mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
54 lines
3.3 KiB
HTML
54 lines
3.3 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>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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-->
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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"><h1>Settings</h1></div>
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<div id="contents">
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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 width="550px"><img src="gz_prefs1.jpg" /></td>
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<td><p><strong>1. Vertex scale factor:</strong> controls the size of vertex handles in 3D modes.</p>
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<p><strong>2. Sync camera position between 2D and 3D modes:</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. GZDoom toolbar:</strong> if enabled, <a href="gz_toolbar.html">GZDoom toolbar</a> (<img align="baseline" src="gz_gzpanel.jpg" />) will be shown in main editing window.</p>
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<p> </p></td>
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</tr>
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<tr valign="top">
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<td><img src="gz_prefs2.jpg" /></td>
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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="gz_event_lines.html">event lines</a>.</strong></p>
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<p><strong>3. Color of newly created sectors.</strong></p>
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<p><strong>4. Number of newly created sectors</strong> to colourise using different color. Possible values are [0..8].</p>
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<p><strong>5. 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>6. 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>7. Dynamic light size:</strong> this option mimics GZDoom's "light size" option.</p>
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<p><strong>8. Dynamic light intensity:</strong> this option mimics GZDoom's "light intensity" option.</p>
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<p><strong>9. 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>10. 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></td>
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</tr>
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</table>
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</div>
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</body>
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