Editor wishlist
- Veritas1983
- Posts: 88
- Joined: 13 Nov 2014 09:15
- Location: Rotterdam
Re: Editor wishlist
I really have to see how I can manage this...
I have a prefab splitting into a hw 1 lane road on which I want "only trucks" to enter and a hw 2 lane road on which I want "no trucks" but only cars and busses to enter.
Will the AI recognize that and not disappear on the prefab trying to enter the lane they're not allowed on?
I have a prefab splitting into a hw 1 lane road on which I want "only trucks" to enter and a hw 2 lane road on which I want "no trucks" but only cars and busses to enter.
Will the AI recognize that and not disappear on the prefab trying to enter the lane they're not allowed on?
Re: Editor wishlist
EDIT: The following is about transferring items from map to map. Especially to handle something that is new or fixed in a official new patch, and which is wanted to be updated in an older map-mod. Which already has a changed copy of the sectors in question. This context may be wasn't too obvious, in the following:
I'd like to propose an extended import/export or copy function for selected items, which retains the exact location of each object, even on import. This would be extremely useful to incorporate particular fixes and additions that comes with a newer game versions, but will be get lost for older forked map-mods if not reincorporated.
I'm thinking, for example, of the new "trajectories", here. To copy and paste those group-wise would be a nightmare. If I could find all, select all, and then copy all of it to exactly the same location of my own map derivation, 95% of the work would be done. I would only have to check all the locations for changed roads and prefabs, but these are very, very rare in my case.
Or could that already be done in some way and I'm just not getting it?
I'd like to propose an extended import/export or copy function for selected items, which retains the exact location of each object, even on import. This would be extremely useful to incorporate particular fixes and additions that comes with a newer game versions, but will be get lost for older forked map-mods if not reincorporated.
I'm thinking, for example, of the new "trajectories", here. To copy and paste those group-wise would be a nightmare. If I could find all, select all, and then copy all of it to exactly the same location of my own map derivation, 95% of the work would be done. I would only have to check all the locations for changed roads and prefabs, but these are very, very rare in my case.
Or could that already be done in some way and I'm just not getting it?
Re: Editor wishlist
If you are importing with Import Map tool (I), you either import at the cursor position with the left mouse button, or at the original position with the middle mouse button. We should probably add it to the editor help screen. The clipboard is retained even after loading different map, but there is currently no way to paste it at the previous location. I guess we could add that the middle button would do it to be consistent with Import tool and so the copy-n-paste could be used for such things in more straightforward way than hassling with Export/Import.Reinhard wrote: ↑12 Dec 2017 15:53 EDIT: The following is about transferring items from map to map. Especially to handle something that is new or fixed in a official new patch, and which is wanted to be updated in an older map-mod. Which already has a changed copy of the sectors in question. This context may be wasn't too obvious, in the following:
I'd like to propose an extended import/export or copy function for selected items, which retains the exact location of each object, even on import. This would be extremely useful to incorporate particular fixes and additions that comes with a newer game versions, but will be get lost for older forked map-mods if not reincorporated.
I'm thinking, for example, of the new "trajectories", here. To copy and paste those group-wise would be a nightmare. If I could find all, select all, and then copy all of it to exactly the same location of my own map derivation, 95% of the work would be done. I would only have to check all the locations for changed roads and prefabs, but these are very, very rare in my case.
Or could that already be done in some way and I'm just not getting it?
Re: Editor wishlist
Read it, tried it, worked! Thanks for the hint, I tried several keyboard combinations, but obviously not the middle mause button. This helps a lot!
Yes, to have the same position trick for the clipboard function would help even more. If I do some copying from the newer vanilla map to my own changes, I prefer the clipboard because I work with two simultaneous editor sessions. One retail game version, one of Steam. Then I copy the "~clpbrd.sbd" from one home dir to the other, with the help of a little command script. Et voilà, I can paste it. That's much faster than packing a mod for each unit, and I don't have to shut down and restart any editor, again and again. So copying is much less painful if you transfer many units in a row.
I just realized that the import/export files have also an "*.sbd" extension, like the file for storing the copy. So if my impression is correct that the processes share some code and aren't too distinct: yes, same position for coping by pressing the middle mouse button would be very welcome.
Yes, to have the same position trick for the clipboard function would help even more. If I do some copying from the newer vanilla map to my own changes, I prefer the clipboard because I work with two simultaneous editor sessions. One retail game version, one of Steam. Then I copy the "~clpbrd.sbd" from one home dir to the other, with the help of a little command script. Et voilà, I can paste it. That's much faster than packing a mod for each unit, and I don't have to shut down and restart any editor, again and again. So copying is much less painful if you transfer many units in a row.
I just realized that the import/export files have also an "*.sbd" extension, like the file for storing the copy. So if my impression is correct that the processes share some code and aren't too distinct: yes, same position for coping by pressing the middle mouse button would be very welcome.
Re: Editor wishlist
Is it possible to create delete option for templates in sign editor? In my opinion it would made signs creator's life better, for now you have to think ahead if you creating templates because it's hard to delete old template (For example number 185) from 400 signs templates file. Then you have to remember re-put template after change number in file. Is it possible to make it easier?
