Rilke
04-17-2003, 23:15
Having become well versed in the ways of the T2 editor, I have a few suggestions for a future editor. I realize that things will probably be done very differently with T3 due to a new dev team, so my suggestions are generalized. Hopefully some of the other mappers I've seen on here will chime in with their suggestions because mine are hardly exhaustive.
(in no particular order:)
1. Heightfield Blending:
a. Allow blending of heightfields that have been edited manually. Currently if you edit a heightfield manually, it will be ignored when you blend it with another heightfield.
b. Allow the distinction between blending heightfields with the information inside and outside of the mission area. Similarly, allow the mapper to select which area of the heightfield to blend.
2. Automated Terrain Cutting
a. Currently, when you have any part of your geometry under the terrain, which you would like players to be able to access, you have to undergo a tedious process of cutting holes in the terrain. Perhaps an automated feature could be added to detect and automatically cut holes in the terrain as best possible according to the perimeter of the geometry in question. The ability to cut holes manually could still be used for fine tuning.
3. Object Rotation and Alignment
a. Allow objects to be rotated by the arrow keys on selected axes at selected speeds.
b. Allow objects to be aligned automatically to the greatest degree possible.
4. Keymapping and Hot Keys
a. Provide keymapping for critical functions (whatever would make the dev mappers' jobs exponentially easier, allow the binding of keys for those things, for starters). For example, imagine if you could bind a "change sky" function to [ctrl c]. You hit [ctrl c], select the new sky you want from a gui, hit OK, and voila, new sky. Or, a hot key for toggling between normal and alarm lighting modes. ...
add to, take away, ignore...whatever.
(in no particular order:)
1. Heightfield Blending:
a. Allow blending of heightfields that have been edited manually. Currently if you edit a heightfield manually, it will be ignored when you blend it with another heightfield.
b. Allow the distinction between blending heightfields with the information inside and outside of the mission area. Similarly, allow the mapper to select which area of the heightfield to blend.
2. Automated Terrain Cutting
a. Currently, when you have any part of your geometry under the terrain, which you would like players to be able to access, you have to undergo a tedious process of cutting holes in the terrain. Perhaps an automated feature could be added to detect and automatically cut holes in the terrain as best possible according to the perimeter of the geometry in question. The ability to cut holes manually could still be used for fine tuning.
3. Object Rotation and Alignment
a. Allow objects to be rotated by the arrow keys on selected axes at selected speeds.
b. Allow objects to be aligned automatically to the greatest degree possible.
4. Keymapping and Hot Keys
a. Provide keymapping for critical functions (whatever would make the dev mappers' jobs exponentially easier, allow the binding of keys for those things, for starters). For example, imagine if you could bind a "change sky" function to [ctrl c]. You hit [ctrl c], select the new sky you want from a gui, hit OK, and voila, new sky. Or, a hot key for toggling between normal and alarm lighting modes. ...
add to, take away, ignore...whatever.