Posted by Alexei Novikov on January 13, 1998 at 11:03:52:
In Reply to: Re: JED, etc. - update (Some requests) posted by Kepone on January 10, 1998 at 23:52:50:
> Not -really- necessary no. But for those of us used to Quake style
> editors, it seems more intuitive when selecting surfaces etc, rather
> than switching back and forth until you have the right one.
Why switch back an forth? Just click mouse button without moving the
mouse - the next surface under cursor will be selected. Click it again
and again - it will cycle through possible selections. Works for sectors,
objects and lights as well as surfaces.
> For instance, if I have a very crowded level with lots of sectors
> all jumbled up real close,
Layers are meant just for that. Group sectors logically to several layers
and display only ones you wish to see.
> > Use "Snap to vertex" mode to force surfaces to overlap -
> > no need to enter vertex coordinates manually.
> Wow, I learn something new every day. Thanks, I'll use this method.
It's extremetly useful. Hold Ctrl+Shift while dragging. Also, actually,
the preferred way to build things is through extrude and cleave.This way you
will never need to adjoin anything or move any vertices.
> At least a little blurb about what the object is and does. Maybe even
> with a size estimate if it's not intuitive by the name. :)
> Ex: 4x8 Catwalk, dark grey with yellow and black stripes along the
> sides. or....
If someone wishes to prepare those descriptions for each template item,
I will gladly put that in.
> I wasn't very clear with this question. I meant that sometimes
> if you choose a certain texture, it has pink splotches in it when
> you run the level, so you have to go back and choose a different
> colormap.
Yep, that's what I was answering to. JED has no way of knowing that
texture looks "wrong" with a given colormap. Textures can have pink in them
without being "wrong".
> Hey, how about 'Things' with bounding boxes showing they're
> relative size in the level, as opposed to just a dot?
> (Granted, having them modelled in the preview window would
> be ideal, however I expect it would be difficult.)
No, it's a snap. The harder part is loading/managing 3DOs. So far I don't
read any 3DOs corresponding to objects. I'll add it, together with wireframe
display of 3DOs in some of the next versions (not the nearest one though). I've
got more than enough things on the list for this version already...
Alex.