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Manual corrections, thanks to Robin Palmer
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<p>
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On this window you can configure the grid and background settings. Click the grid icon in the <a href="w_mainwindow.html">statusbar</a> or select Grid Setup from the Edit menu to access this window. The grid helps aligning your map elements and the 64 mappixels grid is important to Doom as it indicates how flats are aligned. You can change the size of the grid you want to work with at the top of this window. Note that the grid can also easily be changed with the actions <b>Grid Increase</b> and <b>Grid Decrease</b>.<br />
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<br />
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The background is useful when drawing over an image to copy it's shape. Check the <b>Show background image</b> checkbox and select a texture, flat or file to be used as the background image. You can also change the offset and the scale.
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The background is useful when drawing over an image to copy its shape. Check the <b>Show background image</b> checkbox and select a texture, flat or file to be used as the background image. You can also change the offset and the scale.
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</p>
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</div>
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</body>
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<div id="contents">
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<p>
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Use this browser to look for textures or flats. On the left you have the list with your Texture Sets. The list also contains a set named "All" which, obviously, contains all textures or flats. A Texture Set for each loaded resource has also been added. This is useful if you know in which resource the image resides. Once you have chosen your Texture Set, you can use the text field at the bottom to enter the texture name. You only have to enter the name partly and the list of images will adjust to show only the images that match with the entered name. Select an image to view it's dimensions at the bottom. Doubleclick the image or click <b>OK</b> to make your selection or <b>Cancel</b> to close the list.<br />
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Use this browser to look for textures or flats. On the left you have the list with your Texture Sets. The list also contains a set named "All" which, obviously, contains all textures or flats. A Texture Set for each loaded resource has also been added. This is useful if you know in which resource the image resides. Once you have chosen your Texture Set, you can use the text field at the bottom to enter the texture name. You only have to enter the name partly and the list of images will adjust to show only the images that match with the entered name. Select an image to view its dimensions at the bottom. Doubleclick the image or click <b>OK</b> to make your selection or <b>Cancel</b> to close the list.<br />
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<br />
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To make your own Texture Sets, see the Textures tab on the <a href="w_gameconfigurations.html">Game Configuration window</a>.
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To make your own Texture Sets, see the Textures tab on the <a href="w_gameconfigurations.html">Game Configurations Window</a>.
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</p>
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</div>
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</body>
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In Doom and UDMF formats, the line can also be tagged with a number that identifies the linedef. This number can then be used by Thing actions or scripts to perform actions on the linedef.
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<h2>Sidedefs</h2>
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Here you can change the properties for each side of the line. If you wish to add or remove a sidedef on the linedef, just check or uncheck the <b>Front Side</b> or <b>Back Side</b> box. In the <b>Sector Index</b> field you can type the sector index that you which this sidedef to be bound to. Note that you generally do not have to change this as Doom Builder will make valid sectors for you. Changing the Sector Index is only recommended for advanced users. On the right are the textures that are on the sidedef. Left-click on the box to browse for a texture using the <a href="w_imagesbrowser.html">Images Browser</a>, right-click on the box to clear the texture (making it a single dash). If you know the texture name, you can also type the name directly into the text field below the texture box.<br />
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Here you can change the properties for each side of the line. If you wish to add or remove a sidedef on the linedef, just check or uncheck the <b>Front Side</b> or <b>Back Side</b> box. In the <b>Sector Index</b> field you can type the sector index that you which this sidedef to be bound to. Note that you generally do not have to change this as Doom Builder will make valid sectors for you. Changing the Sector Index is only recommended for advanced users. On the right are the textures that are on the sidedef. Left-click on the box to browse for a texture using the <a href="w_imagesbrowser.html">Image Browser</a>, right-click on the box to clear the texture (making it a single dash). If you know the texture name, you can also type the name directly into the text field below the texture box.<br />
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<br />
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In UDMF format, you can click the <b>Custom Fields</b> buttons to change the custom fields for the sidedefs. See <a href="w_customfields.html">Custom Fields Editor</a> for more information.
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<h2>Resources</h2>
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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 />
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<br />
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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>.
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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 Configurations 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>.
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</p>
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</div>
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</body>
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On this dialog you can change all the sector properties. When a selection of multiple sectors is made, some fields may appear grayed or empty in case they are different for some of the selected elements. Setting a value in grayed or empty field will apply this to the entire selection.
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<h2>Properties</h2>
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You can manually set the <b>Ceiling height</b> and <b>Floor height</b> at the top of this window. On the right are the flats (textures) that are on the floor and ceiling. Left-click on the box to browse for a flat using the <a href="w_imagesbrowser.html">Images Browser</a>. If you know the flat name, you can also type the name directly into the text field below the flat box.<br />
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You can manually set the <b>Ceiling height</b> and <b>Floor height</b> at the top of this window. On the right are the flats (textures) that are on the floor and ceiling. Left-click on the box to browse for a flat using the <a href="w_imagesbrowser.html">Image Browser</a>. If you know the flat name, you can also type the name directly into the text field below the flat box.<br />
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<br />
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In the <b>Effects</b> area you can set a special effect for the sector and set the <b>Brightness</b> level to use.<br />
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<br />
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<div id="contents">
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<p>
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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.
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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">Image 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.
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<h2>Filters</h2>
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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.
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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 its own filters, so it is possible for Texture Sets to overlap and include textures that are also in other Texture Sets.
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<h2>Results</h2>
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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.
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