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Ideas for DWARF, Plans for next release, options, tools, |
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joshpurple |
Sep 28 2006, 02:21 PM
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PW Artist
Group: PW Developer
Posts: 790
Joined: 3-July 06
Member No.: 613
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I hope to add some ideas, tools, etc. to the AWESOME DWARF world editor. Any and all are welcome to throw thoughts in. First, AWESOME and THANK YOU PW Team for getting this done. I'm DIGGING it. It is a blast to create levels in DWARF -especially knowing you guys made this! That so ROCKS! 1. Can gifs work as materials/textures? I will test this, but most times where a jpg will fit, a gif will go as well. Which would mean animated gifs for textures, YES! 2. Can/do the materials and textures support alpha channels? Having animated gifs, with alpha channels, can allow for some very cool affects. 3. Can object be 'locked' in place. Just like 'Freezing' an object so transforms don't affect it, avoid selecting it. 4. Is there a way to select through the 'bounding box' of the object. Example: I add a tree, behind that tree is a rock, or near that tree. If I try to select that rock, sometimes ( I believe most times) when I try to select the rock, the tree will be selected instead. So I will move the tree to get at the rock. Not that big a deal, -maybe freezing objects will solve that issue, otherwise my work flow is add small to big ( so I don't have to move the big objects out of the way). O.k., I'll add more soon (Thank you!!)
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Yellow |
Sep 28 2006, 03:06 PM
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PW Programming Team Lead
Group: PW Team Leader
Posts: 157
Joined: 17-April 06
Member No.: 592
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1) dont know wether ogre supports gif animations, but usually you'd create a texture movie by just going through different textures. Render to texture is ie a minimap (place a camera above the scene and render the output to the overlay). 2) The material alpha is indeed controlled by ogre, I think its best to go through their tutorial on materials. There is a special section in the orge wiki that deals with that. 3) Yes, it should be posible to lock an object. 4) we could remove the selectable tag we put in every selectable object, but that way you wouldnt be able to select it at all. We should look into ray-mesh picking so it wont pick the target by bounding box, but rather by mesh. btw, in the programming forum there is a feature request sticky where I try to keep all todo items and you can make new requests. And I'm happy that you like our tool
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Yellow |
Sep 29 2006, 08:47 PM
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PW Programming Team Lead
Group: PW Team Leader
Posts: 157
Joined: 17-April 06
Member No.: 592
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QUOTE(njpaul @ Sep 29 2006, 11:59 PM) I agree that the mesh/ray intersections would make for a more natural interface, and I think we should keep it that way, for normal left-mouse clicking. But I think we could also have a Ctrl+left click that would get a list of everything intersected to avoid these issues of not being able to select an object that is inside another's bounding box. I think no matter what, we do need a list of all objects. I think I stated that a bit fuzzy :S, I meant, instead of doing boundingbox / ray picking, we should pick on the true mesh intersections, not the bounding box. So you'd select an object like you'd do in 3dsmax in example. I think thats the most natural way. The bounding box thing was just because its was easy to put in, but its not as it should be. I think an aditional option to either get a listbox with the intersecting objects would be good for the detail works though. perhaps we should add both aproaches.
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joshpurple |
Sep 29 2006, 09:12 PM
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PW Artist
Group: PW Developer
Posts: 790
Joined: 3-July 06
Member No.: 613
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QUOTE(ghedipunk @ Sep 29 2006, 02:54 PM) A layer manager... now *that* would be useful. Create an active layer with trees, and when you're done, hide them (or turn them wireframe and unselectable)... turn around and create a layer for foliage, add stuff, hide it, add another layer for buildings... realize that you've got a tree in the middle of a guildhall, select the tree layer again and more it... MUCH easier to manage! My initial comment on Dwarf is to remap the insta-close away from the esc key, to something like alt-f4. Thanks Ghedipunk . Yup, even with Max the Layer manager was not added until version.. 7 ( I think? ), but it is one of the MOST popular tools in Max. Many are very familiar with layers in PhotoShop too, so it's use is quickly understood. Another advantage is if you hide a layer, then select objects and add them to that layer, as soon as you add them, they are hidden. I think the Layer Manager grew out of a need for greater and greater control with 'selection sets.' Select a bunch of objects, and name the selection "Trees." That selection would then be saved as a 'set' you could select any time.
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ppClarity |
Sep 30 2006, 09:08 PM
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Newbie
Group: Members
Posts: 14
Joined: 25-September 06
Member No.: 647
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Apologies for the stream of conciousness Resize and Rotate thumbs on the object selection box. Copy and paste. Mousewheel zooms. WASD always active. SHIFT-MMB to pan. WASD travel is much too slow by default. Instead it should run at a reasonable speed by default and use the SHIFT(?) key to slow things down. IMO, the 'fast' speed was still a bit too slow and the slow speed was way too slow.
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Yellow |
Oct 1 2006, 06:05 AM
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PW Programming Team Lead
Group: PW Team Leader
Posts: 157
Joined: 17-April 06
Member No.: 592
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QUOTE(Matlush @ Oct 1 2006, 11:19 AM) Hm... what would i like to see... Move curves ? Appending an object would make this object move thro that curve. Also, I'd like more cameras, ability to switch them and append them to object/move paths. What else.. hm... some way to terraform, making holes in terrain for caves, and doing a verticle recalculation on meshes while changing their properties (why ? In Blendie I've had to toy with it kinda much, and then export it, put it in alpha's dir, and check if it's like what i want) You mean motion paths, where the camera follows a nurbs curve. Well, something like splines and so should be added for character movement and camera sequences later. Definately something we should do in the future. same with painting holes on the terrain, so a mesh can be placed below the surface to create a cave. Recalculating vertices should be done before the mesh is imported, we cant add all the functionality of a modeling app.
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ppClarity |
Oct 1 2006, 07:45 AM
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Newbie
Group: Members
Posts: 14
Joined: 25-September 06
Member No.: 647
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QUOTE(njpaul @ Sep 30 2006, 11:13 PM) Afraid that one is impossible because some of the gui needs input from the keys where it is clearly not intended to move the camera. Yah, that was kinda silly, nvm QUOTE Hit shift multiple times. You will get more speedup for each time you press it. The slow setting is that slow for when you are really close to the ground. Hrm, maybe I should read the manual
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