Game Development Community

New constructor wish list

by Jaimi McEntire · in Constructor · 03/15/2008 (5:55 pm) · 88 replies

Here are some of the things that I am thinking about adding to Constructor. If anyone has any input on them (for example: "that would be great" or "that idea blows") please feel free to chime in. This is not a "bug fix" thread (bugs are highest priority right now), but an "added features" thread.

Here are the things I am thinking about adding/changing, in roughly the order that I am thinking about doing them:

1. Bezier curves. This wouldn't be too hard, since most of the groundwork has already been done (in the DTS feature). This would give you the ability to have Q3 like curves in your map. I'm estimating this would take 1-2 weeks to add. You would have the option to auto generate a set of collision meshes for the curve for it (either exact, or an approximation). You would be able to select the curve and edit it at any time.

2. "live" duplicators. These would be like the existing duplicators, but they would be editable after creation (you could add/remove brushes, rotate the individuals, etc)

3. Path Extruder - should make roads, etc, much easier to make.

Anything other new feature that you would like to see? Post a note! (no bugs, please - post those in the other thread).
#41
05/06/2008 (5:48 pm)
@Kevin:

I still plan to put curves in, but I'm not sure of any timeframe, but at some point we'll have it. For the smoothing - it looks like it made it in. It automatically chooses to do it based on some algorithm.

@Ross:

I don't understand how a merge vertexes would work in an app like this, seems like it would easily break the convexity of the brushes. What do you have in mind?

@Joz:

#1 & #2 - I'll look into these issues, and see what I can find.
#3 - this has been requested before, but it would require either manual integration of an exported mission file, or (the right way, and as you have noted) a bunch of changes to TGE/A itself.

@Louis:
Quote:Allow the user to select if an object/brush cast/receives shadows and is/isn't rendered. This could tie into the "Collision brushes cast shadows" bug.. Yes yes I know, this reflects the problem that exists in Torque ^_^.

Yeah, this one bugs me too. Alas, it is a TGE/A bug (it's because the collision mesh is used for calculating shadows). I keep meaning to get in and rewrite this, but I haven't found the time. But, at the least, I need it fixed for my game as well, so this one is a definite.

To change the entities, or make your own game type is a little complicated, but it can be done. That data is stored in the sqlite db "entities.db". Look at the following tables: ClassTable, PropertiesTable, PropertyValuesTable.

As for importing other than DTS, you're right, that would be nice. I'll see what I can do.

@All:

Remember that I do this in what little spare time I have. I will try to get the most important things (like bug fixes) done first.
#42
05/06/2008 (7:06 pm)
@Jaimi: Thanks for the update... Looking forward to seeing what you come up with!

Regarding smoothing: So if it is working, then it would appear that this is enabled only via the Constructor DIF export, i.e. the Map2Difs' still only export the old style flat shading. Is this correct?
#43
05/06/2008 (7:22 pm)
@Louis -

I forgot about the "System/Manage entity list..." dialog - this will let you edit the tables without a sql lite editor. :)

@Kevin -

I think so - When the lightmaps are calculated in constructor (instead of in Map2dif) they use a worldspawn property called "light_smoothing_scale" to help in the calculation. This appears to be in addition to the smoothing that is done by default on in sglightmap.cc. As to what is really happening here, I don't really know.
#44
05/08/2008 (11:27 pm)
I would like to group faces!!!! If there is already a way to do this it didn't work the same way as brush grouping did. I think the knife tool could be made to be very versatile!!!!!! I think you should rename the knife tool to 'Table Saw'!!! I love that thing... I would like to see an 'Edge Shaper' Tool too with a shaping blade so you can modify the cut to your liking. Have the tool locked on an edge by vertex and create a path for the tool to follow by vertex, just like rotate, move, etc except it's the knife with a pre-fixed shape.
#45
05/09/2008 (8:53 pm)
...awe come on guys, my first post on this thread I suggested the import .dif, that was my idea!!!!!!! I will take credit for that one!!!!!...actually I'll even go farther and say be able to load any kind of file that is associated with Torque!!!!! What is a Torque constructor if you can't load any Torque files, much less basic file types for modeling or architecture?
#46
05/10/2008 (10:11 am)
Would you want to be able to edit the DIF's or just be able to view them?
#47
05/10/2008 (5:54 pm)
Edit ;)

Why, is this a possibility? That would be awesome if it is.
#48
05/10/2008 (7:28 pm)
I would like the Map to 3ds exporter built into constructor, that's probably not hard its a very small exe, i tried but without source it would be a hack;)
#49
05/12/2008 (12:49 pm)
@David...If someone is taking the time to implement this into constructor I would say 'yes' be able to edit them. However, the .dif showtool could be integrated into constructor that way you have both options. I know, speaking for myself, if I'm going to view a .dif I will find something to change...art is never complete!!! I absolutely hate having to get out of a program while I'm really involved in the art process. If I have to get out of the program for something I will lose my train of thought and the energy is lost...most of the time it is not bad but that happens way to often with some of these programs, even with constructor. I would just like to see it done in a way that you stay completely focused on your project.
#50
05/12/2008 (12:59 pm)
Quote:IMHO, I think Constructor sorely needs some alignment and snap tools. That is probably the major reason I use 3dsmax over Constructor.

