Editor update: Some things to watch out for
SteveRock
Join Date: 2012-10-01 Member: 161215Members, NS2 Developer, Subnautica Developer
in Mapping
Hi folks,
Steve here! I've been working on the editor the past couple of weeks and adding new stuff, and we just pushed it out via Steam. But with new features comes new bugs :) So I just wanted to warn you guys about a known bug: If you use the Select Tool, and then the Edit->Weld Selected Vertices tool to merge two faces together (by merging both ends of two edges), and then delete that shared edge, bad things may happen when you try to Undo. So before doing that, make sure you save a backup!
Anyway, check out the 233 blog post for a list of all new editor features: <a href="http://www.unknownworlds.com/ns2/" target="_blank">http://www.unknownworlds.com/ns2/</a>
Steve here! I've been working on the editor the past couple of weeks and adding new stuff, and we just pushed it out via Steam. But with new features comes new bugs :) So I just wanted to warn you guys about a known bug: If you use the Select Tool, and then the Edit->Weld Selected Vertices tool to merge two faces together (by merging both ends of two edges), and then delete that shared edge, bad things may happen when you try to Undo. So before doing that, make sure you save a backup!
Anyway, check out the 233 blog post for a list of all new editor features: <a href="http://www.unknownworlds.com/ns2/" target="_blank">http://www.unknownworlds.com/ns2/</a>
Comments
Get in line.
<ul><li>Geometry still doesn't snap to grid very well, if things are made on grid why don't they stay on grid?</li><li>Textures should be able to lock to geometry for when we move it around.</li><li>Cinematic preview check box like mute sound.</li><li>Four viewports cause a serious performance drop, i stopped use them a long time ago.</li><li>Viewports aren't viewing from normal angles, moving an object one way shows the opposite way in other viewports.</li></ul>
I was wondering if the editor engine now gets updated with the game?
Edit: Only been mapping for a while now and i've experience a bug, when i deleted a simple box it left behind some vertex which when i tried to delete froze the editor, well i could still select things but the cinematics froze and i couldn't move around.
Oh and i almost forgot the biggest bug thats been giving me trouble, almost every time i build a minimap it's missing a lot of large geometry, mostly on the alien side stuff isn't showing, devs can test using my map as it happens all the time now, really needs fixing.
<ul><li>Geometry still doesn't snap to grid very well, if things are made on grid why don't they stay on grid?</li><li>Textures should be able to lock to geometry for when we move it around.</li><li>Cinematic preview check box like mute sound.</li><li>Four viewports cause a serious performance drop, i stopped use them a long time ago.</li><li>Viewports aren't viewing from normal angles, moving an object one way shows the opposite way in other viewports.</li></ul>
I was wondering if the editor engine now gets updated with the game?
Edit: Only been mapping for a while now and i've experience a bug, when i deleted a simple box it left behind some vertex which when i tried to delete froze the editor, well i could still select things but the cinematics froze and i couldn't move around.
Oh and i almost forgot the biggest bug thats been giving me trouble, almost every time i build a minimap it's missing a lot of large geometry, mostly on the alien side stuff isn't showing, devs can test using my map as it happens all the time now, really needs fixing.<!--QuoteEnd--></div><!--QuoteEEnd-->
- Could you expannd on the grid snap issue? A video would help.
- Texture lock is there - when the move tool is active, look on the status bar for a lock icon and click it to activate.
- Good ideas for cinematics.
- We'll look into view port perf.
And as for the bug, I'm looking into it now. Really basic thing that should work - sorry bout that :)
- When rotating a texture, when the mouse reaches the side of the screen please let it continue on other side of screen so we can keep rotating
- A Texture align to the bottom edge of a face, that would be so helpfull! <b>( edit: Align to edge!! )</b>
Oh and sometime it just crashes at random, but that's okay ;)
I may be misunderstanding you, but there are options to align a texture to the top, bottom, left, right and center of a face, and to fit the texture to the entire face, in the Texture Mapping window.
Argh sorry bout that. Fixing now - I should be able to release a binary outside of another steam release.
Actually could you send me your level file and repro steps? I can't get this to happen for me. steve@unknownworlds.com
I think he's referring to the moments when we are moving complex geometry around with texture lock on, it usually results in textures that become miss aligned along with the geometry going off the grid.
