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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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76 lines
5.1 KiB
HTML
76 lines
5.1 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>Template</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 {
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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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<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>Preferences Window</h1>
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</div>
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<div id="contents">
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<p>This page lists new options added in GZDoom Builder. Preferences window overview is avaliable <a href="../w_preferences.html">here</a>.</p>
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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 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> </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"><a name="appearance" id="appearance"></a>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><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. 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 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> </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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</body>
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