[Discussion] CS Wish List

Post » Fri Nov 12, 2010 8:32 am

Being able to duplicate items like you can with cells would help a lot for making enchanted forms of them.
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An Lor
 
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Post » Fri Nov 12, 2010 7:43 pm

The one thing I really, really want to see is the ability to auto generate pathgrids in interior cells. Seriously, making a decent pathgrid for a dungeon by hand takes FOR-EV-ER! (okay, not forever, but still way to bloody long)


I should have been more specific - you can when you only have one object highlighted. But if you try to rotate a large shelf full of books ninety degrees, or really multiple objects of any variety/quantity, you'll see that it doesn't quite completely work. At least, not with any settings I've tried. :shrug:

Actually, you can rotate multiple objects 90 degrees simultaneously. But, in order to do so, each and every one of them must be perfectly aligned on the snap grid. If even one is off by so much as .05 units (maybe even less), it won't work.
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Noraima Vega
 
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Post » Fri Nov 12, 2010 4:17 pm

Being able to duplicate items like you can with cells would help a lot for making enchanted forms of them.
Already possible, just try and change the editorID of whatever item you want to duplicate and then it will ask if if should rename the object itself or create a new copy.

As for wishes, this may be a bit over the top, perhaps a way to interface with the cs directly through the brain? Sort of like a neural interface where you can perform actions simply by thinking of them. Would be alot easier compared to having to click and type everything. It shouldn't be too difficult for someone with your skill. :whistling:

And another request, the ability to resize certain windows. Mostly sub-windows of the quest window (which would probably need to be resizable too) where there is text (stage entries) or lists of stuff (topics, etc.). :)

Notice how I made an impossible request first to make my second request look like a walk-in-the-park.

-kyoma
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Len swann
 
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Post » Fri Nov 12, 2010 10:43 pm

As for wishes, this may be a bit over the top, perhaps a way to interface with the cs directly through the brain? Sort of like a neural interface where you can perform actions simply by thinking of them.

But then you'd need the "do what I ought to have meant" option to override it.
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djimi
 
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Post » Fri Nov 12, 2010 9:47 pm

But then you'd need the "do what I ought to have meant" option to override it.
Hmm yes, and even then it might not work very well with my rather chaotic mind. So I suppose you can forget about that particular request. :whistling:
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Sammykins
 
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Post » Fri Nov 12, 2010 9:19 pm

And another request, the ability to resize certain windows. Mostly sub-windows of the quest window (which would probably need to be resizable too) where there is text (stage entries) or lists of stuff (topics, etc.). :)
That would require every control in each dialog to be manually relocated/resized at runtime, as Win32 dialogs don't support docking. Might not be lucrative on a large scale.
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Ben sutton
 
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Post » Fri Nov 12, 2010 8:51 pm

Already possible, just try and change the editorID of whatever item you want to duplicate and then it will ask if if should rename the object itself or create a new copy.

I believe he was continuing my point about being able to duplicate items within levelled lists.

Anyway, I've got a new one. I don't know if this is just me or not but whenever I'm doing some editing, leave the CS open and go and test my changes, when I return all the windows have been moved around by some virtual poltergeist. It's very annoying.
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Caroline flitcroft
 
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Post » Fri Nov 12, 2010 11:31 am

I believe he was continuing my point about being able to duplicate items within levelled lists.

Anyway, I've got a new one. I don't know if this is just me or not but whenever I'm doing some editing, leave the CS open and go and test my changes, when I return all the windows have been moved around by some virtual poltergeist. It's very annoying.
Would you be running the game at a lower resolution than your desktop ? Windows tends to move windows to keep them on-screen.
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Brandon Bernardi
 
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Post » Fri Nov 12, 2010 9:24 am

I use to do mapping years ago for UT2004, and even making sprites was so enjoyable you can preview them as you make changes. I know my requests are a lot different to most but i know right away these things i like listed below would help a lot that are use to that kind of setup change over

