Torque: Gui Updates v0.1
by Phillip O'Shea · 05/15/2008 (9:11 pm) · 18 comments
Check out my last blog if you haven't already: Torque: Gui Updates.
Thanks to the support from the GG community, I have been slowly playing around with the TGEA level editor I displayed earlier. I now have incorporated all of the features that the current TGEA level editor supports and a few small tweaks here or there to have it all running nicely.
There is a bug with Torque where you can't remove tabs very easily, making my life a little harder. I had to modify the source in order to get it to work, but switching between editors now displays dedicated tabs. These tabs are just like normal, but only display under certain conditions. This is a feature that I need to expand upon before release, however.
The main reason I post this blog is to try to gauge what the community want from the GUI updates? There was enough support from you all to warrant me continuing with this project, but I would like to make it as friendly for everyone as I can.
I would also like someone from the community to provide me with some icons that I can use in the editor. There is a large array of icons that I require, but all I can offer you is including your name in the credits.
The two main ideas on my agenda are to allow users to add their own tabs and forms from the editor and to support dockable windows. These should enable you guys to configure the mission editor the way you want it, getting the most out of your time with the editor.
I am also thinking about moving some of the object manipulation elements to a context menu (reset transform, drop at location, etc). Let me know what you think. (Note: A context menu is a right-click menu dropdown)
Please post comments and ideas (don't ask me to rewrite the whole thing, just small features that make life easier) and I will do my best to incorporate them into this project.
Here are a few more screenshots:





Thanks to the support from the GG community, I have been slowly playing around with the TGEA level editor I displayed earlier. I now have incorporated all of the features that the current TGEA level editor supports and a few small tweaks here or there to have it all running nicely.
There is a bug with Torque where you can't remove tabs very easily, making my life a little harder. I had to modify the source in order to get it to work, but switching between editors now displays dedicated tabs. These tabs are just like normal, but only display under certain conditions. This is a feature that I need to expand upon before release, however.
The main reason I post this blog is to try to gauge what the community want from the GUI updates? There was enough support from you all to warrant me continuing with this project, but I would like to make it as friendly for everyone as I can.
I would also like someone from the community to provide me with some icons that I can use in the editor. There is a large array of icons that I require, but all I can offer you is including your name in the credits.
The two main ideas on my agenda are to allow users to add their own tabs and forms from the editor and to support dockable windows. These should enable you guys to configure the mission editor the way you want it, getting the most out of your time with the editor.
I am also thinking about moving some of the object manipulation elements to a context menu (reset transform, drop at location, etc). Let me know what you think. (Note: A context menu is a right-click menu dropdown)
Please post comments and ideas (don't ask me to rewrite the whole thing, just small features that make life easier) and I will do my best to incorporate them into this project.
Here are a few more screenshots:





About the author
Head of Violent Tulip, a small independent software development company working in Wollongong, Australia. Go to http://www.violent-tulip.com/ to see our latest offerings.
#2
Dual screen support would be REALLY useful. If you could have a seperate edit screen with the property inspectors and the main screen with the world that would be very cool. But I realize thats a big ask.
Having shortcut keys for everything is a big thing too. Almost all "power" users get used to shortcuts for things, so building that in would be useful.
Additional features like alignments and random placement functions would be useful.
05/16/2008 (12:37 am)
Docking would be really useful. I dont like the floating panel very much.Dual screen support would be REALLY useful. If you could have a seperate edit screen with the property inspectors and the main screen with the world that would be very cool. But I realize thats a big ask.
Having shortcut keys for everything is a big thing too. Almost all "power" users get used to shortcuts for things, so building that in would be useful.
Additional features like alignments and random placement functions would be useful.
#3
05/16/2008 (5:06 am)
Will this be compatable with TGE? I can't afford TGEA =P
#4
05/16/2008 (8:00 am)
Can you make it so it saves the position of the floating box? I hate how TGEA always opens with the default position. This is more of a GG request, but if you can do it that would add more to the cool GUI.
#5
05/16/2008 (8:13 am)
Excellent looking work! As a general rule as you are building this, try to keep modularity and extensibility in mind. What I mean by that, is try to make sure you aren't implicitly "tying" this to the stock Editor functions as they sit right now. Make it easy for people to add their own custom editor menus and commands that suite their individual project. However, judging by your XML-based design I don't think that will be a problem. In general, I think Torque could benefit from being more editor-driven.
#6
05/16/2008 (8:33 am)
Wow, very nice work!!
#7
So, comments and features:
* Contextual menus: Excellent idea.
* Also, as Phil says, keyboard shortcuts, specially customizable keyboard shortcuts would be awesome. In fact I see you are adding a lot of flexibility to the editor, and the more customizable, the better.
* As mb commented, a more "intelligent" editor, that saves the last "view" would be cool too.
* And something that would be really important for your new editor: "auto-hide" for the windows and bars. Thats something really important for an editor where people works on visual impact all the time. Maybe not permanent, but at least one more option to add. Specially with that great, BIG, tool/menu bars that you are using.
All in all, excellent job Phillip.
05/16/2008 (10:24 am)
Good damn job Phillip! I agree with Mark, try to keep modularity and extensibility in mind, althought if I remember well your previous post, you tought on that already.So, comments and features:
* Contextual menus: Excellent idea.
* Also, as Phil says, keyboard shortcuts, specially customizable keyboard shortcuts would be awesome. In fact I see you are adding a lot of flexibility to the editor, and the more customizable, the better.
* As mb commented, a more "intelligent" editor, that saves the last "view" would be cool too.
* And something that would be really important for your new editor: "auto-hide" for the windows and bars. Thats something really important for an editor where people works on visual impact all the time. Maybe not permanent, but at least one more option to add. Specially with that great, BIG, tool/menu bars that you are using.
All in all, excellent job Phillip.
#8
05/19/2008 (7:36 am)
all the images are broken.
#9
05/19/2008 (12:46 pm)
They work for me Jonathon.
#10
05/19/2008 (2:00 pm)
ditto.
#11
Any idea when this will be available for others to download and use?
05/31/2008 (11:31 am)
Very nice looking updates there!!Any idea when this will be available for others to download and use?
#12
05/31/2008 (2:26 pm)
Jon, my computer clapped out last week, I am waiting a few weeks to get a new one. Even still, this is a side project so I wouldn't expect anything too soon.
#13
06/09/2008 (9:41 am)
Any updates on the way?
#14
06/09/2008 (5:33 pm)
AwESOME! when will this be available? also you should contact garagegames and see if you cold distribute this via the marketplace!
#15
06/13/2008 (3:40 am)
Wow....~!
#16
Edit: Didn't realise you weren't associated with GG.
06/25/2008 (3:46 am)
Isn't this new Gui worryingly similar to Microsoft Office 2007/2008?Edit: Didn't realise you weren't associated with GG.
#17
07/11/2008 (5:42 am)
We gonna see the Ribbon used everywhere in a couple of years; and I don't mind that at all, with or without resemblance to Office08 as long as is a lot more interesting and efficient than File/Menu - menu bar style.
#18
09/11/2008 (3:20 pm)
Very good and clever organized :) 
Torque 3D Owner Jeramy79