Can there a option be added in the World Editor that makes it possible to mirror objects? so that way i can easy build rooms without the need to build 2 models for 1 object in Max.
Thnx,
~Dynad
Update 1:
When i have 1 object selected in the World Editor and i push insert to place the same object in the scene can you make it that the object is placed on the same height?
There is always evil somewhere, you just have to look for it properly.
(This post was last modified: 02-06-2011 10:51 PM by Dynad.)
Clicking on objects in the World Editor doesn't always work, i have to move my mouse around an object to get it selected. This is pretty annoying, i want wherever i select a object mesh it gets selected. If you have many objects in a scene this can turn in a horror...
There is always evil somewhere, you just have to look for it properly.
(02-06-2011 05:13 PM)Dynad Wrote: Can there a option be added in the World Editor that makes it possible to mirror objects? so that way i can easy build rooms without the need to build 2 models for 1 object in Max.
Negative scaling could be used for this.
(02-06-2011 05:13 PM)Dynad Wrote: When i have 1 object selected in the World Editor and i push insert to place the same object in the scene can you make it that the object is placed on the same height?
Turn off Heightmap Aligning (Ctrl + H).
(02-06-2011 06:29 PM)Dynad Wrote: Clicking on objects in the World Editor doesn't always work, i have to move my mouse around an object to get it selected. This is pretty annoying, i want wherever i select a object mesh it gets selected. If you have many objects in a scene this can turn in a horror...
Object Matrix Points (P) and Object Center Points (Shift + P) is actually how objects are selected. If your mouse is within a certain radius of either of these two points (based off of how far your camera is away from the object), you can select that object. Turn both of these on to get a better idea of where to select your objects.
I'll admit though, this is ineffective with many nearby or overlapping objects in the scene. If these two points were to overlap, you would only be able to select the object that was the most recently inserted. To get to the non-selectable object, you would have to first move the selectable object out of the way.
1: Dunno how that works.. negative in the object manager doesn't work, or the button scale.. it turns just flat.
2: Yea that works.
3: Yes well all my objects are the same as the standard Human model, so i guess its not on my side. While im building my scene and i need to change something e.g between walls, or i want to replace it with a door its way to hard to select 1. Is this a raycast limitation? not sure about that :/
But anyway thnx for the help
There is always evil somewhere, you just have to look for it properly.
1. Yeah, that was just a suggestion for Esenthel. You can't even put negative numbers as the scale right now.
3. Well right now, the best you can do is zoom the camera in and rotate it around trying to get the best angle on the object so you can select it easier. I would also try switching to just 1 viewport instead of 4, if that's what you're using now.
Maybe there should be a way to hide objects. If an object is in your way of selecting another object, you just select that object, hide it, and then select the object you were trying to select. Then, once you are done, you show the hidden object again.
3: Yea i use 1 viewport, alot easier to see things. That hiding part would be nice to have.. now you can only hide all statics or show and that doesn't help much. But i think the select tool needs a fix that wherever u select on the mesh it gets selected like you have in UDK.
There is always evil somewhere, you just have to look for it properly.
I really like that the lights have some kind of a light bulb object/image so u can see in the editor where the lights are placed now they are just invisible and hard to see/select them.
Image included as example
There is always evil somewhere, you just have to look for it properly.
1. mirroring won't work because normals would get flipped and faces reversed (try scale model in Model Editor with x=-1, y=1, z=1 you'll see how it gets rendered)
it would require making a copy of the model, so in either case you need to have 2 models.
2. ill add selecting objects by faces to roadmap
3. decals - do you mean decals or mesh overlays? on what objects do you apply them? (type/access) please post screen.