World Editor News

Discussion in 'World Editor' started by nekitu, Feb 16, 2019.

Thread Status:
Not open for further replies.
  1. nekitu

    nekitu
    Expand Collapse
    BeamNG Team

    Joined:
    Jan 18, 2018
    Messages:
    87
    No problem, any suggestions are welcomed, at least we can go over the forum posts and compile a list of suggestions which we can use to improve or create new tools.
     
    • Like Like x 9
  2. meywue

    meywue
    Expand Collapse
    Administrator
    BeamNG Team

    Joined:
    Nov 19, 2015
    Messages:
    339
    A new forest brush has been added to align forest items with the underlying terrain and will be available in the next update.
     
    • Like Like x 18
    • Informative Informative x 1
  3. DuneWulff

    DuneWulff
    Expand Collapse

    Joined:
    Apr 25, 2016
    Messages:
    1,034
    All of this awesome map editor news :D
     
    • Agree Agree x 13
    • Like Like x 8
  4. Fuvos

    Fuvos
    Expand Collapse

    Joined:
    Apr 4, 2019
    Messages:
    29
    Really cool information Nekitu! Although I'm new to the world editor and don't have lot of knowledge about it I'm really excited to see what this world editor has to offer!
    -Fuvos
     
  5. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    I will be excited to see what this improvement this all entails. My motivation to battle the current editor and map making in general
    has been asleep for a couple years now. I am hungry!
     
    • Like Like x 2
    • Agree Agree x 1
  6. Car_Killer

    Car_Killer
    Expand Collapse
    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
    Messages:
    1,535
    Kinda same, like I worked on maps, but when I saw all possibilities of new editor I literally can't wait for it!
    I know, new editor won't give me more skill, but I think making maps will be alot easier and less frustrating.
     
  7. GotNoSable!

    GotNoSable!
    Expand Collapse
    Banned

    Joined:
    Jan 10, 2019
    Messages:
    812
    Oh yay the world editor isn't going to be tedious as hell anymore.
    Thanks guys.
    No really that's not sarcasm, thanks. Like i really have wanted this for like a year now omg
     
    • Agree Agree x 2
  8. nekitu

    nekitu
    Expand Collapse
    BeamNG Team

    Joined:
    Jan 18, 2018
    Messages:
    87
    UPDATE
    • worked on the scene tree window, to keep it in sync with addition/deletion of objects, in this new editor double clicking on a folder toggles expanded, in the current editor you need to click on the tiny arrow to expand folders.
    • worked on the Inspector window, some datablock fields and special reference fields needed proper lists filled dynamically, also they are searchable lists with a filter input text control
    • added the create objects toolbars, with groups and object type buttons for each object class that can be instantiated, faster UI navigation than the current editor
    • added API to extend the create object toolbars by adding custom object groups, could be used by mod tools to add some special objects creation
    • creating many instances is easy now: select create group, select an object type, and then start clicking in the viewport/world to create instances of that type, press ESC to exit this creation mode. Some objects will be created once when you press their toolbar button (for example Time of Day, no need for multiple instances)
    • lot of documentation on the editor APIs
    • many small improvements and tidy up in the code and more work to be done
    editor002.png editor003.png
     
    #48 nekitu, Apr 12, 2019
    Last edited: Apr 12, 2019
    • Like Like x 31
  9. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    I read Mod, then I read API, so technically if one is skilled enough, would it be then possible to write mod that does for example an array copying of selected object as a new addon tool for editor?

    Also will icons be customizable so that likes of me that recognize icons pretty much by colors could add colored spots to icons to tell what they do bit easier?
     
    • Informative Informative x 1
  10. Cutlass

    Cutlass
    Expand Collapse

    Joined:
    Apr 30, 2017
    Messages:
    3,125
    they edited it, but too late :p
     
  11. Blood-PawWerewolf

    Blood-PawWerewolf
    Expand Collapse

    Joined:
    Jan 18, 2016
    Messages:
    654
    Or possibly something like an in-game beam/node editor (and deprecating and later removing the old node/beam editor)?
     
  12. nekitu

    nekitu
    Expand Collapse
    BeamNG Team

    Joined:
    Jan 18, 2018
    Messages:
    87
    This is not the screenshot you're looking for. (waves hand)
     
    • Like Like x 4
  13. nekitu

    nekitu
    Expand Collapse
    BeamNG Team

    Joined:
    Jan 18, 2018
    Messages:
    87
    Yes, the editor is written 90% in Lua, the APIs for editing are available and they can be used or modified. In the first phase the customization (code or icons) is limited to the BNG developers, but in the end we would love to have user made tools that extend the editor, those those can be for example specific to some mods and included with the mod itself. So, we really want full flexibility and expandability of the new editor. For that we first write a specific set of APIs and after that we write the GUI for that tool, so other users can use those APIs (core operations for a specific task) to make more tools or modify the existing ones.
    Icons can be added for the user tools, but the current core icons of the editor are baked from SVG files, so the process is not public, what you can do is color out the baked atlas texture as you please, but on the next updates it might be rewritten if it changes (new icons added, order might change also etc.). Again, in the end we will have full customization, persistent in the mods and user settings locally.
     
    • Like Like x 7
    • Informative Informative x 2
  14. jpod74

    jpod74
    Expand Collapse

    Joined:
    Apr 3, 2014
    Messages:
    307
    will this update also make it easier to import models from other in-game maps?

    - side note, I dig the avatar.
     
  15. Cool12345

    Cool12345
    Expand Collapse

    Joined:
    May 2, 2019
    Messages:
    160
    Nice! It looks less Windows 95-ish, and more modern! I really hope this works out!
     
    • Like Like x 2
  16. arnok19

    arnok19
    Expand Collapse

    Joined:
    Jun 28, 2018
    Messages:
    279
    There you go!;) A new revamped world editor for BeamNG. It looks superb :eek:and the black and blue color layout is really peaceful for the eyes (like night mode). I hope this time there will be assets already made available from other original maps if you're working on the new map project instead of sitting hours and hours copying and pasting objects and replacing their file paths.
     
    • Agree Agree x 1
  17. ChibbiNation

    ChibbiNation
    Expand Collapse

    Joined:
    Aug 9, 2018
    Messages:
    16
    What are the import formats you allow in the new editor? I know the old one allowed importing .dae collada files, I wonder if the new one adds compatibility for more formats even.
     
  18. ffzero58

    ffzero58
    Expand Collapse

    Joined:
    Nov 18, 2018
    Messages:
    50
    This is great work being done here. Understandably this is a World Editor but will there be functionality to "parent" imported DAE objects to vehicles? If not, would LUA extensibility allow for something like this? I understand something like this can be done with jbeam editing but for prototyping/testing, this would be awesome.
     
  19. umustbeloggedintododat

    umustbeloggedintododat
    Expand Collapse

    Joined:
    Feb 16, 2019
    Messages:
    1,381
    For some reason at one time i got a popup saying something about world editor 2.0, then i clicked continue and the game crashed, and it reverted back to the normal world editor.
     
  20. ChibbiNation

    ChibbiNation
    Expand Collapse

    Joined:
    Aug 9, 2018
    Messages:
    16
    Well, they did say that WE2 is in pre-alpha state, so bugs and crashes are very likely to occur.
     
Thread Status:
Not open for further replies.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice