I second that idea._RicH_ wrote:The only thing i think needs improving is the object list.
It needs dedicated move up/down buttons for objects, and "collapse all" / "expand all" options somewhere.
ZModeler3 suggestions/wishes
Moderator: Oleg
- Cessna tomtom
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I like the GUI, Perhaps you misunderstood. I like how everything is set out.. But i would like it to look a little more modern, Exelent program but it looks as if it was designed on Windows 98
EDIT: I wouldnt mind the big fixing that causes the bars up at the top to pile up.. its annoying
EDIT 2: Since this topic has been changed to 'Zmodeler Suggestions/Wishes i would like to suggest alot more tools, Also Could the Chamfer tool be made better?
EDIT: I wouldnt mind the big fixing that causes the bars up at the top to pile up.. its annoying
EDIT 2: Since this topic has been changed to 'Zmodeler Suggestions/Wishes i would like to suggest alot more tools, Also Could the Chamfer tool be made better?
Bit of a long shot but Poly Painting would be a nice feature... http://www.youtube.com/watch?v=6qGRO-fo1U0
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- Cessna tomtom
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And the ability to select several items, in the same folder level of the scene node browser, at once. And to copy/move/remove them in a single operation, then._RicH_ wrote:The only thing i think needs improving is the object list.
It needs dedicated move up/down buttons for objects, and "collapse all" / "expand all" options somewhere.
But I wouldn't be too angry if such feature would be implemented already in version 2. My impression is, that Oleg is asking for real changes of the UI, not simple enhancements. Sort of revolution.

Hi.
it's really a great idea, you had Rich.
essentially the idea of "collaps all" "move up" and "move down".
I work a lot with zmodeler, it is sometimes very difficult to move something in the hierarchy.
and having also to all collaps, when you need to do.
is the kind of great idea that makes work easier.
I really hope oleg put it in a future update.
sorry for my bad english.
it's really a great idea, you had Rich.
essentially the idea of "collaps all" "move up" and "move down".
I work a lot with zmodeler, it is sometimes very difficult to move something in the hierarchy.
and having also to all collaps, when you need to do.
is the kind of great idea that makes work easier.
I really hope oleg put it in a future update.
sorry for my bad english.
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Making a filter for a new NFS every fall has become kinda a tradition I thinkMurrchachosa wrote:Since this topic is titled "Suggestions/Wishies", my wishes:
Import filters for NFS Hot Pursuit 3 and Test Drive Unlimited 2
Hot Pursuit 3 comes out in mid November this year and TDU2 delayed to at beginning in 2011.

I can just suppose after viewing the videos that HP3 uses the same engine as UC/PS/C/MW (with improvements, of course).
Considering the popularity of modding the TDU1 with hundreds of new vehicles created I think TDU2 is worth a try to create import/export filter. But since the Beta of the game is released I looked through its recources and found them not easy-readable. The data seem to be compressed so it's much harder to mod the game comparing with TDU1.
I've said that moder UI is under consideration and in tests for comptibility with zmod needs. This has nothing to do with "new tools or new features" at the moment. Yes, modern UI could be for ZMod3 if everything goes fine.
unfortunally, it's not a manner of "just take and use new UI", it's more like "rewrite everything on your own, so it look more modern"
unfortunally, it's not a manner of "just take and use new UI", it's more like "rewrite everything on your own, so it look more modern"

certain features are on a draft paper-written state
. I think Materials editor will be completely different, and "selected mode" will be removed at all. Some general workflow considerations are in my mind too - context menu will be replaced with some interactive "tablet" with (recently used) tools/editing levels/etc.. it's just an idea yet.

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zoom in perspective view WILL move closer to a target and it will clip objects. you should either
- change a target point of camera (when you spin perspective viewport left or right, it spins around target point. this point should be on an object you are trying to zoom to.
or
- hold Alt + Shift and change field of view. reducing field of view will move camera away, but will keep focusing the same amount of objects in a view. when camera was moved away, you can zoom in (bring it back again), but this time it will not clip.
- change a target point of camera (when you spin perspective viewport left or right, it spins around target point. this point should be on an object you are trying to zoom to.
or
- hold Alt + Shift and change field of view. reducing field of view will move camera away, but will keep focusing the same amount of objects in a view. when camera was moved away, you can zoom in (bring it back again), but this time it will not clip.