how snapping works i dont have a problem with, coming up with an interface for snapping is what i'm saying might keep it from being a version 1 feature. On Mon, May 4, 2009 at 12:43 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > Generally if you're snapping to grid you want the environment blocks you're > working with to fit into the grid nicely. > > So if you figure out the size of the cave floors and walls, I don't know > their specific dimensions but say cavewall > X = 2 Y = 8 Z = 10 > > You would want that to fit into the grid and move in increments of 1. > > If it's pix. > X = 12 Y = 48 Z = 60 maybe move the blocks in increments of 4 pix. at > a time to allow for depth variation but still makes it fairly simple to > align multiple items. > > Hope that helps. > > > > On Mon, May 4, 2009 at 1:16 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> Right click is already used for navigation around the world. >> >> When you hold the right mouse button, you have FPS camera control, and can >> use WASD or arrow keys to fly around. >> >> Snapping is a good idea, i'm not sure yet the best way to handle it though >> :/ >> >> It might not be a version 1 feature >> On Mon, May 4, 2009 at 11:06 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> A "Snap" feature perhaps could be added by holding in right-click? Let go >>> and do the fine tuning. Hmm >>> >>> >>> >>> >>> On Mon, May 4, 2009 at 11:21 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> I've never really used a 3d editor before. Maybe you should release a >>>> rough draft editor for people to play around with and provide feedback for >>>> you. >>>> >>>> >>>> On Sun, May 3, 2009 at 11:30 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote: >>>> >>>>> Including both ways sounds good. Can you include an option (via >>>>> console command or cfg) to set how much length it would "snap" to like >>>>> Nick said? Every 20 x, every 40 y, so on and so forth. >>>>> >>>>> On Sun, May 3, 2009 at 8:31 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >>>>> wrote: >>>>> > What do you guys think of... >>>>> > >>>>> > #1 - You can click and drag a model around, when you move it, it >>>>> stays on >>>>> > the same horizontal plane (ie keeps the same z value like we were >>>>> talking >>>>> > about) >>>>> > #2 - if you hold control, dragging becomes an up and down movement. >>>>> > >>>>> > and also... >>>>> > >>>>> > #1 - keep the x,y,z arrows like they are now for moving if you want >>>>> to go >>>>> > that route (mostly keeping them for the next points) >>>>> > #2 - have a button that cycles beteen those arrows doing translation, >>>>> > rotation and scaling so the same arrows can be used for the other >>>>> functions >>>>> > as well. >>>>> > >>>>> > Think that would work ok? >>>>> > >>>>> > On Sun, May 3, 2009 at 8:23 PM, Nick Klotz <roracsenshi@xxxxxxxxx> >>>>> wrote: >>>>> >> >>>>> >> Oh, and everything "snapped" to a grid. So really great for building >>>>> >> overall levels, terrible for putting in smaller details. >>>>> >> >>>>> >> >>>>> >> >>>>> >> >>>>> >> On Sun, May 3, 2009 at 10:19 PM, Nick Klotz <roracsenshi@xxxxxxxxx> >>>>> wrote: >>>>> >>> >>>>> >>> The best 3d editor I have used had Y and Z on the mouse, when you >>>>> held in >>>>> >>> the ctrl key it switched to X. >>>>> >>> >>>>> >>> Y axis being used with horizontal movements, Z axis for vertical. >>>>> >>> >>>>> >>> On Sun, May 3, 2009 at 10:09 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >>>>> wrote: >>>>> >>>> >>>>> >>>> Interesting, thats actually