Hello everyone.
Editorizer is a classic editor for vehicles, but AFAIK the source code was never public, so it cannot be updated: https://forum.rigsofrods.org/resources/editorizer.20/. However, replicating it's features directly within the game should not be a big deal. I already have some code to work with: https://github.com/RigsOfRods/rigs-of-rods/pull/1357
In this thread I'd like to gather and discuss suggestions.
Dohzer#3993 in Discord #modding:
Editorizer is a classic editor for vehicles, but AFAIK the source code was never public, so it cannot be updated: https://forum.rigsofrods.org/resources/editorizer.20/. However, replicating it's features directly within the game should not be a big deal. I already have some code to work with: https://github.com/RigsOfRods/rigs-of-rods/pull/1357
In this thread I'd like to gather and discuss suggestions.
Dohzer#3993 in Discord #modding:
I know a lot of people here use blender for N/B but I find the original RoREditor/Editorizer is the easiest still for Node work. In order to use it though I need a sacrificial truck file to just use for Node editing so having compatibility with all of the new sections would be a god send.
Some of the things I find really useful with this tool are:
-Snap to grid feature with a fine resolution .05 m
-Viewing all angles at the same time
-Find Beam
-Color Code Beam types
- N/B display: I can reuse my old RigEditor code.
- grid snapping is trivial, it's just comparing numbers
- the split view is easily done by splitting the screen to multiple OGRE viewports, or rendering to textures and displaying them as UI panels. Neither is too much coding, I could make it toggleable.
- Color coding beam types: Trivial, the N/B visualization mesh is done by specifying 2 positions and 2 colors.