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Is it possible to write an editor script that allows rotate around selection ?

Okona
Guest
Quote
2019-10-16 20:47:32

It is becoming unweidy navigating sometimes, can a plug-in be created to enable rotate around selection BY DEFAULT in the editor ?

It should have been the default.


j9907
Registered User
Quote
2019-10-16 21:46:53

No, bracer. Not possible, and I hope it won't ever be added given how many times you've complained about it! With all the time you've spent badgering the developer about it, you could've implemented something yourself at this point!


karmacomposer
Registered User
Quote
2019-10-17 01:08:31

I have to agree here. You are asking (and asking and asking) for something that is simply not necessary. I have been level designing for years and have never needed to rotate around an asset.

While the navigation takes some getting used to (all mouse moves), and it can be, at times, a little clunky, at least we have numeric entry.

If you require snap to grid, something I really do require for level design, there is a plugin for that.

I find the orthographic display and ability to go to any viewport (top/bottom/left/right, etc) very good for asset placement.

Mike


srfstudio
Registered User
Quote
2019-10-17 13:26:13

Hahaha he's really, REALLY, interested in this feature :D
I don't get it, why would this be so important for Copper editor? CC editor is not a modeling tool, you should have your models all ready before importing them and, once imported, you just need to tweak their position, rotation and size. That's not really a complicated process, switching through viewports and wireframe mode should be more than sufficient :/


karmacomposer
Registered User
Quote
2019-10-17 14:19:40

Wireframe - absolutely. I hate when in top down mode and cannot see through nor go through assets. For example, I have a cool cave with fire, smoke and lava with a hell hound hiding inside - but to see all that for further placement, I have to hide the cave if I want to use top down, left or any other viewport except perspective.

Anyone want to share their working work flow?

And I agree, while CC has primitives, it is NOT a CSG modeler nor does it ever claim to be. It is a placement editor, pure and simple. It's power lies in the ability to issue commands and code for items, very OOP, with little to no programming.

Mike


bracer
Registered User
Quote
2019-10-18 00:20:18

j9907 wrote:
No, bracer. Not possible, and I hope it won't ever be added given how many times you've complained about it!

Just keeping this for posterity as to how mean and personal you are at targeting me.


j9907
Registered User
Quote
2019-10-18 18:26:21

wrote:
j9907 wrote:
No, bracer. Not possible, and I hope it won't ever be added given how many times you've complained about it!

Just keeping this for posterity as to how mean and personal you are at targeting me.


I don't hate you and I don't intend to "target" you. I'm just saying the likelihood of this feature (and basically anything at this point) being implemented is slim to none. I can imagine it is frustrating to not have something which you think is essential for editing. I looked into what this feature is and I guess I can see why it would be needed for precise placement of objects.

I've given up on this engine since there have been no meaningful updates in God knows how long and it seems like he's 100% committed to releasing indie games on Steam. If he doesn't want to work on it anymore, he could at least open-source the application and retire from working on it (like he did with Irrlicht)


Ruined
Guest
Quote
2019-10-19 03:39:21

Bracer, may I please have your email address, or another way to contact you, like Discord? I completed your extension and I would like to discuss it.


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