YouGroove Posted March 8, 2014 Share Posted March 8, 2014 In scene panel list, once again if you have s super long list of objects , if you have a child object you need to moe to the root, it is impossible. Or you have to drag your object thousand times form object to object until you reah the top. Would be great to have some sub menu function like : Move to parent The obtject would move from parent to parent each time you would click that function. And it woukd become child of root scene in the last case. 3 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted April 9, 2014 Author Share Posted April 9, 2014 This is a pain with a long list and lot of sub objects and needing to move out some object ot the root or move it to another parent. Main use case is level organisation. Function would be welcome. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
tjheldna Posted April 10, 2014 Share Posted April 10, 2014 Yes if you drag an entity in the scene graph view to the top/bottom portion, the list should scroll up/down. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 10, 2014 Share Posted April 10, 2014 Up/down/left/right buttons would be a better solution, but same idea. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Rick Posted April 10, 2014 Share Posted April 10, 2014 I still think a "Move to root" would be nice. I'm not sure what a left/right button would do in this case. How do you see up/down working in this case also? I normally see those in ordering situations vs a hierarchy situation. To be honest, the scene tree needs an overhaul. It has to be structured so differently to give a nice flow. Maybe allow us to make folders, which are only for the editor and have no game purpose? It just gets so sloppy with big scenes. This nice thing is this is only editor functionality and nothing to do with the game. Quote Link to comment Share on other sites More sharing options...
Admin Posted April 10, 2014 Share Posted April 10, 2014 If you created folders, it would no longer be displaying the scene hierarchy. Although, at the root level, it wouldn't really matter. I suppose root-level brushes could go in a "Brushes" folder, and root-level models could go in a "Models" folder. Even if they have children not in that category, it would still make sense and clear the brushes out of your way. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 10, 2014 Share Posted April 10, 2014 This was a quick implementation and it seems to work just fine: The different entities get categorized automatically. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Rick Posted April 10, 2014 Share Posted April 10, 2014 If you created folders, it would no longer be displaying the scene hierarchy. Why wouldn't it? Children would need to move with parents and parents would need to move their children with them. Then we can create our own folders with our own structure that we like. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 10, 2014 Author Share Posted April 10, 2014 Does this allows scrolling or moving objects to the root with sub menu option ? The issues i see : In practice we will not organise level in BSP/MODELS/ENTITIES But lot more in some structure like that : -> Street level --------------> walls ----------------------> wall1 ----------------------- -> wall2 --------------->Static NPC characters ------------------------> NPC 1 --------------------------- -> NPC 2 ->Buildings --------------- -> brush wall1 ----------------- -> brush wall2 -----------------> decoration Model 1 ---------------- -> decoration Model 2 ---------------- -> house cat animal etc ... This is why separation in entities/brushes/models don't make sense in practice, as i would have some "house" folder containing all house stuff : brushes walls, decoration models , cat entitie etc ... Let's people have the option to be free to organize their scene management. The different entities get categorized automatically. Let people option to not have their level stuff to get categorized. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted April 11, 2014 Share Posted April 11, 2014 That's a much more complex task. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Rick Posted April 11, 2014 Share Posted April 11, 2014 No one said friendly usability was easy 1 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 11, 2014 Author Share Posted April 11, 2014 That's a much more complex task. Even without folders, we can continue using actual system that allow us to organize like we want things But like said we need some : "move to parent" sub menu otherwhise it's a pain to move objects (even on small scene, where the list becomes quickly long) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Olby Posted April 11, 2014 Share Posted April 11, 2014 I agree, this scene list is very tedious to navigate. Some grouping options are a necessity. Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
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