The online racing simulator
Quote from Scawen :The only issue I have, and it's not a big problem, just which point to use as the origin of the automatically created "break off" object. I think it should be one of the points belong to the selected triangles, or somehow related to them.

The best idea that I currently have is that all options are be available and the user can pick up the best suitable for him for the exact situation, but if that's not the case - then I have no clue.

"Choose the New Subobject location"
- Default position 0 X/Z/Y
- Closest point to the center of X
- Middle of all selected points
- Last selected point

For me, the best is always the middle between the selected points, but maybe that depends on the situation. My 3D experience started when you published the Mod Editor, so I have very little experience. Others more experienced as Eric could give their opinion. Overall it's not that hard to move the points in the proper location afterwards.
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(r3zp3k7) DELETED by r3zp3k7 : Wrong thread.
I've noticed that keeping track of textures is hard when you have a lot of PNG's. Would be nice, if we could organize textures somehow. The most simple way would be if the Editor could support sub-folders. Currently, we could organize everything by name, but we have to scroll a lot.

Simple example how we could organize it as sub-folders:
- M0D123 textures
- M0D321 textures
- Metal textures
- Glass textures
- Default textures
- Leather textures
- Light textures

Currently, I have only 278 texture files in PNG folder and I find it a bit intimidating to search through them.

To keep everything simple as it is, I suggest:
- When modeling: Having a sub-folder option for better ordering.
- When exported: Having everything in one folder as it is right now.
In editors like 3ds max, you can select polygons/triangles by smoothing group or by material, this could be useful in the editor to remove unnecessary details, so that, for example, all chrome elements are converted into one sub-object and don’t have to re-apply textures, if, for example, the body The lantern was already made with a chrome-plated part, but we decided to import all the chrome separately and did not want to apply a texture to the lantern itself.
Quote from Vladimir_nose :In editors like 3ds max, you can select polygons/triangles by smoothing group or by material.

In triangle mode, if you are in whichever view, like group or mapping view, you can CTRL+SHIFT+click on a triangle and it selects that whole group of connected triangles according to the view mode.

Please let me know if I explained that OK, or maybe you knew that already and I've missed your point. Smile
Quote from Scawen :In triangle mode, if you are in whichever view, like group or mapping view, you can CTRL+SHIFT+click on a triangle and it selects that whole group of connected triangles according to the view mode.

Please let me know if I explained that OK, or maybe you knew that already and I've missed your point. Smile

Also holding CTRL while in "groups"button top right you can select a specific group or again holding CTRL you can select specific material mapping
If r_fog is assigned to turn pit lights, shouldn't slider (or any animation)subobj react to pit light imput? im breaking my brain whit it lol

if it isnt possible, can we get a pit switch to connect on the subobj? independently of the pit mapping (l_brk or l_rfog)
In triangle mode, often times I select a mapping and want to apply it to multiple parts of the mesh. When I do this, I have to select a mapping in the list of mappings on the left and confirm the selection every time.

It would be cool to have a special mode which would make it faster to apply a selected mapping to triangles when using CTRL+LMB or SHIFT+CTRL+LMB, without having to do the extra steps. Something like a "brush" or "paint bucket" with a mapping.

There could be a new toggle button to enable this mode and if it was toggled on, pressing/holding CTRL+LMB, pressing SHIFT+CTRL+LMB or CTRL+RMB would apply the currently selected mapping immediately instead of selecting the triangles.

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