Oh sorry 1 more thing, we'll need something on the info window where it can display a "nickname" of a model. a model nickname is a name you give to something in the editor, that you can call up by name from the script. like for instance right now those bridge peices have to be loaded / placed in the script instead of with the editor cause there's no way to manipulate an editor placed object from script right now. Being able to give an object a nick name will let the script call that object up and manipulate it. bottom line, the bridge would be able to be placed / edited in editor and still manipulated from script (: On Sat, May 23, 2009 at 9:25 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Hey Wurmz! > > UI updates... > > #1 - i think we can replace the "Type" with "Collision" with a button next > to it. When you click the button it cycles between "None", > "Sphere","Box","Cylinder","Perfect". that instead of choosing between > decorative and collision. > > #2 - for the material editor we don't just have 1 R,G,B,A oops! What we > need > > A) Ambient Color - R,G,B sliders > B) Diffuse Color - R,G,B > C) Specular Color - R,G,B > D) Emmisive Color - R,G,B > E) Shinyness - 1 slider > F) Transparency - 1 slider > > > > On Fri, May 22, 2009 at 1:28 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> okies (: >> >> >> On Fri, May 22, 2009 at 1:28 PM, Matthew Freeland <mattthefiend@xxxxxxxxx >> > wrote: >> >>> Indeed, we can talk general outline of the UI before I get too far along, >>> I can go ahead and start designing black and white UI elements so we can >>> recolor it easily later on. >>> >>> >>> On Fri, May 22, 2009 at 11:26 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> cool deal (: >>>> >>>> for 2D graphics, images still have to have dimensions that are powers of >>>> 2 don't forget! >>>> >>>> If you have ideas for makign the UI better too, I'm not opposed to >>>> changing it (: >>>> >>>> But before you invest too much time in a mockup or anything we can talk >>>> about what features are there and what features are planned to be there so >>>> you dont waste your time. >>>> >>>> ::shrugs:: (: >>>> On Fri, May 22, 2009 at 11:23 AM, Matthew Freeland < >>>> mattthefiend@xxxxxxxxx> wrote: >>>> >>>>> OH hells yeah, when I get home I'll work up a couple ideas for you Mr. >>>>> Alan. >>>>> >>>>> >>>>> On Fri, May 22, 2009 at 11:00 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> Yeah, that sounds like a lot of fun to play with >>>>>> >>>>>> >>>>>> On Fri, May 22, 2009 at 10:41 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> yeah it'll be neat not to have to do it in script! >>>>>>> >>>>>>> You'll be able to define the lighting group regions (the invisible >>>>>>> rectangle that defines how things inside it are lit) >>>>>>> >>>>>>> and then you'll be able to create and position lights, and say which >>>>>>> lighting groups they are part of. >>>>>>> >>>>>>> And you'll be able to adjust the params of all those lights, like >>>>>>> position, direction, color, intensity... >>>>>>> >>>>>>> it should be neat (: >>>>>>> >>>>>>> and also being able to edit the color / properties of model materials >>>>>>> in the editor will be rad so we can re-use art peices and just >>>>>>> re-colorize >>>>>>> them. >>>>>>> >>>>>>> Also, all options available in the editor will be available from >>>>>>> script too so we could do weird things like make objects less shiny over >>>>>>> time. I have no clue why we might want to but giving the power to do >>>>>>> so I >>>>>>> think is important (: >>>>>>> >>>>>>> growl and we need multitexture support and bump mapping soon, it's >>>>>>> gonna be cool! >>>>>>> On Fri, May 22, 2009 at 9:58 AM, Kent Petersen >>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> Light editor sounds pretty badass >>>>>>>> >>>>>>>> >>>>>>>> On Fri, May 22, 2009 at 9:02 AM, Alan Wolfe >>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> Hey Wurmz, would you wanna do some UI art for the editor? I was >>>>>>>>> thinkin you'd be great for this but let me know! >>>>>>>>> >>>>>>>>> Here's what i was thinkin.... >>>>>>>>> >>>>>>>>> #1 - a checkbox - both checked and unchecked to put to the left of >>>>>>>>> "Casts a shadow" in the info window. When the check box is clicked, >>>>>>>>> it >>>>>>>>> toggles which image it shows >>>>>>>>> #2 -a "pos" icon button - to put next to the position line in the >>>>>>>>> info window. There should be a pressed down and not pressed down >>>>>>>>> version. >>>>>>>>> (like a lil square button with an icon on it that shows something >>>>>>>>> that kinda >>>>>>>>> makes sense that it is a position control) >>>>>>>>> #3 - a "rot" icon button - for rotation. same as above >>>>>>>>> #4 - a "scale" icon button - for scaling. same as above >>>>>>>>> #5 - some button to go next to "Type" in the info window which when >>>>>>>>> you click it, it will switch from decoration, to collidable, etc >>>>>>>>> (there >>>>>>>>> probably will be more types later!) >>>>>>>>> >>>>>>>>> #6 - a button for the upper left, can be a lil larger, both a >>>>>>>>> pressed and unpressed version, for going into "model edit mode" (ie >>>>>>>>> the mode >>>>>>>>> we know and love right now) >>>>>>>>> #7 - a button just like above, but for going into "light edit mode" >>>>>>>>> (a new editing mode for editing lights) >>>>>>>>> >>>>>>>>> >>>>>>>>> #8 - i dont really know how this is gonna work, but we'll need some >>>>>>>>> button too in the info window for bringing up a dialog which changes >>>>>>>>> the >>>>>>>>> color of a model. Basically it'll bring up a dialog and for each >>>>>>>>> material >>>>>>>>> in the model (there may be multiple - but most models only have 1, >>>>>>>>> but there >>>>>>>>> could be lots!) we should be able to adjust the R,G,B,A of the >>>>>>>>> material. I >>>>>>>>> was thinking maybe something like this in the dialog... >>>>>>>>> >>>>>>>>> <=| [Name of Material] |=> >>>>>>>>> R ---------O---------------- >>>>>>>>> G -----O-------------------- >>>>>>>>> B --------------------------O >>>>>>>>> A --------------------------O >>>>>>>>> >>>>>>>>> >>>>>>>>> where the <=| and |=> are buttons to switch to the previos and next >>>>>>>>> materials (we'd need both a pressed and unpressed version of each) >>>>>>>>> >>>>>>>>> and the -----O------ are slider bars (one peice of art for that) >>>>>>>>> and the O on that is some kind of sliding marker that can be dragged >>>>>>>>> around >>>>>>>>> >>>>>>>>> #9 - bonus? if we had some art to use for dialog boxes here in the >>>>>>>>> editor instead of using the boxes that i've made. We can leave it >>>>>>>>> for now >>>>>>>>> though, it doesn't make it any less functional hehe. >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >