Editor wishlist
Re: Editor wishlist
Please add a function to edit how often the Auto save starts (Like I would like that the Auto save will remind me every 1 hour or 30 minutes)
ProMods Developer
Re: Editor wishlist
@scan720
As far as I know you can edit those values in the file /def/editor_data.sii where
the first two editable lines read.
As far as I know you can edit those values in the file /def/editor_data.sii where
the first two editable lines read.
Code: Select all
autosave_interval: 30 #minutes
autosave_notify_interval: 10 #seconds
---------------------------------------------------------------------------------------------------------------------------------------------
System: Windows 8.1
Processor: Intel Core i7-4790@3.60GHz
Memory: 16GB
Graphics: ASUS GeForce GTX1660Ti
[ external image ]
System: Windows 8.1
Processor: Intel Core i7-4790@3.60GHz
Memory: 16GB
Graphics: ASUS GeForce GTX1660Ti
[ external image ]
-
- Posts: 46
- Joined: 01 Aug 2013 15:57
Re: Editor wishlist
If you had an option to translate the tools from English to other languages, or a file in the editor, similar to the software that supports translation, it would be a further innovation.
Re: Editor wishlist
Hi, I list some suggestions for the editor to improve, for better and quick map design;
-A full copy/paste button in node properties which includes position, direction, rotation, scale values all in one. These values can be useful to position in the same area an object, for example, a far model mountain within the same position, scale, and boundaries of the mountain model, in many examples can be useful as well for sign position or multi-object position (a sign into a lamp post ej), a short cut to this tool, control+shift+c
-A must-have tool, paste in place (such as many editing programs has this option enabled), when for example you have copied a certain zone, several objects, let's see an example; someone else is working on the same sector area (could be for accident or quick mapping), so at the moment to merge both projects assets, you select a huge chunk of assets, make a copy and most important "paste in place" to the same position, direction and rotation values stay the same in the new pasted zone, this saves us the hassle into manually positioning these objects in a map which sometimes causes a huge amount of computing power to properly place the objects, a shortcut to this tool is control+shift+v, allow it to be pasted in the 3D view.
-Another option, connect in place, similar to above, but once you paste into a new area and if the nodes coincide with the other older nodes in the same position it auto connects (to avoid manually connecting the nodes after pasting), this tool will help us to prevent the inconsistent linkage or duplicity problem. It should be only available at edit options. The auto-connected nodes must be at the same position in the world and compatible with green and red or brown and green.
-Invert nodes in the road tool, for example, a key shortcut to invert the node positions, which reds turn to green and green turns to red, this will help to easily and quickly fix road tracing into prefabs or terrain tracing (without deleting and placing again the nodes), after selection both extreme nodes (green and red), use something in the keyboard like control+shift+N to invert the nodes as proposed, selecting an entire segment with several nodes it inverses the direction (except for prefabs, which manually must be connected.)
-Remove node but keeping same values and connection, an inverse way to remove nodes, currently to add a node you click middle wheel button, what if we got an option like clicking control+middle wheel you can remove the node while keeping the same values in the terrain and connected to the other two proximate nodes. This helps us to prevent fixing a road route bit shift+left mouse click to separate the node or remove entirely one, it just saves time.
-Auto fix node duplicity problem if a duplicity error appears to make available an option to auto-remove duplicity nodes or auto-fix with a new auto UID value and terrain using the same values.
-Auto-connect nodes, a tool that scans if green or brown, or red and green nodes are located in the exact position, it will just auto-connect in the world (only if it detects 2 nodes in the same place and are compatible, if it detects more than 3 nodes, the problem should let the user know about the existence of multi-node in the same area, to manually remove.
Other suggestions;
-Multy-merge sector tool, to avoid the copy-paste in place, maybe an auto tool, where you select two sectors with the same name or different name and it auto includes all the content into one, avoiding the duplicity and place of repetitive model and objects, it just detects new or different objects between two. This tool will greatly help and improving into multi-map editing with no problem, so people can edit the map at the same time without worrying if someone else is working on the same sector.
