mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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deb43343bb
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.
39 lines
2.3 KiB
HTML
39 lines
2.3 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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</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>Terrain Importer</h1>
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</div>
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<div id="contents">
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<p>This mode allows you to create sectors from a Wavefront .obj model.<br />
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<b>Menu path:</b> File -> Import -> Wavefront .obj as Terrain.<br>
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<b>Action category:</b> Tools.<br />
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<b>Default key:</b> none.</p>
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<p><strong>Usage:</strong><br />
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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 />
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Use <strong>File -> Import -> Wavefront .obj as Terrain</strong> action to import it as sectors. Each polygon in your model will be transformed into a sector.</p>
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<strong>Settings:</strong><img style="float:right" src="import_terrain_settings.jpg"/><br />
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<em>Scale:</em> self explanatory. The default is 1.0.<br />
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<em>Up axis:</em> should be the same as vertical axis in the 3d modeling app used to create a terrain model.<br />
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<em>Sloped terrain:</em> when enabled, the mode will generate sloped terrain using floor vertex height offsets ("ZFloor") 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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<br />
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<strong>Limitations:</strong><br />
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The model should be triangulated.<br />
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Polygons should not overlap each other when viewed from the top.<br />
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<p><img src="terrain1.jpg" alt="" width="842" height="722" /></p>
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<p><img src="terrain2.jpg" alt="" width="842" height="632" /></p>
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</div>
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</body>
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