2 registered members (AndrewAMD, 7th_zorro),
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Re: What are you missing in WED?
[Re: Orange Brat]
#70293
04/11/06 19:37
04/11/06 19:37
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Joined: Mar 2002
Posts: 7,726
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,726
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Adding a cylinder with a number of sides determined by an input field would be usefull.
old_bill
Success is walking from failure to failure with no loss of enthusiasm.
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Re: What are you missing in WED?
[Re: Rigoletto]
#70295
04/15/06 22:16
04/15/06 22:16
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Joined: Dec 2005
Posts: 79 UK
SwordsGateSCAS
Junior Member
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Junior Member
Joined: Dec 2005
Posts: 79
UK
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a slice tool would be nice to cut blocks in hafe makes more control to level disign
Changing web site
getting a new job
moving to spain hopely
making a game like zelda oft
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Re: What are you missing in WED?
[Re: SwordsGateSCAS]
#70296
04/16/06 13:28
04/16/06 13:28
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Joined: Apr 2004
Posts: 516 USA
Trooper119
User
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User
Joined: Apr 2004
Posts: 516
USA
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Here is a MUST for both WED and MED that I was shocked when I found out they didn't have:
We need to be able to manually put in coordinates for whatever we are messing with (whatever we have selected), what would be nice as well is if we could manually input their dimensions (again of what we have selected), if any one of you has Adobe's Fireworks, Flash, or Dreamweaver you know what I am talking about, unforchanately all of that is 2D though so I want it in the 3D world.
A clever person solves a problem. A wise person avoids it. --Einstein
Currently Codeing: Free Lite-C
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Re: What are you missing in WED?
[Re: Rigoletto]
#70300
05/18/06 23:25
05/18/06 23:25
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Joined: Jan 2003
Posts: 4,305
Damocles
Expert
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Expert
Joined: Jan 2003
Posts: 4,305
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An outomated function, that snaps all edges/vertecies of all blocks at once to a grid, but chooses the closest snapgrid, and not the next lower even, as it seems to me. (not like int(3.89) = 3 but: 3.89 -> 4)
Maybe also a warning if blocks are not totally on the grid.
I would prefer to put WED into a mode, where no vertex can be moved to after comma numbers. A lot of levels have little cracks, that are a major couse for slow visibility calculations. Snappin everything to a grid reduces this risk.
Also for texturing: applying the texture only to the side of the block, that is touched by the cursor. This makes skinning a block with different textures much faster.
And the option, that when a skin will be applied, that the lower left edge of the texture is automatically at the lower left edge of the touched side of the block. Reducing the time it needs to realign the texture manually.
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