Priorities for future Spark updates?

StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
<div class="IPBDescription">Everyone give input</div>Everyone tell us what you think should be the priorities of the upcoming Spark updates. Put a huge list if you want to go months ahead!

For me, it's roughly:

1. Grouping: of props and / or mesh objects
2. Mesh Object Selection: a special click that selects the face and all adjoining / welded faces
This should be separate from Grouping, since grouped objects should be only selectable in their entirety, whereas Mesh Objects should be either selected as a whole object (similar to group, using a special click)
3. Vertex Deletion: delete a vertex without deleting the faces (really annoying, especially since it can be a challenge to manually create those faces again)
4. Vertex Welding and unwelding
5. Edge Deleting: when you delete an edge, it should delete any floating, unused Vertices (as they are currently left over and have to be deleted afterwards)
6. Bugfix; Only Cutting (with the line tool) your current face: seems half the time you try to cut across a face, say across a floor, the destination vertex is applied to the wrong face, such as the wall; the floor does not actually get cut and the wall now has more triangles. Which, because of the previously mentioned issue with deleting vertices, can be pretty annoying.
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Comments

  • ghost in the shellghost in the shell Join Date: 2008-09-28 Member: 65094Members
    Some way to control what your lines/rectangles will align to.
    currently its whichever axis/grid-line the cursor is closest to
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Two important things.


    - Edge extrusion

    Edge manipulation being the most powerful 3d modelling technique, I think the edge extrusion, at least, would be just great in mapping, if I recall what I've experimented from mapping yet.


    - Snapgrid rotation and movement.

    That would completly fix the snapgrid problems when rotating and moving multiple objects and thus being of tremendous help when trying to merge two files containing rooms and/or corridors together.




    Other things I can think of.. they must have already been said.

    - a scale multiplier in the paint mode

    - Selection mirroring (it should also use snapgrid like rotation and movement)

    - Selection cycling

    - Simple boolean operations would also be nice
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    multiple face texture grouping like Hammer has (treat as one)
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    <!--quoteo(post=1744020:date=Dec 16 2009, 12:24 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Dec 16 2009, 12:24 PM) <a href="index.php?act=findpost&pid=1744020"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Edge extrusion

    Edge manipulation being the most powerful 3d modelling technique, I think the edge extrusion, at least, would be just great in mapping, if I recall what I've experimented from mapping yet.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What exactly does this do? I've done modelling but it's been a few years. Does it extrude the edge into a spike, moving its base edges along the original two faces?
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    edited December 2009
    Tools/Features:
    Grouping - ability to group geometry (nesting for groups too please)
    Layers - ability to Layer geometry
    Vertex Deletion - see Stix's suggestions
    Cleave - ability to take a group of selected faces and cut through any non selected faces.
    Decals - ability to spray decals over props and textures to add tire tracks, burn marks, rust flecking, numbers other than 7, etc
    Torus Primitive
    Multi Monitor Support, ability to add a separate window for additional monitors and configure that like a frame.

    Props:
    Cargo Lifter / misc industrial vehicles
    Scrap metal, rubble, destroyed technowizzles, type of elements to 'pepper' a map with.
    Small spacecraft (dropship, fighter, single man transport)
    even more pipes, wire groupings and their associated turns and bends and variations.
    wire coils for existing tube and wire assets
    more computer-type terminals

    Art:
    matte metallic wall textures
    red/white alert trim texture (similar to the yellow/black)
  • XuaxinodalXuaxinodal Join Date: 2002-12-19 Member: 11158Members, Constellation
    <!--quoteo(post=1744007:date=Dec 16 2009, 11:16 AM:name=StixNStonz)--><div class='quotetop'>QUOTE (StixNStonz @ Dec 16 2009, 11:16 AM) <a href="index.php?act=findpost&pid=1744007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->6. Bugfix; Only Cutting (with the line tool) your current face: seems half the time you try to cut across a face, say across a floor, the destination vertex is applied to the wrong face, such as the wall; the floor does not actually get cut and the wall now has more triangles. Which, because of the previously mentioned issue with deleting vertices, can be pretty annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think this issue has more to do with how your level is constructed. It sounds like you are drawing faces separately and then moving them together to make them appear attached. If you were to build the wall from the floor vertices, then they share a common edge. If you draw them separately and move them together, you are working with two edges occupying the same space. Creating things separately and moving them together prevents one from taking full advantage of the Spark editor's features.