Yeah I editted that sentence maybe 3 times so I left out the best part :D I meant when the face or that 1 bottom edge or even a rotated "floor" face, is rotated,
like so :)
___
| |
| /
|/
So that it would align to that rotated edge, <b>THERE IT IS! Align to edge! </b>Yes please! :)
Possibly because the grid is in "inches" and the vertex coordinates are stored in the level file as as "meters". Coordinates are also floating point.
To convert meters into inches you divide by 0.0254. This is not a nice, round number(i.e. 1 meter is 39.37007874 inches). During scaling or moving(vertices have higher precision near the origin because of floating point!) you may end up with a cancelation error and lengths may become funny, like 63.999999619.
Three questions concerning the update:
- I was happy to see that the texture tool should save the last used texture so we can pick up work from where we left the tool. Is that correct? Because everytime I
select a face, the list jumps to the very first texture on the top. That is massively annoying ;)
- Is there a way to disable the cinematic preview? They are not shown fluently on my rig, so I would rather turn them on only for a quick check.
- I have a room with around five sounds with small range, but only one of them is played in the editor. They are exactly the same -> is that a bug or am I doing things
wrong?
First of all, thanks for improving the editor! :D
Three questions concerning the update:
- I was happy to see that the texture tool should save the last used texture so we can pick up work from where we left the tool. Is that correct? Because everytime I
select a face, the list jumps to the very first texture on the top. That is massively annoying ;)
- Is there a way to disable the cinematic preview? They are not shown fluently on my rig, so I would rather turn them on only for a quick check.
- I have a room with around five sounds with small range, but only one of them is played in the editor. They are exactly the same -> is that a bug or am I doing things
wrong?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think those are fine ideas. I can't guarantee I'll get to them soon, since we may need more hands on performance on the next patch, but they're in my list.
The new cinematic preview and the weld vertices are my favorites :) But I too agree a option to turn off cinematic preview would be good.
Just a thought too add to your list of editor upgrades if in the props option box ( where one can select if the prop is collible and such )
If there were an option too select the prop to have occlusion culling properties. Would be great option for improving maps performance. In particular on the larger props that really block ones vision like the large crates or the reactor etc etc.
Personally, I'm a bit too short on time to 'struggle' with the editor. The biggest gripe I have, is the grid problem described by Magneto. They've been there for a long time and are well known by the mappers (ask mendasp, fmpone, Dux etc.).
Once that's resolved, mapping will become much easier for nitpickers such as myself. I simply can't bare seeing vertices and lines offgrid. It tickles my neurotic bone. :p (FYI, I don't suffer from neuroticism, but I would say I'm a perfectionist in some ways.)
I understand performance might need everyone capable at UWE to chip in. Lets hope that gets resolved to acceptable levels soon, so y'all can start working on fun stuff like features in the game and tools. :)
There's also this <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112299&hl=editor" target="_blank">editor request list</a>, it might be a bit old but im sure there's still a few things in there, oh and here's what i meant about the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120815" target="_blank">odd viewport setup</a>.
ED: Nevermind.. fixed itself. Not sure what caused that bug.
Take your time, I think I speak for a lot of people when I say we are damn happy that the editor is finally getting the attention it needs.
Just posting to let you know it happened again, this time on a fresh map. My belief if that it's something to do with either ctrl-clicking or ctrl-doubleclicking to select entire sections, at least both times it happened that's what I seemed to be doing. Suddenly it just wouldn't let me Undo or Redo until I restarted the editor.
- The texture list doesn't jump back to start anymore when I select a face! yey~
- If I move big groups with texture lock on, it doesn't take ages to actually move (poor cpu). It is extremely faster for me now :D This will save at least one day of my
lifetime ^^
EDIT: These thing occured aster using undo first time, after that undo doesnt work anymore
Also models from cinematic files appear on different location of the map when hidden in the layer
EDIT: These thing occured aster using undo first time, after that undo doesnt work anymore
Also models from cinematic files appear on different location of the map when hidden in the layer<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah sorry about that. Undo may wreak havoc right now, depending on what you undo. Next build should be much more stable - I fixed a lot of things. Next patch should be around this week (we'll try our best!)
Hope it helps.