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easier way to select non visual objects
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yvanvds Offline
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Post: #1
easier way to select non visual objects
It would be handy if you could visualize lights or other non visual objects. It's really hard now to find the spot where you can select them. It's ok if you almost know where it is, but that's not always the case.

For example, I just deleted a part of my landscape with lots of trees and lights placed between them. This gave a very nice effect, but lowered my fps a bit too much. But with all the trees, it was impossible to select the lights again. Just couldn't find the right spot. So I ended up deleting all trees (had them in a list) and then I could see the lights when I enabled 'box of not selected'.

It would be the same for static sounds & effects. I'm not looking forward to the day I have to find one of them. (I made custom object type to place static sounds in the world.)
12-30-2010 11:48 PM
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Masterxilo Offline
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Post: #2
RE: easier way to select non visual objects
Yeah it could and should just display the standard object placeholder (cube with octagon) for invisible objects.
This should of course be adjustable.
12-30-2010 11:58 PM
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Esenthel Offline
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Post: #3
RE: easier way to select non visual objects
menu View/Object Matrix Points
12-31-2010 02:16 AM
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yvanvds Offline
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Post: #4
RE: easier way to select non visual objects
True, that one helps in some cases. But not when the place is covered with Trees, foliage and lights.
12-31-2010 02:47 AM
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Esenthel Offline
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Post: #5
RE: easier way to select non visual objects
you can hide some objects with view/objects/*
12-31-2010 03:16 AM
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runewake2 Offline
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Post: #6
RE: easier way to select non visual objects
Perhaps a thumbnail or something over invisible objects? Unreal and Unity have it and it is quiet helpful. Just a billboard overlay of lights and stuff?
12-31-2010 06:10 AM
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yvanvds Offline
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Post: #7
RE: easier way to select non visual objects
Ah ok. I didn't discover the folding menu after view/objects. That's a great help indeed.
12-31-2010 12:55 PM
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Ashtefere Offline
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Post: #8
RE: easier way to select non visual objects
Perhaps if we could get a tree menu on the side of the world editor, like a big list.

In this bit list are all your worlds or areas.

Expanding each area results in a list of all objects - click the object to select it in the world, double click to go to the object?

This would be just wonderful.

Much like the list of places in a windows explorer window. In these places are objects.

The menu wouldnt have to be very wide either, and could be slid out of the way/collapsed.

Yeah, I think this would be awesome.

Please consider it esenthel!
01-13-2011 12:02 AM
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yvanvds Offline
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Post: #9
RE: easier way to select non visual objects
I dunno, Ashtefere... That would be ok for a few objects, but a real gameworld has easily hundreds or even thousands of rocks, plants, trees and such. Even with subsections, it would be very hard to pick the object you need.

Same goes for lights. I have hundreds of them spread out over all the world.
(This post was last modified: 01-13-2011 12:13 AM by yvanvds.)
01-13-2011 12:12 AM
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Dynad Offline
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Post: #10
RE: easier way to select non visual objects
Well maybe for the hundreds of objects use group objects maybe?

There is always evil somewhere, you just have to look for it properly.
01-13-2011 12:17 PM
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Ashtefere Offline
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Post: #11
RE: easier way to select non visual objects
Then have the list only show those in the active grid square?

I dunno, the electron toolset does it pretty well - I have never found it to be an issue with well over 1000 objects. Subsections are good - select environmental, npc, etc etc etc.

-Ash
01-15-2011 12:35 PM
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