Hello.
I think WOG editor could be a little bit simpler to use.
Here is a mockup screenshot to let you know what I mean :
![](http://img264.imageshack.us/img264/2782/40639561na0.th.png)
Changes I made to the GUI are circled in red on this screenshot :
![](http://img441.imageshack.us/img441/3627/45834461ri8.th.png)
1. On the left, you can see a sidebar with all images that you can drag and drop to the scene. There's a "browse" button to change the directory where images are stored. But by default, I think it should be "\res\images\levelimages".
2. On the right, you can notice that the tab "resources" disapeared. In fact, I think it's useless to have to set paths of images in this tab since it could be done inside the Scene tab. There just have to be another field : "path". Check my mockup.. I added the "path" setting between "alpha" and "anim".
3. At the top, there could be "wizards" that would help the user setting up cameras and pipes. One click on the camera button for example would invite the user to click somewhere on the scene for the 1st position of camera, then the user would have to click somewhere else on the scene for the 2nd position. Each click would display a dot and camera's POIs settings would be automatically entered.
Same for the pipe.. Instead of having to enter each coordinates of the pipe's "elbows".. which is annoying sometimes.. Clicking 3 times on the scene would litterally draw the pipe. I think it would be faster and simpler.
These are just ideas.. I don't know what zark92 planned to do. But I think they would make WOG editor simpler to use (imo).
Last modified Tue, 01/27/2009 - 00:26 by xanax |
This is what I've been waiting for. I have lots of great ideas for custom levels, but I have zero programming knowledge. |
Good ideas ! :D A last thing would be very practical : add a button to export the level directly in Goomod (with a window to configure name, id, description ...) :) |
Yes Nicosmos, exporting to a goomod file is a good idea too. Why don't you come more often on the IRC channel, we miss you.
Other ideas that came to my mind :
4. Instead of having to draw lots of blue rectangles or circles on top of graphics, if we could draw a single multi-faceted polygon following the graphics edges (by "graphics" I mean : the ground, hills, rocks... whatever your level is composed of), it would simplify the level creation.
5. Double clicking in an empty area of the WOG editor's grey background could open the "Open existing level" window.
6. And there should be an undo and redo button at the top in the toolbar.
7. In the "File" menu, there could be a sub-menu with the 10 last files opened.
8. A way to move up or down elements in the right sidebar (scene, level and resource tabs (even though there shouldn't be a "resource" tab). This way we could have all elements re-arranged the way we like them. Also : sorting options. There could be an option (still in this right sidebar, in the right-click context menu for instance) to sort elements by name. Cause if you don't create your level in "order", it can be a mess.
9. A way to drag and drop elements (that have been set up) inside a compositegeom. Because atm, if you managed to add lots of rectangles and circles to the scene and then suddenly, you tell yourself : damn it, they have to be in a compositegeom element... you're screwed. You have to delete all rectangles and circles and add them again. If we were able to move elements into a compositegeom element, that would be cool.
More to come... I wonder what happened to zark92.. He hasn't posted messages for weeks. :-( I hope he hasn't stopped developing WOG editor. Last modified Tue, 01/27/2009 - 00:25 by xanax |
David, are you getting this? |
[quote author=Eak link=topic=1353.msg9369#msg9369 date=1233745501] David, are you getting this?
Yeah, xanax and I have been talking about this a lot on IRC actually (he did the icons for it too). No promises since I want to get GooTool 0.10 out before doing the level editor, but here's the current state of things:
![](http://goofans.com/sites/default/tmp/leveledit2.jpg)
-davidc |
Well I've been reading this forum for ages, and for some reason am yet to make my first post. But damn I'm inspired by this. The work done on the level editor and goo-tool are amazing, so kudos to the people working on them. I did a lot of work with amxx scripting for counter strike and condition zero a while ago, so I know how tedious it can all be. Some great ideas here.
The drag and drop / resize feature for comp'geom etc is a must, like resizing windows? I recently managed to do nearly a full level before realizing that I hadn't scaled the background (n00b). I stuck a ball in at the end and it was 10x bigger than I thought it was going to be..... say bye-bye to all that work. Wouldn't have minded if it wasn't the fifth I'd done for the series... |