Added vertex/fragment preview:
Brilliant work !
Iām going to try it this weekend. Maybe I can make a Chinese localization for it.
cool
First, i want to thank you for your great editor it extends the sdk very well. At the moment i wonāt use it as a full replacement but it has some nice features.
Here are some issues/wishes:
- After assigning a material to a tree definition, you are not able to remove the material and use the custom textures again.
- After creating the model from a tree definition, it always contains wire data. It would be preferable to have a checkmark āgenerate wire dataā
- There is no tga loader.
- If a model is to big for the scene viewer, itās clipped. May be have an option here to extent/move the clipping plane?
Best Regards.
What do you mean? I think you can do it can you explain your case more detail?
Can you create a ticket about this on bitbucket?
about which scene viewer do you talk?
On the picture above the red marked assigned āMaterial:ā overwrites in my case the Trunk subNode āMaterialā, which is a problem if i want to use the Subnode Material again and tweak the parameters on it. In short, i would need ā-ā or remove functionality here.
Sure. Will do so.
If i have a huge object, e.g. Scale of 2048, a tree for example is clipped, see a picture below:
https://imgur.com/a/fTSXC
@nehon [quote=āb00n, post:767, topic:35179ā]
On the picture above the red marked assigned āMaterial:ā overwrites in my case the Trunk subNode āMaterialā, which is a problem if i want to use the Subnode Material again and tweak the parameters on it. In short, i would need ā-ā or remove functionality here.
[/quote]
Maybe is it?
I think you need to create a ticket about this as well
Okay, that worked !
Not sure why you pinged me on this one?
hm, I wasnāt going to do it
Iām at a similar point as @b00n mentioned. I use the SDKās editor for a few things, and then I use your editor for mostly everything else that I can, so thank you for your work and all the time youāve saved me since I started working on my current project.
The most frequent reason I go back to the SDKās editor is to quickly copy/paste scene objects like grass, trees and rocks in large quantities when Iām decorating my scene. I notice that in your editor (unless Iām mistaken) thereās no quick way to copy and paste objects from the scene node, and if you drag and drop a .j3o file onto the scene it links the object rather than attaching it to the selected node.
can you make a short video about the case in SDKās editor?
Yeah hereās a short example video.
Another useful interface feature to add would be a way to scale the spatial without the mouse or using handles, like i do at the end of the video. In the SDK the āSā and "Rā key let you scale or rotate the entire selection based on mouse movement (the same way blender does by default), rather than using a handle when you want to scale or rotate by an individual axis. I think having both options is nice.
D&D to the selected node in the scene:
about copy-paste and scaling, you can create a ticket about this
Oh I see, is it alright if a model is linked to the scene rather than being attached? For some reason I was thinking that linking a model wouldnāt save the same way as attaching, but I tested it out and it looks like it loads into the game just the same
but in any case, I need to know about cases when users canāt replace SDK, so I hope you will create tickets about your cases
I submitted an issue request on this page https://bitbucket.org/JavaSabr/jme3-spaceshift-editor/issues?status=new&status=open, is that the right place?
yes, itās ok Iām going to return to fix some tickets after implementing first stage of shader nodes editor
Well, theoretically, if you copy/paste it your are duplicating the mesh data for every object, if you link it you are using the same data applying them just different transforms. And I say theoretically because I think there is still a bug Iāve never been replied to.