PapaiArt Level Editor 2.0.0 #Doom #leveleditor #efpse
PapaiArt
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PapaiArt Level Editor 2.0.0 #Doom #leveleditor #efpse
250 просмотров · 10 дней назад
PapaiArt
52 подписчика
250 просмотров · 10 дней назад
Available: https://papaiart.itch.io/papaiart-too...
LIGHT AND COLOUR
Every sector has a Brightness (0 to 255) and a Colour in the sidebar. Together they tint the floor, the ceiling and the walls of that room — a dark corridor, a red-lit machine room, a bright courtyard — without touching a single texture.
The tint rides on the geometry, not on the material, which matters more than it sounds: the same texture used in a dark room and a bright one is still one material. Nothing duplicates.
It shows in the editor's 3D view, in the viewer, and in the OBJ and GLB exports. The Unity importer ships with a shader for it, so an imported map arrives lit the way you built it.
Old maps look exactly as before — no light level means full bright and white.
UPPER AND LOWER WALL TEXTURES
Where two rooms meet, the wall is really three pieces: the strip above the opening, the opening itself, and the step below it. You can now give the upper strip and the lower step their own texture; leave one empty and it stays "same as the wall", which is how every existing map behaves. Offsets and Tile Mode are shared by the whole wall, as in Doom.
This is what makes a doorway with a lintel, a window band, or a step with its own trim look right — without faking it with extra sectors.
FREE WALLS
Tools Free Wall (W) draws a wall that belongs to no sector: a fence, a railing, a partition across a hall, a facade out in the void.
Click to drop a point, click again to finish that wall and start the next from where it ended; Enter, Escape or right-click ends the run. A new wall automatically spans the floor and ceiling of whatever room it stands in, so the common case needs no typing.
Each one has its own top and bottom height, texture, offsets and Tile Mode, its own brightness and colour, and two switches: Double-sided (visible from both sides, on by default) and Blocks movement, which the exporters turn into collision.
IMPORT DOOM WAD
File Import Doom WAD opens a WAD, lists the levels in it, and brings the one you pick into the editor. Doom, Hexen and UDMF maps all work.
Textures come along. Each one the map uses is saved as a PNG in the folder you choose, next to a project file that is opened for you, so the level shows its textures straight away. Walls keep their Doom proportions — a texture is drawn at its real pixel size, not stretched to a 64-unit square.
Doom maps do things this editor's rooms cannot, so the import adapts them and then tells you what it did: sectors with separate parts became several sectors, closed-off empty space became a solid pillar, a gap in an outline was closed with a short wall, and a grate or railing hanging in a doorway became a free wall. It also lists what could not come across — doors, lifts and switches arrive as shapes without their movement, and special-effect lines are dropped.
The result is a new, unsaved map. Look at it first, then save it where you want it.
TEXTURES KEEP THEIR OWN SIZE
A texture used to be assumed square, 64 by 64. A map can now record what size a texture really is, and the editor, the 3D view and the exports use it. Long, thin or higher-resolution textures finally sit on a wall the way they were drawn.
EXPORTS
Quake .map: textures now actually appear in TrenchBroom. The images were copied to the right place all along, but the faces did not name the folder they sit in, so the editor listed them and still drew every wall untextured.
EasyFPSEditor .eem: levels came out spotted with magenta. A wall between two rooms carries its texture on one side only, and the export looked at just one of them; it now checks both, and never writes a texture name the EFPSE project has no image for.
BEFORE YOU UPDATE
Your maps open as they are, and look as they did. The file format has grown — light, wall parts, free walls, texture sizes — and a map saved by 2.0 that uses any of them will not show those things in an older build, though the settings are kept rather than destroyed. Opening a map from a newer build than yours now says so, instead of quietly dropping what it does not understand.