UltimateZoneBuilder/Source/Core/Resources/UDMF_UI.cfg
MaxED 9c7b8e4e3c Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00

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/********************************************************************\
Configuration for UDMF map reader/writer (UniversalMapSetIO)
\********************************************************************/
//mxd. These are the fields, which are managed by GZDoom Builder's UI, but are still stored as UniversalFields. Values are UniversalType. I should turn all of these into properties one day. But not today.
uifields
{
linedef
{
alpha = 1;
renderstyle = 2;
arg0str = 2;
locknumber = 0;
}
sidedef
{
scalex_top = 1;
scaley_top = 1;
scalex_mid = 1;
scaley_mid = 1;
scalex_bottom = 1;
scaley_bottom = 1;
offsetx_top = 1;
offsety_top = 1;
offsetx_mid = 1;
offsety_mid = 1;
offsetx_bottom = 1;
offsety_bottom = 1;
light = 0;
lightabsolute = 3;
}
sector
{
xpanningfloor = 1;
ypanningfloor = 1;
xpanningceiling = 1;
ypanningceiling = 1;
xscalefloor = 1;
yscalefloor = 1;
xscaleceiling = 1;
yscaleceiling = 1;
rotationfloor = 1;
rotationceiling = 1;
lightfloor = 0;
lightfloorabsolute = 3;
lightceiling = 0;
lightceilingabsolute = 3;
alphafloor = 1;
alphaceiling = 1;
renderstylefloor = 2;
renderstyleceiling = 2;
gravity = 1;
lightcolor = 0;
fadecolor = 0;
desaturation = 1;
soundsequence = 2;
}
thing
{
arg0str = 2;
conversation = 0;
gravity = 1;
health = 0;
fillcolor = 0;
alpha = 1;
score = 0;
renderstyle = 2;
}
}