1. #31
    Console System Time (SwampBalls): I would like to access the time of day, both for building accurate clocks, or to use as the Time of Day for your track environment.


    Variation Event Value Object (SwampBalls): I would like to connect a value object to the variation in the Variation Event. As of now, you have to hit a different Variation Event tile to change the variation of an object.
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  2. #32
    I've added your suggestions to the list, thanks for the ideas SwampBalls


    Also, that second idea about being able to assign a Variable Data Source to a Variation Event would be really helpful. Especially with menus using the big block letters Have to either make a bunch of letters, or a bunch of Variation Events.
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  3. #33
    1. When select an object in the editor-world we get the object properties wich only gives us the objects name. it wold be Great if we could get the additional info: wich dlc it belong to.
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  4. #34
    @pneumaticbog
    Second this. Ik wat available in evo. Dont understand why they left this out in fusion.
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  5. #35
    A warning that pops up before a creator tries to publish a track that has low effort and thought put into it.

    1) Tracks that are mostly natural terrain with the trash hitbox natural terrain has..

    2) Tracks that use decoration objects with bad hitboxes in the driveline.

    3) Tracks that are just a few objects spread around at random on a driveline also placed randomally on natural terrain.

    4) Pirate tracks.

    Create software that can detect tracks that fall into one of the 4 categories above and let me filter for them.
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  6. #36
    I've added your ideas to the list fleskeknoke & Yexac, thanks for suggesting them!

    @Rishaan Yup, the Variation Event can be difficult to work with :P

    @Yexac I reworded your suggestion a little bit, as some of those rules for warnings are subjective, namely the Pirate Tracks. This is how I reworded it:

    "A warning that pops up before a creator tries to publish a track which meets one of these criteria. 1.) Tracks that are mostly composed of natural terrain 2.) Tracks that use decoration objects on the driving ling 3.) Tracks that are composed of very few objects"

    If you feel I removed too much of your suggestion please let me know and I will change my wording to more closely match what you said. I understand that Track Central has a lot of tracks which seem to have low effort put into them, but designing an algorithm that determines which tracks demonstrate this effort would be unfair to many creators. This is why I reworded your suggestion, and I hope you might understand.


    Keep the suggestions rolling in guys, this list is coming along nicely!
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  7. #37
    A "nudge-mode" to let us move objects pixel by pixel with the d-pad for instance would save so much time and frustation when trying to aligne objects perfectly.
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  8. #38
    Im a huge fan of the trials editor, but i have never really been a fan of the terrain editing in trials. Its super annoying to use and soooo overly difficult to get what you want. After playing more recent games like planet coaster and project spark, i can tell you, trials could learn a thing or two from those games about terrain editing. They need to ditch the whole awkward point bs and move onto a cursor style editing tool. This would also allow us to create WAY more landscapes such as floating landmasses and overhanging cliffs etc.

    Sorry if this has already been mentioned.
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  9. #39
    Originally Posted by Jonny Go to original post
    Im a huge fan of the trials editor, but i have never really been a fan of the terrain editing in trials. Its super annoying to use and soooo overly difficult to get what you want. After playing more recent games like planet coaster and project spark, i can tell you, trials could learn a thing or two from those games about terrain editing. They need to ditch the whole awkward point bs and move onto a cursor style editing tool. This would also allow us to create WAY more landscapes such as floating landmasses and overhanging cliffs etc.

    Sorry if this has already been mentioned.
    I agree with this entirely. How hard is it to change the terrain editing to be like this anyway? I don't just agree because you have an epic blue P-hat btw
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  10. #40
    Thanks for the suggestions guys, I've added them all to the list!

    @Jonny I split your suggestion up into two ideas, Voxel Terrain and Cursor/Brush tools, since I believe each could be implemented separately. I also reworded them a bit to better emphasize the difference between the two ideas. I hope they still capture the sprit of your original suggestion, as I assume you dislike both the Heighmap terrain and the single Terrain Mod Tools which are currently in the Editor.

    Keep the ideas coming in everyone, this list is looking pretty awesome now
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