This is a reminder that the editor still hasn't been fixed to work well with the mouse despite having been mentioned several times. This might seem to be a minor issue to some developers because the majority, if not everyone, at RedLynx is using the xbox controller to make tracks. Have a 3D Modeler try to make a track with the keyboard and mouse, then you'll realize that this is more than a minor issue/inconvenience.
Major Issue #1 - Visibility (translation and rotation gizmos being hidden under meshes & terrain)
Major Issue #2 - Size (translation and rotation gizmos are either too small at a distance or too big, small gizmos require the user to be very precise with the mouse to grab an object)
Can the Keyboard/Mouse users make some tracks with ease someday? Will we have to wait after the last DLC is released?![]()
Has it made it to the top yet?Originally Posted by En0- Go to original post![]()
I shall continue with this topic revival...
-Selecting event targets: this feels broken with mouse + kb. For whatever reason if I go too far from the source I'm selecting a target for, clicking the target for the event will yield a "click" noise, but not actually select the target. When this happens I have to back out and click select event targets again, rinse repeat until it starts working. Sometimes selecting a target will cause the event im selecting target for to disassemble itself (like i clicked the extract function button) for NO REASON.
-I agree with the gizmos, some particles in particular (such as the laser in FOZ) have absurdly huge gizmos for no reason, and I have to zoom out a few kilometers just to see what rotation gimball is selected. -_-
-Why on earth is choose bike selection not saved, incredibly annoying to have to reselect this each time I start up fusion.
-Any particular reason certain objects are not shown in the editor picker? Squirrels and penguins for instance. Yes I can just copy and paste them into favorites from Redlynx tracks, but think of the poor console users who can't do this
-Object getters for arrays can be used to change values, but not read them? (Current workaround is ugly)
-Selection boxes.. erm, I feel sorry for console users again. The only way I know how to drag select a group of objects in midair: hold ctrl + mouse click, click and hold again, then start dragging box (sometimes it works sometimes it doesn't, gotta repeat until it works.) Maybe there's an easier way I'm missing, but I'm not entirely sure if this can be done with controller. Is there any hotkey I can hold to quickly drag a box starting from over the the object I have selected, rather than the ground?
-Overlapping objects. Say you have a bunch of particle sources all on one place. Maybe a hotkey to cycle through objects under the cursor?
That's all the gripes I can think of for now, I'm sure there are others.
edit: Another issue I forgot, after selecting an event filter or a event target or value target etc, after backing out with esc key after finishing selecting targets, the UI icons will have vanished: http://steamcommunity.com/id/Waistle...31175193203147 Fixing this will require hitting esc twice to go to menu and back, making icons re-appear.
Glad to hear En0, can't wait to finally work on some tracks in my spare time.
Although you might have missed Waistless' message too, he brought up some interesting points that should be taken into consideration and to his i'd like to add a few suggestions:
- A function to move every track objects up by X feet, or to lower the terrain. (this could be useful instead of trying to select every object and move it up manually or lower the terrain with mods)
- Multiplayer editor. I know this one is very tricky and have little chance of being implemented so I have a question in that regard : Is there a temporary file used when creating/modifying tracks or is everything just stored in memory while editing? I'm guessing the latter but If there were a temporary file, someone could come up with a software to sync the file between users to provide a multi-user editor experience (only one user could select a specific object at a time, and it would update once it stopped moving/rotating).
Anyway, thanks again for the update En0 (and Badger xD).