Level editor suggestions

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Revision as of 00:06, 27 February 2010 by BryanDerksen (Talk | contribs) (suggestions sent in by Sunjammer)

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  • More immediate feedback on lighting. For instance, you can't see the effects of baked ambient or static lights when adjusting their colour or intensity until after the lengthy light mapping process. Static point lights do give you immediate visual feedback. If the former types of light could behave more like the latter it would save a LOT of time with lighting.
  • Consistency in menus/toolbars: the mini-map generation relegated to the context (right-click) menu when all other posts/export functions appear on the toolbar. On the face of it, Generate Water Collisions is not included in the Export Manager dialog.
  • More short-cuts or quick keys. There should be easy ways to toggle the grid (at its current opacity setting) on and off; to enable snap to surface; to enable snap to grid; and to enable snap rotation without changing the current tool that is being used.
  • A browser/preview pane for props and placeables.
  • The ability to specify a vegetation's draw distance at the time of painting rather than after the fact.
  • The ability to change the size of an area after it has been created.
  • Better grouping ability with vegetation. I would like to be able to create a group, highlight it, and then when I paint down new vegetation it would go under that group. Right now, it always goes under the default name of the vegetation and you have to manually move it later.
  • Add a snap-to/continue feature to building terrain collision so you can more easily/precisely pick up where you left off. Add a remove all/clear terrain collision for those times where the map has change so much it's easier to start over!
  • The ability to specify a specific height with the plateau tool.
  • Add an additional 0m (zero meter) setting for SpeedTree Rendering Distance in the pull down menu so all trees can be quickly hidden.
  • Better orientation of grass on terrain. Even the "Orient on Terrain Surface" setting doesn't do a very good job of getting grass to lay flat on flat ground, let alone anything with a little curve to it.
  • Add an ability to swap existing painted textures on a chunk by chunk basis: this could be done either as a chunk command (i.e. by selecting the chunk and swapping out one of the textures) or by "Replace Texture" brush (which only paints the new texture where old texture exists so it will not affect the other textures on that chunk).
  • Add the ability to cut/copy/paste and rotate chunks of terrain.
  • Add lightmaps to placeable objects which are missing lightmaps.
  • Colour/tint brush that would allow adding a colour/tint to a vertex thereby avoiding the need to sacrifice textures and in fact extending the life of the current textures.