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Big_al
March 29th, 2002, 02:41 AM
Been play about with the demo version of DeepSea over the last couple of days.
So far so good, no nasty suprises anyway http://forums.newdoom.com/UBB/biggrin.gif

One thing, how easy would it be to add an increment, decrement by a value option for the floor and ceiling heights?
Save me working it out in my head http://forums.newdoom.com/UBB/smilies/cwm4.gif

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Smoke me a kipper... at Doom Heaven (http://www.doomheaven.co.uk)

Yahoo bigal_m MSN Alastair_hm ICQ 2321212 AIM ahmdoom

Aliotroph?
March 29th, 2002, 05:14 AM
Funny, whenever I've had an editor that could do that, I never used it. As a result I'm pretty good at base 2 numbers in my head. http://forums.newdoom.com/UBB/biggrin.gif

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"Killed Aliotroph?"
- obituary from Perfect Dark

Big_al
March 29th, 2002, 06:59 AM
Deth has that option you just stick in the number you want to add or subtract

Stphrz
March 29th, 2002, 08:06 AM
So does Deepsea, as Jack will be by soon to tell you http://forums.newdoom.com/UBB/smile.gif I believe you just enter something like ++(value) or --(value) in the floor or ceiling fields. Just like in Wadauthor.

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A squid eating dough in a polyethylene bag is fast and bulbous, got me? -Captain Beefheart

deepteam
March 29th, 2002, 09:33 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">One thing, how easy would it be to add an increment, decrement by a value option for the floor and ceiling heights?</font><hr width="100%" size="1" noshade></BLOCKQUOTE>There are various ways to do this:

1. As Stphrz noted, enter ++/-- in the sector dialog fields marked as supporting this. For example ++8 adds 8 to the current value. Light levels can also be done this way.

2. Press the Shift key and then PageUp/PageDn increment/decrement the ceiling by the default value set in F5/Textures.

3. Press the Shift key and then Home/End increment/decrement the floor.

4. Press the shift key and the Up/Down cursor increment/decrement both floor and ceiling.

The selected sector(s) (just hover over it will do just that one or selecting many will do it to all selected) are all changed.

The keyboard is typically faster and easier.

I use this feature ALL the time. One would have to edit for a bit to realize why it comes in handy http://forums.newdoom.com/UBB/smile.gif

There is also stupid occasional glitch that I think I've fixed in the next 11.6 release with the new FS support. So if you get a problem, I'm pretty sure it's fixed in the next release.

Big_al
March 29th, 2002, 11:30 AM
RTFM I guess http://forums.newdoom.com/UBB/smilies/cwm4.gif

DarkWolf
March 29th, 2002, 12:03 PM
I'm "old fashioned" and just keep the Windows calculator handy for heights.

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-DarkWolf
Scientia et mors
446F 6F6D

Stphrz
March 29th, 2002, 01:19 PM
I keep the windows calculator in my Wadauthor tool bar, along with all the other utilities like external nodebuilders and stuff :)

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A squid eating dough in a polyethylene bag is fast and bulbous, got me? -Captain Beefheart

deepteam
March 29th, 2002, 04:08 PM
The reason the keyboard works so well for this in DeePsea is that you have constant visual feedback in the information panels. I never use any kind of calculator, but instead just watch the onscreen values change.

For the calculator types, there is a popup calculator built into DeePsea - press A, Type in 86+44 or any simple arithmetic string (*,/, +, -) like 128 + 44 /2 * 4 and out pops the answer.

Which reminds me Big_al, there is a special summary section of all the keyboard commands. Most of them you'll never use, but a few are in constant use. Besides the ones already mentioned, flipping lines, splitting lines, aligning and some others come in handy. The toolbar has a button for keyboard/mouse summary or the top help menu.

There are also several different tricks to make life easier when editing. For example, to propagate values to different sectors when the value is not being changed, you change it by 1, enter, come back now make it the value it used to be. The reason is works that way is that if nothing is being changed, it prevents editing some other aspect from being propagated to multiple selections. Does that make sense?

Also be sure to tune the "distance" values to your taste (F5/Map) as well as the tunable zoom values for Z and the number keys. And other defaults that are intended somewhat to keep beginners out of trouble.

Most defaults are close to what you want, but for experienced designers I suggest making the drawing select range .5 - for if you draw lines 1 unit apart.

DarkWolf
March 29th, 2002, 04:18 PM
Sometimes if I'm trying to figure out heights for 3d floor arrangements I'll pull out QuArK, build the architecture in a Quake map, then tranlate that to my Doom level editor.

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-DarkWolf
Scientia et mors
446F 6F6D

Aliotroph?
March 30th, 2002, 02:24 AM
Maybe someone should do a program that converts Quark architecture to DooM levels. Of course there'd be limits on what would convert depending on the port.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

DarkWolf
March 30th, 2002, 04:42 AM
I would be cool if you could use Quake BSP files in Doom with Doom textures and the Doom entities, but with the addition of true 3d architecture, better level lighting, and trigger brushes etc...

I don't know if that would ever happen though.

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-DarkWolf
Scientia et mors
446F 6F6D

deepteam
March 30th, 2002, 09:25 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">I would be cool if you could use Quake BSP files in Doom with Doom textures and the Doom entities</font><hr width="100%" size="1" noshade></BLOCKQUOTE>Why not just play QUAKE then? You can use the DOOM textures and 3D DOOM entities in QUAKE. Been done lots of times. In fact, I wrote a utility that replaces ANY texture in a BSP with ANY OTHER texture you want. Written to avoid copyright issues with id http://forums.newdoom.com/UBB/smile.gif

You guys really mean MAP files, not BSP files. If you did this what would be the advantage? I can't see it. It's like making it at least 10X harder to edit. Don't think that would fly. IMO, DOOM editing's STRONGEST coolness is the ease of editing.

DarkWolf
March 30th, 2002, 10:42 AM
You mean like YPOD? You're using the Quake engine, what I'm talking about is using the Doom engine, just having the option of using a Quake-like BSP so you can use trigger brushes, and the other func_ entities. I agree the Doom map format is easier to edit sometimes; I'm not saying it should be replaced altogether. Plus I don't care for the 3d models in doom, I usually play with the sprites.

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-DarkWolf
Scientia et mors
446F 6F6D

Kaiser
March 30th, 2002, 01:21 PM
I always, hold shift + pgup/pgdwn for chaging sector floor/heights..