Spark Editor v156 Improvements that we highly needed

yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
edited November 2010 in Mapping
<div class="IPBDescription">Lets make much more powerfull this über-süper level editor</div>Hello UWE, and all mappers

Now basic problems on the NS2 game are solved while some problems were appeared on the editor side.
I know you are very busy but i just would like to report here what we have problems and what we need while mapping.
I was waiting those improvements for a longtime and that is why i didn't list before but i think it is a time to show now.

Please post here if you need anything while mapping.

Here are my problems and needs:

1. Triangularity of polygons
First there are problems while making / or showing polygons. These were normal before v154 and started with v154 i think.

As shown here normaly there were no triangle hole . Some how traingulation is changed.
<img src="http://www.yyoru.com/ns2/v156/tri1.jpg" border="0" class="linked-image" />

And from the back side it is same here. After deleting face and regenerating face by selecting same blue lines. Problem still appears.
<img src="http://www.yyoru.com/ns2/v156/tri2.jpg" border="0" class="linked-image" />

2. Drawing Circle and Its Grid
I want to draw two circles (in snap mode) to the same center with different radiouses but I fail while drawing the second one. Also grid somehow rotates. Normaly the first circle starts with a default grid.
<img src="http://www.yyoru.com/ns2/v156/circle1.jpg" border="0" class="linked-image" />

After drawing the first one now grid is totally changed and i cant select the same center point.
<img src="http://www.yyoru.com/ns2/v156/circle2.jpg" border="0" class="linked-image" />

3.Single Lines sometime not creates new faces
As shown here i can have a new face by drawing left blue line but on the right side it doesnt draws a new face. This is really makes mapping difficult.

<img src="http://www.yyoru.com/ns2/v156/single_line.jpg" border="0" class="linked-image" />

4. Escape key for only deselecting items/faces/lines/nodes etc.
This is the most important thing i think. Generally while editing tecture or some properties of objects/faces i want to unselect all (clear selection) and want to change the other one, in an edition of size of texture it sets it to "zero". Please leave it what it is and deselect that object if we press esc in edit mode. Please do not use esc key as a zero maker.

5. Moving objects/faces in a rotated place
Normal maps are rectangular and same with the global XYZ direction, but if you have a rotated room place (e.g 30 deg) when you want to move a object in the one of X or Y or Z direction, it is difficult to move object in their coordinates.
Here is the rotated place and i cant move object trough the its own X line.
<img src="http://www.yyoru.com/ns2/v156/move1.jpg" border="0" class="linked-image" />

Here is the default room and that the right pivot point that i want it in the previous pic.
<img src="http://www.yyoru.com/ns2/v156/move2.jpg" border="0" class="linked-image" />

Also if you edit a rotated place, moving polygons/faces is realy hard on the one of X or Y or Z direction.
<img src="http://www.yyoru.com/ns2/v156/move3.jpg" border="0" class="linked-image" />

6. Scaling objects in a rotated place
Normal maps are rectangular and same with the global XYZ direction, but if you have a rotated room place (e.g 30 deg) when you want to scale object, scale box is not same with object size and this make diffcult to scale
<img src="http://www.yyoru.com/ns2/v156/scale1.jpg" border="0" class="linked-image" />

Comments

  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    edited November 2010
    7. Scaling objects by edit
    While editing object scale i cant use "." (i'm using Turkish keyboard) so i cant type floating numbers

    <img src="http://www.yyoru.com/ns2/v156/scale2.jpg" border="0" class="linked-image" />

    8. New Drawing Tools
    We need some new objects, mesh (to make bumpy areas), centered circle (to make cones), and half sphare

    <img src="http://www.yyoru.com/ns2/v156/sphere.jpg" border="0" class="linked-image" />


    Also merging 2 lines / faces would be good


    9. A Mini Browser for the Objects/Textures (which points directory)
    I'm sure we will have thousands of objects/textures soon so need a quick browser like this.

    <img src="http://www.yyoru.com/ns2/v156/browse.jpg" border="0" class="linked-image" />

    10. Circular display of Siege Ranges
    I think this is a easy part to show ranges of sieges to compare places and hives.

