makeshiftwings wrote:
I'm not saying customization ability and pluggable architecture are bad; I'm just saying that when an artist has to go through fifty different tools to get his spaceship into the game, he's not going to think "Ah, what an amazing array of options that I will never use and customization options that the programmers might be able to make something for!!" He's going to think "God this is annoying; why can't they make ONE tool that just WORKS?"
Speaking as a completely non-programmer. This is 100% true.
One tool, or suite if you will. Plug in? They are good to have. like I said before, Artists have enough outside tools for us to use. Paint programs, modeling programs, ETC.. If you create this tool, it needs to have no middle men involved. I hate using exporters... Why? Because its a step in the pipeline that cannot be reversed.
Having to use two tools to get the object in game is annoying and very ineffective. When we have to tweak something because it doesn't look right having to use "middle" steps to be able to just tweak something is a pain.
Also you should have a way to see updated models in real time, as in, If I import a model, see something wrong in your editor or the engine itself, I should be able to jump back to my modeling program of Choice, make the change and flip back to your editor and hit some sort of "Update model" button. I really hate having to clear the object (and in the processes loosing its position and anything else that doesn't need to change) and re-import it again.
Also, you should make importers for most standard modeling programs.They should not be outside programs! or command line programs, they should be located in the "File > import" options.
Lightwave, 3DS, milkshape (big 3) ETC..
The last thing I can think of, and one that is a major pet peeve for me. Camera control, I'm not speaking of "Game" cameras but the camera of any view in your Editor.
It should all be mouse bound in combination with holding keys. As in, click and drag with the left button will rotate the camera (all directions), and holding booth should do Moving in and out or "forward and back"("Zoom"). Also the use of the space bar while dragging is a common thing in most graphics programs.
Something I would suggest is looking at some popular applications that artists use. Namely for me, adobe products. Take a look at how moving around an image is done there, and mimic it.
Also, (lol) The mouse curser, it needs to change into something when you hover over something in the views when you can do something to what ever it is you are hovering.This is also an indication that you are currently selecting something you can select.
This it will need.
- Lighting
- Terain
- BSP style "Room" importing
- Meash inporting (with realtime updating)
- Waypointing system ("NPC" pathing)
- Metrial editing
- The ability to Slect a mesh and view its proprities in the 3D view (This inclued metrials)
- Sound devices with settings for range, file ETC..
- Difrent icons in the 3D view for each type of Entiey, they need to be a no brainer too, a "Box" dosnt work.
- Plugins are fine but should not be apparent that they are not part of the app.
- Support for every texture file that your intended engine supports (ogre), In the metrial viewr and in the 3d view (even if it is slightly distorted).
- partical editor and a way to atach it to meshes or bones
- Resizable viewports
- a help file in english not programer speek.
- one save as .scene (OGRE scene file)
- The ability to just slect a mesh (3d view) and apply a shader.
Im basicly saying...make it support at its core everything that orge support, but leave it open to being able to custmise it to the project at hand.But ever part needs to be viewable in the 3d view.
One stop shop.
2c
Just as a side not to sum things up. I hate being told i need to download plug in -X- to change the color of somthing.
And he is right.. "whats an IDE"? (no need to answer)