eolesen, on 25 November 2013 - 08:58 AM, said:
Granted, knowing which object is which is a problem, but it's certainly doable by hand. That's how I spend my half my building time, and I know of at least one other forum user here who also probably spends more time manipulating the raw World files than they do making adjustments in the RE.
For many years now I've spent a large percent, perhaps half or more, of my world editing time hand editing the .w files. It would be better if the kind of work I do there would be done via a gui editor instead:
- change the file name
- rotate to a specific orientation
- rotate to match another object
- change pitch to match another object
- linear copy
- move an object a specific distance in a specific direction
- snap-to align (match object B's position and orientation to object A).
All but the first are 3d CAD functions and that should not be a surprise because world editing is simply a form of 3d CAD: You import sets of vertices (with their textures), and place them at some XYZ location in 3d space. You press the Y Key to snap a collection to another (terrain). You use the GUI to move a collection around and perhaps rotate it. You change the position of vertexes and replace textures (terrain editing). It's ALL CAD... and FWIW it should NOT be using cute, tinkertoy, circus colored visual aids.
What is different than what many model builders recognize as 3d CAD is there is no need for a 3 or 4 picture multiple orientation views. World editing is a whole lot like using Sketchup: you roll your camera around and do stuff.
Anyway... you guys want a good world editor (basic or robust) sooner, rather than later... one that's not just a clone of RE? Find an experienced route builder who will donate their coding skills to build one.