Outerra forum

Outerra Engine => Development screen shots and videos => Topic started by: pasto on July 18, 2015, 04:14:40 am

Title: New sandbox editor
Post by: pasto on July 18, 2015, 04:14:40 am
Here is the link:
https://www.youtube.com/watch?v=TBROD0r_S9k

Basically what has been done so far:

- new UI framework to render dialogs (Javascript)
- sketch API to draw lines, images (C++)
- new 3D scene widget framework (Javascript)
- new camera controller to better suite the editing needs (non-linear zoom, smooth transition between different panning modes for different zoom levels, automatic / manual focus point)
- basic select / multiselect
- cursor showing elevation, distance, current axes
- camera / environment / time settings
- new entity / object browser with possibility to place objects
- object move operation with basic snapping (protractor / compass), cloning
- 3 different operating modes (copy terrain elevation / keep the sea level / align with object axis)

We have also migrated some of the dialogs to the new UI framework:

- location browser (already released)
- fbx importer
- object browser
- key binding editor

As there is still quite some work to be done to have all the functionality of the old UI, we will release the new sand box as a WIP in parallel to the old sand box. We would like to do it as soon as we have it stable, hopefully within next 1-2 weeks.

Some more pics (http://imgur.com/a/GeLTX):

(http://i.imgur.com/yP8LQ0Z.jpg)
(http://i.imgur.com/JOkAbtj.jpg)
(http://i.imgur.com/7Mqnoeu.jpg)
(http://i.imgur.com/0kkVASz.jpg)
Title: Re: New sandbox editor
Post by: necro on July 18, 2015, 04:23:55 am
Wow, thats really impressive!
Title: Re: New sandbox editor
Post by: Levi on July 18, 2015, 04:27:24 am
Awesome! I'm lovin' it!
Title: Re: New sandbox editor
Post by: booz on July 18, 2015, 04:30:30 am
!!!! Woooww.... impatient !!!!!
Title: Re: New sandbox editor
Post by: Acetone on July 18, 2015, 04:31:42 am
✓ Nice UI
✓✓✓✓✓ Object cloning
✓ Multiselect
✓ Info on cursors
✓ All useful tools/data in the same window

→ That's fantastic!

Looks like my WIP scenery tutorial will need some updates :)
Title: Re: New sandbox editor
Post by: HiFlyer on July 18, 2015, 04:55:53 am
Looks good.  :)
Title: Re: New sandbox editor
Post by: Varldsligist on July 18, 2015, 06:40:20 am
(http://cdn3.sbnation.com/imported_assets/1889767/tumblr_inline_morgxiWkOt1qz4rgp.gif)
Title: Re: New sandbox editor
Post by: ZeosPantera on July 18, 2015, 11:22:19 am
PAstO!
Title: Re: New sandbox editor
Post by: Revolver on July 18, 2015, 12:22:26 pm
Aaaaa ... very good, Pasto! On something I've been waiting soooooO long ...
Thank you very much! :)
Title: Re: New sandbox editor
Post by: KW71 on July 18, 2015, 01:31:29 pm
Bravo, pasto!!!

Looks great!!! Thank you very much for this!!!
Title: Re: New sandbox editor
Post by: PytonPago on July 18, 2015, 03:43:59 pm
A little menu ... will there be some Sub-menu extnsion for obiects, that have several versions ? ... i mean, like the Tatra vehicle - if another version (as there are two) are defined in the same directory, it could open up a sub-menu, that will give the options for its variations - this way, even for my ural, jus one would be shown in the main menu, but all its variations, defined within its folder, would show up in the sub-menu ... would clean up the main-manu up a lot
Title: Re: New sandbox editor
Post by: pasto on July 19, 2015, 03:37:58 am
Currently the objects are grouped by skins and packages so in these cases it should create a folder like structure if there is more than one item in the folder and together there are more than predefined number of items that  satisfy the filter.
Title: Re: New sandbox editor
Post by: PytonPago on July 19, 2015, 04:40:16 am
Currently the objects are grouped by skins and packages so in these cases it should create a folder like structure if there is more than one item in the folder and together there are more than predefined number of items that  satisfy the filter.

