I'm just hoping this new editor eventually looks better. IMO it's very cluttered, the icons are way too big, and this blue boxy style is one of the least visually appealing UIs I've seen in a game. It's honestly the reason I still use the old editor. I'm not just saying that because "ew it's new", that's just honestly how I feel about it.
I hope the new editor can do everything the old one could. --- Post updated --- Where do i find this feature in the new editor? It's not in the obvious place I would expect in the new editor
I have only used the old editor, and I am working on a map that won't be finished before the next update. Is there anything I need to do to my map before starting to use the new one?
Not really, you should continue work in the new editor, the level files are used by the new editor as well.
If I am to continue working on maps under the new editor I need to locate this feature in the new editor. I can't find it anywhere.
There are a lot of new developments in the new editor since last update (you can also customize the editor theme colors, size/scale). I will check if that panel is implemented, we can add it if not.
I was having a mild heart attack thinking I will no longer be able to continue working on projects, or maintain my old ones if this feature is removed. I spent an hour in the new editor trying to find it but concluded it's not in there. I really hope it turns up in the next update or I will regret updating the game. Without this feature I won't be able to import sketchup models and set up LOD's and collision meshes for them, thus making future projects laggy and inefficient as everything will be using visible mesh collisions and have no LODs to reduce rendering load. Thanks for the reply
By the way, that method of adding LODs is quite unsupported (literally not used in official content/workflow), and it makes relies on TorqueScript .cs files (ie. not future-proof) You would be better setting up lods inside your .DAE as shown in there instead: https://wiki.beamng.com/Creating_static_objects#LOD_meshes https://wiki.beamng.com/Exporting_static_objects
Well I have no experience using Blender and every attempt at using it made me want to give up. Sketchup is my modeling software of choice and I am very comfortable using it. This feature is really useful and allowed us to enjoy making maps that didn't have horrible performance issues. If this feature is removed it will mean I won't be able to optimize models anymore making anything I create much worse than it needs to be. I hope you can consider supporting this as I know a few people use sketchup models in their projects. It will allow a wider set of users to continue making content.
@nekitu Will we ever be able to add pedestrians on the streets or drivers in the cars using the world editor, or is the long-term plan to never have any kind of humanoid figures in the game (because of rating concerns)? I've been wondering this for years, if Beamng Drive will be forever a driverless car, no people world, so I'd really appreciate any type of answer from you in this.
You can ask this question in the gameplay topics, I do not have any info about pedestrians, but if the game will support it, we will surely add a tool to place them and define walk paths and so on.
I was just about to ask this too I did ask this before but it seemed to get overlooked. Does the new world editor allow parenting of imported DAE models (i.e. some mesh, whether if be a static object - like a textured driver model) to the vehicles? I have done it via editing the jbeam file (just adding the mesh to the list) but it would be a dream if I could do this natively in the World Editor.
I usually set everything up in Blender, but there are occasions where the model will import with some weird LOD settings, collision meshes importing as visual LODs, etc. In those cases, the shape editor is still useful.
This new world editor is lit. I used it today to edit some stuffs on my map and things were really smooth. At first, I was hell confused for where to find the Inspector window and because of that I had to ask my friends but eventually found it, yay! So, placing objects in the old editor was a headache; in this one providing a new grid mat beneath the spawned object (already set in 90 deg.) just makes my day. It's so much simpler now. Also, adding (-, +) buttons to change values gradually is great especially for "tod". Although, my screen resolution is 1366x768, things get really congested on my screen. Sometimes, I have to remove the previous window in order to make space for the new one. But, then too this doesn't bother me from using the new world editor. Kudos, devs.
The Inspector window should be open when you open the editor for the first time. Was it not open for you? Did you try the new Editor before this update at some point?
Yeah I'm trying this editor after the update. The Inspector window wasn't open. I had to add one from the navbar.
I didn't have the inspector window either, I had used the editor before I think, but never saw the window until I found out how to enable it. What I did was simply setting the layout to default and it appeared. Seems like the default layout wasn't default (??)
Yea, I'm in the same boat. Was totally lost until I figured out I was missing the "inspector" tab. Maaybbbe make it so that always opens when the world editor is started the first time?
Is there a decent tutorial for the editor? I'd like to make use of it. I've done some "minor" editing on some of the existing maps, mostly trial and error. Ok, mostly error (I made half a town disappear with one mouse click) but I'm trying.
Yeah, if there is one out there, I need it because I just can't find many of the functions of the old editor. For now, I'm having to switch between editors because both road editors (Mesh+Decal in old editor) do not work, but everything else does.