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New Editor for TGEA
New Editor for TGEA
| Name: | Marc Schaerer | |
|---|---|---|
| Date Posted: | Oct 03, 2007 | |
| Rating: | 2.3 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Marc Schaerer |
Blog post
It has been quite some time since my last blog post and quite a lot has happened.
The most important point is that I am now part of a team that uses TGEA for its games.
TGEA is quite interesting and powerfull technology but we soon struggled over the part that the editor does not meet the capabilities of TGEA with stuff beeing visible not working and things working not beeing doable through the editor.
For that reason, I've currently redesigning the editor from ground up to allow it to be more powerfull and more consistent than it currently is.
I plan to do this on a such modular base that it would be possible to give out the editor to others as well when it is finished.
Part of this rewrite is:
- Cleanup and Fix of broken and inexistant WE and TE features.
- Add more features to the TE like the possibility to access all 4x 4 textures usable on legacy for example.
- Integration of the light editor into a similar structure.
- Implementation of a full featured Particle
- Implementation of a Material Editor with realtime preview
- Redoing the UI editor. Got poisoned by the TGB one which lets the TGEA UI editor look like a stone age toy
The editor will be using a more context sensitive approach than the original one which just floods the menu etc with useless stuff.
If there are things you always thought that should be there and aren't or things that should perhaps work different, let me know here. Perhaps you have a point I haven't thought of yet.
The most important point is that I am now part of a team that uses TGEA for its games.
TGEA is quite interesting and powerfull technology but we soon struggled over the part that the editor does not meet the capabilities of TGEA with stuff beeing visible not working and things working not beeing doable through the editor.
For that reason, I've currently redesigning the editor from ground up to allow it to be more powerfull and more consistent than it currently is.
I plan to do this on a such modular base that it would be possible to give out the editor to others as well when it is finished.
Part of this rewrite is:
- Cleanup and Fix of broken and inexistant WE and TE features.
- Add more features to the TE like the possibility to access all 4x 4 textures usable on legacy for example.
- Integration of the light editor into a similar structure.
- Implementation of a full featured Particle
- Implementation of a Material Editor with realtime preview
- Redoing the UI editor. Got poisoned by the TGB one which lets the TGEA UI editor look like a stone age toy
The editor will be using a more context sensitive approach than the original one which just floods the menu etc with useless stuff.
If there are things you always thought that should be there and aren't or things that should perhaps work different, let me know here. Perhaps you have a point I haven't thought of yet.
Recent Blog Posts
| List: | 10/03/07 - New Editor for TGEA 01/08/07 - Its getting somewhere :) 01/03/07 - First steps - once again |
|---|
Submit your own resources!| Florian (Oct 03, 2007 at 15:20 GMT) |
| L Foster (Oct 03, 2007 at 15:56 GMT) |
| jydog (Oct 03, 2007 at 16:06 GMT) |
| Ed Johnson (Oct 03, 2007 at 16:41 GMT) |
| Marc Schaerer (Oct 03, 2007 at 17:38 GMT) |
One thing I'm currently not sure about is: Would common user prefer a redesigned editor or do they like how the "fixed right panel" works?
| Joseph D. Walters (Oct 03, 2007 at 23:06 GMT) |
It would be cool to see it redesigned. Maybe as a floating panel or even as its own window.
Whenever I think of doing things like this for Torque I am always forced back to MacroMedia Director and Adobe Photoshop's interfaces. They are designed to work with multiple monitors without hindering the viewable area. TGB was a great step in the right direction but I think there is still more that can be done with it.
| Marc Schaerer (Oct 04, 2007 at 09:53 GMT) |
I will definitely investigate that.
As I plan to remain on the Torque GUI system to allow future crossplatform support (for the day when TGEA gets an OpenGL GFX driver) I will have to investigate the performance inpact.
My plan was to make it panel based, where panels can be shown optionally.
That and trying to get flyout menues into the GUI system for editor selection panels and tool selection.
I would really like to make it more mainstream like
| James Laker (BurNinG) (Oct 04, 2007 at 10:55 GMT) |
| Marc Schaerer (Oct 04, 2007 at 11:08 GMT) |
But it is missing points that are important to me, supporting things not available to TGEA and is codewise as visualy not structured clean and intuitive.
One important thing for example is a possibility to draw the polygons for the subareas on the image directly. This is a feature supported since TGEA 1.0.1 and I don't like doing it in an imaging application if I could do it with direct visual reaction.
| Anthony Rosenbaum (Oct 04, 2007 at 11:32 GMT) |
| Marc Schaerer (Oct 04, 2007 at 11:41 GMT) |
Thank you for the information
Edited on Oct 04, 2007 11:48 GMT
| Mark Dynna (Oct 04, 2007 at 20:03 GMT) |
| Lee Latham (Oct 10, 2007 at 07:44 GMT) |
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2.3 out of 5


