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Main - Archived forums - SMG hacking tools development - Whitehole suggestions thread Hide post layouts | New reply

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Arisotura
Posted on 07-07-12 02:56 PM Link | #23
Go nuts. The more of popular opinion I'll get and the better Whitehole will be.

Also don't forget, if you can code in C#, you can fork Whitehole and work on it :)

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Dirbaio
Posted on 07-07-12 03:50 PM Link | #26
So, these are some suggestions about general usability that I suggested for SM64DSe and I think they apply to Whitehole too:

- Make the camera controllable with keyboard. Something like WASD to move horizontally and E/C or R/F to move vertically. These should move horizontally/vertically in relation to the level, not the actual camera orientation.

- When you select an object, 3 arrows appear around it, one along each axis. The user can then drag on one arrow to move the object just on that axis. Also, the user should be able to still drag the object itself, but then it should move only horizontally in relation to the level: X/Z axis. This is pretty much the same as 3DSMax and other 3D editors do, and it makes moving objects really easier.

- All objects should have a shadow! Even if they're pink boxes, or objects that are actually not objects in-game. Shadows make it easier to tell where the object is, for example, whether it's right on the ground or floating in the air.

Also, will you be implementing an OBJ importer, or something?

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Cool Stuff: Dirbaio.net (my boring site) - The NSMB Hacking Domain - Kuribo64 - ABXD DevBoard

Arisotura
Posted on 07-07-12 03:53 PM Link | #27
All suggestions noted. Also, the OBJ importer will be for later, as there are still unknowns in SMG's model format.

Also, noting a suggestion from KP9000: make the renderer render objects as wireframe/lowres when moving the camera

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Dirbaio
Posted on 07-07-12 03:56 PM Link | #28
Well, that should be optional, it could be annoying. But on the other hand it could be useful for people with bad FPS.

I think there should be an option for this. Use wireframe: Always, When moving camera, Never.

____________________
Cool Stuff: Dirbaio.net (my boring site) - The NSMB Hacking Domain - Kuribo64 - ABXD DevBoard

Arisotura
Posted on 07-07-12 03:56 PM Link | #29
Posted by Dirbaio
Well, that should be optional, it could be annoying. But on the other hand it could be useful for people with bad FPS.

I think there should be an option for this. Use wireframe: Always, When moving camera, Never.

Always would be too awful probably :P

This option will be in the same vein as 'disable shaders'.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Dirbaio
Posted on 07-07-12 03:58 PM Link | #30
Yea, it'd be too awful, but it can be useful because it allows to "see through" the walls. Dunno, I can think of situations where that could make editing easier.

____________________
Cool Stuff: Dirbaio.net (my boring site) - The NSMB Hacking Domain - Kuribo64 - ABXD DevBoard

Arisotura
Posted on 07-07-12 04:04 PM Link | #31
Good point. But then 'force wireframe' will be made a key or a button rather than a global setting.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

shibboleet
Posted on 07-07-12 06:02 PM Link | #53
Please add an undo button xD I used Anarchy, and I pressed "Clear" by accident all the time.

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a

MK7tester
Posted on 07-07-12 10:26 PM (rev. 2 of 07-07-12 10:26 PM) Link | #104
And make sure Areas are easy to make because I want to make Water levels easily. Anarchy is a pain with Areas >.<

Arisotura
Posted on 07-07-12 10:28 PM Link | #105
Posted by Silver
And make sure Areas are easy to make because I want to make Water levels easily.

This, without even saying what you consider 'easy', can't really be considered a valid suggestion... but I'll do my best to make the interface user-friendly.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

NWPlayer123
Posted on 07-07-12 10:29 PM Link | #106
[image]
You mean like the epic design I made?


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"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 07-07-12 10:29 PM Link | #107
Yeah, I think they meant that.

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a

MK7tester
Posted on 07-07-12 10:29 PM Link | #108
That's kind of what i'm saying, make it easy to execute. ;)

Arisotura
Posted on 07-07-12 10:30 PM Link | #109
Yes. This might even suppress the need for the 'scenario editor' window.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Arisotura
Posted on 08-16-12 09:53 PM Link | #680
Noting suggestions to remember them...

* lowres/wireframe/whatever rendering when moving camera around, optional
* detect when a model has a lowres version and use that past a certain distance? might cause a higher RAM usage though...
* drag objects across certain planes/axes only

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Dirbaio
Posted on 08-16-12 10:56 PM Link | #683
Posting the suggestions here so they don't get lost ;)

Forgive the copypaste, Arisotura, but * Dirbaio is lazy :D

02:22 < dirbaio> the fast drag feature really does make a difference, nice
02:22 < dirbaio> just one thing, you should make it not repaint on mousedown
02:22 < dirbaio> so that everything doesn't flash just by clicking

02:23 < dirbaio> also you might want to add an antialiasing option
02:24 < dirbaio> it'd make stuff look better

