JPL on 24/12/2020 at 17:27
This is super exciting and unexpected! The brush editing shown in the video seems quite strong, modern and flexible in ways that the two big-money engines don't seem to care about nowadays.
Opening up the source once the major architecture is out of the way sounds like a good move, hopefully yall can get to that point soon. Also exciting that much of it is written in Python. These are all the same decisions I would make if I had the time and resources to make a new editor (I'd probably use imgui but no matter).
nemyax on 25/12/2020 at 00:13
Have you considered adding visibility layers?
PinkDot on 25/12/2020 at 08:10
Quote:
Also exciting that much of it is written in Python. These are all the same decisions I would make if I had the time and resources to make a new editor (I'd probably use imgui but no matter).
Hey, glad you like the work done so far. I've never heard before of Imgui, to be honest, but Qt is a mature and powerful framework, which we both are familiar with. And it comes with Qt3D module, so that makes it super handy, as we don't need to deal with low level OpenGL stuff. There's still a learning curve involved with it, but it looks very promising so far.
Quote:
Have you considered adding visibility layers?
Yes, definitely. Plus visibility for each individual brush/object or a group of brushes.
Ascobol on 28/12/2020 at 19:01
Request: Customizable hotkeys with several presets
1. A preset designed for people who are used to classic DromEd
2. A preset for people more familiar with modern standards such as Unreal Engine 4 or perhaps Unity, so the editor is inviting to new blood.
PinkDot on 28/12/2020 at 21:37
Yes, hotkeys will be customizable, through FMEditor's UI.
As for the presets - we might come up with some, or they could be created by people and distributed/shared as preset files.
Ascobol on 29/12/2020 at 05:34
Quote Posted by PinkDot
Yes, hotkeys will be customizable, through FMEditor's UI.
As for the presets - we might come up with some, or they could be created by people and distributed/shared as preset files.
All three are great features, I would say implementing all of those is the ideal path. Personally, I would be using the UnrealEd presets because I already use it for work, it would make my FMEd experience an extension of my workflow.
Also I just realized I will really miss saying 'DromEd'. Can we informally call this DromEd 2.0? I don't want to stop saying DromEd.
Marzec on 29/12/2020 at 09:42
Quote Posted by Ascobol
Also I just realized I will really miss saying 'DromEd'. Can we informally call this DromEd 2.0? I don't want to stop saying DromEd.
Nobody wants to stop mentioning DromEd :cheeky:
As I wrote in the first post of this topic, FMEditor
aims to replace DromEd, but until we reach the full replacement point, we will have to go through a "long way up". In its first version, FMEditor will be just a nice and handy addition to DromEd. Personally, I would like to avoid calling it DromEd 2.0 (at least officially) but we can always mention the entire environment as DromEd Stack or something :)
PinkDot on 29/12/2020 at 09:44
Quote Posted by Ascobol
Also I just realized I will really miss saying 'DromEd'. Can we informally call this DromEd 2.0? I don't want to stop saying DromEd.
You won't miss this word, I promise, as DromEd won't be out of equation. It will be used in the background for game testing and initially for scene processing as well. Calling FMEditor Dromed 2.0 would be incorrect, I believe, for a number of reasons, such as potential legal rights, misleading information (no line of code would be re-used) plus... the version number would be highly debatable, with DromEd shipped with TMA, being referred to as DromEd 2 - in opposition to DromEd 1 for TDP/TG. And I don't even know what the version number of New Dark DromEd is...
Having said that, we'd like to keep as much familiarity, as it makes sense. For example you can see on the teaser video, that we maintain the colour coding for different brush types. If DromEd did certain things right, we don't intend to replace it with something else, just for the sake of it.
EDIT: @Marzec - posted at the same time as you - glad to hear we're kinda on the same page on this one... :D ;)
Marzec on 29/12/2020 at 09:53
Quote Posted by PinkDot
EDIT: @Marzec - posted at the same time as you - glad to hear we're kinda on the same page on this one... :D ;)
This bodes well for future of our project :joke: ;)
Godlike on 3/1/2021 at 20:38
Extraordinary! I'd love to see System Shock 2 support.
Python? I remembered nice python plugins for 3D Studio Max 2009