| 06-22-2009, 06:13 PM | #1 |
If I were to make such a thing (which I certainly plan to do over the summer), what would you want in it? What should be different from the WE and what should be the same/similar? Personally, I'd go for:
Any ideas you have are welcome. |
| 06-22-2009, 06:38 PM | #2 |
The tool(s) that changes the water level should be different from the cliff tools. |
| 06-22-2009, 07:37 PM | #3 |
Something to help with creating/blending height gradients in the terrain. It is very time consuming to create a large, perfectly sloped surface. |
| 06-22-2009, 07:53 PM | #4 |
Thanks to both of you, especially grim. ;) |
| 06-22-2009, 10:42 PM | #5 |
(somewhat silly idea): Brush hardness/opacity controls for terrain height placement i.e. same as Photoshop or the Sculpt Geometry tool in Maya. |
| 06-22-2009, 10:44 PM | #6 |
Having a strength as well as size on the brush is hardly silly. |
| 06-24-2009, 04:31 AM | #7 |
More brush shapes, as well as more tiles [a function that grimoire used to supply] also the ability to edit what tiles overlap, and in what order. |
| 06-24-2009, 06:35 PM | #8 | |
Grouped scaling/rotating. Right now rotating doodads makes each one rotate independantly around their own central Z-axis. Instead of that, allow all selected doodads to be rotated around 1 shared Z rotation axis. Also, if possible, allow entering your own X,Y,Z coordinates when moving doodads, similarly how you can currently change X,Y, and Z scaling factors (by double clicking the doodad). Allow single doodads to ignore object editor limitations. For example: if the maximum scaling value of "Lordaeron tree" is 1.2, then all trees follow that rule. However, you should be able to overrule this by changing the scale of a selected tree(s) above 1.2 anyway. Should be possible, since destructables created through triggers ignore object editor data. Quote:
Maybe add a GUI to quickly retint ground tile textures (that are then automatically imported in the map and override the old textures) |
| 07-05-2009, 07:22 AM | #9 |
maybe make all of the doodads collozion size 0 and after we have done with the terrain just place path blockers... it's very annoying when they don't let me put an obelisk at spot where 2 of them can be easly placed and not collize i think u should base you system like this |