    <img src="http://www.yyoru.com/ns2/v156/siege.jpg" border="0" class="linked-image" />

    11. Multiple selections
    If I select some of objects by drawing rectangle, i cant add any more again by using rectangular selection


    12. Selecting Layers
    When I select a layer, all objects should be selected so i can move/rotate them

    13. Also add "48" as snap value (it is easy to draw vents) , and "30", "60" degs as a snap angles

    Thanx for reading those craps above :)
    I'm gonna edit If I remember the more things.
    Please post here if you want any improvement after v156.
  • CruorCruor Join Date: 2004-11-07 Member: 32677Members
    For the siege ranges, I believe the NS2 MASC's (siege cannon) and the kharaa's whip with bombardment upgrade actually needs a clear line of sight to fire so they can't shoot through walls any more a la NS1. That makes me believe they will be significantly more powerful tho and of course the range for the direct line of sight fire is still needed but you don't at this moment at least have to take consideration for them fireing through walls.

    as per the rest of your posts sorry, way past bedtime so only skimmed and noticed the siege part :D
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I love this. And would heartily encourage people to back any fixes or smart ideas they think are needed while Yimmasabi could edit the OP to show updates and changes. Here's my contribution:

    Solutions/workarounds (not perfect)
    5b) For your off angle room and moving a wall use extrude then clean up the mess afterward.
    6) Scale your models in the edit box of the 'select' tool.
    7) Use your numpad decimal key for that field. Dunno why but I also cannot put a decimal point in unless it's with numpad.

    As for the rest of your suggestions:
    Common filters for the prop and texture browser would be amazing. Custom snap values for rotation and grid would also be great. Model dependent X Y Z rotation axes would be amazing.

    Now here are my suggestions for potential editor improvements (yeah).
    1) Changes to layer/group windows are shared across all tools.
    2) Texture browser: double clicking a texture closes the texture browser. Dimensions of texture displayed in browser.
    3) Boolean field on cast shadows (tick box). Drop down is redundant when there are only two settings.
    4) Tab function in fields, namely scale and texture scale fields. Let me TAB across to the second field. Also confirm changes/refresh on tab for extra ease.
    5) Cast Shadows set to false as standard (my notes here say 'or better engine' but... you know... it's good).
    6) Hide mask on texture application tool. Should perhaps also maybe hide edges while hide mask happens.
    7) Names of models in prop browser, rather than full file location (dimensions too?)
    8) stuff half in a layer should be locked when that layer is hidden and one tries to manipulate the visible half OR welded groups should not be both visible and hidden at the same time.
    9) Dimensional value pop up, DURING manipulations and new shape/line drawing, just next to the mouse as seen in illustrator:
    <img src="http://www.axyh61.dsl.pipex.com/hover%20tips.jpg" border="0" class="linked-image" />
    10) Global texture locking switch. Kinda weird having to go into move to see if it's on (despite it seeming to not work).
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    for the circle problem, i think it stems from the grid being local to the face. maybe if there was an option to switch between local and world grid (world being the grid the first circle was drawn on, local being the grid on the face of the first circle) this would no longer be a problem

    re: props on angles, i think being able to rotate the grid/axis would also be a valuable tool because it would make working on angled geometry easier

    im using build 151 so forgive me if these have been implemented but i think a measurement tool would be handy as well as a measure angle tool so instead of using trial an error to rotate textures, the needed angle can be calculated straight away.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    I support everything that has been said. +1
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    When all of this will be fixed i will start to map again, otherwise i just get frustrated and want to drank myself to unconsciousness.
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    Still waiting those above :(
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Yeah, well then keep waiting...
    There is more important stuff to do for UWE and plenty of people in this forum are showing that the editor can be worked with and already produces great results.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    The editor 'works'. Yes it has problems and bugs, but the game right now is more important to spend time on. I'd love the editor to get some love, but maybe a few months down the line when the game is more polished.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    How do people put up with the random welding all the time?

    I find editing becomes a real pain when i keep seeing this on every other thing i edit, seems to only happen after a map has been saved and opened, it's the single most annoying bug that should of been fixed by now as its not really fair to let it go on for so long.
  • Pollux568Pollux568 Join Date: 2004-01-07 Member: 25122Members
    edited July 2011
    @Obraxis : some of the bugs listed here are very annoying, and should not take a long time to be corrected. By example the creation of circle by radius or by diameter ; or the rotation by 15/30/45/60/75 degres instead of only 90° ; or simple improvement of the texture tools. It is weird that powerful tools have been released, like the extrude tool, and some basic fonctions are not functional.

    I was precisely thinking to write a topic with most of the same comments. I see that the bugs (it's bug, not features :p) are old and known...

