodes.jpg" alt="" /></div>
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</li>
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<li style="list-style-type:none;">GZDB Visual mode is the result of merging Doom Builder's Visual mode and GZDoom Visual mode.<span class="style1"><br />
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<strong>Warning:</strong> GZDoomEditing.dll and UDMFControls.dll plugins are no longer supported by GZDoom Builder and should be removed from "Plugins" folder.</span><br />
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<br />
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<strong>New rendering features avaliable in this mode:</strong></li>
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<strong>New rendering features available in this mode:</strong></li>
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<ul>
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<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>
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<li>Dynamic lights defined in GLDEFS are rendered in Visual mode (only one GLDEFS light per actor is currently supported).</li>
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<li>Translucent 3D floors are rendered correctly.</li>
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<li>Things with zero Height and Radius are rendered.</li>
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<li>Plane Copy effect (118) is supported.</li>
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<li>Several new 3d floor flags are supported:
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<li>Several new 3D floor flags are supported:
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<ul>
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<li>"16: Use a sidedef's upper texture to draw the sides".</li>
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<li>"32: Use a sidedef's lower texture to draw the sides".</li>
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<li> Doom-style shading on walls (walls going from west to east are slightly darker than walls going from north to south). This effect is affected by "<strong>vertwallshade</strong>", "<strong>horizwallshade</strong>", "<strong>evenlighting</strong>" and "<strong>smoothlighting</strong>" MAPINFO properties.</li>
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</ul>
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<li style="list-style-type:none;"><strong><br />
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New editing features avaliable in this mode:</strong>
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New editing features available in this mode:</strong>
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<ul>
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<li><span class="style1"><strong>[new]</strong></span> You can <strong>Shift-Select</strong> (usually Select action = LMB) to select all adjacent surfaces with same texture, <strong>Ctrl-Select</strong> to select all adjacent surfaces with same height. <strong>Ctrl-Shift-Select</strong> will also work as expected.</li>
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<li><strong>[UDMF]</strong> Vertex height offsets ("zfloor" and "zceiling") <a href="visual_mode/visual_verts.html">can be edited</a>.</li>
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<li><strong>[UDMF]</strong> Using "<strong>Increase/Decrease brightness</strong>" 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>
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<li>You can use "<strong>Toggle geometry effects</strong>" action (default key is Tab) to toggle GZDoom's geometry effects, such as slopes, 3D-floors, transfer brightness effects etc.</li>
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<li><strong>[UDMF]</strong> Using "<strong>Increase/Decrease brightness</strong>" 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>
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<li>You can use "<strong>Toggle geometry effects</strong>" action (default key is Tab) to toggle GZDoom's geometry effects, such as slopes, 3D floors, transfer brightness effects etc.</li>
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<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>
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<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>
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<li><span class="style1"><strong>[new]</strong></span> New action: "<strong>Align Textures X and Y</strong>" (default key is Ctrl-A).</li>
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<ul>
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<li><span class="style1"><strong>[new]</strong></span> Find and Replace mode now has "<strong>Sector Brightness</strong>", "<strong>Sector Floor Height</strong>", "<strong>Sector Ceiling Height</strong>", "<strong>Linedef Flags</strong>", "<strong>Thing Flags</strong>", "<strong>Sidedef Flags</strong>" and "<strong>Sector Flags</strong>" search modes.</li>
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<li><span class="style1"><strong>[new]</strong></span> "<strong>Any Texture or Flat</strong>", "<strong>Sector Flat</strong>" and "<strong>Sidedef Texture</strong>" search modes now support "<strong>*</strong>" (match any number of characters) and "<strong>?</strong>" (match any single character) wildcards.</li>
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<li>Find and Replace Mode can find Action with specific argunemts. Syntax is "[Action]; [arg1] [...]".</li>
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<li>Find and Replace Mode can find Action with specific arguments. Syntax is "[Action]; [arg1] [...]".</li>
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</ul>
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</li>
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<li>
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<div id="contents">
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<h2>Floors and ceilings</h2>
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<p>"<strong>Auto Align Textures</strong>" actions work on floors and ceilings. It works like so:<br />
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- a linedef closest to the 3d-cursor position is picked from the highlighted sector.<br />
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- the linedef's start or end vertex is chosen based on distance to the 3d-cursor as a start point for texture offsets.<br />
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- all selected floors/ceilings are aligned to that linedef if their texture matches one of the hilighted floor/ceiling.<br />
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- a linedef closest to the 3D cursor position is picked from the highlighted sector.<br />
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- the linedef's start or end vertex is chosen based on distance to the 3D cursor as a start point for texture offsets.<br />
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- all selected floors/ceilings are aligned to that linedef if their texture matches one of the highlighted floor/ceiling.<br />
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- the vertical and horizontal texture scale is copied from the highlighted floor/ceiling to the selected floors/ceilings.</p>
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<table border="0" cellspacing="3" cellpadding="3">
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<tr>
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<h3>Always show selection in visual modes <span class="red">(GZDB only)</span>:</h3>
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When enabled, selected surfaces will be highlighted in Visual mode even if "Show highlight" mode is disabled (Doom Builder 2 behaviour).
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<h3>Mark 3D floors in classic modes <span class="red">(GZDB only)</span>:</h3>
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When enabled, linedefs of sectors with 3d floors will be marked using "3D Floors" color.
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When enabled, linedefs of sectors with 3D floors will be marked using "3D Floors" color.
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<h2>Appearance</h2>
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<h3>Default sector settings <span class="red">(GZDB only)</span>:</h3>
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