Feature Creep / A Proper 3D World Editor

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tomjscott
User Banned
Posted: 19th May 2014 17:59
I think that it's time that the antiquated editor in FPSC was replaced with something more intuitive and on par with other game engines. And this does not hav to be written from scratch. Here is an open source 3D world editor built on the irrlicht engine that could be taken and modified to use the FPSC renderer and features.



http://www.ambiera.com/irredit/downloads.html



If you download the irrEdit version you'll see the basic code you get to start with. Then if you look at the latest CopperCube version, you'll see what others have done by building off of this open source code. The CopperCube version is nicer to work with and has a very intuitive workflow.



I think that FPSCR could adapt this kind of editor by replacing the render system with their own and have a far better editor for game developers to work with.



If this isn't the route that is best then I would still highly encourage the implementation of features such as scene hierarchies, property panes, transform widgets, layers, etc.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.006
Steohl72
11
Years of Service
User Offline
Joined: 1st Sep 2013
Location: Sweden
Posted: 8th Jun 2014 19:55
I kind of agree.

But at least we now have the F9 option, which calls the 3D editor in game. Which is a lot better than nothing.
But yes, it's far from good.

I also think TGC should work on to interate the regular terrain editor with the F9 function. As for now you have to go between these two modes very often. And that takes a lot of time.

Currently we also lack terrain-tools like:
- Smoothering terrain
- Different types of brusches
- Different types of ground painting.
- Copy/paste
- Undo
- Able to adjust sensitivity when raising/lowering terrain.
- Better water placement. I would prefer kind of planes instead of making a certain level as water.

But we'll get there... I hope
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Zuchini
14
Years of Service
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Joined: 22nd Apr 2010
Location:
Posted: 10th Jun 2014 10:37
I agree to both.

Addition:
Able to adjust sensitivity when moving objects in game (F9) around, also in IDE.
Rotation mode in game should work like in IDE, 45 degree steps and with shift 1 degree steps.
Able to move up objects in game editor mode like in IDE not only X Z directions. (Possibly I have not found how I can do this).

Intel i7-2600 3.4 GHz CPU, 16 GB RAM, NVidia 560 GTX Graphic Card
PM
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 25th Jun 2014 15:44 Edited at: 25th Jun 2014 15:45
Page up/Page down + ctrl for fine increments. Right-click to edit in 3d view.

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
PM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 27th Jun 2014 09:55
We will be improving the editor, but our current focus is performance, AI and weapon improvements.

SC

i7-4770s 3.10ghz - Geforce GTX 650ti

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