When I took a first look at the modules I also noticed that the placement of the origins is different from how I would have set it up. However, after working with those for a while you get used to that pretty fast. It is similar to all models: sometimes you have to live with what you have. And just because I think they would be better positioned at another point this does not neccessarely mean all other mappers do think so, too.
Of course it might be worthwhile thinking about such things a bit more when creating future modules, either created by Spring or someone else. But the current modules serve their purpose and I have a lot of fun working with them. And I'm pretty sure there are several philosophies on how a perfect modul set would look like.
I agree that criticism can be a constructive part of an artists development, and in our forum we might tend to avoid criticism for the sake of being nice. But criticism is only constructive at the right dose. You should keep that in mind.
This is kind of trying to water down the whole issue. The pivot/origin point has to be aligned with the mesh and the floor level, to allow basic flexibility and fast work, period. And it requires almost zero effort to do this. Move the pivot, go back to mesh level, move it back to 0,0,0 - done. Leaving it the way it is now is simply a mistake, it undermines the concept of modularity, as mesh alignment is harder and takes longer than necessary. This really is the basics of that concept, and arguing over this is pointless. It's like wondering whether water really boils at 100 °C. And trust me, mappers who will come here from other communities are very familiar with the concept. Games from past 15 years shipped with editor have been using modular stock meshes.
Again, this is not personal attack on Springheel, I'm sure he'll do better next time. Besides, there's nothing wrong with making mistakes, how else you're supposed to learn? Pretending that you're not making mistakes is worse IMO. Btw. right now I'm trying to design modular meshes for my first location, and I know how hard it is to do it properly. I already spent a lot of time taking screenshots from e.g. Dishonored and browsing through UT3 maps to remind myself how to design possibly most flexible tileset, that will work in all scenarios I can think of.
Sorry, AluminumHaste, I promise this is my last post in this topic. I just thought it was worth to clarify that. If you find this offensive (and I really don't mean it), feel free to delete it. I'll be making my point in more constructive way from now on, showing you my modular meshes in the WIP thread.
Edited by Judith, 01 March 2017 - 05:55 AM.