-Auto-remove duplicates, a tool which detects exact model or node shapes and position to auto-remove duplicates, there's already an option in editor map, validate item duplicity, it detects all the objects in same positions, but my suggestion would be a button to automatically remove all repetitive objects and only leaving one in place.
-Auto-change position, to avoid flickering of the same position of vegetation, a tool to help us to remove flickering of flora vegetation into one-click/process. The tool detects exact same position of trees and removes duplicates at random. This option should be an in a button for an item terrain property, road properties, or bezier properties.
-Auto-random values, similar to above, but this option randomly changes the density and sparsity values to different nodes properties, the idea is to select various nodes, apply auto-apply random values for sparsity and scale, this option would greatly improve vegetation landscaping for random variables.
-At editor settings (tool/settings) or a new tool called map scale tool (suspicious Y pos! tool problem), this tool will help us to configure entire 3D world, in which for example if I have an object below -500 or above 500 meters you can easily scroll and place objects in 3D camera with no problems and allow to set the tool to a maximum or minimum elevation height for off position objects, currently the editor reports me to object that I deliberate placed under the -400 or above 400 which those counts as bugs. The idea is to adjust this tool by selecting the minimum and maximum elevation scale that the map project uses.
-It's a little bit of a hassle to use the rotation of objects in a snap activated, an example I do have a snap of 25° of an object rotation to maintain it, I must first select the rotation angle (green circle), then press shift to rotate the object in a correct angle, this is a bit tedious because the object can easily move if you mistake to move the green circle a bit before pressing shift, it would be BEST to FIRST press SHIFT button then do the rotation of the object in the green circle, this allows easy rotation without accidentally moving it.
-Please include more far model bars, currently, there are only 4 per section, 8 would be enough, or at least to place multiple far models in the same are without the issue of popping up or flickering in the mountains, this will help to improve maps for over render distance problem, make new far models of every mountain model available in-game.
-Currently, the render distance is 1500, could we have at least 2500 or 3000 would greatly improve game far distance and landscaping. of course can be adjusted in graphic settings for every different user's specs, having enabled this option will greatly improve the problem of mountain popping.
-Terrain brush tool (mesh), a mesh brush tool that can shape terrains, beziers, roadside terrain with different forms, sculpting a hole, or making a hill using the available geometry brush, this will greatly improving mountain quality and landscaping.
-Simulate traffic in the editor, at the traffic tool and option to simulate traffic, it auto spawns traffic in the editor, this will help us to see how traffic acts in the final product game.
-Allow the delete button to work on 3D view, currently, it only works on C or top view. It saves time if I could delete objects in 3D view.
-Allow editing model vertex, especially for rock curve models to easily adapt to the terrain, also to allow to manipulate vertex on bezier path models.
-Sound reverb checkbox at "no weather area" (already proposed it and reported as a bug), to avoid hearing the reverb sound in a small bridge.
Thank you for reading and considering these suggestions.!
-A full copy/paste button in node properties which includes position, direction, rotation, scale values all in one. These values can be useful to position in the same area an object, for example, a far model mountain within the same position, scale, and boundaries of the mountain model, in many examples can be useful as well for sign position or multi-object position (a sign into a lamp post ej), a short cut to this tool, control+shift+c
-A must-have tool, paste in place (such as many editing programs has this option enabled), when for example you have copied a certain zone, several objects, let's see an example; someone else is working on the same sector area (could be for accident or quick mapping), so at the moment to merge both projects assets, you select a huge chunk of assets, make a copy and most important "paste in place" to the same position, direction and rotation values stay the same in the new pasted zone, this saves us the hassle into manually positioning these objects in a map which sometimes causes a huge amount of computing power to properly place the objects, a shortcut to this tool is control+shift+v, allow it to be pasted in the 3D view.
-Another option, connect in place, similar to above, but once you paste into a new area and if the nodes coincide with the other older nodes in the same position it auto connects (to avoid manually connecting the nodes after pasting), this tool will help us to prevent the inconsistent linkage or duplicity problem. It should be only available at edit options. The auto-connected nodes must be at the same position in the world and compatible with green and red or brown and green.