Re: Editor wishlist
Weather editor. ETS2 v1.30.2.6s.
I would very much like the developers to correct the following bugs.
Example 1 - "Cancel bug"
I would very much like the developers to correct the following bugs.
Example 1 - "Cancel bug"
- I press double-click on any color field (for example, "Fog color" field), the dialog "Select color" appears.
- I change the color but I decide to decline this selected color and press [Cancel] or [X] button.
- I change any other parameter (for example, "Env static mod" field)... and directly after changing my previous edited field ("Fog color") is becoming to canceled color.
- (... and to get back the previous color in "Fog color" field I press Ctrl+Z).
- RGB is (2, 9, 17). Hex color is #020911.
- I change R to 5, hex is #050911.
- I change G to 10, hex is #010a11.
- I change B to 2, hex is #0a0a02.
- (As you can see there is absolutely impossible to normally changing of RGB values and I have to change directly hex values).
- (ADDED)SCS guys, are you sure you have correctly color encoding HEX<->Float?
I have ONE color, and when opening "Select color" dialog the color immediately changes to DIFFERENT color (I don't change any color - just open the dialog!). It is not the same color! WTF?!
Here are screenshots:
[ external image ] [ external image ]
Hex-color for screen 1: fog_color[1]: (&399f22b4, &3aeeb40f, &3b46eb61)
Hex-color for screen 2: fog_color[1]: (0, 0, &3b808081)
Also, there is absolutely impossible to normally choose or set the DESIRED color.
Repeat again: I don't change any color - I just open the dialog and press OK button. No color changing from my side.
- For example, sun profile have different number of skyboxes in each elevation interval.
- When I select "nice 4" but number of skyboxes is from 0 to 3, the game is crash. Stable crash.
- It would be nice if the game automatically adds the missing skyboxes to all elevation intervals.
- Ability to copy/paste any value of any field to other any field of same type (color - to color, number - to number, text - to text, etc.).
Just this way: I go to one field and press Ctrl+C, then I go to other field and press Ctrl+V. - Ability to copy/paste all data of the skybox index from one to another (for example, from "nice 0" to "nice 3") just by pressing Ctrl+C and Ctrl+V.
- Ability to copy/paste entire data of elevation interval (for example, copy ALL data from [0, 0] to [-5, -5]) just by pressing Ctrl+C and Ctrl+V.
- (ADDED) Please add to the Weather editor the text field for "skycloud_part[]: night/day/<or something else>".
Long way to Fuji starts with the first step!
- SimulatorSam
- Posts: 4902
- Joined: 05 Mar 2014 17:52
- Location: United Kingdom
- Contact:
Re: Editor wishlist
Why don’t corner prefabs support detail vegetation? If I want to make a crossroads such as the big “+” one near Bratislava, and don’t want to have the dark shadowy grass, corners are useless to me
EDIT:
Fixed.
EDIT:
Fixed.
Re: Editor wishlist
I want to use corner prefab option in editor, but my resolution is too low and I can't see it in prefab options. What I can do?
Working on San Diego map, 2:5 scale: viewtopic.php?f=194&t=258124
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)
I NEED HELP for:
- landscape
- details
- signage and
- company advisors (which companies to put where)
-
- Posts: 9
- Joined: 15 Feb 2018 00:42
Re: Editor wishlist
It would be useful to have an option of changing the level of transition between the terrain textures when using a brush tool. It would allow to make a sharper transition between sand and grass or asphalt and grass textures, so they would look like here: https://goo.gl/maps/SwSbVdjq8UB2
Another idea is to include a tool that would change a color of materials that create the in-game assets, so it wouldn't be necessary to make additional looks of the assets in most cases.
Another idea is to include a tool that would change a color of materials that create the in-game assets, so it wouldn't be necessary to make additional looks of the assets in most cases.
Re: Editor wishlist
Regarding popping up objects, on approaching them: when you arrive at a specific distance, the object suddenly appears. But if if you move back, there is quite a way to go until the object disappears. I understand that this may benefit the game, as some kind of buffering. But it would be nice if this could be disabled in the editor. That way it would be easier to spot objects which appear to have a wrong distance class set. Or is there even such variable existing?
(EDIT regarding the above: Okay, it appears to be a bit different then I thought. I just tried the same in an artificial wasteland with very few objects around, and the difference for popup/vanishing distance was minimal. So this is probably about loading order of many objects. I don't ask that to be changed, just for editing purposes.)
And when I'm at it: is there a keyboard command to toggle "Drop camera to the ground"? I switch the modes all the time, and I assume that I'm not the only one...
(EDIT regarding the above: Okay, it appears to be a bit different then I thought. I just tried the same in an artificial wasteland with very few objects around, and the difference for popup/vanishing distance was minimal. So this is probably about loading order of many objects. I don't ask that to be changed, just for editing purposes.)
And when I'm at it: is there a keyboard command to toggle "Drop camera to the ground"? I switch the modes all the time, and I assume that I'm not the only one...
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