Mesh Editor: Suggestions

So, I figured people have used the mesh editor a bit more by now. This means you must've a much better idea of what would be really useful to you and should take priority. So I'm open to suggestions. Here's a few thing I'm looking into in no particular order:

Features:
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-Importing .mesh files into the editor
-Update check / patch download being automated if you so wish.
-Being able to import a model into the editor, say .3ds and use the emitters of an existing .mesh file.

Other stuff:
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-Writing a manual to use the editor.

Bugs:
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-Fixing the export of .dds (done, need to release patch)
-Adding .mesh to saved file if not present.



So, any other suggestions or things that should take priority? Right now, importing of .mesh file is almost done, so it's the next thing to come out for sure. But after that I'm open to suggestions on priority.
5,825 views 4 replies
Reply #1 Top
not realy priority but a way to add emmiters to a ship without just continuisly edditing the numbers on the panel so maby a way to drag it into place or something?
also how bouts a way to change what weapon they are asigned to and /or delete them ,cos iv acidentily forgot to change the weapon numer a few times and its realy anoying

fixed the right emmiters yet? i got a whole lot of models needed in game and im not starting all those emmiters till its fixed cos that my friend is a waste of time
Reply #2 Top
Again not so much a priority more of a wish list:

1) Import the .mesh and then export to .obj/.3ds would be nice.
2) Viewing the application of effects and game file on the mesh (without having to go in game).
3) Direct Export/Save of the Mesh into the game without having to move files about.
4) Try and work out what the padding data in the Mesh is really replacing?

I think you should get some idea off the DEVs as to what the official tools will provide so that your Mesh Editor offers something different and is therefore an attractive alternative or 'value add component'.
Reply #3 Top
1)Well, I'm not too sure about the legal aspect of enabling export to .3ds since you could take sins meshes and convert them to .3ds.

2)Thinking of it but it could be a huge effort, not too sure when.

3)It's a bit hard, there's a lot of things to take into account. Does the ship config file exist for one. I *will* fix the dds export tho :p.

4)Yeah, yeah I will but I'll probably have to cheat with the forge tools hehehe.

As for improving on the official tools, I'd love to do that but I have pretty much zero infos on them. I'm hoping it's gonna be limited to a maya plugin or some such and my value added will be being 3d editor agnostic. For starters at least.

Reply #4 Top
a favorites list for directories would be great or having an import root path, right now it resets to the 'my computer' top level on each file browser open.

another helpful thing would be a coordinate axis with in game units on it, would help when scaling to get everything right.

ability to move emitters with the keyboard to tweak them and set rotation (some way of indicating current rotation in the display?)

ability to unload textures in the material editor (or just have a null value, right now once it is set you have to either reload or use another texture)

ability to toggle display of texture layers

ability to shift the model center