|
 |
|
|
|
|
|
GTA Modification Forums
[REL|Tool] Collision File Editor II for real
 |
|
 |
| |
JasonB  |
Posted: Wednesday, Jan 4 2006, 23:12
|
GTA-SA/GTA-VC/GTA3 Modder Extraordinaire

Group: Members
Joined: Aug 24, 2002

|
Oooh, awesomeness to the max. Much <3 for Steve. He has done it again.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Cerbera  |
Posted: Saturday, Jan 7 2006, 22:07
|
Ben "Cerbera" Millard

Group: Members
Joined: Jun 22, 2002



|
I've finally found time to give this a quick prod. The interface already feels quite mature and well thought out, but there are always things which can be improved.  Some little things which could be improved:- - Having to switch between "Edit Mode" and "View Mode" is very clumy, imho. Ideally, the input should allow the user to do either without switching modes.
- The current sidebar setup requires the window to be about 825 pixels tall in order to avoid scrolling. This means users with desktop sizes of 800 x 600 will never be able to see all the editing controls at once; they'll have to keep scrolling the container up and down while working.
- The editing controls in the sidebar feel extremely cramp; everything is very close together and is sizes so small its hard to click on.
- One item in each main menu is emboldened and acts as the "default" item, automatically accessed by double-clicking the menu title. This is highly unconventional, not helpful and causes the emboldened item to distract attention from the other items. It looks bad, too.
- Menu layout has unconventional positions for some standard items (especially in the "File" menu) and there is no clear logic to the menu items which are unique to this application.
- The menus generally have good accelerator keys (Alt+Key) but some of the shortcut keys conflict with conventional usage. For example, F4 is sometimes used for "Properties" or opening dropdown lists. Ctrl+F4 is used for closing documents in an MDI application (or tabs in a multi-tabbed Web browser). And so on.
- Many controls cannot be accessed using keyboard accelerator keys. This makes the interface slower to operate for advanced users as they have to move the mouse between controls instead of pressing the button combination.
- Many controls cannot be tabbed to with the keyboard. Keyboard tabbing can speed up user interactions when many related controls are placed near each other on a form (like in the sidebar).
- There isn't a "Find as you type" (FAYT) search box for long lists.
These are mostly minor niggles but addressing them will improve this already good application. Probably the biggest change I'd suggest your make would be to the sidebar, so it became more user-friendly. I think using two sidebars plus a toolbar (or several optional toolbars) would work better, much like the GTA2 Map Editor has. The list of COLs would be on the left and would take up the full height, making it faster to locate and display objects. The detailed editing controls would be placed on the left, with common editing controls placed in a toolbar across the top. Many of the special editing controls do not seem to be applicable to all available tabs. Controls should only be displayed in a tab if they can actually be used as part of that tab. By removing defunct controls from the tabs, you would have more space and so could lay out the controls in a friendlier manner. This benefit is magnified because they would be in a new, full-height sidebar--there would be fewer controls placed in a larger area. Additionally, the absence of controls which could not be used in that tab would reduce confusion of users (particularly beginners) who would wonder what they had to do to the file in order for those functions to become available. (EDIT) Having said all of this, in general the interface is very good. Report windows inform the user of any potential problems during file processing. There are some fantastic usability features, such as Edit > Sort by IDE. I hope you decide to refine the interface further and make this even more awesome! This post has been edited by Cerbera on Sunday, Jan 8 2006, 14:33
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
DexX  |
|
Black Hat