    I would add a small thing :
    If a layer is hidden, it should hide the triangulation too.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    In my experience with this editor, the single biggest problem and the only problem that can't be blamed on sloppiness on my part isthe texture alignment issue. THe weird random faces and the inability to create faces both result from sloppiness with vertex points. like one of the biggest solutions you could possibly use is, if you've got a perfect square set up, and yet it wont create a square, you do this:

    divide the square in half, then connect the middle of the triangle to the corner of the uncreated face.

    alsoo, if you really can't create a face, its because you've got two vertexes in the exact same spot, and the editor is confused. delete one. hope this helps somebody out there
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1859653:date=Jul 11 2011, 06:38 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Jul 11 2011, 06:38 AM) <a href="index.php?act=findpost&pid=1859653"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The editor 'works'. Yes it has problems and bugs, but the game right now is more important to spend time on. I'd love the editor to get some love, but maybe a few months down the line when the game is more polished.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I totally agree. this editor is damn near totally functional. just needs that texture aliognment imo
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    <!--quoteo(post=1859812:date=Jul 11 2011, 10:46 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Jul 11 2011, 10:46 PM) <a href="index.php?act=findpost&pid=1859812"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...you've got two vertexes in the exact same spot, and the editor is confused. delete one...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Interesting thing I found out by accident is that if you start building your stuff, then after a while just marquee everything and place it in a temporary layer, then hide it, all the singular edges and vertices will remain as the layers are not capable of hiding isolated versions of these. Just drag a selection box across the entire map and delete it all. Then unhide your map and delete the temp layer.

    Thus, you can easily delete all the rogue verts/edges fairly easily without having to go through the pain of finding the correct angle at which spark will let you select things.

    Maybe old news but it sure has helped me.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Build 183 fixes
    <ul><li>Fixed bug where coincident vertices would get welded on save in the Editor</li></ul>

    At last a fix for the annoying random welding, i just did a quick test and it does seem to be gone!
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Members
    i would love these changes/additions/fixes.

    Also, what really is bugging me is the random adding stuff together, when i have 2 pieces to close to each other they magically weld UNLESS i actually want them to combine, somehow it doesn't work them (if you draw them as separated objects and try to exclude 1 from the other).

    Kinda wished it left the objects as loose parts unless you weld them yourself or if they were 1 object to begin with (like an extruded box).
    A way to separate connected object would be nice to.

    Btw, small question, is there a glass texture of some sort? or some way to create something similar to glass? im trying to make some glass tubing.
    Which brings me to my next issue, is there a way to vertex snap? most of the time when im moving something and it has to connect to a vertex off the grid (like on a circle) i find it impossible to do this unless i use free move, but this inst very accurate, the snapping/not snapping when i need it is driving me nuts sometimes (esp with advanced geometry).

    Also, creating faces doesn't work sometimes for me, is this just buggy or is there some kind of way to make it work? i noticed that sometimes welding vertexes fixes this for me, but not always.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1865148:date=Jul 31 2011, 12:13 PM:name=Dragon-Guard)--><div class='quotetop'>QUOTE (Dragon-Guard @ Jul 31 2011, 12:13 PM) <a href="index.php?act=findpost&pid=1865148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i would love these changes/additions/fixes.

    Also, what really is bugging me is the random adding stuff together, when i have 2 pieces to close to each other they magically weld UNLESS i actually want them to combine, somehow it doesn't work them (if you draw them as separated objects and try to exclude 1 from the other).

    Kinda wished it left the objects as loose parts unless you weld them yourself or if they were 1 object to begin with (like an extruded box).
    A way to separate connected object would be nice to.

    Btw, small question, is there a glass texture of some sort? or some way to create something similar to glass? im trying to make some glass tubing.
    Which brings me to my next issue, is there a way to vertex snap? most of the time when im moving something and it has to connect to a vertex off the grid (like on a circle) i find it impossible to do this unless i use free move, but this inst very accurate, the snapping/not snapping when i need it is driving me nuts sometimes (esp with advanced geometry).

    Also, creating faces doesn't work sometimes for me, is this just buggy or is there some kind of way to make it work? i noticed that sometimes welding vertexes fixes this for me, but not always.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There is a glass model, no texture ATM. Check out the tutorials in my sig for help with face creation
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Members
    edited July 2011
    <!--quoteo(post=1865149:date=Jul 31 2011, 06:17 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Jul 31 2011, 06:17 PM) <a href="index.php?act=findpost&pid=1865149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is a glass model, no texture ATM. Check out the tutorials in my sig for help with face creation<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah already looked at your tut but still is a pain ^^

    As for glass textures, didn't Tig make something similar in his skyfal map?

    Ah, i found a post of his on how to get the effect he used.
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=114046&view=findpost&p=1858816" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1858816</a>
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