Hi all! I wanted to share some thoughts on DarkRadiant tweaks & features. I’m guessing most of this has already been mentioned before, but I wanted to throw it out here just in case! Thanks.
Currently, it’s a bit difficult to judge a particle effect’s size relative to other particle effects, as the camera automatically repositions itself to frame the effect in a close shot. (The ground grid does give a frame of reference, but is only useful for very rough estimates.)
I’d love it if there was a way to “lock camera position” while viewing particles. This would allow me to view a series of effects and more easily identify which effects are small, large, etc., as the camera position would be locked in place.
It would be greatly useful if there was functionality to “wrap” a texture around a brush, as described in this video: https://www.youtube.com/watch?v=aBvj-d2AiT0
Ideally, this would help automate a lot of the manual processes involved in texture angling and alignment.
For the “Choose Shader” window (S > folder button), I’d love it if there was an option to include thumbnail visual images of each texture next to each texture name. Having it be image-oriented would make it easier to browse textures at a glance.
Also, it would be helpful if the texture dimensions were displayed, either on the thumbnail or in the description.
Currently, the editor prevents brushes from becoming concave during vertex editing. It would be helpful if there were an option to temporarily allow concave brushes during vertex editing, as the current convex-only safeguard sometimes makes it difficult to do more complex vertex edits.
Also, currently if I drag a vertex on top of another vertex, the the entire brush is immediately destroyed. It would be great if the vertices were instead merged, and automatically collapsed the missing edges/faces.
When using the clipping tool to cut along three points, it appears that when I move one of the three points in a given orthographic view, its coordinate in the inactive axis will be reset to zero (i.e. if I move a clipping point in the X-Z view, it will reset to Y=0).
This current setup makes it difficult to do certain clipper cuts -- it’d be a big help if the clipper didn’t reset to zero.
Currently, when I have multiple entities selected and open the Entity Inspector window (N), the entity key fields are all empty. It’s a little difficult to view how entities differ, or to apply batch changes (i.e. the workflow is select one entity > decide which single key-value pair you want to change > change it for one entity > select all entities you want the change applied to > reapply the change).
It’d be great selecting multiple entities showed a union of all the properties belonging to the entities -- with common values showing the key/value, and with conflicting values showing the pseudo-value of “different”.
When using the in-game editors (i.e. ragdoll editor, light editor), the game saves over the current .map file with the changes made.
It would be great it if there was a DarkRadiant keybind to reload the currently-loaded map, to more easily load in the changes made by the in-game editor. Right now I’m manually reloading the map via DarkRadiant’s File menu, but a keystroke shortcut would help streamline this.
It would be nice if the editor_usage help text appeared somewhere in the Entity Inspector (N) window when an entity was selected.
It’d be great if reflection/mirroring was allowed around an arbitrary plane (i.e. if we need a symmetrical detail on a wall that runs at a 45 degree angle). This is currently possible with the existing tools, but it’s a bit tricky, and in the case of more exotic angles, oftentimes forces us to go off-grid.
The scripting interface is very powerful and flexible, and has been hugely valuable. Something that would be great is some way to operate on selected components, i.e. a way to operate on specific faces, edges, or vertices.
Currently with SelectionVisitor, we can traverse a component selection with GlobalSelectionSystem.foreachSelectedComponent(). However, the nodes traversed with SelectionVisitor seem to be the brush the component belongs to. Ideally, it’d be great to be able to traverse selected components.
Also, there seems to currently not be a way to identify components (i.e. there’s an isBrush()/getBrush() method pair, but not an isFace()/getFace()) -- admittedly, not sure if I’m fully understanding how this system works, so apologies if I’m misunderstanding it!