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Re: WED Improvements [Re: RealSerious3D] #347109
11/12/10 16:48
11/12/10 16:48
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
Senior Member
RealSerious3D  Offline OP
Senior Member

Joined: Oct 2010
Posts: 346
USA
Stop WED from creating old deleted directories when beginning new project

If you save a level in WED in a custom directory, later delete that directory (perhaps you were conducting a brief test) and the re-open WED, WED will recreate that directory (even if you planned on never making such a directory again). It recreates the last directory where it was if it was deleted. This should not happen.

Re: WED Improvements [Re: RealSerious3D] #347111
11/12/10 17:04
11/12/10 17:04
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
Senior Member
RealSerious3D  Offline OP
Senior Member

Joined: Oct 2010
Posts: 346
USA
Separate other file formats from the Import FBX 2010 import dialog

When going to File>Import in WED and selecting Import Level from FBX/3DS 2010, you get an import window that allows for importing more than just FBX. The following file types are listed:

- fbx
- dxf
- obj
- 3ds
- dae

If for some reason you do not go to the FBX importer, you would have no idea that WED could import all these other file formats. Should they not have their own import option under File>Import? Or perhaps there should just be a simple Import selection (File>Import and nothing more ... no additional menu) and then let the end-user select the type of import he/she wants (those listed above plus the others - ASC, ASE and MDL - or the typical "all file types").

Re: WED Improvements [Re: RealSerious3D] #347167
11/12/10 22:48
11/12/10 22:48
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
Senior Member
RealSerious3D  Offline OP
Senior Member

Joined: Oct 2010
Posts: 346
USA
Add Import FBX (and other formats) to the right-click menu

I would like to see the Import options added to the right-click menu you get when you right-click in a view. This way you can import and place, for example, an FBX file in the same manner that you bring in a model, sprite, create a cube.

Re: WED Improvements [Re: RealSerious3D] #347234
11/13/10 18:20
11/13/10 18:20
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
Senior Member
RealSerious3D  Offline OP
Senior Member

Joined: Oct 2010
Posts: 346
USA
Possibly add wireframe over textured view in 3D view (as an option)

Possibly add the ability to also see wireframes over the top of a textured 3D view. When working in the 3D perspective view and having level lighting turned off, it is difficult to see some details in the textured view. Allowing the end-user to see the wires over the textured objects can be helpful and is a fairly standard feature in most 3D applications.

Re: WED Improvements [Re: RealSerious3D] #347237
11/13/10 19:15
11/13/10 19:15
Joined: Apr 2008
Posts: 650
Sajeth Offline
User
Sajeth  Offline
User

Joined: Apr 2008
Posts: 650
Add a possibility to set an entity straight on the ground/surface below it, would speed up level design a lot and eliminate the need of creating ingame workarounds.


Teleschrott-Fan.
Re: WED Improvements [Re: RealSerious3D] #347238
11/13/10 19:17
11/13/10 19:17
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
Senior Member
RealSerious3D  Offline OP
Senior Member

Joined: Oct 2010
Posts: 346
USA
Change the look of the WED widget/gizmo for each function

The gizmo/widget (the axis arrows displayed when moving, scaling, etc) should change the way it looks and functions for each function better than it currently does. The widget currently works alright for movement by providing the end-user with axis arrows and planes to move a selected object about. But it fails, in my opinion, with both rotate and scale. For rotate, the widget should display rotation axes (circles about each axis) and should look different for scale than the move widget (i.e. perhaps cubes at the end of each axis arrow instead of arrow heads). In other words, WED should follow the pattern of most traditional 3D applications out there.

Re: WED Improvements [Re: RealSerious3D] #347240
11/13/10 20:10
11/13/10 20:10
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
Senior Member
RealSerious3D  Offline OP
Senior Member

Joined: Oct 2010
Posts: 346
USA
Be able to change the wireframe color of any selected object

When constructing a level in WED, things get busy and it is sometimes difficult to see what objects are in the 2D views. It would be nice to be able to select an object and be able to chose a color for it that has nothing to do with how it renders in the game, but how it looks in the 2D wireframe views.

Re: WED Improvements [Re: RealSerious3D] #347246
11/13/10 21:24
11/13/10 21:24
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
Senior Member
RealSerious3D  Offline OP
Senior Member

Joined: Oct 2010
Posts: 346
USA
Add macro functionality to WED.

For example, let's say that I need to create 10 pillars that all stand in a row and are all 10 units apart. Currently I would have to select the first pillar, duplicate and move it the required distance, and then repeat this until I have all 10 pillars. With a macro, I could record me doing this and then click "play" to repeat this. Add a parameter to do this X number of times and it becomes a one-click process to place all 10 pillars.

3D Studio MAX offers a different solution to something like this. Whenever you drag a duplicate from an original (instead of copy/paste) a dialog pops up asking how many copies you want. After entering the number and hitting OK, you then see the requested number of duplicates appear, each spaced from one another as the first dragged copy and in the same direction. It's sort of an automated macro (without the macro wink ).

Re: WED Improvements [Re: RealSerious3D] #347447
11/15/10 14:48
11/15/10 14:48
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
It's ok to make a new post for another feature.

Please keep in mind that the smaller a feature is, the better is the chance to get it implemented soon. For instance, features like a Macro language are not likely to appear soon.

Re: WED Improvements [Re: jcl] #347480
11/15/10 16:00
11/15/10 16:00
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
Senior Member
RealSerious3D  Offline OP
Senior Member

Joined: Oct 2010
Posts: 346
USA
Quote:
Please keep in mind that the smaller a feature is, the better is the chance to get it implemented soon. For instance, features like a Macro language are not likely to appear soon.


This is understandable. However, this is the FUTURE section of the forum and, as a result, we can somewhat dream here, right? laugh

Another thing to keep in mind is that some of these "feature requests" have been asked for literally for YEARS. Some of them were "promised" a long time ago (such as making WED a modern windows application with things like drag-n-drop, etc). In my mind, there is a difference between something taking a while to be implemented and something never getting implemented. wink

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