You'll see the texture browser here and mesh, great old site that i have never forgoten
angelmapper.com/gamedev/tutorials/beginner1.htm

My list is a dream list, those use to the way the construction set is wont probably find these needed since you lived without them
Texture Browser Preview(So you can see a list, based on on tree by the folders) Seperate from Object window
Effect Shader Preview


I feel like a uter noob with the construction set :(

My requests would fit better for the next oblivion
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Alessandra Botham
 
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Post » Fri Nov 12, 2010 10:23 pm

Omg I hate the TES contruction set. The things that don't work for me are that I can't make my own worldspace without it messing up by only being able to be edited once (personal glitch much?). Also I truely hate the Landscape editor. It works by being able to manipulate the ground's height, BUT I can't change the color or texture of the ground which pisses me off real bad. I also was making a very large cave and then all of a sudden it messed up (If I save it before it's done, I wouldn't be able to save it again).


WHAT I THINK NEEDS TO BE ADDED
.....................................
Fix bugs and glitches (Obviously)
Add "Save as..." option to ensure it can be able to be saved to different names
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Steeeph
 
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Post » Fri Nov 12, 2010 4:35 pm

Would you be running the game at a lower resolution than your desktop ? Windows tends to move windows to keep them on-screen.

Ah, that would be why. It's still very annoying however. Thanks for explaning that though.
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Peetay
 
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Post » Fri Nov 12, 2010 4:26 pm

Ah, that would be why. It's still very annoying however. Thanks for explaning that though.

The terribly annoying part is that this is not necessary. I don't know the specifics code-side, but I've seen that certain games change the resolution back before yielding the display back to Explorer, causing nothing to be moved or resized. A couple of shining gems even do this for alt-tab.
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Nienna garcia
 
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Post » Fri Nov 12, 2010 9:29 pm

Omg I hate the TES contruction set. The things that don't work for me are that I can't make my own worldspace without it messing up by only being able to be edited once (personal glitch much?). Also I truely hate the Landscape editor. It works by being able to manipulate the ground's height, BUT I can't change the color or texture of the ground which pisses me off real bad. I also was making a very large cave and then all of a sudden it messed up (If I save it before it's done, I wouldn't be able to save it again).

Uhh... these sound like mistakes you're making, rather than actual problems with the CS. I don't know a lot about landscaping in it, but I know it can change the color/texture of the ground, I know it can save a file more than once, and whatever your issue with the worldspace is (I really don't understand what you mean), I don't think it's supposed to be that way.
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Shannon Marie Jones
 
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Post » Fri Nov 12, 2010 10:51 pm

The world space bug Mythic is referring to occurs when you save a heightmap in the heightmap editor. The generated landscape has 'holes' or 'spikes' at the corner of each quad. This has to do with the way the landscape mesh is generated. If you save your landscape without fixing these holes/spikes, the land mesh in the associated cell will not appear in-game, though other objects located in the cell will. These holes can be fixed easily, but it is a pain having to fix the corner of each quad every time you save your heightmap. This bug was corrected in the Geck. (The Geck's heightmap editor has new bugs, however.)

The landscape editor can be used to paint ground textures and do vertex painting. Leaving the Edit Colors box checked (set by default) makes it appear that textures cannot be painted. This is a common mistake made by beginners and is not a bug.

I am not aware of any save issue and routinely save my mod dozens of times in a single session. A 'save as' option would be nice, though.
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Jason Wolf
 
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Post » Fri Nov 12, 2010 8:01 pm

You know what would be pretty darn cool? "Hide unmodified records."

The ability to sort by modified status in the object tree, quest list, etc., would serve as well.
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matt oneil
 
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Post » Fri Nov 12, 2010 8:48 pm

Was it mentioned yet?: A script language to run at CS time.

In many, many situations I wished I had this.
Some uses:
- aligning objects
- placing objects (PlaceAtMe, SetPos, MoveTo?)
- saving data to external files, maybe to be loaded on another esp
- whatever . . .
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mimi_lys
 
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Post » Sat Nov 13, 2010 12:40 am

Right. I've got one.