1. To be able to select one brush (or vertex or face) and click "Align" then pick the brush to align to, with the options of align min to max, center to center, etc, along the x or y or z axis, is ridiculously useful.

2. Another tool I use constantly in 3dsmax is vertex snap. I don't really see the reason to even have a vertex mode in Constructor without this tool, because there's no point in moving a vert if you can't align it to anything. Otherwise you just end up with all kinds of overlapping brushes. Vertex snap also creates a super fast way to align brushes.

That's my two cents. I think the lack of these two tools are really making it difficult for people to create complex, yet clean and professional interiors in Constructor.

I would LOVE snaps and alignments... it certainly takes the guesswork out of finding leaks when you like to make prefabs from disected (45-degree cuts) on a set of brushes... This is the one lacking feature that keeps me from using Constructor full-time.
#51
05/12/2008 (1:00 pm)
I agree on the snaps and alignments as well as the PoT grids. While arbitrary gridlines have their uses, I am used to apps that make use of PoT gridlines.
#52
05/12/2008 (1:04 pm)
@Meyou
If BSP generation weren't lossy, it wouldn't be as much of a difficulty. One of the reasons for keeping source art is that you might need to modify it. One of the reasons for compiling binary trees is that they are fast and easy to navigate.

VMex is an interesting tool with similar application for Half-Life 2 and Hammer.
#53
05/14/2008 (10:26 am)
@Meyou
If you happen to be refering to me mentioning a DIF viewer, I do find that much different than what you mentioned:
Quote:Import or open .dif into current scene...
...but regardless, both definitely have good merit. The DIF viewer is meant to simply allow the user to open a seperate window (for example) inside Constructor to make sure no missing faces, bad geometry, etc. is occuring.

I too would love to see the ability to load any Torque models (and even related scripts, mission files, etc) into Constructor, but it wasn't originally built for that, I suppose.
#54
05/14/2008 (8:44 pm)
@Woody..I have a wacky personality and sense of humor, that don't usually come across well on forums but I still try to liven them up....I really don't care about who suggested what..just as long as they see what we are saying.....we all have the same goals and that's what counts!! \M/
#55
05/18/2008 (11:21 am)
The curves sound great. One thing that I think would make Constructor simply awesome is if there was some way to place game objects into the interior through constructor. I'm thinking something similar to trigger brushes -- you name the datablock you want it to be, then load a reference shape that you want to use as an in-editor preview of the object. It'd also be nice if you could set dynamic fields in-editor, but not necessary.

I'd also love it if lighting pack lights could be placed in through constructor. I imagine this could be done with what I described above, as those lights also use datablocks. I hate placing objects like those through the mission editor, because it's so imprecise and difficult to place things where you want them to be.

I think most people, myself included, would like some better ways to organize our brushes. Folders in the selection tree, as well as naming brushes would be good.

This is probably asking too much, but would be a good long-term goal -- water brushes, so we don't have to bother with water blocks or anything like that for interiors.
#56
05/18/2008 (5:50 pm)
Don't you just choose the game_entity and do just that?
#57
05/18/2008 (8:28 pm)
I didn't know that was possible. I'll play around with it some more. Though it'd still be awesome if the entity could be displayed as a reference mesh rather than a box.
#58
05/19/2008 (4:59 am)
I think you can assign it a certain dts in manage entities.
#59
05/19/2008 (8:39 am)
Doesn't look like it, actually. Tell me if there is a way, because there seems to be no field for this. There also seems to be no way to define dynamic fields, but I suppose it wouldn't be a problem to add through the world editor.
#60
05/19/2008 (9:23 am)
*Fix*...
the undo function when having several selections to undo at once. currently, the undo function fails to undo at least one selection when having more than one selection to undo. I would like it if the undo function removed what you have done from the time you have selected all of the faces, for instance, applying texturing to a wall sounds easy doesn't it, well dang, I didn't want that face over there and I've already textured it with the other ones, undo that entire apply at once, then you're able to de-select that one face you didn't want. currently the undo function will undo the faces one at a time, sometimes skipping a few things...

*Add*...
texture information when selecting a face without having to use the browser. the texture system is very good in Constructor but it really needs to display the information for the face you have selected. I rename all of my textures with the size, 'brick64', 'brick128', etc...that way I can just look at the name and bam, got it. If the faces had the display information it would just make the face editing much faster and allow you to know which ones have been tweaked without having to examine all of the numbers and compare to another face.