-Invert nodes in the road tool, for example, a key shortcut to invert the node positions, which reds turn to green and green turns to red, this will help to easily and quickly fix road tracing into prefabs or terrain tracing (without deleting and placing again the nodes), after selection both extreme nodes (green and red), use something in the keyboard like control+shift+N to invert the nodes as proposed, selecting an entire segment with several nodes it inverses the direction (except for prefabs, which manually must be connected.)
-Remove node but keeping same values and connection, an inverse way to remove nodes, currently to add a node you click middle wheel button, what if we got an option like clicking control+middle wheel you can remove the node while keeping the same values in the terrain and connected to the other two proximate nodes. This helps us to prevent fixing a road route bit shift+left mouse click to separate the node or remove entirely one, it just saves time.
-Auto fix node duplicity problem if a duplicity error appears to make available an option to auto-remove duplicity nodes or auto-fix with a new auto UID value and terrain using the same values.
-Auto-connect nodes, a tool that scans if green or brown, or red and green nodes are located in the exact position, it will just auto-connect in the world (only if it detects 2 nodes in the same place and are compatible, if it detects more than 3 nodes, the problem should let the user know about the existence of multi-node in the same area, to manually remove.
Other suggestions;
-Multy-merge sector tool, to avoid the copy-paste in place, maybe an auto tool, where you select two sectors with the same name or different name and it auto includes all the content into one, avoiding the duplicity and place of repetitive model and objects, it just detects new or different objects between two. This tool will greatly help and improving into multi-map editing with no problem, so people can edit the map at the same time without worrying if someone else is working on the same sector.
-Auto-remove duplicates, a tool which detects exact model or node shapes and position to auto-remove duplicates, there's already an option in editor map, validate item duplicity, it detects all the objects in same positions, but my suggestion would be a button to automatically remove all repetitive objects and only leaving one in place.
-Auto-change position, to avoid flickering of the same position of vegetation, a tool to help us to remove flickering of flora vegetation into one-click/process. The tool detects exact same position of trees and removes duplicates at random. This option should be an in a button for an item terrain property, road properties, or bezier properties.
-Auto-random values, similar to above, but this option randomly changes the density and sparsity values to different nodes properties, the idea is to select various nodes, apply auto-apply random values for sparsity and scale, this option would greatly improve vegetation landscaping for random variables.
-At editor settings (tool/settings) or a new tool called map scale tool (suspicious Y pos! tool problem), this tool will help us to configure entire 3D world, in which for example if I have an object below -500 or above 500 meters you can easily scroll and place objects in 3D camera with no problems and allow to set the tool to a maximum or minimum elevation height for off position objects, currently the editor reports me to object that I deliberate placed under the -400 or above 400 which those counts as bugs. The idea is to adjust this tool by selecting the minimum and maximum elevation scale that the map project uses.
-It's a little bit of a hassle to use the rotation of objects in a snap activated, an example I do have a snap of 25° of an object rotation to maintain it, I must first select the rotation angle (green circle), then press shift to rotate the object in a correct angle, this is a bit tedious because the object can easily move if you mistake to move the green circle a bit before pressing shift, it would be BEST to FIRST press SHIFT button then do the rotation of the object in the green circle, this allows easy rotation without accidentally moving it.
-Please include more far model bars, currently, there are only 4 per section, 8 would be enough, or at least to place multiple far models in the same are without the issue of popping up or flickering in the mountains, this will help to improve maps for over render distance problem, make new far models of every mountain model available in-game.
-Currently, the render distance is 1500, could we have at least 2500 or 3000 would greatly improve game far distance and landscaping. of course can be adjusted in graphic settings for every different user's specs, having enabled this option will greatly improve the problem of mountain popping.
-Terrain brush tool (mesh), a mesh brush tool that can shape terrains, beziers, roadside terrain with different forms, sculpting a hole, or making a hill using the available geometry brush, this will greatly improving mountain quality and landscaping.
-Simulate traffic in the editor, at the traffic tool and option to simulate traffic, it auto spawns traffic in the editor, this will help us to see how traffic acts in the final product game.
