I did build some bigger maps but still learned a lot from this video. It was time to increase my knowledge 😇 I will keep wishing doom would handle collision detection beter with 3d objects. I know it will not happen. This would mean you could define a pillar or anything once and place it all over the map (a bit like what was done in the ut2004 maps alot)
I've done exactly that for Age of Hell (check out the demo to see it for yourself). Things like pillars are easy to create collision for by putting a sector inside the pillar that follows the same basic shape. Then the model acts like a skin providing the detail. GZDoom's actor collision is definitely problematically basic, but there are ways to work around it. Once I get back to tutorials, doing one on how to use the model export tool is first on the list. Ultra powerful workflow.
@@Bridgeburner56 this is still on my todolist. Just watched some gameplay of age of hell and it looks amazing! I know the possibilities but I will probably learn a lot when I would watch a tutorial about it when you made it 👍
Is there any way to change how selection works? I am having a very hard time from ages of using other 3D software where you use an additional key to add to selection and single basic LMB selects one thing. I have been using UDB for a while and I still find myself accidentally moving things around in other rooms etc... Trying to hit "C" as much as I can. Thanks!
@@Bridgeburner56 Thanks! Playing around with it and having a hard time getting what I want. Problem is my brain is stuck in 3dsMax where a single LMB starts a new selection and you get multiple selections with a modifier like CTRL or Shift. So sometimes I have items out in the middle of nowhere in some spot far away cause I didn't realize it was in the selection. I am noticing the bottom left "# Items" etc... which helps. ....Actually this is strange because "Additive selecting without holding shift" is and was always unchecked and yet it adds without holding shift, and with it on it does the same thing. I wonder if I have some wacky problem going on.
gzbuilder had a "resource picker" thing in the script menu that's missing in this editor. i can't edit decorate in udbuilder? i upgraded hoping that decorate editing would be less crashy, not removed entirely :(
Mine makes the floor and ceiling under the 3d floor stairs turn black and look like 'absolute' is selected, and changing the textures and turning 'absolute' on and off seems to have no effect
Thank you so much, Bridgeburner - I was completely lost w/ just reading the documentation on action 51. It wasn't very thorough - thankfully, you were! Now I can get back to what I was doing! Thanks! :)
Watching this tutorial (and messing around with the UDB tools that I never noticed before) I have finally found out (more) ways to make Whiteboard-Test-EXPERT category maps in order to make "off the grid" maps. Now I see how people made Cryonology and Rite from the two Eviternity megawads. One thing I could say about the EDIT-mode for Linedefs or Sectors, even thought the rotate pivot is the center. . . I wish that scaling/re-sizing a linedef/sector would also have the pivot at the center but in edit mode it always scales at a corner of a square selection rather than the center.
Do you know if there's a version of gzdoom builder that has the arch tool, 'cause i can't currently run ultimate builder(stuck on an old laptop until my main pc is fixed).
question, drag selection at 7:11. What tool is this called, or plugin or something? I've been trying to find what this is for some time. And also btw, you have given me so much more potential with doom builder for the tutorials you have made.
That is the 'paint selection' tool in visual mode. It's not bound to anything by default so you'll have to go into the key config (F5) to bind a key. I've got it bound to one of my mouse side buttons. Paint select in 2d mode is default bound to middle mouse button iirc. Glad they've been of use c:
Yes we are still working hard on this! We've got a brand new demo about to drop which we'll be announcing the date for at Realms Deep this year. Showcase is September 30th on the 3D Realms twitch channel.
There is a button on the bottom left of the 3d floor mode window that says "add floor". Press this and it will add a new 3d floor. You can also use the duplicate button on an existing one (right hand side of the 3d floor window next to each 3d floor listed)
@@Bridgeburner56 Is this adding a floor directly above another floor or is not possible in doom? because i'e never playd a wad that had a floor lying over another floor.
@@emilydavids209 It's not possible in the original engine, but lots of source ports allow for ways for room over room effects to be created (3d floors, height transfers, portals etc)
another great tutorial, thanks bridge burner. i really do look foward to the day i can understand these. as with all the tutorials ive seen of your they are all big brain stuff. i think i only have a pea rattling around in there but i am new
Hello. I've been trying to build a huge map using DB2 (the one I got use to for years), but the nodebuilders available in it just can't handle my map anymore. Does UDB have a nodebuilder that can work with really big maps? or is there another map editor for this task? Any help will be very much appreciated.
@@Bridgeburner56 140k holy crap, how you do that? My map has around 35k linedefs but even with UDB, using zdbsp nodebuilders it shows the error: "this map has an incomplete bsp tree", and using the deepbsp one, a similar error comes up. I tried every nodebuilder in the list and none seem to keep errors from happening. I'm aware that this is a size/complexity issue because the errors come when I reach a certain amount of lines, vertexes or sectors. Once I remove some, the errors go away.
Thanks for the tutorial. Fast, intuitive and very useful function. I have only one problem. In the 3d view I see the tilted sectors in real time, while when I do the game test, the sector is gone, I see nothing. How do I solve the problem?
You're probably gonna have to be more specific, but check what renderer gzdoom is set to. Make sure it's in hardware mode. Software rendering does not support sloped 3d floors.
(Inspired by a Ghost Hunting video) - - Hey that would be a sweet mod for "Brutal HEXEN , RPG Mod" !!!!!!! Stars mod! MOVING stars mod. And the star signs effect sh%t in the freekin' game !!!!! Like spells for Sorcerer?
(I am putting this on a new comment On Purpose. See why - - ) ...... Yo. ... . So That's how "Sgt Mark IV" Was able to do Brutal Doom so effectively was the engine. .... Anyone remember "Postal 2"? .... They tried to do gibbs with body part models parts. ... But it would crash randomly, and, strangely. Hacked or not. Just crash? .... ... it was the IMPLEMENTATION. See. .... The closer to the core / engine the better. HENCE? .... We probably should consider a Fork, indeed, yes. ?