    <!--quoteo(post=1744020:date=Dec 16 2009, 12:24 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Dec 16 2009, 12:24 PM) <a href="index.php?act=findpost&pid=1744020"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Edge extrusion

    Edge manipulation being the most powerful 3d modelling technique, I think the edge extrusion, at least, would be just great in mapping, if I recall what I've experimented from mapping yet.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This sounds more like moving an edge, or really any object, along a "local" axis instead of the global/environment one. Movement along a local axis is a common 3d modelling technique.

    <!--quoteo(post=1744020:date=Dec 16 2009, 12:24 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Dec 16 2009, 12:24 PM) <a href="index.php?act=findpost&pid=1744020"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- a scale multiplier in the paint mode<!--QuoteEnd--></div><!--QuoteEEnd-->

    I find the current method of texture scaling to be counter-intuitive but this could just be my preference. Instead of using a multiplier, the number of textures to repeat on the face is being used instead. I think a multiplier is easier for most people to understand.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Edge extrusion is dragging an edge along a relative axis from the originating face making a new face connected to it. The newly created face uses the vertexes from the original edge and the extruded edge.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Oh and I'm not sure if it would be possible but I have just thought about something really great.


    Having Hue/Saturation and Brightness/Contrast settings for maps.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    <!--quoteo(post=1744049:date=Dec 16 2009, 06:25 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Dec 16 2009, 06:25 PM) <a href="index.php?act=findpost&pid=1744049"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh and I'm not sure if it would be possible but I have just thought about something really great.


    Having Hue/Saturation and Brightness/Contrast settings for maps.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Color Correction, like in Source? (and i assume every other new game... I've noticed it quite heavily used in Assassin's Creed 2)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    A feature that could be useless if people turn it off...
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    3 fast access button for rotation of 90° of the selected item, on the X Y Z axis.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1744052:date=Dec 16 2009, 07:22 PM:name=StixNStonz)--><div class='quotetop'>QUOTE (StixNStonz @ Dec 16 2009, 07:22 PM) <a href="index.php?act=findpost&pid=1744052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Color Correction, like in Source? (and i assume every other new game... I've noticed it quite heavily used in Assassin's Creed 2)<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=1744055:date=Dec 16 2009, 08:29 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 16 2009, 08:29 PM) <a href="index.php?act=findpost&pid=1744055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A feature that could be useless if people turn it off...<!--QuoteEnd--></div><!--QuoteEEnd-->


    No no no...

    An all-in-one feature with all four settings (sliders maybe) for contrast, brightness, saturation and hue. This would be directly applied to the texture.

    Like.. you could re-use maps in other ways, making them darker or with another hue or more saturated. For example. There is a trim with 6 little blue kind of screens (or lights). There you could just adjust the hue to make it orange.

    Sometimes I also felt like using some textures together but the feeling wasn't artistically right. One would be too light gray to fit the general feeling this part of the map. Another would have a certain rusty coloration that didn't fit.

    You know .. from an artistic view, that would change a lot of things and make work better with less assets.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    So wait, this is just another "SPARK SUGGESTIONS!" thread, but with emphasis on the features you feel are most important?
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Yes, sortof an amalgamation of the suggestions (since we all have a better feel for them now) combined with what we feel we need the most.
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    edited December 2009
    Here's what I can think of right now...

    Top: Most important
    Bottom: Least important
    <ul><li><b>Force axis</b>: While creating a line, press x/y/z to force it to one axis only (like in Blender)</li><li><b>Flip selected objects</b></li><li><b>More primitives</b>: Arch/sphere/etc. creation like in Hammer</li><li><b>Cycle select</b>: Cycle/select objects under the mouse (like in Hammer) </li><li><b>Continuous select</b>: While holding down the Alt key and selecting an edge, select all edges next to this one. (VERY useful for selecting edge "rings" in a cylinder!)</li><li><b>Multiple keywords</b> in material search text field (like if I type in "floor trim", it finds all the materials that have "floor" AND "trim" in their name)</li></ul>
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--quoteo(post=1744075:date=Dec 17 2009, 06:54 AM:name=ChuckstarNL)--><div class='quotetop'>QUOTE (ChuckstarNL @ Dec 17 2009, 06:54 AM) <a href="index.php?act=findpost&pid=1744075"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><ul><li><b>Double click boolean properties</b>: Double click on a boolean (True/False) property in the edit pane to change the value (like in the Visual Studio properties pane)</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->

    Already implemented.
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    <!--quoteo(post=1744077:date=Dec 17 2009, 12:01 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Dec 17 2009, 12:01 AM) <a href="index.php?act=findpost&pid=1744077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Already implemented.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh snap, you're right! I only tried double clicking the header cell for some reason. xD Thanks.
  • InkInk Join Date: 2009-08-15 Member: 68499Members
    Fix nvidea 7 series and under lighting problems. So i can start to map.
  • ARTO-UKARTO-UK Join Date: 2006-11-14 Member: 58602Members
    Edge extrusion and vertex welding is what Im waiting for..
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    - Ability to edit multiple lights.
    - A 'clip' tool.

