[project1dev] Re: 3d editors and our editor

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 4 May 2009 14:28:22 -0700

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.
>>>>> >>>>>
>>>>> >>>>
>>>>> >>>
>>>>> >>
>>>>> >
>>>>> >
>>>>>
>>>>>
>>>>
>>>
>>
>

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