CodeImp Posted May 15, 2005 My TODO list is still very long, but here is some new stuff already! The major change is the Things in 3D Mode (Press T to turn on/off). When in Hexen format, you can move them up and down like you move floors up and down. You can rotate their angle with < and >. You can delete them like you delete textures and insert them with INSERT (aim at the floor/ceiling). You can also copy/paste things and there is more to come. For a full list of changes, see the changelog. If you already have Doom Builder 1.60 or newer, you can use the patch. If you dont have Doom Builder yet or your version is older than 1.60, get the full installation. Its all still freeware and open source. Enjoy :) EDIT: And in case you dont read the changelog; Press TAB when browsing textures/flats to see ALL textures/flats, because it will now show you only the used ones first. 0 Share this post Link to post
Vader Posted May 15, 2005 Yay, things in 3d mode! Thanks for that Codeimp :) If only decorate entrys would be also displayed... 0 Share this post Link to post
SyntherAugustus Posted May 15, 2005 And I was about to use slade just for that. I'll try em both! :o 0 Share this post Link to post
boris Posted May 15, 2005 Very nice. When will we be able to move things in 3D mode? :) And what about first only showing things you already used in 3D mode's thing selector? Like with textures/flats. 0 Share this post Link to post
Scuba Steve Posted May 15, 2005 Is there any way Doombuilder's 3D mode can recognize flats as walls and vice versa? Zdoom allows this and doombuilder doesn't so it just displays the unknown patch or flat. 0 Share this post Link to post
boris Posted May 15, 2005 Scuba Steve said:Is there any way Doombuilder's 3D mode can recognize flats as walls and vice versa? Zdoom allows this and doombuilder doesn't so it just displays the unknown patch or flat. Enable "Mix Textures and Flats resources" in the "Editing" option tab. 0 Share this post Link to post
Job Posted May 15, 2005 Very nice features and they're well-executed to boot. Good job, CodeImp, I can't wait till the next releast. Though I've got to ask...doesn't this justify an update in the DoomBuilder forum? :P 0 Share this post Link to post
Job Posted May 15, 2005 CodeImp said:What do I have to update on the DB forum? A new version announcement thread? 0 Share this post Link to post
CodeImp Posted May 15, 2005 heheh, how many announcements do you want me to post all over the forum? I think one in editing forums does the job :P 0 Share this post Link to post
Jehar Posted May 15, 2005 W00t on Codeimp for another great update. New toys abound. ps... NEWS THIS 0 Share this post Link to post
Siggi Posted May 15, 2005 I like this sprite editing in 3D mode so much,, but I did notice something odd when adding sprites while editing a map in 'Doom 2' mode. However it works perfectly in the hexen mode. 0 Share this post Link to post
Draconio Posted May 15, 2005 Is there a way to toggle the bounding box on the 3D things display? It would help to give me a better idea how the decorations will actually look in-game. Also, things that are supposed to be hanging from the ceiling are displayed on the floor. It'd be nice if they were displayed hanging. 0 Share this post Link to post
MikeyScoots Posted May 15, 2005 Uh oh. Major WTF! http://img203.echo.cx/my.php?image=clipboard010uz.jpg Uhh, it's only showing textures and flats I've used so far on this: http://img203.echo.cx/my.php?image=clipboard013na.jpg How do I fix this? 0 Share this post Link to post
CodeImp Posted May 16, 2005 Draconio: No there is no way to turn off the bounding boxes and I did it on purpose. The bounding box is the size of the thing (so it also shows you the space the thing occupies) and it helps seeing what you are aiming at. If you wouldnt see the box, you would always have to look at the info bar to see if you're actually aiming at the wall or at some thing near your crosshair. Would get quite annoying every time you thing you aim at a wall and press DELETE and a nearby thing disappears instead of the texture :) Infinite Ammunition: You messed with thingbox.tga to get that weird box or do you just have videocard that doesnt know how to handle alpha channels? Bloodskull: Read. 0 Share this post Link to post
iori Posted May 16, 2005 Bloodskull said:http://img203.echo.cx/my.php?image=clipboard013na.jpg People will hate you if you put a shotgunner right behind the playerstart. 0 Share this post Link to post
MikeyScoots Posted May 16, 2005 iori said:People will hate you if you put a shotgunner right behind the playerstart. He's in front, I shot it from the wrong angle. 0 Share this post Link to post
boris Posted May 16, 2005 iori said:People will hate you if you put a shotgunner right behind the playerstart. Look at the bottom of the things. There's a small arrow indicating the direction it's looking. iori said:http://img203.echo.cx/my.php?image=clipboard013na.jpg What's the point of the blue bars. You can just run around them. 0 Share this post Link to post
Infinite Ammunition Posted May 16, 2005 CodeImp said:you just have videocard that doesnt know how to handle alpha channels? DON'T JUDGE ME ;_; also does the new 3d mode handle decorate stuff? 0 Share this post Link to post
Vader Posted May 16, 2005 Vader said:If only decorate entrys would be also displayed... CodeImp said:Working on it :) 0 Share this post Link to post
bartwart Posted May 16, 2005 Hopefully this will solve my problem where Doom Builder crashes whenever I try to assign a texture to the front of a textureless linedef. 0 Share this post Link to post
LexiMax Posted May 22, 2005 Finally i can fix zdctfmp map04's broken as hell thing bridges. Thanks for the update. 0 Share this post Link to post
MIKOLAY Posted May 22, 2005 It would be very good if you make support for zdoom slopes in 3d mode. Also would be much better if you make support of legacy 3d floors in 3d mode. 0 Share this post Link to post
Lobo Posted May 22, 2005 MIKOLAY said:It would be very good if you make support for zdoom slopes in 3d mode. Also would be much better if you make support of legacy 3d floors in 3d mode. Hey, if your gonna do that then stick EDGE 3D extra floors support in there as well :) P.S. Actually if you do all that you could almost use the renderer as the base for a new source port which is compatible with all other source ports ;) 0 Share this post Link to post