Please make the invisible walls visible.
Yes it does sound quite counter intuitive but I need to be able to see where I am putting these things, haha!
In the 3D Editor they are invisible and rather hard to deal with because the node is in the middle of the wall which causes for all sorts of perception problems. If they were able to be turned translucent red in the editor I'd be extremely grateful.
That would be my ideal solution but that may require a bit of coding.
However upon realizing the 3D Editior a lost cause I figured I would try the 2D Editor. I had success with invisible walls previously and figured it may be easier to handle. I was sadly mistaken.
All the walls were hidden under the other objects no matter what height I placed the walls.
So as a more immediate solution can you please make the walls appear above all other objects on the 2D editor so that I can at least see if they line up? Right now I can't tell without running along the wall in 3D Mode and it's a bit tedious.
I haven't seen such a thread before, please direct me to one if this request already exists. I would be amazed if this hasn't been requested before this thread.
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Apparently I need to wright more as just simply agreed is not long enough. So I agree very much so.
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Some are huge so you wouldn't see the outline. What about a line graph through it? So you could see through it easy enough but still see that it's there.
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My bigger fear is that it would make it harder to do the aesthetics of an area since you had to look through a red glaze or, as Kyle suggested, graph.
My main gripe is being able to follow the red along the path so that I can see where it is actually placed by a means other than running along the wall outside of edit mode. After I know where it is placed it really doesn't matter to me anymore so ideally such a change should have a toggle.
There are certainly ways to handle them now -
- using rulers in 3d edit mode and either lining the walls up in 2d mode
- swapping the 40ft block rulers with 40ft invisible blocks (note, if you replace the assets this way, you need to turn the object on its side and shift it over 20 feet, since the handles are placed differently between the ruler model and the invisible block. I couldn't tell you which axis you have to turn off the top of my head - my apologies for that, I'm drawing a blank. So you'll need to experiment a bit.)
But these are incredibly awkward ways to handle it, and certainly not up to par with the rest of the tools we have at our disposal.
About 2d edit model, however - you might want to write up a bug report about that, because invisible walls set to "highest" show up just fine from my experience:
2D edit is alright on a plane - but the Y is impossible to judge. Mouseover in 3D edit shows the outline of an invis... but then you can walk through it.
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[*]Invisible objects have different "center" points -- some at the bottom of the wall, some in the middle of the bottom, some in the center of the object, some at the center of it's radius, etc. A real pain in the posterior. A REAL pain. :mad:
[*]How about showing them as translucent red only while selected.
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[*]or perhaps translucent green (while selected) if they are all toggle-able translucent red.
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Agree also that consistent measure points would be a huge improvement. If I had my druthers I think that I would like the center point for all invisible objects to be bottom center. IMHO this would provide the easiest placement. Sadly I also realize that changing the center point for any object means that all objects of that type currently in maps would adjust to that new center point and so this change has the potential of having huge secondary considerations that may make it frankly impossible.
http://nw-forum.perfectworld.com/showthread.php?385671-Invisible-walls-and-3d-editing
my post got no love but hopefully this one will. tossing my vote in to make invis walls and objects visible in 3d edit so you can actually move them in place correctly the first time.
*I know i said i was done but i still like to haunt these forums, and if i can help other authors i still will *
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I would expect it would actually be easy to fix the center points of certain objects. The usage of the objects within quests is probably in a database and they could very easily write an SQL update statement that adjusted the center points to their new location in each detail desired. Even if they are not in a SQL database it would be extremely easy to iterate thru all of the assets (in all of the published and non-published quests) and adjust the offsets. They wouldn't even need to "republish" all of the quests since it is a simple x/y/z replacement.
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Doh, I couldn't find it previously. I found it now. Thanks!
Still a bit rough to see where everything is but better than before. It's at least manageable.
Still nowhere near as nice as being able to make live and minute changes without running long the wall though! Haha.
(Visa-versa.)
Reach Point (markers). I do agree it is a great improvement to be able to see them now in 3D, though, but they can get quite in the way. Would it be possible to have a toggle option on (either of) these?
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I can't think of any right now but I'll ask Zeb when he gets on. He might have some more ideas.
A visibility toggle would be great, though. Especially for invisible walls and markers but if we plan on maker object either appear or disappear it would give us a bit more freedom in previewing that effect.
I'll be sure to post if I can recall any more invisible items which are hard to manage though and thanks again!
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Not sure how feasible that would be, though.
Portals disappear when you edit them in 3D mode so you have to just kind of remember how big it was in order to place it properly. A round outline that shows the size of the portal so that it could be placed easily the first time would be cool.
If this has changed and I just didn't realize it then please ignore this.
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I think I know why, codewise. Or at least have a gut feeling.
How about freezing last FX frame on Edit? Just a thought.
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A rightclick option to play/stop for a single fx at a time would be cool. Don't think they could do that though since every effect we have disappears on mouseover in edit mode.
Wouldn't want to see all the fx placed going at once though. I actually had that happen in a map once. Everything was playing over and over. Was lagged so bad it took forever just to close the editor.
I think they could -- and I would definitely love that. I know I have accidentally moused over one of the screen shaking FX (falling dirt?) and it "activates" while in editor and can't be turned off - makes the whole 3D editing kind of challenging.
Maybe a right-click toggle on/off FX for an object? That'd definitely help align things either to the FX or around it.
Edit: Same for sound effects - right click toggle on/off if looping, or just activate if one-time.
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This is something that for me was a big takeaway since I started using the foundry. I use a good amount of FX in my quests and to place them in just the right spot is very very difficult especially when you mouse over it and the FX disappears. It makes for a long and tedious process that if I'm not in the mood to deal with it it demotivates me somewhat.
So this +1000!