Positive Feedback
by Jeff Gran · in Constructor · 05/11/2007 (4:24 pm) · 1 replies
Well, we all know the saying. Well dang, actually I can't think of the pithy sentence I'm thinking of, but it's something like "When I'm good you never remember, and when I'm bad you never forget". Anyway, I thought I would point out some things I like about constructor, to send the dev team some good vibes.
1. The numpad 0 key. It rocks.
2. The simple camera controls - no holding down alt or anything, just right mouse, middle mouse and mouse wheel. sweet.
3. The b key for toggling selection of sub-brush elements to the brush selection or the entire scene - this comes in handy a lot.
4. customizable grid units - I can snap to .375 of a meter if I want to!
5. undo. The undo isn't always flawless but it goes back for freaking ever. I have made mistakes and been like, uh oh, I hope I can undo far enough back. And I usually can.
6. the f key to focus. It works really well and I use it constantly to bring the camera to be centered on the specific brush I'm working on, so I can rotate around it, etc, without fighting with the camera.
7. customizable colors for the interface. I didn't like the some of the colors for the brush edges and stuff, so I changed it. cool!
8. lighting preview. we've never been able to preview the lighting of an interior without exporting and bringing it into the engine. So, in the past that meant I just didn't bother. it was too much trouble to go through the hassle with every little tweak I did. Constructor means I can now bake some lighting into my interiors. Finally!
9. The plugin potential. I haven't had time to play with it yet but when I get the chance I can't wait to experiment with making my own tools. And I foresee a lot of interesting user-created tools once people get used to it and there is a knowledge base of what is doable. There's already a user-created extrude tool. awesome!
That's all for now. Maybe I'll add more later. Thanks for this program and for making it free for all of us.
:D
1. The numpad 0 key. It rocks.
2. The simple camera controls - no holding down alt or anything, just right mouse, middle mouse and mouse wheel. sweet.
3. The b key for toggling selection of sub-brush elements to the brush selection or the entire scene - this comes in handy a lot.
4. customizable grid units - I can snap to .375 of a meter if I want to!
5. undo. The undo isn't always flawless but it goes back for freaking ever. I have made mistakes and been like, uh oh, I hope I can undo far enough back. And I usually can.
6. the f key to focus. It works really well and I use it constantly to bring the camera to be centered on the specific brush I'm working on, so I can rotate around it, etc, without fighting with the camera.
7. customizable colors for the interface. I didn't like the some of the colors for the brush edges and stuff, so I changed it. cool!
8. lighting preview. we've never been able to preview the lighting of an interior without exporting and bringing it into the engine. So, in the past that meant I just didn't bother. it was too much trouble to go through the hassle with every little tweak I did. Constructor means I can now bake some lighting into my interiors. Finally!
9. The plugin potential. I haven't had time to play with it yet but when I get the chance I can't wait to experiment with making my own tools. And I foresee a lot of interesting user-created tools once people get used to it and there is a knowledge base of what is doable. There's already a user-created extrude tool. awesome!
That's all for now. Maybe I'll add more later. Thanks for this program and for making it free for all of us.
:D
Torque Owner Adib Murad
10. The coolest magic about Constructor, to me, is the shape import and the metering units. First I got annoyed, because Hammer units was comfortable to me, but I found the proportion between the two systems: 8 Hammer units is Constructor's 0.25m. Now my grid is 0.25 or even 0.125.
I created a cone brush in Constructor, adjusting the dimensions by hand (Modify / Size bounds). Then I created the same shape in Max, with the same dimensions, exported to DTS and imported to the Constructor scene.
It would be impossible to tell that there was two objects there, if I didn't snapped some of the brushes vertices to the grid. Exactly the same size. This means the power and freedom to wander thru DIF and DTS as I wish, the end of a headache between the two formats. It's a very, very important feature to me, smoothens TGE art pipeline a lot.
(I had some problems with lighting, subject of another topic. Didn't export a DIF+DTS object yet. Let's see what happens...)