Ziemanskye on 25/6/2005 at 11:20
Doesn't stop us from wishing for things...
Crispy on 25/6/2005 at 14:26
Quote Posted by OrbWeaver
It is unlikely to be possible to change inner workings or add functionality to the editor just using a Resource Editor. Altering menus, buttons, viewport sizes etc is usually possible, but changing behaviour would require access to the source code.
Well, some functionality can be added. Granted, changing non-interface functionality and in-viewport interface functionality is harder, and some of what Ziemanskye wished for isn't possible just using API hooks, but if we don't aim for impossible things then they become impossible by default. :) I'd rather people wished for impossible things rather than not wishing for something just because they thought it was impossible. Er, if you can follow my late-night ramblings.
By the way, I'm not using a third-party resource editor; I'm writing this in C++. So tacking on extra functionality is in theory possible (I just give the program a new menu item or toolbar button, hook into it, and intercept the menu/button event), and launching external applications is easily accomplished. (Anyone have a utility they want launchable from T3Ed?) Modifying values in memory is also possible, should someone want to do that. (Note "possible", not "easy". :))
Jadon on 25/6/2005 at 14:54
Quote Posted by Ziemanskye
A one click maximise viewport button (I know UT2k4 has one, but here I'd actually use it since I make maps for printing/doodling all over from the top viewport)
This is already available. just set your viewports to floating.
New Horizon on 25/6/2005 at 16:34
I would be happy to use anything that can be incorporated into the editor in my automated installer release. Keep us posted.
ascottk on 25/6/2005 at 16:44
Quote Posted by Crispy
Anyone have a utility they want launchable from T3Ed?
Book Browser & edit w/T3TED or Notepad.
EDIT: User definable paths. Being able to choose & use where your custom trigger scripts, objectives, textures, etc. are.
Ziemanskye on 25/6/2005 at 17:37
Jadon - already found that, it's how I'm doing the maps currently. I'm just being lazy and asking for a single button which sets them non-floating, maximizes, and back again without having to faff with the menu. I don't like the floating viewport windows, so it's got to set it back to fixed after.
I'm being fussy, I know.
And I'd like a deselect all (object type) button, since I tend to Group off my smeshes but leave most of the bsp in place. So I could just marquee select the whole room, then hit that to take the brushes off the selection but leave me with the smeshes to group and hide.
ascottk on 25/6/2005 at 22:47
Quote Posted by ascottk
More properties for the textures. If we can override the materials by right-clicking a texture then we really wouldn't need the
*.mlb files.
Actors & static meshes have a property to override their materials (to tell T3 what sound to make when you're walking on grass or stone) so why not textures? There should another way to tell T3 how to use our custom textures.
Crispy on 26/6/2005 at 04:00
Quote Posted by New Horizon
I would be happy to use anything that can be incorporated into the editor in my automated installer release. Keep us posted.
Thanks for the offer, and I definitely will!
I haven't made much progress on this yet because I've been wresting with DLLs and Windows API hook functions, but I've managed to hook successfully now, so once I've had lunch and cleaned up the code a bit I should be able to start on some of the simpler requests. Keep those wishes coming!
ascottk - Ah, I think I see what you mean; applying certain properties to textures and having them automatically propagate to what they're applied to? I haven't played with materials much at all so I don't really know how they work, but automating property changes is probably possible (via fake "clicking" on GUI elements), though not simple.
Shockeye on 26/6/2005 at 06:37
Can we get the tool bars down the side as floating, dockable toolbars?
If you're not running at a super high resolution you have to minimise some to see the ones down the bottom at the moment. It would be good if we could dock some of them at the top or on the other side.
Also can we do some thing about the Trigger script window. You know, the save button. I keep forgetting not to click it!! Can the label be changed to "SAVE ALL" or even "DON'T PUSH THIS BUTTON" :D
Shockeye on 26/6/2005 at 07:03
Quote Posted by Crispy
I'd rather people wished for impossible things rather than not wishing for something just because they thought it was impossible. Er, if you can follow my late-night ramblings.
Just a thought...
You know when you create a new class in the Actor browser, a little dialog pops up saying that you are creating MyActor(or whatever) in package T3Gamesys.t3u. The class name is in a normal edit box so you can change it from the default. But the package is a readonly edit box. Can we change that to an editable box? In the original UnrealEd you could save a new class to any package you wanted, even create a new one. If that functionality is buried there somewhere, maybe we can save our mods to a new package. If we could then work out how to tell the game to load the add-on as well T3Gamesys, then shipping mods would only involve a small MyMod.t3u file, instead of a duplicate gamesys.
Just wishful thinking, I know, but one can dream....