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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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0359974e0f
Fixed, Cosmetic, Script Editor: fixed a typo. Internal, ImageBrowserControl: removed now unused KeyDown event. Updated documentation.
44 lines
2.7 KiB
HTML
44 lines
2.7 KiB
HTML
<!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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<style type="text/css">
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<!--
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.style1 {color: #0000FF}
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-->
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</style>
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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>GLDEFS and MODELDEF support</h1>
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</div>
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<div id="contents">
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<p>GZDoom Builder will automatically load data from GLDEFS and MODELDEF lumps if they are present in map resources.
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<p><strong>MODELDEF support:</strong> all relevant MODELDEF properties and flags are supported. Sprite translations are not supported.<br /><br />
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<strong>GLDEFS support:</strong>
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only dynamic light definitions are currently supported. Brightmaps and glowing flats support may be added in the future. You can use "<strong>//$GZDB_SKIP</strong>" special comment to abort parsing of the current file.<br /><br />
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You can reload GLDEFS and MODELDEF by using "<strong>Reload GLDEFS</strong>" and "<strong>Reload MODELDEF</strong>" actions.<br />
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To enable GZDoom's built-in GLDEFS dynamic light definitions, you need to add "<strong>lights.pk3</strong>" as a map resource. "<strong>lights.pk3</strong>" can be found in GZDoom folder.
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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 />
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<br />
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<b>To load models or dynamic lights defined in GLDEFS for things defined in configuration files:</b><br />
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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 />
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<pre>3001
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{
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title = "Imp";
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sprite = "TROOA2A8";
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<span class="blue">class = "DoomImp";</span> // <- you'll need to add this value
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}</pre>
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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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</div>
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</body>
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