Author Topic: Suggestions/requrests thread -- post yours here  (Read 5914 times)

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Vincenzo

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Re: Suggestions/requrests thread -- post yours here
« Reply #135 on: March 15, 2012, 12:14:31 AM »
It takes only a few two seconds to copy the name of the old one onto the new one and delete the old one?

press F2 (opens name screen) on old one > hit Control + C
hit Enter key.
Hit Delete key.

Import the new object.

press F2 (opens name screen) on new one > hit Control + V
hit Enter key.


Done, 10 seconds.. I don't see how this is a issue.
 

OrangeKnight

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Re: Suggestions/requrests thread -- post yours here
« Reply #136 on: March 15, 2012, 03:39:27 PM »
It takes only a few two seconds to copy the name of the old one onto the new one and delete the old one?

press F2 (opens name screen) on old one > hit Control + C
hit Enter key.
Hit Delete key.

Import the new object.

press F2 (opens name screen) on new one > hit Control + V
hit Enter key.


Done, 10 seconds.. I don't see how this is a issue.
Well look how semi-complicated that is, its not a huge issue but it does help. Most tools have a reimport mesh button.
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Romainoir

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Re: Suggestions/requrests thread -- post yours here
« Reply #137 on: March 15, 2012, 06:31:57 PM »
It takes only a few two seconds to copy the name of the old one onto the new one and delete the old one?

press F2 (opens name screen) on old one > hit Control + C
hit Enter key.
Hit Delete key.

Import the new object.

press F2 (opens name screen) on new one > hit Control + V
hit Enter key.


Done, 10 seconds.. I don't see how this is a issue.
I know how to do that but after 20 times it's beginning to be a bit boring  :evil:

xenoargh

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Re: Suggestions/requrests thread -- post yours here
« Reply #138 on: March 15, 2012, 07:43:42 PM »
It would probably be useful to have a re-import function, but really, this is a final-stage tool for assembly and certain basic testing of a finished piece of work, not something developed with back-and-forth workflow in mind. 

For example, if you're having issues with edge hardness, export it to OBJ, load into Wings, tweak all of the edges there and preview for welding errors, etc. and then bring it back, and then you're done in one pass.

On the other hand, from what I could see of your model, you've built something that's way, way over spec, and you're about to find out why we use normalmaps for most little surface details.  7100 triangles is, well, not to spec; most full characters, including head meshes and equipment, are < 5000.

dia151

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Re: Suggestions/requrests thread -- post yours here
« Reply #139 on: June 12, 2012, 04:48:58 PM »
i dont know if this was already suggested, but it would be neat to have ability to preview how the mesh would look like on horseback animation(in fact it would be nice if it could be previewed in all animations, on and off horseback, :))
« Last Edit: June 12, 2012, 04:51:19 PM by dia151 »

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Re: Suggestions/requrests thread -- post yours here
« Reply #140 on: June 12, 2012, 07:16:11 PM »
i dont know if this was already suggested, but it would be neat to have ability to preview how the mesh would look like on horseback animation(in fact it would be nice if it could be previewed in all animations, on and off horseback, :))
+1 Though it may not apply in all situations, that would be a great idea. :)

mtarini

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Re: Suggestions/requrests thread -- post yours here
« Reply #141 on: June 26, 2012, 04:53:26 PM »
it would be neat to have ability to preview how the mesh would look like on horseback animation(in fact it would be nice if it could be previewed in all animations, on and off horseback, :))

If I understand your suggestion, it is something you can do already:

1- Locate the animation you want to use in your previews
    (e.g. search for it with CTRL+F).

(note: in native, some of the animations used in the game are all put together in a big animation, e.g. "anim_human".
If your animation is in these, and many mounted animations are, then you have to right-click on it  ==> [split with actions.txt].
This will break the big animations apart into the actual sub-animations. After doing step 2 below on the one(s) you like, you can just discard the modified animation file without saving: you won't need the split animations anymore)

2- Select the animation, right click on it ==> "Add To Reference Animations"

3- From now on, when you preview any rigged mesh, you should be able to pick that animation in the "Animation" drop-down list (inside the View panel)

4- Optional: later on, if you want to remove/change any animation in the list of "reference animations", including changing the ordering or renaming them, you might want to use: [Settings]=>[Edit reference data].


it is possible to have a replace fonction.


