Page 2 of 3
Re: Future features for the Editor?
Posted: Fri Oct 31, 2014 10:00 am
by Faerghail
- Make the outside elevations as simple as Inside ones , that we dont need to apply textures manually
- Possibility of make several water surfaces heights
- possibility of placing several tiles at the same place (with different heights of course)
Re: Future features for the Editor?
Posted: Fri Oct 31, 2014 12:37 pm
by mythos
1) Snap to grid (floor) so I don't always have to change heights. I waste a lot of time manually changing them.
2) Ability to make fine tune adjustments to objects without having to use the console and make a script. Better yet, let me adjust in preview mode and save it somehow.
3) Be able to edit monster stats as you place them independently. Items would be nice. Alternatively a entity editor would rock.
4) adjust water and fog colors and hues. It's a minor thing but it goes a long way to adding atmosphere.
Re: Future features for the Editor?
Posted: Fri Oct 31, 2014 12:42 pm
by Jirodyne
mythos wrote:4) adjust water and fog colors and hues. It's a minor thing but it goes a long way to adding atmosphere.
I am not a scriptor and can not build anything in any kinda editor for this game. But even I would like this. Since water is now in the game, and can be moved into, I can see uses in it having different colors and tints. Biggest being if the a Custom map had a location like the Bog, but insted of normal clean water, wanted it to be poisoned. Changing the color would be a very good indication the 'liquad' wasn't water.
Re: Future features for the Editor?
Posted: Fri Nov 07, 2014 11:02 am
by Blichew
Moving from my topic, since I haven't notice this one:
So lately I've been thinking about the editor and stuff that it could have which would be nothing but convenient. What do you think ?
And more important - question to @petri, @antii - how much Glögg does one need to give you to persuade you into thinking about it

?
1. Object definition preview - right click -> dump definition in asset browser to dopy whole defineObject/defineOtherStuff into clipboard for quick placement in your own .lua
2. Object/model preview - holding i.e. Ctrl over an asset in asset browser could show a quick preview of the model
I thought about something else but I forgot

and I'm already late for work...

Re: Future features for the Editor?
Posted: Fri Nov 07, 2014 6:52 pm
by Jackard
11. Some tool to select/move/cut/copy/paste chunks of terrain
Re: Future features for the Editor?
Posted: Fri Nov 07, 2014 9:34 pm
by Jouki
I'd really appreciate preview of item for example on right click with traits or sth like that (idk how it calls)
Re: Future features for the Editor?
Posted: Sat Nov 08, 2014 7:30 pm
by Jackard
mythos wrote:
2) Ability to make fine tune adjustments to objects without having to use the console and make a script. Better yet, let me adjust in preview mode and save it somehow.
Yes this is such a hassle.
1. Fields for changing the exact position of an object within its properties - so you no longer have to find its position in the console, set its position in the console, and store the final value in a seperate script.
Re: Future features for the Editor?
Posted: Sat Nov 08, 2014 11:39 pm
by Mysterious
Drakkan wrote:just some quick ideas
-- editor should automtically place objects in correct height according to he elevation, so you do not need type manually evdry time
-- some direct connection to asset scripting (for example creating copy of some object, defining its parameters etc...)
-- shortcuts for move party on z axis when in play-edit-mode
+ 1 to this suggestion

Re: Future features for the Editor?
Posted: Fri Nov 14, 2014 1:53 am
by QuintinStone
- A "recently opened dungeons" list in the File menu
- Editor window remembers its size and location from when it was last closed
- Ability to bring up a tab of all objects in the world so I can select one by name rather than finding it on the map
Re: Future features for the Editor?
Posted: Fri Nov 14, 2014 4:15 am
by Decayer
QuintinStone wrote:
- Ability to bring up a tab of all objects in the world so I can select one by name rather than finding it on the map
Ctrl-F does that.