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The Dark Mod Editor - Wish List


Guest Guest_Venus

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Guest Guest_Venus

Hi,

 

I can't wait to get my hands on the editor for this game along with textures/models etc.

I use and am familiar with GTKRadiant, which is the most intuitive editor I've ever seen.

I hope you will learn a little from the useability of GTK.

 

Some things I would love to see in the editor.

 

1) Main screen would show, (axis I'm looking at - selectable), a Camera view of the map, and a Texture panel, where I can select from the "visible" textures... ie show the actual textures. This is so important.. unreaded sucked because of this, and because all axis were on screen at once. Let me toggle thru the xy, xz, yz axis with a tool button. On the side of the grid, it would be great if there was a thin window so I could quickly adjust the height of something...

 

PLEASE DO NOT make the grid screen into all axis visible like unreaded or gmax.

Its just too small an area to work in, especially with a complex map.

 

2) The ability to select any face of a brush for texturing, as well as the ability to manipulate and adjust that texture on the brush.

 

3) easy patch manipulation, preferably by manipulating vertices. Also, a set of primitive patch creation tools. ie cylinders, cones, spheres, and assorted bevels.

 

4) Tools to rotate/flip in each of the displayed axis.

 

5) Let us choose in the prefernces how many undo levels we want (for those on low and high memory)

 

6) PLEASE support a CAM view, so I can see how its looking without having to compile it.

 

7) Please make it independant of the doom3 game, so I dont have to waste memory loading the game to use the editor (like the current doom3 editor).

 

8) An ability to draw a brush around anything I want, and then select everything inside it. This is just soo damn useful.

 

9) If you have cubic clipping in it, give us the option to toggle it off.

 

10) View menu - allow us to filter out of the Cam view, certain types of brushes... ie shaders, patches, caulk, transparent etc. This makes it faster to get around in the editor cam view.

 

11) In selection menu (and hot key) an ability to invert a selection.

 

12) Allow us to vary the grid size, but limit it to a minimum where vertex points become unreliable to remain in their position. ie grid unit of 1 vs less than 1. Also enable Snap to Grid.

 

13) Texture menu/display - Allow us to choose the scale textures are shown in the texture panel. Also, in the texture panel, add a box of diffnt colour to those textures that are shaders. (In the help, tell us what the maximum allowable shaders are that can be used in a map). Most importantly, in the texture menu, add all the textures in thier relevant folders. ie as in quake3, base option, is divided into a submenu of walls, trim, cielings etc.. This makes it much less time condsuming hunting for textures. The texture panel (where textures are displayed next to the grid) is soooo important, because it increases productivity sooo much. I don't have to go around hunting thru folders and thumbnails to try to find the texture I want. I just load the set from the texture menu, and that set is all there, for me to just choose the one I want. Also, add the option to show only used textures (ie those on the map - make it a hot key... )

 

14) Let me adjust the gamma for cam and texture view.

 

15) Some brush primitives would be useful, 3,4,5, 6 etc sided brushes... though not essential.

 

16) must add- a CLIP tool, so I can cut brushes, also hot-keyed, and prefably allow me to make at least 3 points before it cuts... ie A -> B -> C would allow me to cut a triangular shape, and this allow me to more quickly cut brushes up according to how I want to optimise them as BSP leafs.

 

17) Patches/Curves - Allow us the ability to add/insert/delete rows and columns from patches. Also the ability to merge, or split patches.

 

18) The ability to split and merge brushes.

 

19) On a separate window. Entities - give the entity window 2 panels. First panel is used to enter the entity details, the second, gives information on how to set different items for that particular entity.

 

20) Must add, an ability to track down vis leaks during the compile, and visible show the path of the leak in the editor, so we can follow it, to find the location where the map leaked, and fix it.

 

Phew... I think thats all I can think of. I'm sure others can think of more... I really hope you add these... as a mapper, I think this list is essential to good productive and efficient mapping.

 

Venus

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We could have access to GTK if we wanted to, the sourcecode has been freely available for it for quite awhile.

 

And anyway, most of everything he's asked for is supported by D3Radiant out of the box. The only one that isn't supported is that, as far as I know, you can't merge brushes back together..you can split em though.

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There seems to be a missunderstanding. We are providing the tools to create Darkmod style missions, but that doesn't mean that we write all the editing tools form scratch. Most of the editing will be done with the original tools and we only write additional applikations where it is neccessary and can not be done in a usefull way with the existing apps. Since all the Doom 3 files are plai ASCII files it is rather easy to write 3rd party apps for editing. But since we don't have access to the editor sourcecode we can't extend it which also means that we try to limit 3rd party apps, because it will make the workflow more complicated. I don't know how much Id changed from GTK Radiant and if you really can edit plain D3 files with it out of the box. If the source is available for this, then there should be no problem to rewrite it, that it can handle D3 files naturally and extend it for the darkmod.

Gerhard

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There seems to be a missunderstanding. We are providing the tools to create Darkmod style missions, but that doesn't mean that we write all the editing tools form scratch. Most of the editing will be done with the original tools and we only write additional applikations where it is neccessary and can not be done in a usefull way with the existing apps. Since all the Doom 3 files are plai ASCII files it is rather easy to write 3rd party apps for editing. But since we don't have access to the editor sourcecode we can't extend it which also means that we try to limit 3rd party apps, because it will make the workflow more complicated. I don't know how much Id changed from GTK Radiant and if you really can edit plain D3 files with it out of the box. If the source is available for this, then there should be no problem to rewrite it, that it can handle D3 files naturally and extend it for the darkmod.

 

Thats cool... cause GTK can handle doom3 :D

 

I don't know how much Id changed from GTK Radiant and if you really can edit plain D3 files with it out of the box. If the source is available for this, then there should be no problem to rewrite it, that it can handle D3 files naturally and extend it for the darkmod.

 

Here ya go, check this out...

 

http://www.qeradiant.com/

 

I have this, and Doom3 is supported, with the game pack for doom3. :D

 

So if you're going to just use the d3ed, then thats cool... :) Just what I want.. :)

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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