swordedit: An Update

Halo modding and gaming related applications.
Smythe
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Re: swordedit: An Update

Post by Smythe » Sun Jan 10, 2010 1:14 am

Box select, select all copies of an object, rotation in the 3D window and holding alt while in selection, translation, and all the other modes activates free look.
These are my wishes for the next build.
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Moxus
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Re: swordedit: An Update

Post by Moxus » Sun Jan 10, 2010 3:12 am

@ Samuco: That UI is beautiful. Truly Beautiful.

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Re: swordedit: An Update

Post by Fonzeh » Sun Jan 10, 2010 5:57 am

indeed, that is a beautiful UI, AND you can move them wherever you like. I really like this new swordedit.
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Dirk Gently
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Re: swordedit: An Update

Post by Dirk Gently » Sun Jan 10, 2010 6:41 am

When to Use Transparent Panels
It’s important to understand that transparent panels are not intended to replace all panels in every application. In fact, in applications that don't focus on highly visual content or provide an immersive environment, a transparent panel can be more distracting to users than a standard panel, because there is no logical reason for its presence.

In general, therefore, you should use transparent panels only when at least one of the following statements is true:

Your application is media-centric, that is, focused on movies, photos, or slides.
Users use your application in a dark environment or in an immersion mode.
A standard panel would distract users from the main window.
Users make only quick adjustments in the panel and dismiss it quickly.
The main window is horrible, the gradient does not work well with the window, and the whole panel system can be made into one panel instead of 5 different ones.

------------------------------------------

After having a look at your website I see that you have a bit of a thing for HUD based windows. Apple made interface guidelines for a reason. I agree with modzy, the original interface for swordedit was alright, it was just bugs with the code that were the issue.
Last edited by Dirk Gently on Sun Jan 10, 2010 6:47 am, edited 1 time in total.

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Re: swordedit: An Update

Post by Amy » Sun Jan 10, 2010 6:46 am

I think someone is jealous
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Re: swordedit: An Update

Post by Noodle » Sun Jan 10, 2010 7:05 am

^PPFF- BAHAHAHAHAHAHAHAHAH

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Re: swordedit: An Update

Post by Fortune » Sun Jan 10, 2010 10:12 am

Also one problem i noticed with the newer revamped swordedit: You cant select to different entity types during one session. If you need to edit the spawn points and the scenery, you first edit the spawn points and if you select anything other than a spawn point, swordedit will crash. The only way around this i know of is that you need to make all edits to a group of entities and then save the map, re=open again and get to work on the next set.

Also with the older version(the one i use) the bitmaps are usually going all crazy on me. Like their on acid or something. They just keep changing patterns/colors. Like a rave party, just not cool enough to be a rave party.
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Re: swordedit: An Update

Post by Smythe » Sun Jan 10, 2010 10:28 am

i quite liked the original UI and i have to agree with Dirk and Modzy on this one. my main problem with sword edit was the saving fail and the time it consumed moving all the spawn points to a swapped BSP.
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Re: swordedit: An Update

Post by Modzy » Sun Jan 10, 2010 2:27 pm

Yes, the gradient is a little funky. The OGL view should just cover the entire window, excluding the space for the camera the spawn controls. The HUD can stay, but please, you don't need THAT many HUD windows. A window just for bitmap selection? That's a bit too much. Two at the max would support all the controls of swordedit.

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Re: swordedit: An Update

Post by Dirk Gently » Sun Jan 10, 2010 2:29 pm

Modzy wrote:Yes, the gradient is a little funky. The OGL view should just cover the entire window, excluding the space for the camera the spawn controls. The HUD can stay, but please, you don't need THAT many HUD windows. A window just for bitmap selection? That's a bit too much. Two at the max would support all the controls of swordedit.
if you have a look at this person's website they seem to be like the Brushed Metal kiddies of the Tiger Era when that was like "OMG HAX LOL COOL" to do. I am honestly pretty disgusted with how bad it looks.

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Re: swordedit: An Update

Post by Modzy » Sun Jan 10, 2010 2:36 pm

inb4 nil rage

EDIT:
Amy wrote:I think someone is jealous
It's called the Apple UI guidelines.

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Re: swordedit: An Update

Post by Samuco » Sun Jan 10, 2010 4:53 pm

Fortune wrote:You cant select to different entity types during one session.
I have added a selection panel. It includes the selection type again.
olly12345 wrote:Box select, select all copies of an object, rotation in the 3D window
Box selection is quite neat. I have finished implementing it :wink:
Im not sure about the rotation in 3D though. That would take a lot of work.
olly12345 wrote:and holding alt while in selection, translation, and all the other modes activates free look.
In the screenshot, you may have noticed rotate camera is missing.. You hold right click instead ;)
Dirk Gently wrote:if you have a look at this person's website they seem to be like the Brushed Metal kiddies of the Tiger Era when that was like "OMG HAX LOL COOL" to do. I am honestly pretty disgusted with how bad it looks.
Haha :lol: If it's that bad, you can use the old version instead. I know the Guide lines as I have been developing software for four years \ :) / .
Im not trying to make an Apple looking piece of software here. Im making something that I like and would use. The guidelines are there to help you make your interface. You don't need to follow them. :roll:

I have also added a centre object button. This movies it straight to the BSD (where the camera starts). Useful for player spawns.

(Sorry, no screenshots)

Samuco

Re: swordedit: An Update

Post by Samuco » Sun Jan 10, 2010 4:57 pm

Oops...

When you save a map, it relaunches the program. The map automatically opens.

Dirk Gently
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Re: swordedit: An Update

Post by Dirk Gently » Sun Jan 10, 2010 5:00 pm

I have been working with Mac OSs for the past 16 years. Sorry if I want to be looking at something that is not an eye-sore.

BTW mr developer, your buttons are off the side of your window. Nice work there. There are also other developers on this site and you might want to take some of our advice.

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Re: swordedit: An Update

Post by Modzy » Sun Jan 10, 2010 5:12 pm

I could care less about the UI and more about the parsing code. I don't completely think UI changes are worthless, but the parsing is more important to a successful application.

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