pretty rad. >>>>> >>>> >>>>> >>>> Thanks (: >>>>> >>>> >>>>> >>>> On Sun, May 3, 2009 at 8:06 PM, eric drewes <figarus@xxxxxxxxx> >>>>> wrote: >>>>> >>>>> >>>>> >>>>> chris said it better than me... like if there needed to be a >>>>> certain >>>>> >>>>> keypress to move along z in combination with large increments, >>>>> itd prbably >>>>> >>>>> work >>>>> >>>>> >>>>> >>>>> On Sun, May 3, 2009 at 11:04 PM, Chris Sherman >>>>> >>>>> <cshermandesign@xxxxxxxxx> wrote: >>>>> >>>>>> >>>>> >>>>>> I typically work in a 3d space from isometric or perspective. If >>>>> you >>>>> >>>>>> can somehow figure out how to make mouse y + up and - down move >>>>> along the >>>>> >>>>>> x,y plane and ignore z unless a modifier key is pressed like >>>>> ctrl, that >>>>> >>>>>> would be terrific >>>>> >>>>>> >>>>> >>>>>> Sent from my BlackBerry >>>>> >>>>>> >>>>> >>>>>> ________________________________ >>>>> >>>>>> From: Alan Wolfe >>>>> >>>>>> Date: Sun, 3 May 2009 19:56:36 -0700 >>>>> >>>>>> To: <project1dev@xxxxxxxxxxxxx> >>>>> >>>>>> Subject: [project1dev] 3d editors and our editor >>>>> >>>>>> >>>>> >>>>>> Hey Guys, >>>>> >>>>>> >>>>> >>>>>> Ok so I'm workin on the level editor and hit a snag in figuring >>>>> out >>>>> >>>>>> the interface. >>>>> >>>>>> >>>>> >>>>>> How it works right now: >>>>> >>>>>> #1) If you hold the right mouse button down, you move around >>>>> just like >>>>> >>>>>> the free camera... IE mouse look + WASD to fly around in 3d >>>>> space >>>>> >>>>>> #2) if you let get of the right mouse button you can click on a >>>>> model >>>>> >>>>>> to select it, which shows information about it and also displays >>>>> 3 axis' on >>>>> >>>>>> it (ie X,Y,Z). >>>>> >>>>>> #3) You can click and drag an axis arrow to move the object. >>>>> Dragging >>>>> >>>>>> the mouse arrow up increases the position on that axis, dragging >>>>> it down >>>>> >>>>>> decreases the position on that axis. >>>>> >>>>>> >>>>> >>>>>> Ok so #3 is really wonky... and that's why i wanted to talk to >>>>> you >>>>> >>>>>> guys and see what you think, especially the artists who have >>>>> used various 3d >>>>> >>>>>> editing programs. >>>>> >>>>>> >>>>> >>>>>> Trying to figure out what movement of the mouse in 2d space >>>>> equates to >>>>> >>>>>> what kind of movement in 3d space along an axis is kinda tough. >>>>> >>>>>> >>>>> >>>>>> What i was thinking might be better than #3 is maybe... >>>>> >>>>>> If you click on the X or Y axis arrow, the camera spins around >>>>> so you >>>>> >>>>>> are viewing the model directly from above and then you can move >>>>> the object >>>>> >>>>>> around from that overhead view. If you click the Z axis it >>>>> spins the camera >>>>> >>>>>> to the front so you can move it up and down. >>>>> >>>>>> >>>>> >>>>>> That's still kind of wonky... >>>>> >>>>>> >>>>> >>>>>> I've seen a few 3d editors (including the unreal level editor >>>>> and >>>>> >>>>>> actually milkshape too) where the screen is seperated into 4 >>>>> screens. >>>>> >>>>>> #1) Overhead view >>>>> >>>>>> #2) Side View >>>>> >>>>>> #3) Other side view >>>>> >>>>>> #4) realistic rendered preview >>>>> >>>>>> >>>>> >>>>>> Anyone ever see a prorgram work well with a single viewport? Or >>>>> >>>>>> anyone have any ideas to do so? >>>>> >>>>>> >>>>> >>>>>> We could do the split viewport thing but if there's a decent way >>>>> where >>>>> >>>>>> we don't have to, it would be nice to do cause it would be >>>>> easier / quicker >>>>> >>>>>> to get done. >>>>> >>>>> >>>>> >>>> >>>>> >>> >>>>> >> >>>>> > >>>>> > >>>>> >>>>> >>>> >>> >> >