Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: Easyscor on April 17, 2006, 02:29:04 PM
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Not really in any particular order.
1. Persistent zone number in the Object Properties dialog under the Objects tab.
2. Persistent “Map Size” in the dialog under the menu Settings.
3. Persistent terrain type selection i.e. Grass or Forrest stays selected.
4. One level of “Undo” for the last operation.
5. Allow selectable colors for the red viewing square in the navigation map for color blind people, maybe red, black or white?
6. Add hat views for look around in addition to the location Point of View.
7. While scrolling or “flying” the terrain, maintain a constant altitude except for collision with the terrain instead of the constant height above the terrain.
8. Check box to show roads similar to “Field Numbers” and zones or “Grid” lines.
9. Stick setup dialog for changing the move buttons.
10. If CT requires a new terrain editor, that it be released at the same time. ;)
While I'm here, an Object Editor request:
If there is a maximum number of objects for a single tile being built in the object editor, that the limit be displayed. Otherwise, the request is that memory handling or the array size be expanded. It starts silently choking at around 1200 objects but I have managed work arounds that build .shp files the TE will accept.
Thanks for the review.
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And please god fix the CE!
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TE
The Save as... function.
OE
Counters for visible objects, vertices & faces. Originally Blauk's idea
Possibility to check the dead shapes. Originally Blauk's idea
View distance counter from the choosen point for LOD changing checking.
Ingame related Graphic Details options for object appearanse checking.
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TE
1. That standard objects default to proper settings when placed; i.e., when you place a port, it already has "group master", Group ID 2 (for icon), etc.
2. When you save the terrain, and then immediately exit, it tells you the terrain has changed, do you want to save... did the save save or not?
3. Increase the LOD or whatever that prevents you from seeing any terrain when Altitude is set to more than a third up from the bottom.
4. Refresh button for the map image... spawns, ownerships, field numbers, etc., don't always show correctly until reopened.
5. That the BMPs exported do not have Alpha channels.
CE
1. Ability to set spawn time of clouds to be negative... so that a fully-developed weather system can be formed immediately when a terrain is reset.
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Originally posted by Dux
4. Refresh button for the map image... spawns, ownerships, field numbers, etc., don't always show correctly until reopened.
Toggle the "Fields" check box. Works great.
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Thanks! :aok
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We need an option in the CE where we can just select if we want it to be an overcast or a moving array of clouds. Cause whenever I use the CE, I can only get moving arrays of clouds that jacks everyone's frame-rate from almost 80 to 5fps..... That's why I preffer overcast to hide in.
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Bogie, there are 3 different layer types that you can use... are you looking for something different than that?
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Make the OE so you can have functional objects! (Towers, OC, arming hangar, guns, etc)
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Don't forget the new Briefing Room. :)
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Another wish.
We can swap field numbers.
How about the option to INSERT a field in the number sequence and renumber. It would save a lot of time and error checking on our side. Build the last field, say number 81 and then insert it as number 20 with all the fields being renumbered.
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Originally posted by Dux
Bogie, there are 3 different layer types that you can use... are you looking for something different than that?
Well, I havent used the CE long enough to know that. I'm after just a plain overcast that DOESENT move and DOESENT make these "puffy clouds". Cause I've tried to make them, but every time the clouds go from ground up. Even when I alter settings for them to start at 10K and end at 15! That's why im after just a plain and simple overcast that covers the entire map.
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I think you can get better manipulation over clouds if you mess only with text file.Once you learn that you don't need CE anymore.Do a search on this forums.
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Bogie, what you're looking for is easily done within the TE as it is now. With more practice, you'll get it no problem.
Duh, I have become a big fan of editing the text file also (it makes copying a breeze), but keep in mind one of the perils that Skuzzy pointed out about this method... it's very easy to input numbers that are beyond the limits of what the cloud generators will use.
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WHERE CAN I DO THE CLOUDS WITHOUT USING THE CE?!?!?! I'VE LOOKED EVERYWHERE IN THE TE AND AH SETTINGS. CANT FIND IT!:mad: :furious :mad:
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Using txt editor like notepad or wordpad(my fav).Search the forum, you will find a topic about txt editing.
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You guys should really learn how to use the tools properly before jumping into all the shortcuts, because you won't understand why the shortcuts work, and then you're back to square-one... stuck and confused.
Take the time to learn it properly, it's not hard. I'm happy to help, but you gotta put in some effort.
My 2 cents, FWIW.
Back to the original topic of the thread.
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Too bad there was never a tutorial that I found on the Cloud Editor. I only found one on the TE!
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And the TE tutorial is probably from beta TE, never changed.
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a larger viewable area, meaning you can see more of the terrain at one time, when zoomed out a bit looking down at an angle
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I'd like the ability to have the direction that a spawn point faces NOT be directly related to the corresponding hangar keypad position.
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I'd like to be able to see what direction the spawns are even FACING.
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Howabout calculating the spawn direction from the difference between the base square and the spawn location?
Mustaine's suggestion about zooming further out without the ground vanishing is a necessity :)
Undo (at least the last move or change)
Tiling according to altitude and an override on top of that for surface angle (how steep some hill side is)... e.g. everything at certain alt is snow, but almost vertical areas are rock.
More variety to transitions between anything and water... meaning coastlines.
Same logic to vertical and horizontal slide bar in map window.. now one moves view and the other moves terrain (even better if the view control was like in OE).
Ability to make water above 0 alt (either as terrain or as objects).
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Wow, Blauk looked up the necessities :aok
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Hello guys!
In addition to the above I would like to see an easy way to work with entry points/spawn points, such as fighter, bomber, etc. To be able to add entry/spawn points and customize in the object editor easily, because I've never been able to get a handle on this.
Hi Bogie!
About clouds... you might want to take a look at this:
http://www.hitechcreations.com/forums/showthread.php?s=&threadid=153131&highlight=clouds (http://www.hitechcreations.com/forums/showthread.php?s=&threadid=153131&highlight=clouds)
Ciao!
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Thanks Diablo. It actually taught me that my problem might be in cloud depth. Sounds to me if I make cloud depth 3 feet, I would have an overcast, no clouds that reach from 14 K and hit the ground:lol
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Well Bogie!
I'm glad it was of help to you, because it took me a lot of time (hours) to figure all that out, I remember at the beginning I was totally cluless, and and after like 2 days or so I knew everything I needed to know about the clouds, of course I got lotsa help there.