Reimport function: yes, actually this would make a lot of sense, and would not clutter the interface at all.

(Even if, sometimes, you want to re-import the mesh, but, before deleting the old one, transfer something from it into the reimported mesh -- e.g. color, rigging, uv-coords. This is because sometimes the imported mesh lacks a few of these data).

Edit: added in 0.0.77 (more info in Update notes)
« Last Edit: June 29, 2012, 06:37:12 PM by mtarini »

iggorbb

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Re: Suggestions/requrests thread -- post yours here
« Reply #142 on: June 27, 2012, 02:10:14 AM »
Never said thanks for implementing copy/paste vert colors that I suggested earlier- so thank you. I have another one now- would it be much of work to add hexa code to "color uniform" option?
Бој не бије свијетло оружје, већ бој бије срце у јунака.

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mtarini

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Re: Suggestions/requrests thread -- post yours here
« Reply #143 on: June 27, 2012, 02:57:13 PM »
add hexa code to "color uniform" option?

Sure, done (some fun QT gimmick).
While I was at it, I med the alpha channel editable too, and I made OpenBRF remember the last color used.

Will be in next version...

iggorbb

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Re: Suggestions/requrests thread -- post yours here
« Reply #144 on: June 27, 2012, 09:59:17 PM »
Great, thanks in advance.
Бој не бије свијетло оружје, већ бој бије срце у јунака.

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mtarini

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Re: Suggestions/requrests thread -- post yours here
« Reply #145 on: June 28, 2012, 12:25:15 AM »
So, done in 0.0.77  -- link to [what's new]

Zimke Zlovoljni

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Re: Suggestions/requrests thread -- post yours here
« Reply #146 on: June 29, 2012, 05:57:02 PM »
For me personally what could be useful is computing ambient occlusion when z axis is considered as "above", that way non-rigged helmets could also get some AO love. <3
« Last Edit: June 29, 2012, 06:09:20 PM by Zimke Zlovoljni »

mtarini

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Re: Suggestions/requrests thread -- post yours here
« Reply #147 on: June 30, 2012, 04:35:31 PM »
For me personally what could be useful is computing ambient occlusion when z axis is considered as "above", that way non-rigged helmets could also get some AO love. <3

Right, good suggestion.

Even if, personally, I prefer to add Ambient Occlusion (baked global illumination) to any of my non-fixed object (including helmets) with [Light Coming From All Around] -- not [From Above], (reminder: you can set this under [Settings]=>[On compute Ambient Occlusion]), because otherwise it will look wrong when the object is will be oriented in game differently than expected. For example, consider that helmet models will appear horizontal when wore by dead people lying on the ground.

Regardless, the suggestion makes perfect sense. So included it (for next version), in the following way:

now, AO computation will consider which way is "above" depending on which view-mode is currently active (see buttons on bottom-right of OpenBRF window). Recall "helmet mode" is the mode with Z as above instead of, useful in M&B for visualizing helmets.
So, to have light coming from the Z instead of Y, just make sure you are visualizing the model in "helmet mode" when you compute AO.

Edit: included in 0.0.78!
« Last Edit: July 06, 2012, 03:15:59 AM by mtarini »

dia151

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Re: Suggestions/requrests thread -- post yours here
« Reply #148 on: July 01, 2012, 11:27:48 AM »
is it just me, or this doesnt have undo option ? if it doesnt, it should have, if possible  :)

Swyter

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Re: Suggestions/requrests thread -- post yours here
« Reply #149 on: July 01, 2012, 11:31:53 AM »
is it just me, or this doesnt have undo options ? if it doesnt, it should have, if possible  :)

I don't think that is needed or fitting in a resource editor like this.
Apart than that kind of features are hard to make, boring and time consuming. :)

It takes a lot of time to plan and program the Ctrl+Z thingie.