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Re: Replace MED
[Re: ulillillia]
#72521
04/30/06 22:08
04/30/06 22:08
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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MEd isnt crap. It's needed. You need a simple editor to set up your models, like arrangeing and naming animation frames, adding vertices for vcarious reason, setting up skins and formats and such. You NEED something like MED.
Calling it crap is just displaying your ignorance of how Gamestudio works, and what tools are made for. MED is a basic modeller that is mostly used for setting up models for the game engine. It has the basic modelling functionality for super-newbs or people who simply cant afford anything better, and theres no reason to remove that funcitonality.
But I use MED all the time, I need to use MED, otherwise how am i to set up the skins on a mesh, determine whether they are stored internally or externally, name the animation frames and so on? Just saying to get rid of it or "change it" is unproductive. MED is fine for it is meant for.
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Re: Replace MED
[Re: Guardian]
#72525
05/01/06 14:46
05/01/06 14:46
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Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
Senior Developer
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Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
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I am also one of the MED users out there, basically because I lack alternatives. However, I think MED's modeling abilities should indeed be further enhanced and developed - since MED is advertised as "model editor" in a package named "studio", one could expect a modeling program that has at least the basic features. And today, basic features are a little bit more than just being able to place and edit vertices etc. In fact, I think MED _does_ have what you need, only its workflow is, well... it's crappy, let's face it Seriously, a depth-test when selecting triangles/vertices together with a bigger (adjustable!) vertex click radius and a solid camera movement would speed up things enormously!
Last edited by The Matrix; 05/01/06 14:48.
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
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Re: Replace MED
[Re: Damocles]
#72527
05/05/06 06:16
05/05/06 06:16
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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What I red, you are ready to get one crate made in 30 minutes in max then export it to med and then use it, when you'd do it in med adding one box? hm.. MED is for lowpoly modelling and making simple objects, as far I know. Of course, why not improve it to the level of max? Why not to get the better med free, rather than buying max or maya? (of course best tool is blender.. but I don't know a thing of it, sam knows and thats enough ).
"Yesterday was once today's tomorrow."
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Re: Replace MED
[Re: Inestical]
#72528
05/05/06 08:00
05/05/06 08:00
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Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
Senior Developer
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Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
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Basically, I also think that MED is fine as is, concerning features. There could really be more, but there don't necessarily have to be. What MED seriously needs though are workflow improvements (see my previous post)! I regard the following as absolutely necessary: - Depth test for polygon/vertex selection - Adjustable vertex click radius, or at least a bigger one than is currently implemented - A working undo-function! The current one often randomly stops working o_O - Automap-methods; these are planned anyway, according to the forecast - Camera movement like in WED! Currently, MED doesn't even know of the third mouse button / wheel O_OJust my two cents, as always. May we have a response from Conitec?
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
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Re: Replace MED
[Re: Thomas_Nitschke]
#72529
05/05/06 19:49
05/05/06 19:49
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Quote:
Basically, I also think that MED is fine as is, concerning features. There could really be more, but there don't necessarily have to be. What MED seriously needs though are workflow improvements (see my previous post)! I regard the following as absolutely necessary: - Depth test for polygon/vertex selection - Adjustable vertex click radius, or at least a bigger one than is currently implemented - A working undo-function! The current one often randomly stops working o_O - Automap-methods; these are planned anyway, according to the forecast - Camera movement like in WED! Currently, MED doesn't even know of the third mouse button / wheel O_O
Just my two cents, as always. May we have a response from Conitec?
Work flow improvements is certainly a must. I've provided some other suggestions as well that could improve workflow:
1. Have all tools in all modes have tool options. Also, have it so that the user can manually type in values for better user-friendliness. 2. Have a side banner on the left that is similar to WED. This side banner should be where any tool options, snap settings, etc. are displayed. This way, they are easy access. 3. Creating UV maps should have a feature to set the texture scale (rather than just a "best fit"-only method), like with WED. This is especially useful for MDL terrains with tiling textures to line the textures up. 4. Vertex click radius - make it adjustable. I've suggested this several times, and it's been even 9 months or so since I first came up with it. 5. The undo function is grade F. Yes, quite often, it doesn't even work at all. Not even pressing the usual control+Z works as it should be set automatically as with WED. 6. I support the camera movement in WED idea. I once tried making an animation using MED (and taking dozens of screenshots), and the camera positioning is almost always inaccurate which made it more difficult.
Things for MED need a major change. When the 6.4 update is released as an official update (rather than a public/private beta), much more focus should be spent toward MED.
In my 2D game, I figure that, if something is configurable in any way, provide configuration options for it. With this in mind, virtually everything in my 2D game is configurable in some way. MED should use a similar system as well (and not just MED, but WED and SED as well).
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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