    Would make things a tonne faster for me, 'til anything remotely similar is implemented I probably won't spend much time in Spark.
  • borgkingborgking Join Date: 2009-11-24 Member: 69504Members
    1. working model import
    2. working model import
    3. working model import
    4. vertex merging
    5. edge extrusion
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    Hi, what is that edge extrusion you're all talking ? Can someone explain ? Thx
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1744122:date=Dec 17 2009, 12:32 PM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Dec 17 2009, 12:32 PM) <a href="index.php?act=findpost&pid=1744122"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi, what is that edge extrusion you're all talking ? Can someone explain ? Thx<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1744048:date=Dec 16 2009, 06:18 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Dec 16 2009, 06:18 PM) <a href="index.php?act=findpost&pid=1744048"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Edge extrusion is dragging an edge along a relative axis from the originating face making a new face connected to it. The newly created face uses the vertexes from the original edge and the extruded edge.<!--QuoteEnd--></div><!--QuoteEEnd-->


    And I have to agree on Vertex welding.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    So would edge extrusion only be used on perimeter edges, i.e. edges that are not part of more than one face? Or could they be used on those too, like a corner edge?
  • noncomposmentisnoncomposmentis Join Date: 2004-11-13 Member: 32773Members
    I don't entirely see the point of an edge extrusion tool, considering the line tool accomplishes the same thing with only a couple more clicks. Am I missing something?

    Vertex and edge welding (and unwelding) would be very useful though.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=1744142:date=Dec 17 2009, 05:23 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE (noncomposmentis @ Dec 17 2009, 05:23 PM) <a href="index.php?act=findpost&pid=1744142"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't entirely see the point of an edge extrusion tool, considering the line tool accomplishes the same thing with only a couple more clicks. Am I missing something?

    Vertex and edge welding (and unwelding) would be very useful though.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't understand... How could you possibly create the result of a large array of extruded edges with a couple more clicks?
  • noncomposmentisnoncomposmentis Join Date: 2004-11-13 Member: 32773Members
    <!--quoteo(post=1744144:date=Dec 17 2009, 03:41 PM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Dec 17 2009, 03:41 PM) <a href="index.php?act=findpost&pid=1744144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't understand... How could you possibly create the result of a large array of extruded edges with a couple more clicks?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Using the line tool, you can start a line on a vertex of an existing edge, create a parallel line, then connect the two at the top and Spark automatically creates a face for you, which, as a bonus, is welded to the parent face (since they share an edge). So three clicks. That's what edge extrusion would accomplish, no?
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    edited December 2009
    oh maybe i get it :
    all the vertex connection of the edge are kept for the new one

    So imagine you have a circle (with an edge on the center, and one edge at each point of his perimeter), and you extrude the center (like if it was an edge), you will have a cone (even if a circle dont have really any edge)
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1744142:date=Dec 17 2009, 05:23 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE (noncomposmentis @ Dec 17 2009, 05:23 PM) <a href="index.php?act=findpost&pid=1744142"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't entirely see the point of an edge extrusion tool, considering the line tool accomplishes the same thing with only a couple more clicks. Am I missing something?

    Vertex and edge welding (and unwelding) would be very useful though.<!--QuoteEnd--></div><!--QuoteEEnd-->


    You can certainly replicate really simple edge extrusion with some more clicks as you are saying, using the line tool and such.

    But in a complexier geometry (a room with angles, corners, convexes, etc) edge extrusion would do in one click what you'll have to do in 30 clicks. !
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1744132:date=Dec 17 2009, 03:13 PM:name=StixNStonz)--><div class='quotetop'>QUOTE (StixNStonz @ Dec 17 2009, 03:13 PM) <a href="index.php?act=findpost&pid=1744132"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So would edge extrusion only be used on perimeter edges, i.e. edges that are not part of more than one face? Or could they be used on those too, like a corner edge?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Edge extrusion can be applied anywhere.
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