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World Editor 2.0

Discussion in 'Microblogs' started by nekitu, Feb 16, 2019.

  1. nekitu

    nekitu
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    BeamNG Team

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    So the cat is out of the bag finally, please be aware that the new editor is heavily a work in progress, it is just for preview right now. The undo system works for some things but its not implemented for others, some tools might change their looks and workflows, the in-world clickable icons for the objects other than meshes are not yet in there, some tool actions might crash the game, for example object creation, we're still working on it, porting it from the (now) old editor :).
    We're also trying new editing ideas, some might be discarded, others added.
    All in all, a lot of work done and to be done! Please bare with us while we nail down the features and bugs.
    Of course, suggestions are always welcomed, we can add them to a list and if makes sense and are good ideas, we will implement them.
    Thank you for your cooperation and understanding!

    PS: For Lua, we also have World Editor Coding section in the documentation, the editor has a lot of APIs and examples on how to use it, albeit I would refrain from now to use it to make tools for the editor because the APIs might change in the next months, but most of it will stay as is, you can check it out to learn about the paradigms we employ in the new editor.
     
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  2. danielr

    danielr
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    Hello and thanks for all the hard work, I've never imagened BeamNG become so open and innovative in this regard and applaud all the effort compared to other game's approach. Do you speak of the new upcoming documentation or the current one here: https://wiki.beamng.com/Lua:Reference?

    As for some early impressions: I've dabbled in the new Editor a little and like it so far. It feels more responsive than the old one and the new multi vehicle spawner is great. One thing may be good if the Scenetree remembered opened folders when closing/re-opening the editor in a level multiple times.
     
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  3. nekitu

    nekitu
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    Referring to the new upcoming docs.
    Your suggestion about scene tree was noted and added to the community requests queue. Thanks!
     
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  4. danielr

    danielr
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    Thank a lot, not sure if I remember this incorrectly since it's been a while working in the old editor, but somehow I have the feeling it remembered the position and opened subfolders in the scenetree, which was helpful when working with many objects and switching between editing and playing/testing. Or I'm wrong and it's just what I wished for last time. ;)
     
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  5. Car_Killer

    Car_Killer
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    I found weird bug, sometimes moving decal roads doesn't match with mouse move. Here is video
     
  6. Mopman93

    Mopman93
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    BeamNG Team

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    Hello, i worked on the decal road editor. :)
    Thank you, i will take a look at that.

    Also, when you hover over multiple decal roads, you can cycle through them with your mouse wheel.
     
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  7. Car_Killer

    Car_Killer
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    Yeah I noticed, but when this problem with mouse happening, mouse wheel cycle works really wonky. All in all new Road Tool is much better than older one. I really like your work! Good luck ;)
     
  8. ffzero58

    ffzero58
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    Great work on this new editor!

    Will there be an option to parent imported DAE models to vehicles?
     
  9. Dorgado

    Dorgado
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    How can i use this world editor 2.0? when i press F11 it opens the old one. (sorry if the question is stupid)
     
  10. Nadeox1

    Nadeox1
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    BeamNG Team

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    F10 is the new editor,
    F11 is the old one
     
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  11. BeamNG.Lover2002

    BeamNG.Lover2002
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    where has the script AI gone then?
     
  12. CN877

    CN877
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    It's still there, under 'tools' iirc
     
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  13. Dorgado

    Dorgado
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    How do i create that super sticky drag track surface??
     
  14. PriusRepellent

    PriusRepellent
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    Road decal with material set to road_rubber_sticky seems to be it. Have not fully confirmed/tested though.
     
  15. Shelby 427

    Shelby 427
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    is there a way to add a cansave option for vehicle rotation or is there already a way to do that that I'm unaware of
     
  16. meywue

    meywue
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    In case you are referring to the vehicle's spawn orientation, the only thing you have to do is changing the spawn point's rotation - instead of the vehicle rotation - and save the level.

    Video - Click to Play - Direct Link
     
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  17. Mjamfan22

    Mjamfan22
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    what about saving a car in the map. like a monster truck map. is it still the vehicle can only save north facing
     
  18. Random Wrecker

    Random Wrecker
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    I guess so, because I opened an thread for that (https://www.beamng.com/threads/bug-vehicles-dont-keep-rotation-when-reloading-the-map.69966/).

    @Nadeox1 answered this:
    "We are aware of this, it's not a new issue, but has always been like so.
    You are not really meant to be saving vehicles with a level, why are you doing this?"

    But to solve you problem:
    If you want to save the players spawn point you can still do that. But if your problem is that you can't save the vehicles rotation you could kinda trick the system, by exporting the vehicle using the ui app and then you could save the 3d model with the right rotation (this would only have the graphical effect and not the soft body dynamics). I guess this is what you want because having a real vehicle saved and loaded would deminish performance.
     
    #78 Random Wrecker, Apr 20, 2020
    Last edited: Apr 20, 2020
  19. Mjamfan22

    Mjamfan22
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    i have done that. i made a crush car pack for the crd mod and i just had to rotate the mesh and jbeam. it sucks but it works for now
     
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