Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- In-engine Doom Level Editor:
- Controls based off db2/gzdb visual mode where applicable.
- Grid is drawn on floors/ceilings. Grid can be doubled/halved with [/].
- Freelook is necessary for aiming at floors/ceilings.
- Any changes that don't require a node rebuild can be visible immediately.
- Any changes that DO require a node rebuild need to be signified somehow, a preview of sorts.
- The engine must support reloading a level from a wad file.
- Any changes must be able to be saved without reloading the wad.
- Until new UI elements can be implemented, a console will be necessary.
- Hotkeys for noclip and fly are necessary
- Texture selection is an issue........
- +-- Don't require nodebuilding
- Sector floor/height changes. Select a floor/ceiling and use the scrollwheel to change the height.
- Texture offsets. Select a sidedef and arrowkeys to align.
- Texture copy/paste. Ctrl-C/Ctrl-V. Should work the same for floors and ceilings.
- +-- Does require nodebuilding
- Any vertex movement.
- New Sectors.
- +-- Nodebuilding/Reloading/Saving
- The wad loaded will be saved to a temporary file, possibly WADNAME_edit.wad or similar.
- Any changes in the map can be saved to the temp wad at any time. This does not reload the wad in the engine.
- At any point the wad can be reloaded. This will rebuild the nodes and move the player to the same position they were already in.
- All changes that require a reload must still be visible, until the wad is manually reloaded. All changes will be saved before a rebuild/reload.
- Reloading won't take a negligible amount of time, so the process is built around it being a distinct action the user takes. It should only take a second or two for cases outside of very complex maps (or underpowered machines).
- +-- Building new sectors(cool)
- To draw new sectors inside existing sectors:
- - The user must aim at the grid on the floor or ceiling of a sector. A marker will highlight the closest point on the grid that the user is aiming at. An action (such as r-click) will begin drawing a line from that point. The user continues to click points until the line is closed by clicking the original point again. This is analogous to drawing sectors in db2/gzdb's 2d mode.
- To draw new sectors outside of existing sectors:
- - If outside of the map, the grid should extend from the nearest sector some distance. This can possibly be determined by the players distance from nearest sector.
- - At this point the process is the same. The new sectors will be built at the closest existing sector's floor/ceiling height.
- - The HOM effect must be disabled by drawing a solid-color background before rendering the level. A close-to-black color is preferred (#05050A or similar).
- New sectors must be drawn to the screen in some way. They can be saved to the wad without having to reload in-engine but the user must be able to see the changes they have just made.
- A wireframe of the sector will be drawn over the level. Once created, the sector will automatically be selected (visible with a glow or similar), and the scrollwheel will raise and lower it. In this case the visible sides will be wireframed also.
- Being able to reselect a "temporary" sector like this may be non-trivial, so it would not be unreasonable to refuse the user the ability to reselect it until the map is reloaded.
- The new sector will be written to the map when the map is saved, not reloaded.
- Only one new sector can be drawn at a time before reloading.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement