UltimateZoneBuilder/Help/gzdb/features/classic_modes/mode_importterrain.html
MaxED deb43343bb Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified.
Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions.
Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases.
Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset.
Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls.
Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations.
Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. 
Nodebuilders: GL nodes were not properly handled by the editor.
Main Window: the window is now moved into the view when stored position is ouside of screen bounds. 
Classic and Visual modes: changing thing pitch was ignored in some cases.
Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing.
Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing.  
Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic.
Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way.
Configurations: fixed an infinite loop crash when a file was trying to include() itself.
UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these).
ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog.
ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog.
Updated ZDoom ACC.
Updated documentation.
2014-12-22 21:36:49 +00:00

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<title>GZDoom Builder features</title>
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<h1>Terrain Importer</h1>
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<p>This mode allows you to create sectors from a Wavefront .obj model.<br />
<b>Menu path:</b> File -&gt; Import -&gt; Wavefront .obj as Terrain.<br>
<b>Action category:</b> Tools.<br />
<b>Default key:</b> none.</p>
<p><strong>Usage:</strong><br />
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 />
Use <strong>File -&gt; Import -&gt; Wavefront .obj as Terrain</strong> action to import it as sectors. Each polygon in your model will be transformed into a sector.</p>
<strong>Settings:</strong><img style="float:right" src="import_terrain_settings.jpg"/><br />
<em>Scale:</em> self explanatory. The default is 1.0.<br />
<em>Up axis:</em> should be the same as vertical axis in the 3d modeling app used to create a terrain model.<br />
<em>Sloped terrain:</em> when enabled, the mode will generate sloped terrain using floor vertex height offsets (&quot;ZFloor&quot;) 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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<strong>Limitations:</strong><br />
The model should be triangulated.<br />
Polygons should not overlap each other when viewed from the top.<br />
<p><img src="terrain1.jpg" alt="" width="842" height="722" /></p>
<p><img src="terrain2.jpg" alt="" width="842" height="632" /></p>
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