randomize normal: It can be useful (with a low amount) for adding some lighting noise to a model. Not much I can do about that at the moment. "VXL Tool group icons do not signify clearly their roles" I actually spent some time making and rendering those in Blender, I guess I'm not an accomplished artist yet. If anyone needs some special tool I haven't think of, that will be a good place to put it the empty space: I ended up with some room for a new button which I decided to keep for future implementations. Thanks Kerb, that's a very organized and useful feedback, I'll look into it. However, currently there is a lot of rough edges that we at Mod Haven discovered and put up in a google doc here. Hey, it's great to see another voxelling tool with a possibility to replace ye olde VXLSE with it's unhandy workflow. Keep in mind that I'm just sharing this with you, I'm not working for you. Demanding an entire revamp like that is destructive and maybe you should just move on and make your own stuff instead. Like I said, constructive suggestions only. To everyone else: People should get used to it for a couple of days before dropping a bomb of complains like that. This tool has already been used for making lots of models for an already established mod, so it has a well defined design forged through actual practice. ![]() It's a very common thing in 3D applications. It moves when you pan the camera around with the middle mouse button. That's the camera target (the rotation pivot). There's no "origin" in voxel mode, no point for having one. These groups can also be switched with function keys (F1, F2 etc) which can even be redefined. Searching for something through a long list was a no-no from the beginning. Grouping tools like that is essential even for physical tools. VXL tools are split into groups by usage. I would also suggest adding a tiny + and - symbol to the ends of the origin lines to denote which way things are oriented, since the blank canvas especially don't give you any bearings. And since the UI rotates around the origin, if it is off to one side, that totally screws with your orientation as you turn it. I won't guess as to why this is, but I suspect at least some of it has to do with voxel scaling via bounds, as in shrinkage is not being considered. When I load a voxel for the first time it was in the bottom corner, but then I loaded another (after playing with some tools) and it was in the middle, the next one I loaded it was offset to one side. Some will need clearer names though.Īlso there seems to be some wild inconsistency in regards to the origin point on the canvas. Which on that note, why does the VXL tab on the right show a bunch of buttons, and it changes entirely once you've used them? A UI that changes without reason is bad design.Īs for the design of the sidebar in general, why isn't it just an expandable/collapsible series of headers like the "texture paint" or "process" and such? Every optional tab could be available in one place without having to flip around to access them, there's really not that many. On a typical screen, 720p+ you have tons of wasted screen space like the toolbar, rather than hiding the commonly used stuff on their own pages, things that don't require constant customization could be added to the main UI elsewhere.įor example I don't think we need to see 20 of the last voxels we opened as much as the tools. If you find bugs, exceptions, or if you have constructive suggestions post bellow, thank you. None, this is closed source at the moment. Use any section dimension (up to 255 which is max allowed by the game), but keep voxel count less than 30K per section or the tool will start to lag. Hotkeys can be customized from the Options > Hotkeys menu. The current session is saved so next time you start the tool, the same assets will be loaded. This is very useful when working on a mod. I've managed to successfully load ALL game voxels, so don't be shy to open more than one. still need to implement trivial stuff like player colors, screenshot support etc. There's the "Help > How Do I" menu for basic help, plus mouse tooltips for almost every control. voxel paint & build, resize canvas & content, many rendering options, lighting setup, selection tool with scaling & rotation, color limiter to restrict operations on specified colors only, import/export models from 3D software and more. ![]() The purpose of this tool is to help RA2/YR modding community grow and improve, so use it on other C&C games assets at your own risk. ![]() This is a voxel editor for Red Alert 2 and Yuri's Revenge only. Attach signature (signatures can be changed in profile)
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