Documentation

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Graf Zahl
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Documentation

Post by Graf Zahl »

You will find all relevant information regarding GZDoom in the ZDoom Wiki. Thanks to Randy Heit for allowing such information in.


Some additional information can be found in the 'documentation' thread.
Last edited by Graf Zahl on Mon Aug 12, 2013 8:41, edited 6 times in total.
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Enjay
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Post by Enjay »

OK, the above procedures for aligning the top and bottom graphics worked with the Skyboxes I'd ripped out of games up to that point. However, I just got through ripping a bunch of skies from a few different games. It seems that how the sky and walls of a skybox are aligned are not particularly standardised across different games - or even across different levels in the same game. :shock: So, something a little more definite than the above is required.

The following seems to reliably get a ripped skybox ceiling and floor to align properly in GZDoom.

The skytop
Get your North image and check that it aligns properly with the skytop by pasting the skytop at the top of the North image. You may find a bit of rotating and reversing are required. Once you know the correct orientation, mirror the skytop image (Ctrl-M in PSP) and then rotate it (Ctrl-R in PSP) by 180 degrees.

The Skybottom
This is easier. Align the skybottom to the bottom of the North image (rotating and mirroring as required). Once you have the correct orientation, save your skybottom image at that orientation.
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Post by DoomerMrT »

A note to flickering dynamic lights:

Setting a lower value to Max Intensity than to Min Intensity can cause weird sector light problems!

Wrong way:

Max Intensity: 20
Min Intensity: 40

!Sector light problems can appear!

Correct way:


Max Intensity: 40
Min Intensity: 20
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Post by Gez »

The ZDoom wiki should now contain about all relevant infos on GZDoom features, look here. Feel free to verify and/or complete the articles, though. :)
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Post by Enjay »

There is some stuff missing from the MODELDEF page:
Torr Samaho wrote:And I just finished a first implementation of the customizable rotation:

Code: Select all

- Made the model rotation customizable:
	rotation-speed  float: Specify the speed of the rotation
	rotation-vector float float float: Specify the x, y and z component of the vector of the rotation
	rotation-center float float float: Specify the x, y and z coordinate of the center of the rotation
	(Defining rotation initializes the speed to 1, the vector to (0,1,0) and the center to (0,0,0))
Most of them work but rotation-speed is a bit borked ATM. It sets the rotation speed right enough, but then the model "jumps" back to it's start position every now and again ruining the effect.

I don't have time to add them to the Wiki ATM.
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Post by Graf Zahl »

I have taken down all 'real' documentation from this thread as everything has been added to the ZDoom Wiki. Please discontinue posting documentation here.

From now on this thread may be used to discuss the GZDoom documentation.
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Re: Documentation

Post by DoomerMrT »

Edit by Graf Zahl: information deleted. If something doesn't work please post a bug report instead of recommending to work around it.
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Re: Documentation

Post by Graf Zahl »

And btw, models in the first frame work fine for me.

I locked this thread because it does not serve any purpose anymore. Please use the ZDoom WIKI for any kind of docs.
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