Has right ... (didnt really mention that entities pannel in the first screen) ... great news then ! Stil, is there an thought about somehow differentiate pure skin-difference and a model-set difference ? Lets say you have 3 skinns and so you have 3 .objdef files there in the folder, but yet, there is also another variant (the tatra with and without the bed or more complex stuff like that Ural of mine) ... it will be, as it is now, each of those variants (each with its own .objdef) also dumped into this sub-class together with the purely skin-differentiaded ones.  For me now its ok, but if one day someone would like to extend it to 1st "foldering" as variants of the model and 2nd as diffenent skins of one of the variants ? (this would probably need a change in the .objdef file definition parameters - adding something saying if its ust a skin and of witch variant, or an else variant)  ... its probably true, that in real-life, no one does models the way i did the Ural and different variants are then just imported each as a different package (meaning, its probably useless to try doing such a thing, creating just an annoying parameter), still maybe differentiating ground-vehicles in the future would come along anyway (diggers, sport/racing cars/ tracked vehicles etc.   or aircraft into propeller/jet-engine like separation), so do you have any ideas into the future for this ? (if your aim will be to do such a thing someday for the combined simulator maybe)


 ... or just something searchable maybe ... a section for "key-words" that would each content-creator add in the .objdef and the menu search-engine would just look up all fitting objects for it. Such a mini-google purely for the content installed.
Title: Re: New sandbox editor
Post by: Levi on July 19, 2015, 09:24:57 am
... or just something searchable maybe ... a section for "key-words" that would each content-creator add in the .objdef and the menu search-engine would just look up all fitting objects for it. Such a mini-google purely for the content installed.
I think this is already there. Look at the screenshot with the Object Browser, there's a search-box on top where you can enter keywords to filter the objects. And I guess that the search engine/filter is looking at the tags inside .objdef files.
You already can add tags in your .objdef files btw:
Code: [Select]
"tags" : "ural"
Title: Re: New sandbox editor
Post by: PytonPago on July 19, 2015, 12:29:37 pm
... or just something searchable maybe ... a section for "key-words" that would each content-creator add in the .objdef and the menu search-engine would just look up all fitting objects for it. Such a mini-google purely for the content installed.
I think this is already there. Look at the screenshot with the Object Browser, there's a search-box on top where you can enter keywords to filter the objects. And I guess that the search engine/filter is looking at the tags inside .objdef files.
You already can add tags in your .objdef files btw:
Code: [Select]
"tags" : "ural"

Oh .. than its all ok ... (man im blind today)
Title: Re: New sandbox editor
Post by: deathevor on July 21, 2015, 05:01:03 pm
Import/Export Scenery!!! Must be there!!!

Sharing sceneries will make the world growing.
Title: Re: New sandbox editor
Post by: Uriah on July 21, 2015, 07:54:30 pm
I agree that would make it easier, but how do you define/select the area you want to export in a user interface? It is separated by world tiles in the cache folder structure, so maybe a tile selection tool/mode which exports the cache objects.bix and road.bix files in the selected region to OTX.

By the way, very very nice work pasto! The new interface is outstanding!  :D

Regards,
Uriah
Title: Re: New sandbox editor
Post by: HiFlyer on July 21, 2015, 08:21:15 pm
Maybe something like the scenery library in FSX, where you can select and deselect specific scenery?

(http://i1287.photobucket.com/albums/a625/Multitesseract/InstalledScenery_zpslelrm03v.jpg)
Title: Re: New sandbox editor
Post by: Acetone on July 22, 2015, 04:17:48 am
I think the current way to export and save scenery is ok, it doesn't require a lot of work and is not too hard to understand. I have a tutorial for it here:
http://forum.outerra.com/index.php?topic=3231.msg36246#msg36246 (http://forum.outerra.com/index.php?topic=3231.msg36246#msg36246)

However, it's true, some control for the end user would be nice. Currently, all the scenery data is stored in the main cache folder, but I guess in the future this kind of content will be separated from the user cache data, like it will probably be the case with other datasets as OSM.

Something like : username/Outerra/sceneries/moddername/logic path to the modified tiles (+x/47/6F/E7/00, etc.). That way, it will be easy to delete a scenery, because it will be in a single place, not mixed with user data or with other scenery content.

When it happens, maybe adding an objdef file into scenery package could be interesting, with a custom interface (like the vehicles/models one) so the user can check ingame which locations are installed (maybe with the possibility to remove these, so he don't have to explore the files), with a list of the dedicated campos.
Title: Re: New sandbox editor
Post by: thx_nb on July 22, 2015, 03:08:58 pm
Exporting scenery isn't too hard indeed. What would be nice is the possibility to merge (parts of) tiles.
This is probably not too easy with regards to changes in the landscape, but as long as care is taken to not work in the same area this could work.

For example: I created the nurburgring (track only, no buildings) in Germany, which covers only a very small surface area. It would be nice to be able to merge this kind of thing when somebody already has scenery in a different part off that tile.