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Coty Member
Joined: 20 Mar 2007 Posts: 30
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Posted: Thu Jan 17, 2008 11:20 pm Post subject: Coordinate Locator |
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When I create a polyline in the top view, the coordinates of the polyline are placed at the y 0 axis. If I make one in the front view, it is placed at the z 0 plane. I then have to move the polyline to the correct location, which may be a long ways from where I wanted the polyline to be. I would suggest you use something like the Nuclear Fusion splitter example to place objects on the map:
Like put the crosshairs at the mouse pointer when I press 'x.' If I did this for the top view, then in a front or side view, I could set the crosshairs for the proper place where I wanted to create the polyline. You could then add or subtract the location of the crosshairs from 0 0 0 to get the proper coordinates of the primitive.
I'm seeking an easy way to draw my primitives at the proper location instead of drawing them, then moving them to the proper location on the map. Perhaps there is an easy way to do this already. If so, I haven't figured it out yet, and I would appreciate how to draw a primitive 'polyline' in the proper place instead of having to go back to 0 in another plane to get the polyline once I created it.
If I didn't explain this good enough, let me know, and I will create a video of this in action with another editor for you.
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Basiror DeleD PRO user
Joined: 12 Dec 2007 Posts: 59
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Posted: Fri Jan 18, 2008 4:27 pm Post subject: |
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http://delgine.com/forum/viewtopic.php?t=2866
discusses the same problem, but there is less user input necessary than you solution
just use the bbox of the last object you created to determine the third missing coordinate |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Fri Jan 18, 2008 4:46 pm Post subject: |
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It's not exactly the same issue.
I like the suggestion though. Maybe you've got planes for all 3 axis as the default value and you can move them in the other views. _________________ Behold! The DeleD Wiki! Please help us expanding it
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri Jan 18, 2008 4:49 pm Post subject: |
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A level editor I used to use had a little box you moved. The box can have a center point inside it to mark the actual location. |
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Coty Member
Joined: 20 Mar 2007 Posts: 30
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Posted: Sat Jan 19, 2008 8:26 pm Post subject: |
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Here is a short demonstration, 816kb.
http://coty.ms11.net/images/junk/crosshairs.wmv
I mostly work with polylines, so this would come in handy because as it is, I have to constantly go back to the zero to get my poly after creating it. This way, I could create my poly exactly where I wanted it. |
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Basiror DeleD PRO user
Joined: 12 Dec 2007 Posts: 59
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Posted: Sun Jan 20, 2008 8:19 am Post subject: |
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Mr.Fletcher wrote: |
It's not exactly the same issue.
I like the suggestion though. Maybe you've got planes for all 3 axis as the default value and you can move them in the other views. |
if you have to adjust a plane manually as suggested by coty you could just as well type in some value for the third axis
the bbox solution I presented in my thread does this adjustment automatically and all you have to do is create new objects in one of the views, no switching to another view or any other key presses are required |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Sun Jan 20, 2008 10:40 am Post subject: |
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Basiror wrote: |
Mr.Fletcher wrote: |
It's not exactly the same issue.
I like the suggestion though. Maybe you've got planes for all 3 axis as the default value and you can move them in the other views. |
if you have to adjust a plane manually as suggested by coty you could just as well type in some value for the third axis
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You would only have to do this once, of course. It's like the thing in Coty's video, only that the box would be represented as planes.
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the bbox solution I presented in my thread does this adjustment automatically and all you have to do is create new objects in one of the views, no switching to another view or any other key presses are required |
This would work like Coty wanted it to work with objects of 0 depth, but if you have 3 dimensional objects which you want to create on one plane, the depth coordinate would be pushed far and far away, which is not how you want it to be in this case.
Also, I, as a modeller can barely imagine a situation where I would want my new objects to be created like you want it to be, whereas I find Coty's suggestion very useful. _________________ Behold! The DeleD Wiki! Please help us expanding it
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Basiror DeleD PRO user
Joined: 12 Dec 2007 Posts: 59
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Posted: Sun Jan 20, 2008 1:27 pm Post subject: |
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how is the depth coordinate pushed far away with my solution? its just as far away as your depth coordinate of the last selection
so if you create a wall with lots of tiny cube you near & far depth coordinates will always be the same, plus you can easily adjust the near& far depth coordinate by selecting an object that matches the coordinates you desire for your next object, thats certainly easier and faster than switching between different views to plane some imaginary plane
since you are a modeller you probably know the radiant editors? they do it the way i described it |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Sun Jan 20, 2008 1:53 pm Post subject: |
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ah, I seem to have missed that selection part. That way, you would have to select the object every time you want to create an object before though, which doesn't seem too efficient to me. Maybe the two methods described here could be combined somehow? _________________ Behold! The DeleD Wiki! Please help us expanding it
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Coty Member
Joined: 20 Mar 2007 Posts: 30
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Posted: Sun Jan 20, 2008 4:01 pm Post subject: |
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Just leave the crosshairs at 0 0 0 and you have the same thing as it is now. |
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Basiror DeleD PRO user
Joined: 12 Dec 2007 Posts: 59
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Posted: Wed Jan 30, 2008 1:53 pm Post subject: |
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Mr.Fletcher wrote: |
ah, I seem to have missed that selection part. That way, you would have to select the object every time you want to create an object before though, which doesn't seem too efficient to me. Maybe the two methods described here could be combined somehow? |
no? you choose the bounding box of the last selected object, so when you create a few boxes the bbox of the last box will be choosen, if you want to create a box of a different size you select a similar box you have already created before, thats certainly faster than placing some imaginary planes
see the quake radiant editors, they did implement it |
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