Editor wishlist
Re: Editor wishlist
Pls add the ability to brush the center of an road (vegetation)
ProMods Developer
Re: Editor wishlist
I wish I could edit, by "Edit Sign" option, the Text frame with Dynamic attribute on. So far I can just edit the whole template to change the text, which forces me to make new template in every "unique" place instead making literally template with two or three possible messages to edit. Unblock it please
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Re: Editor wishlist
Pls add a function to the sign editor to rotate atlas images and Frames
ProMods Developer
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Re: Editor wishlist
That would be very nice indeed. For instance, for 'airport' icons. The plane always matches the direction the sign is pointing to.
Well known ProMods moderator.
Re: Editor wishlist
An option to scale models of type "building".
- dsf.fernando
- Posts: 585
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- Location: Leiria, Portugal
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Re: Editor wishlist
Are accentuations possible on these signs?elot360 wrote: ↑27 Jul 2020 18:01 I wish I could edit, by "Edit Sign" option, the Text frame with Dynamic attribute on. So far I can just edit the whole template to change the text, which forces me to make new template in every "unique" place instead making literally template with two or three possible messages to edit. Unblock it please
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Proud student of Games and Multimedia in the Polytechnic of Leiria - the Portuguese capital of game development
(and still hopeful the city will feature in the game with a garage someday)
(and still hopeful the city will feature in the game with a garage someday)
Re: Editor wishlist
If you mean special characters in specific language, it all depends of used font
Re: Editor wishlist
I would love it if railing items could have their looks selectable from a drop-down in the road item properties, instead of having to define a discrete railing item for every look on a model. For example, I have a set of 14 railing items (and intend to add more) which have 6 standardized looks. In a perfect world, I would have 14 railing items. The way things are, I have 84.
What makes this even worse is that the drop down list for railing items cannot be resized. So, if the path to the railing item is long, the look name is truncated.
It would also be nice if railing items could have names like other asset types. I usually like to make those quite long/descriptive/redundant so that our map designers have a better chance of finding what they're looking for.
What makes this even worse is that the drop down list for railing items cannot be resized. So, if the path to the railing item is long, the look name is truncated.
It would also be nice if railing items could have names like other asset types. I usually like to make those quite long/descriptive/redundant so that our map designers have a better chance of finding what they're looking for.
Re: Editor wishlist
I don't get it why have you omit such important feature as "hide or delete" some traffic signs or other objects withing Special Transport routes. So far there's not much options to make anything more interesting than default SCS routes, especially when you can't do the main escort team job, like moving road signs far from the cargo for duration of passing current section.
But, instead of adding another options to trajectories, I would love to see the exported map feature in creating ST routes in much efficient way. Rather than placing horrible amount of trajectories "with invisible models" (Without using Scene preview feature) it would be much nicer to make specific map sectors for current route. It makes big amount for options to make route more interesting and challange, making route upstream on motorway to bypass some nav signs, or disassemble some gantrys etc. You could prepare your route just like it should be, literally prepared for current journey.
Each route would use specific sectors, maybe specific cargoes would have their sectors too (Various cargoes needs various options during journey). And imho that would solve all problems with preparing ST routes, just prepare map as always and add it to specific folder for current route or even specific cargo. That will also solve problem with various routes in same road (Never mode mistakes with moved trajectory node from route you doesn't editing right now).
But, instead of adding another options to trajectories, I would love to see the exported map feature in creating ST routes in much efficient way. Rather than placing horrible amount of trajectories "with invisible models" (Without using Scene preview feature) it would be much nicer to make specific map sectors for current route. It makes big amount for options to make route more interesting and challange, making route upstream on motorway to bypass some nav signs, or disassemble some gantrys etc. You could prepare your route just like it should be, literally prepared for current journey.
Each route would use specific sectors, maybe specific cargoes would have their sectors too (Various cargoes needs various options during journey). And imho that would solve all problems with preparing ST routes, just prepare map as always and add it to specific folder for current route or even specific cargo. That will also solve problem with various routes in same road (Never mode mistakes with moved trajectory node from route you doesn't editing right now).
Re: Editor wishlist
If we select one node of a chained item (road, terrain, buildings, curve), a keystroke of ":" will select (and highlight) the connected ones. Great, in most cases the other ones, nearby, are easy to spot. But sometimes, elements are very far away. Then the highlighted nodes are not so easy to identify, because you have to zoom out - and find yourself overwhelmed by a sea of visible nodes.
So I just had an idea: when you zoom out beyond a specific limit, all nodes will vanish. It would help if selected nodes would vanish a little later. Trifle Idea. Please think about it, and dismiss if not easily applicable.
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Sometimes, I use the the "drop free camera to ground" menu toggle several dozen times an hour. It is vital to testing. Years ago, I asked for a keystroke. Sorry that I ask again. Usually I don't repeat wishes, I'm not an arm-twister, but this is really important for me.
Or is there already a hidden keystroke existing, and my frantic tests for it just failed? Then please show the key combination in the drop-down menu, like you did with several others.
So I just had an idea: when you zoom out beyond a specific limit, all nodes will vanish. It would help if selected nodes would vanish a little later. Trifle Idea. Please think about it, and dismiss if not easily applicable.
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Sometimes, I use the the "drop free camera to ground" menu toggle several dozen times an hour. It is vital to testing. Years ago, I asked for a keystroke. Sorry that I ask again. Usually I don't repeat wishes, I'm not an arm-twister, but this is really important for me.
Or is there already a hidden keystroke existing, and my frantic tests for it just failed? Then please show the key combination in the drop-down menu, like you did with several others.
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