-Allow the delete button to work on 3D view, currently, it only works on C or top view. It saves time if I could delete objects in 3D view.
-Allow editing model vertex, especially for rock curve models to easily adapt to the terrain, also to allow to manipulate vertex on bezier path models.
-Sound reverb checkbox at "no weather area" (already proposed it and reported as a bug), to avoid hearing the reverb sound in a small bridge.
Thank you for reading and considering these suggestions.!
Re: Editor wishlist
Click Ctrl+V and then MMB, it'll paste in the original positionJbte wrote: ↑11 May 2020 04:33 -A must-have tool, paste in place
-Invert nodes in the road tool
-Terrain brush tool (mesh), a mesh brush tool that can shape terrains, beziers, roadside terrain with different forms, sculpting a hole, or making a hill using the available geometry brush, this will greatly improving mountain quality and landscaping.
Edit -> Flip direction
There's the Height tool. Do you mean something "better"?
Senior Map Designer - Road Specialist
ProMods Developer
ProMods Developer
Re: Editor wishlist
Thanks! learnt something new, this will definitely make certain things easier.
Not sure if there's something I'm missing from the Height tool but I mean to have additional options for terrain sculpting, like a brush tool to shape different surfaces on mesh geometry.
Not sure if there's something I'm missing from the Height tool but I mean to have additional options for terrain sculpting, like a brush tool to shape different surfaces on mesh geometry.
-
- Posts: 1
- Joined: 27 May 2020 11:16
Re: Editor wishlist
First of all, good work, even if the engine gauge, such as oil and water, is very good on the vehicle indicator ...ozturkalp25
Re: Editor wishlist
Can you FIX that problem with editor defaults? I could NEVER keep my defaults even i would very much like to keep them, but sience i'm working in multiple projects or do road connections, many of them with custom materials, i am always forced to delete the Editor folder for the editor to start on next project.
Can you force that defaults.ini to be ignored by editor when something is not found? And even when you have a valid defaults.ini file it takes ages for editor to load, too busy reading defaults.ini file.
Please fix this!
Can you force that defaults.ini to be ignored by editor when something is not found? And even when you have a valid defaults.ini file it takes ages for editor to load, too busy reading defaults.ini file.
Please fix this!
Roextended Project
Re: Editor wishlist
I highly doubt this editor is used by SCS in their work.
1.I did a recompute map, upgrading many things, and from 500+ sector files now i have +900. No problem, manual deletion. Saving ghost sectors is usual stuff at every save.
2.Changing prefabs by g_replace command, place a map marker on prefab node and you can't edit nothing from the new prefab. That map marker is very usefull...like never. Even you move the roads somewhere else, that marker remains.
3.Content browser must be closed at every second use and reopened because is freezing the editor (1FPS), this is the most annoying problem.
4.defaults.ini is useless, just a reason to crash the editor.
5.loading time of the map is longer then the old editor version, being busy to read that useless defaults.ini
One should think the editor is better now sience the main game break-up, but probably that was for the game, editor is just colateral victim. Thank you.
1.I did a recompute map, upgrading many things, and from 500+ sector files now i have +900. No problem, manual deletion. Saving ghost sectors is usual stuff at every save.
2.Changing prefabs by g_replace command, place a map marker on prefab node and you can't edit nothing from the new prefab. That map marker is very usefull...like never. Even you move the roads somewhere else, that marker remains.
3.Content browser must be closed at every second use and reopened because is freezing the editor (1FPS), this is the most annoying problem.
4.defaults.ini is useless, just a reason to crash the editor.
5.loading time of the map is longer then the old editor version, being busy to read that useless defaults.ini
One should think the editor is better now sience the main game break-up, but probably that was for the game, editor is just colateral victim. Thank you.
Roextended Project
Re: Editor wishlist
if you talk about the editor to create a map
you will have to put in French
if you can do it in the next update it will be fine
thank you
you will have to put in French
if you can do it in the next update it will be fine
thank you
Who is online
Users browsing this forum: No registered users and 6 guests