Creating link points with 'auto snap' to object boundries.
by Dave Calabrese · in Torque Game Builder · 12/13/2006 (4:36 pm) · 0 replies
Very often, for probably 80% of the objects I have made, I've wanted the link point to be in the dead center of the object. It would be incredibly handy if, when placing the link nodes, it was possible to have these snap to a grid of sorts. My suggestion would be if you hold a key, such as 'Shift', while placing the link nodes, that a grid would display that conforms to the rectangular bounding box of the object. The X and Y axis would be a thicker line, so the center was obvious. While this grid is up, moving the nodes will 'snap' them to the grid.
Also, it would be exceedingly helpful if the link nodes on different objects were in different colors. Currently, EVERYTHING is yellow - if I have a cluster of link nodes in a small area on 5 different objects, it can be almost impossible to tell that I'm placing on the correct one. Not only should the link nodes display in different colors for each object (so one object the +s could be yellow, another blue, another green, etc...), but when the object 'snaps' to a link node, it would be super helpful to know what it was I just snapped to. A simple, small dialog that would say something like "myObjectName / Node 12" would go a long ways, here.
Also, it would be exceedingly helpful if the link nodes on different objects were in different colors. Currently, EVERYTHING is yellow - if I have a cluster of link nodes in a small area on 5 different objects, it can be almost impossible to tell that I'm placing on the correct one. Not only should the link nodes display in different colors for each object (so one object the +s could be yellow, another blue, another green, etc...), but when the object 'snaps' to a link node, it would be super helpful to know what it was I just snapped to. A simple, small dialog that would say something like "myObjectName / Node 12" would go a long ways, here.
About the author