It's happen to all of us. We go to drag an item into the render window but instead of doing this we highlight the item and the scrolling bar wizzes along and we have to move the bar back, find our item again and try again. Gah! It is the bain of my life, especially when I'm working with tilesets. This needs sorting.
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Monique Cameron
 
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Post » Fri Nov 12, 2010 10:48 pm

Right. I've got one.

It's happen to all of us. We go to drag an item into the render window but instead of doing this we highlight the item and the scrolling bar wizzes along and we have to move the bar back, find our item again and try again. Gah! It is the bain of my life, especially when I'm working with tilesets. This needs sorting.

OMG this happens to me ALL THE TIME. Lol, I'd be so happy if this was fixed somehow :rofl:
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Melis Hristina
 
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Post » Fri Nov 12, 2010 2:37 pm

http://www.gamesas.com/index.php?/topic/1085584-construction-set-interface-changes/
Sorely missed : default z-coordinate when one drops pieces in the render window - does anyone know how the CS decides on this ? Always a mystery to me
Another one - I guess non feasible - more to bethesda - should be possible to lock/hide the pieces in the render window
More to come
EDIT : this batch editing thing - I nth it - batch edit coordinates :rolleyes:
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Jamie Lee
 
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Post » Sat Nov 13, 2010 12:37 am

Sorely missed : default z-coordinate when one drops pieces in the render window - does anyone know how the CS decides on this ? Always a mystery to me

That would be pretty darn useful. I think it just puts the object a little infront of the camera.
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TIhIsmc L Griot
 
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Post » Fri Nov 12, 2010 7:00 pm

That would be pretty darn useful. I think it just puts the object a little infront of the camera.
Well in this case the camera has to change its z coordinate in a way I do not get :shrug:

It's happen to all of us. We go to drag an item into the render window but instead of doing this we highlight the item and the scrolling bar wizzes along and we have to move the bar back, find our item again and try again. Gah! It is the bain of my life, especially when I'm working with tilesets. This needs sorting.
:nod:
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Ebony Lawson
 
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Post » Fri Nov 12, 2010 10:11 pm

I only want two things, the ability to search by name, and the ability to press ` and zoom through the map ( Both GECK features ).
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Chloé
 
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Post » Fri Nov 12, 2010 5:01 pm

Right. I've got one.

It's happen to all of us. We go to drag an item into the render window but instead of doing this we highlight the item and the scrolling bar wizzes along and we have to move the bar back, find our item again and try again. Gah! It is the bain of my life, especially when I'm working with tilesets. This needs sorting.
That only happens when you try to select a row by clicking on its last cell (one that hasn't got a column). All other cells behave correctly. This behaviour can't be changed through code.

I only want two things, the ability to search by name, and the ability to press ` and zoom through the map ( Both GECK features ).
What is this map you speak of ?

Well in this case the camera has to change its z coordinate in a way I do not get ...
Some text appears to be lost in translation.
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Jynx Anthropic
 
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Post » Fri Nov 12, 2010 11:18 am

Well in this case the camera has to change its z coordinate in a way I do not get ...

Some text appears to be lost in translation.
The camera moves on the XY plane - press T to be sure - but all items I drop have a different z coordinate - in a way I do not get

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Kirsty Wood
 
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Post » Fri Nov 12, 2010 9:09 pm

-The ability for this new and amazing CS (made by a wondrous star child) to generate .lip files by itself, or failing that, to partially open the old version and use that to make .lip files, without the ridiculous process I have to do at the moment (open, copy dialogue, paste, generate, move, copy file path, paste, grrraaaaa!!)
-The ability to have a "preview" mode so that you could test whether something works without having to boot up oblivion itself, and get your character into the right place to actually test the darn thing.
-Auto generate pathgrids for internal cells
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Milad Hajipour
 
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