Undockable Interfaces
by Kira · in Torque 3D Professional · 05/23/2009 (8:37 pm) · 11 replies
Is it possible to make the editor windows undockable so we can use our second or third moniters?
Could it be implememted in the next build ?or can it be done ourselves easily?
Could it be implememted in the next build ?or can it be done ourselves easily?
#2
One can not move the GUI controls off the main canvas.
And for myself I have other applications consuming the screen space on my other monitors.
05/24/2009 (12:27 am)
You would need a multi-moniter D3D window.One can not move the GUI controls off the main canvas.
And for myself I have other applications consuming the screen space on my other monitors.
#3
05/24/2009 (1:21 am)
Dockable monitors are the best idea...the reason being is I personally use 3 monitors....am still hounding my husband for a 4th ;OP. What happens is I have say Maya open on one, the renderer open on the second and the third is either documentation, photoshop, or reference photos while working in Maya. I also not only have just say one application open but I also may have Maya, ZBrush, and Photoshop open all on each monitor. 90% of all software these days is undockable and that includes Game Engines. You don't have to undock your screens if you don't want to but the option is there. I'm lost without my three monitors! If you work in the industry full time, as we do, you'll be familiar with photoshop and how many people leave all the windows in photoshop in their workspace, they move them out of the way so they have maximum visability which is what we're hoping T3D could so....full screen resolution for viewing the game on while the tools are on the other.
#4
Torque cant have the GUI extent outside the main canvas(the 3D view port Torque opens) as it is designed right now. Perhaps T3D could bring this possibility, but i dont think it would be easy and unlikely we will see a feature that rare what benefits a few extra rich individuals.
05/24/2009 (2:06 am)
I have 5 monitors (3 video cards but only one for dedicated 3D output), and know exactly what your saying, I have a very hard time without a minimal of 3. Torque cant have the GUI extent outside the main canvas(the 3D view port Torque opens) as it is designed right now. Perhaps T3D could bring this possibility, but i dont think it would be easy and unlikely we will see a feature that rare what benefits a few extra rich individuals.
#5
05/24/2009 (3:14 pm)
Your probably right but It would be nice
#6
I know i'd like to see an uncluttered rendering screen rather than having to constantlu enter and exit the world editor and anybody who uses smaller monitors at times could use this, especially since its not clever enough to work in full screen or understand any resolutions except the ones listed
05/24/2009 (5:22 pm)
the better option perhaps would be the ability to move/remove the entire editor to a separate window or even application so that you can not only have it on multiple monitors but can have multiple smaller editors open at the same time, like laying out the material editor at the same time as having the asset management/addition windows opened in the same app/canvas.I know i'd like to see an uncluttered rendering screen rather than having to constantlu enter and exit the world editor and anybody who uses smaller monitors at times could use this, especially since its not clever enough to work in full screen or understand any resolutions except the ones listed
#7
Once more, i dont think we will not be seeing anything like it for T3D. But perhaps such a design could be included in whatever is next.
05/24/2009 (5:32 pm)
Wow, thats truly thinking Bloodknight; I love the idea.Once more, i dont think we will not be seeing anything like it for T3D. But perhaps such a design could be included in whatever is next.
#9
Ive discovered over the years that the absolute worst replay to any given reasonable request is simply 'no' however theres a 50/50 chance of it being yes, which is a significant improvement over not asking for it at all :)
05/24/2009 (6:40 pm)
@Richard and ShezIve discovered over the years that the absolute worst replay to any given reasonable request is simply 'no' however theres a 50/50 chance of it being yes, which is a significant improvement over not asking for it at all :)
#10
well, while i'm not the best programmer out there yet, it seems to me that the majority of the settings that the world editor edits are external data anyway, material files, datablocks of one form or another.
while i understand assumptions are pretty much programming antichrists, but i'm going to assume that the world editor refreshes is 'view' of the project files every so often (i assume this because of the performance drop when i use the editor), anyway to get to the point... if the world editor refreshes the files its looking at then sombody smarter and better than me could make a set of completely external applications for material editing mission object parameter editing, and thus freeing up the actual viewport for the design stuff.
I fortunatly have a large screen, so i get quite a bit of the game real estate viewable, but when i hop on my old laptop the screen isnt so friendly, and the issue with the boxes popping up here there and everywhere if you manually resize the t3d window gets quite irritating after a (short) while.
05/24/2009 (6:49 pm)
@Caylowell, while i'm not the best programmer out there yet, it seems to me that the majority of the settings that the world editor edits are external data anyway, material files, datablocks of one form or another.
while i understand assumptions are pretty much programming antichrists, but i'm going to assume that the world editor refreshes is 'view' of the project files every so often (i assume this because of the performance drop when i use the editor), anyway to get to the point... if the world editor refreshes the files its looking at then sombody smarter and better than me could make a set of completely external applications for material editing mission object parameter editing, and thus freeing up the actual viewport for the design stuff.
I fortunatly have a large screen, so i get quite a bit of the game real estate viewable, but when i hop on my old laptop the screen isnt so friendly, and the issue with the boxes popping up here there and everywhere if you manually resize the t3d window gets quite irritating after a (short) while.
#11
Course T3D's editor is not friendly (right now) to custom added datablock fields(took quite some work add a field to the Material editor).
05/24/2009 (7:01 pm)
It is very much 'do able', and quite a bit as you assumed. Building an UI that edit the correct files/datablock is quite a bit of work. Most the problem come from 'portability', move one file or add more fields to a datablock and one create problems. Course T3D's editor is not friendly (right now) to custom added datablock fields(took quite some work add a field to the Material editor).
Torque 3D Owner Jack Stone