Game Development Community

Grouping Brushes - Feature Request

by Jaimi McEntire · in Constructor · 04/10/2007 (7:29 am) · 5 replies

It would be great if your grouped brushes appeared together (under a folder) in the tree view. Also, the ability to name that group would help organize the project better.

#1
04/11/2007 (10:06 am)
Isn't that what "sets" are for? Sets essentially group a set of brushes into an organized "set". So when you create a set with a bunch of brushes selected you can select, move and modify them all together. Adding them and subtracting them individually from each set selected.

The set window is grouped with undo and select in the lower right hand corner. Just select the brushes you want grouped together for editing purposes and create a set of them, you can of course name them as well.
#2
04/11/2007 (10:20 am)
Look under - Objects -> Group or Objects -> Ungroup. The shortcuts are pretty standard as well :)
#3
04/12/2007 (7:15 pm)
It's not exactly the same. In a set, a brush can belong to multiple sets and they aren't grouped together in the tree. Once you have more than a handful of brushes, the current scene tree becomes much less useful. No one likes Quark - it's wierd and kind of buggy. But The scene tree helped organize your map - It presented the data in a hierarchical manner. That's what I would like the Constructor tree to do - right now it's just a bit messy, and hard to do anything with it once you have a ton of brushes.
#4
04/12/2007 (7:29 pm)
We wanted to have the Constructor scene tree act very much like Quark's but simply did not have the time to finish it (we had to rewrite the initial buggy guitreeviewctrl we started with from TGE 1.4 into something simpler very near to the end of our development cycle).
#5
04/12/2007 (7:37 pm)
Do this mean, sometime in the future Constructor will have a better "scene tree very much like Quark's"?
I miss the ability to name my brushes, and groups/sets and lump them into folders(then click the folders and pick HIDE or Exclude From Build)... Constructor is very exciting, reminiscent of the early UnrealED days when there were so many little problems, but it only got better as time sally forth... (sorta makes me feel like a pioneer undertaking a historic grand achievement.)