Group: Retired Staff
Joined: May 16, 2002


|
| QUOTE (steve-m @ Jan 4 2006, 12:34) | | QUOTE (ashdexx @ Jan 4 2006, 14:46) | added real shadows to half the procedural objects  |
Screenshots?  | http://www.sabrehost.com/~tjbp/dexxhole/barrelhand.jpgObjects dont always generate shadows, depends on the object and how far into the ground its..."submerged", since they dont generate 100& above the ground faces. | QUOTE | | Too lazy to select and press the del button? But yea, I'll simply add a function that checks if an object with that name already exists and give a dialog where you can choose whether to replace, add or ignore. This would also serve as batch replace. |
well it gets tedious when you have a considerable amount of objects. if you do the dialog, can you have a checkbox, to skip the check for the next objects? confirming 30-50+ objects is still...ugh. | QUOTE | Why?? You export your files for several game versions? Also, you can mix different versions within one file. If you can give me a convincing explanation I'll do it.  (Otherwise, just enter '*' in the open dialog and you'll see all files.) |
that was my convincing explanation  its not a big deal, although Cerb's idea might be an even better one. (col*) | QUOTE | | The list of COLs would be on the left and would take up the full height, making it faster to locate and display objects. |
one more thing about the COl list, is the object sorting. Could you add a "Sort -> Alphabetical" option, so finding specific cols would be faster? i tried selecting an object on the list, typing the first few characters of the object name in the list (just for example, typing "a51", to find "a51_rocketlab") and it does nothing. Essentially its mousescroll, or use the arrow keys to find objects.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Cerbera  |
Posted: Tuesday, Jan 17 2006, 19:22
|
Ben "Cerbera" Millard

Group: Members
Joined: Jun 22, 2002



|
| QUOTE (DexX @ Jan 8 2006, 09:23) | | QUOTE (Cerbera) | | The list of COLs would be on the left and would take up the full height, making it faster to locate and display objects. | one more thing about the COl list, is the object sorting. Could you add a "Sort -> Alphabetical" option, so finding specific cols would be faster? i tried selecting an object on the list, typing the first few characters of the object name in the list (just for example, typing "a51", to find "a51_rocketlab") and it does nothing. Essentially its mousescroll, or use the arrow keys to find objects. |
If a dual-sidebar layout was used, the extra vertical space for the COLs list would allow space for a "find as you type" (FAYT) box, a lot like the Bookmarks and History sidebars in Firefox have. The list would be emptied of all entries which did not contain the sequence of characters present in the box. When the string changes, all items are checked against the sequence any any which match are displayed. Any results produced would be sorted according to the current order (natural, alphabetcal or by the ordering in a supplied IDE file). All entries in the list would be restored when the box is emptied, using the current sorting method set by the user. A "Reset" button would be an optional addition to automatically clear the FAYT box.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
MChanna03  |
|
---CarTel 4 LiFe---

Group: Members
Joined: Mar 12, 2006


|
| QUOTE | | This is the problem i have. Can you explain please how to fix this problem abd what to do with optimize function and so on?? | I've been having the same problem with the invisable walls...if you could explain the optimize function.. it would help me out a lot
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
steve-m  |
|

Group: Members
Joined: Jul 26, 2002



|
Well, these "invisible walls" are believed to be caused by degenerated triangles, but that has never been confirmed, and I don't use Sketchup myself. Degenerated triangles are those where 2 or 3 vertices are (almost) identical, thus making them effectively lines.
In the current release CE2's optimize function welds vertices within a distance of 0.01, removes triangles with identical vertices (also duplicated flipped ones), and removes isolated vertices. This gets rid of degenerated triangles and everything that's "invisible", but afaik it doesn't solve all Sketchup related problems.
To optimize collision objects, select them, right-click and "Optimize". Alternatively you can use the batch converter. All non-col files you import (i.e. cst and 3ds) get optimized automatically.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Drakos  |
Posted: Tuesday, Apr 25 2006, 17:16
|
Square Civilian

Group: Members
Joined: Jul 28, 2005

|
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
bammargera  |
Posted: Wednesday, Apr 1 2009, 15:20
|
Just Call Me Rob, Its Easier That Way

Group: Members
Joined: Sep 24, 2006



|
| QUOTE (steve-m @ Dec 29 2005, 14:32) | Yea. Click "Edit > Batch Conversion...", add all col files you want to convert, tick "Generate Lighting", "Material Conversion", and "Optimize" (not "Minimize Bounding Volumes"!); select "Col 3" as output version, press OK and in the lighting generator choose your lighting (I'd recommend simple non-directional lighting at ~30%). | what so does this mean it lights all the col's the same like pre lighting or am i way off the mark, and maybe even holding the wrong end of the stick
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:
Pages:
(3) 1 [2] 3
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
| |
 |
|
 |
|
|
|
|