02:27 < dirbaio> also, this is an important thing
02:27 < dirbaio> you shouldn't use shaders when rendering in wireframe mode
02:27 < dirbaio> lol
02:28 < Mega-Mario_> good point
02:28 < Mega-Mario_> I should make shader stuff more controllable
02:28 < dirbaio> also something useful would be
02:29 < dirbaio> a mode where it displays stuff with shaders
02:29 < dirbaio> and when moving, it does no shaders (but no wireframe)
02:29 < dirbaio> basically what you need is a "No shaders when dragging" checkbox


____________________
Cool Stuff: Dirbaio.net (my boring site) - The NSMB Hacking Domain - Kuribo64 - ABXD DevBoard

MK7tester
Posted on 09-09-12 12:28 AM Link | #882
A different way to zoom without having a mouse would be good for laptop users. :)

Zementblock
Posted on 09-10-12 06:48 PM Link | #897
Hello,
I'd like to add some suggestions. When I dig deeper into the program, maybe I can come up with some more ideas.

- Hotkey to cycle through built-in levels (like Lunar Magic does). Maybe PgUp/Dn.
- Hotkey to cycle through Scenarios (Alt+PgUp/Dn). If last Scenario reached, go to first Scenario of next level.
- Hotkey to cycle through Zones (Shift+PgUp/Dn). If last Zone reached, go to first Zone of next Scenario.
- Instead of focusing on the 0 coordinate, maybe focus on Entrance ID 0 upon selecting Zone/Scenario.
- Right now, rotating with the right mouse rotates around a coordinate that is quite some pixels away from the screen centre. I would prefer the behaviour, where the rotation coordinate is exactly at the screen centre.
- If an object is selected, rotate around it instead.

Ganja :)

Arisotura
Posted on 09-10-12 10:29 PM Link | #898
Posted by Dirbaio
Posting the suggestions here so they don't get lost ;)

Forgive the copypaste, Arisotura, but * Dirbaio is lazy :D

02:22 < dirbaio> the fast drag feature really does make a difference, nice
02:22 < dirbaio> just one thing, you should make it not repaint on mousedown
02:22 < dirbaio> so that everything doesn't flash just by clicking

02:23 < dirbaio> also you might want to add an antialiasing option
02:24 < dirbaio> it'd make stuff look better

02:27 < dirbaio> also, this is an important thing
02:27 < dirbaio> you shouldn't use shaders when rendering in wireframe mode
02:27 < dirbaio> lol
02:28 < Mega-Mario_> good point
02:28 < Mega-Mario_> I should make shader stuff more controllable
02:28 < dirbaio> also something useful would be
02:29 < dirbaio> a mode where it displays stuff with shaders
02:29 < dirbaio> and when moving, it does no shaders (but no wireframe)
02:29 < dirbaio> basically what you need is a "No shaders when dragging" checkbox

I could probably make the shader option apply in realtime. However, there's no easy way to dynamically control whether shaders will be used or not. glUseProgram() calls are compiled into the display lists, as well as other differences between shader and shaderless rendering. Changing whether shaders are used or not basically requires rerendering all the models in the model cache. The time required for this operation would be similar to the loading time for a medium galaxy, and perhaps even worse if more galaxies are loaded.

Posted by Silver
A different way to zoom without having a mouse would be good for laptop users. :)

Noted. There will be key shortcuts and all. Though, I still maintain that editing SMG without a mouse would be a pain. Kinda like, uh... try to play Minecraft with a touchpad.

Posted by Zementblock
Hello,
I'd like to add some suggestions. When I dig deeper into the program, maybe I can come up with some more ideas.

- Hotkey to cycle through built-in levels (like Lunar Magic does). Maybe PgUp/Dn.
- Hotkey to cycle through Scenarios (Alt+PgUp/Dn). If last Scenario reached, go to first Scenario of next level.
- Hotkey to cycle through Zones (Shift+PgUp/Dn). If last Zone reached, go to first Zone of next Scenario.
- Instead of focusing on the 0 coordinate, maybe focus on Entrance ID 0 upon selecting Zone/Scenario.
- Right now, rotating with the right mouse rotates around a coordinate that is quite some pixels away from the screen centre. I would prefer the behaviour, where the rotation coordinate is exactly at the screen centre.
- If an object is selected, rotate around it instead.

Ganja :)

1. That wouldn't work. See the time Whitehole takes to load a medium galaxy. Every time you'd switch to another galaxy, you'd have to wait this amount of time. And then comes the question of inadvertent keypresses. What should Whitehole do, keep your unsaved changes and eat a ton of RAM, or discard them?
2. and 3. These ones would be more doable, but the problem of inadvertent keypresses remains.
4. That may get done when Whitehole will load entrances. Noted.
5. Problem with this one is that everyone would prefer a different behavior, so I end up having no idea how to code it. I'll probably make it configurable or something...
6. This one sounds clever. Noted.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Stygmax
Posted on 02-22-13 01:35 AM Link | #16253
Maybe the ability to close the galaxy selection window while having the 3D editor open, and have the selection window automatically open when the editing window is closed. This minor thing just makes for less desktop clutter.
Status: It was really, really fun, guys - thanks for the ride!
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