- Joined
- Aug 11, 2020
- Messages
- 227
I think adding a keybind to the editor (and only editor) to allow a 'blown up'/'miniturized' view would be very useful for placement of cables, wires, or just getting your bearings of where the explosive bits of your ship are through that pannel next to your cockpit.
The system from From the Depths when you press 'P' by default, where all items shrink in size at their origin point, but the origin points dont move to shrink the scale of the ship, just the individual items. Retaining their origin point.
The result is many small parts floating side by side. A single picture doesnt really do this feature justice, you need to see video because the paralax of camera motion gives you the depth perception you need to use it, and it helps further to control the camera yourself to get a sense of your surroundings. I have 1763 hours in FTD at the time of writing, and half my time in the editor is done with this view mode enabled.
I put this forward because I see many people struggling to jam their camera view in the editor into just the right spot to get a cable down. With origin points not moving but attachment points scaling with their respective models, wiring/cabling can be made much more enjoyable in the editor.
Implementation /may/ be relatively easy, I would immagine attachment nodes are relative to an origin point of an object, so scaling attachment points shouldnt be much of a headache. The largest issue I can speculate on may be that origin points of items may be in 'strange' locations right now, like one corner of a beam, rather than perfectly central to a blocks mass, which would cause some things to appear shifted in this view, and not wholely indicitive of its true position. The fix for this is to change origin points for items, but would need a translation layer for old ship blueprints to work in the new system without things now appearing shifted. All future items added would then use a centralized origin point to make this view look decent, but should not need maintaining. With that said, even if this is an issue, the only purpose is to get pesky cables and pipes down, and to see if this wall is going to explode when the thing on the other side gets shot, so perfectly aligned parts is less of an issue. FTD is grid based, so it used blocks XYZ grid coordinates to solve this. Longer items look a bit weird but you quicky get used to it. Of course there could be unforseen issue that I have not thought of in this features implementation, due to how StarBase is different from a traditional voxel grid game.
The system from From the Depths when you press 'P' by default, where all items shrink in size at their origin point, but the origin points dont move to shrink the scale of the ship, just the individual items. Retaining their origin point.
The result is many small parts floating side by side. A single picture doesnt really do this feature justice, you need to see video because the paralax of camera motion gives you the depth perception you need to use it, and it helps further to control the camera yourself to get a sense of your surroundings. I have 1763 hours in FTD at the time of writing, and half my time in the editor is done with this view mode enabled.
I put this forward because I see many people struggling to jam their camera view in the editor into just the right spot to get a cable down. With origin points not moving but attachment points scaling with their respective models, wiring/cabling can be made much more enjoyable in the editor.
Implementation /may/ be relatively easy, I would immagine attachment nodes are relative to an origin point of an object, so scaling attachment points shouldnt be much of a headache. The largest issue I can speculate on may be that origin points of items may be in 'strange' locations right now, like one corner of a beam, rather than perfectly central to a blocks mass, which would cause some things to appear shifted in this view, and not wholely indicitive of its true position. The fix for this is to change origin points for items, but would need a translation layer for old ship blueprints to work in the new system without things now appearing shifted. All future items added would then use a centralized origin point to make this view look decent, but should not need maintaining. With that said, even if this is an issue, the only purpose is to get pesky cables and pipes down, and to see if this wall is going to explode when the thing on the other side gets shot, so perfectly aligned parts is less of an issue. FTD is grid based, so it used blocks XYZ grid coordinates to solve this. Longer items look a bit weird but you quicky get used to it. Of course there could be unforseen issue that I have not thought of in this features implementation, due to how StarBase is different from a traditional voxel grid game.
Last edited: