i was working in dillo2 then i found out something that i really missed..
1st thing was a pan tool to move around a bit more easy when placing objects or trees
2nd thing was a option to export object coordinates cuz if you place 500 objects then discover that you made some flaw in the disp.. so you can load the object coordinates in the track whit the updated disp..
The left hand orange virtual joystick has a pan left/right unless we mean different things by pan, and i'm pretty sure there is a SCN exporter under the terrain Tab. The next version of D2 will have zoom in/out function for placing trees which makes it a lot easier. It will also have support for the release of MXU models as Res files, and a few other changes.
Laurie
thanks for the tip about the scn but the there are no pan tool just arrows
The orange left/right arrows rotate the camera left/right around it's current position, is that not what you mean by panning?
Laurie
no
there is a tool name pan tool at the bottom try that
http://imageatlas.globexplorer.com/ImageAtlas/view.do?group=ImageAtlas&lat=39.5276&lon=-97.142&zoom_level=1
OK, now i see what you mean :) obviously a different pan to what i was thinking. You can do that using the same N,S,E,W orange joystick when you are in overhead view. You go into overhead view when you press the Object placement button, or when you go into the EcoSystem add/delete trees or when you enter the Spline Tab. You can change the view to an overhead view using the orange joystick to the right, but it isn't the same because the joystick movement functions don't change the camera still rotates instead of panning.
Sorry if the explanation is a bit confused i can explain further if it isnt clear.
Maybe another buton to switch the joysticks between 'steering mode' and 'panning mode' might be usefull?
Laurie
that last thing you said was what i ment
An option to make all of a certain object ride through would be awesome for placing grass.
Are you using grass as objects or part of the Eco system? if it's part of the ecosystem which is probaly better for this, you just have to edit the EST file of the set you're using and make it Ride through in there.
To do this for objects, not sure how it's best to do that, an override button for 'Ride Through' do a lot of people want to be able to place ride through grass?
Laurie
Probably not ;).
I've just made some simple grasses for my new track, and i plan to place alot on the map.
I would like that option as well.
For example, in Clean, I placed all my bales, and then copied the positions from the .scn and renamed the object (say from bale01 to bale02) where bale02 was a sligtly smaller bale with angled side faces. I did this to give some leeway to help cut down on bales just catching you and causing a crash. I would have had to make all my 'outer' bales (bale01) ride through one by one, leaving the 'inside' bales solid. But I linked them all together in max, so in the end I only had to make a few groups of bales (technicaly a single object) ride through.
I've also thought of making a track ribbon and post objects. In which case I would want the posts to be solid, and the ribbion to be ride through (though in real life it would just break).
You could make an option to select all object of a specific name to be ride though. In a case where someone would want some of a certian object ride though, and some not, they would jsut have to copy/paste and rename the .stl file to distinguish it from the other.
I could put a default 'Ride Through' button in quite easily, but this would only work when placing objects, a multi-select option with the possibility to change the value for all selected objects would probably have to wait for the next version - it's a bigger job.
I am also adding support for using the MXU objects distributed as RES files, now with maybe 3000+ objects i need to split them up into different RES files, how would you like to see them split, by track Sx01, Nat02 etc or by type eg Bales&Banners etc like the MCM2 objects. If the second option any ideas on groupings?
Laurie
I think the 2nd option is better how they are listed in Armadillo etc.
BTW, will the next DilloToo have faster speeds for moving objects?, I mentioned it in another thread sometime ago now. Crank the allowed speeds up to something really high so the user has a big range of speeds to change from which is in MPH by memory?
Yeh the second option for sure.
Ok the second option is looking favorite.
AUS i did up the Max speed for vehicles but i also found a few bugs in the calcs which meant that the speed was all wrong, i need to look that over again just to make sure i got it right now - thanks for the reminder. :)
Laurie
Ok laurie..... You heard some of our ideas, now what are your plans for the next version of d2? :)
;D hmm plans, i have lots of those but right now i have lots of other stuff going on and it's hard to find much time to work on D2. The next version has a bit of a change in the interface with the model selection now in a tree structure on a dockable panel so it can be open all the time, on either the left or right side of the screen. It also supports sub folders in the UserModels folder so you can organize the user models, and like i said before it also supports RES files placed in the UserModels folder, this is mainly for the MXU objects but could be used for user models where people don't want to release the SLTs.
I have also played with the Vehicle spline creation, so there are now some smoothing options. The object properties are now in a table format (more like XP properties) instead of individual check and edit boxes etc. I have also added a Scene tab where scene properties can be changed in a single place instead of having them spread through the different Tabs. This is mainly so that you can see the effect of changing the Detail textures on the track as you change them. Sky cube selection has also been moved to the Model selection Tab so you can see what it looks like in the track as you select a new one.
Finally, i am playing with the idea of having a terrain tile editor. I still haven't worked out the fine detail of the TRN file so i can't import DispMaps or create the TRN file from scratch but i could make it possible to copy tiles around a terrain and even copy tiles from a different TRN file. Since the TRN file supports the possibility that the current 3x3, 5x5, 6x6 tile arrangements could be expanded to a max of 16x16 and we could have some fun with that.
There's a few more bits and pieces but that's the most interesting stuff, now i just need to find some more time to code it up.
Here's a screen shot of what i have so far..
(http://www.twisteddirt.com/mcm2boys/Screen1.jpg)
Laurie
that new version looks nice, i have been working with the new 97.2 v and the option to selet 1 object by mouse clik is very good :)
My idea is put a option to move around the track on objects tab and on veg tab with keys, specialy on objects tab . (move camera view with keys)
I have 1 sx track with 550 objects all put on dillotoo i think v 97 or v97b2 , 550 objects all placed by mouse cliks more settup them all to good position all by mouse cliks with help of the "orient objects" buton and the "rotate objects to face of last one" buton but with the final touch of me with mouse on the joys, more alot of cliks on the joy´s of the camera view all with mouse, at the final my right hand of the mouse was very tired.
With this option we place all objects with mouse (right hand) and with left hand we move around the track, i think is more fast and better to place objects .
keys:
w=forward             s=backward
a=move left            d=move right
q=up                 e=down
R=look up              f=look down
•to rotate left and rotate right the z and the x or with the mouse as armadillo.
or if possible custom keys.
i have no ideia if this is possible :)
     Â
it's on my list to add key controls i just haven't got to it yet. Do you press the keys once for each small movement or do you press and hold for continuos movement. I haven't used Dillo like that so i don't know.
Laurie
Press and hold, yeh that would make it a bit quicker to move around :)
with a slight 1 second or so delay while holding before you move.
that way you can click, click, click, click to move in small incriments, or press and hold to move far.
Ok most of it is in, click or click and hold, delay depends on the automatic retype rate you have set in the BIOS/OS. Might have to re-jig the cameras for some of the movements which might a take a little while longer.
Laurie