1. Thread posting restricted: Only the BeamNG team members can post new threads in this sub-forum in order to prevent spam. Posting is available on unlocked threads.

World Editor 2.0

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

  1. nekitu

    nekitu
    Expand Collapse
    Staff Member

    Joined:
    Jan 18, 2018
    Messages:
    14
    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.
     
    • Like Like x 13
  2. danielr

    danielr
    Expand Collapse

    Joined:
    Jan 6, 2014
    Messages:
    41
    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.
     
    • Like Like x 1
  3. nekitu

    nekitu
    Expand Collapse
    Staff Member

    Joined:
    Jan 18, 2018
    Messages:
    14
    Referring to the new upcoming docs.
    Your suggestion about scene tree was noted and added to the community requests queue. Thanks!
     
    • Like Like x 3
  4. danielr

    danielr
    Expand Collapse

    Joined:
    Jan 6, 2014
    Messages:
    41
    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. ;)
     
    • Like Like x 1
  5. Car_Killer

    Car_Killer
    Expand Collapse

    Joined:
    Sep 24, 2013
    Messages:
    1,085
    I found weird bug, sometimes moving decal roads doesn't match with mouse move. Here is video
     
  6. Mopman93

    Mopman93
    Expand Collapse
    Staff Member

    Joined:
    Jun 24, 2017
    Messages:
    2
    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.
     
    • Like Like x 6
    • Agree Agree x 1
  7. Car_Killer

    Car_Killer
    Expand Collapse

    Joined:
    Sep 24, 2013
    Messages:
    1,085
    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
    Expand Collapse

    Joined:
    Nov 18, 2018
    Messages:
    31
    Great work on this new editor!

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

    Dorgado
    Expand Collapse

    Joined:
    Aug 22, 2018
    Messages:
    7
    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
    Expand Collapse
    BeamNG.Support
    Staff Member

    Joined:
    Aug 5, 2012
    Messages:
    13,867
    F10 is the new editor,
    F11 is the old one
     
    • Like Like x 2
    • Informative Informative x 2
    • Agree Agree x 1
  11. BeamNG.Lover2002

    BeamNG.Lover2002
    Expand Collapse

    Joined:
    Nov 6, 2018
    Messages:
    178
    where has the script AI gone then?
     
  12. CrimsonCrocodile

    CrimsonCrocodile
    Expand Collapse

    Joined:
    Jun 27, 2017
    Messages:
    1,684
    It's still there, under 'tools' iirc
     
    • Informative Informative x 1
  13. Dorgado

    Dorgado
    Expand Collapse

    Joined:
    Aug 22, 2018
    Messages:
    7
    How do i create that super sticky drag track surface??
     
  14. PriusRepellent

    PriusRepellent
    Expand Collapse

    Joined:
    Mar 19, 2018
    Messages:
    244
    Road decal with material set to road_rubber_sticky seems to be it. Have not fully confirmed/tested though.
     
  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