Interfacelift
The fantastic Fatcow icon set was recommended to me in the comments in a previous blog post. These are very similar to the Silk icon set, but come in 32x32 and 16x16 versions, have more icons, and better coloration. The Silk icon set is sort of a desaturated pastel tone I don't like, and Fat Cow's icons are more saturated and bright. I had actually considered running the Silk icons through a color-correction algorithm, but Fat Cow has already done the work for me.
I knew from the start I wanted our editor to have lots of colorful toyish-looking icons. I love Valve's editing utilities as well as Nem's Tools, even though they are both rather dated. What I miss about these programs is that they embedded 3D tools into the standard Windows UI, so it was easier to focus on the task at hand instead of being distracted by a flashy custom UI you had never seen before. I've always considered homemade GUIs to be amateurish, and even if one looks cool at first, I quickly get tired of it. My goal is to capture the utility and ease of use of programs like this and 3D World Studio, while adding more modern features to make it more friendly to artists.
The editor is starting to take on its own unique character:
Designing the Interface
What you see here is the result of a lot of different approaches to try to determine the best way to design the layout of a modern 3D editor.
The asset browser is built into the main window, but can be resized or hidden by clicking the window divider. The user will frequently be accessing the asset browser, and having it in the main window is better than having it in a separate window, and constantly having to move it around to get it out of the way. Additionally, I felt that having child windows open from a child window (windowed asset browser) was too confusing...more on that below.
The default layout of the asset browser is a vertical split with the treeview on the far right. After using a horizontal split for a while I felt really cramped for space. The vertical layout gives you a better distribution of space and plenty of room to view thumbnails.
Originally, I had the asset files themselves in the tree with small icons, but I found that 16x16 was too small for a meaningful preview of each file. I tried making the tree view icons bigger, but it wasted a lot of space. Folder icons looked ridiculous at 32x32 and above, and took up more room than they needed.
I tried using generic 16x16 "texture", "material", and "model" icons in the treeview, but found it was much easier to identify files by thumbnail rather than reading their name.
Finally the decision was made to keep folders in the tree view, with small icons, and have a separate thumbnail browser with bigger icons. The user can adjust the thumbnail icon size, from 32 to 512. I also liked this approach because it is similar to the texture browser in 3D World Studio.
The folder treeview is on the very right-hand side by default because the white background would cause the dark 2D and 3D viewports to look even darker. Your eye actually will perceive a darker color in an area of high contrast, so keeping the mostly-white treeview off to the side will make your scenes more easily visible.
When you double-click on an asset file, a window for viewing and editing the asset is opened. I considered building a preview window and controls into the main window, but it didn't fit the workflow. Sometimes you will want to drag asset files into an asset editor. For example, you can drag a texture into the material editor to assign a texture to the material. In order for this to work, you have to be able to open the material in the material editor, then navigate the asset browser to where the textiure resides, then click and drag that file into the material editor. This wouldn't work with a single preview window.
There's also a good case for having multiple asset editors open at the same time. You might be working on a shader and want to see its effect on a material in real-time. In that case, you would keep both assets open in their editors while working.
I also considered making the asset editors a separate application the editor opened, but didn't for two reasons. First, drag and drop operations would probably be harder to code, especially across multiple platforms. Second, and most importantly, I wanted the asset editor windows to always appear on top of the main window, and that wouldn't happen if they were external applications.
I also like having the asset editors in their own windows because at any time you can maximize the window and get a nice big fullscreen view of the model, texture, or material you are looking at. This is naturally useful for scripts and shaders as well, where you are editing code and need lots of space.
The font editor is shown, and supports both .ttf and bitmap fonts. I implemented my own .fnt format (I think this is an old Window 3.0 file extension, but it's mine now) and a .ttf to .fnt converter. As with all the Leadwerks 3 converters, the editor automatically handles the conversion for you, so you just drop your .ttf files into your project folder and you're done. I don't know of any cross-platform font maker programs, but I will publish the specification for our font format so they can add exporters. It always seems to work best when we just make our own optimal file formats and publish the spec for everyone to follow.
Bringing Back Level Design
As I approach our CSG brush implementation, I find myself growing quite excited over something that was originally an annoyance I did not want to deal with, but the users insisted we merge 3D World Studio with Leadwerks 3. When Leadwerks Engine 2 was designed, I thought CSG was obsolete once dynamic lighting became possible, and we no longer needed special geometry for optimal lightmapping. However, with the loss of CSG I think we lost a reference point in our virtual worlds. It was easy to drag out a room in a few minutes for playtesting. CSG is also fantastic for buildings, and can produce results in a fraction of the time it would take with 3ds max or another polygonal modeler.
I'm very eager to see what CSG will look like in a modern implementation, especially if I can work hardware tessellation into it. CSG is an area of expertise for Leadwerks as a company, and I am glad to be drawing on that knowledge to bring something new and different to game design tools. I'm looking forward to a return of the lost art of level design, with a modern flair.
Finally, here's a song for you that can be vaguely connected to the subject of this blog, from Alice In Chain's album "Facelift". (See what I did there?)
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