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#editor

adrientd
However at least scaling is rarely used
pegperegogaucho
Yup
pegperegogaucho
I don't think that there is even justification to have a scale ability
pegperegogaucho
You could scale nodes, but you have to be careful if the hook will also continue to work
adrientd
Also, for choreo positions, if guizmo rotation would be implemented, I think you would need to often switch between Move and Rotate.
adrientd
So wouldn't it actually be more convenient to have a Ctrl modifier key to switch mode depending on press state?
adrientd
because otherwise with WER you would have to keep pressing WEWEWE...
pegperegogaucho
That is true
pegperegogaucho
Although the ability to switch between local and global translation could be useful
mr.rubinshtein
frequent enough when you are building a new level or changing existing rotating of objects
adrientd
I also thought about having the guizmo be relative to the squad for the choreo spots, if ImGuizmo allows that.
mr.rubinshtein
i have been doing blockouts and environment art and like 100% of the time i use these three bindings to get what i want from composition
pegperegogaucho
Yes, frequently used in modeling programs but not in XXL editor
pegperegogaucho
since you model in your modeling program and then import into XXL editor
mr.rubinshtein
in editor when you create a new level you constantly need to move around and rotate objects
mr.rubinshtein
to create composition
mr.rubinshtein
to position objects in scene
adrientd
Also a lot of scenary objects (trees etc.) are part of the level's mesh, so you place trees in the modeling program.
pegperegogaucho
Yep
pegperegogaucho
only interactive objects can be rotated