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Alwarren

Eden editor category changes

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Hello.

 

As of today it seems that Eden has new category sorting of units in the asset browser. I must admit that I have a hard time understanding the reasoning behind it. Maybe I am missing something, in which case I will gladly let myself be educated, but this is how I see it:

 

  1. The rather small "Armoured" category from the days of yore has been split up. Instead of one category with 7 entries we now have three categories (APC, Tank, Artillery) with two or three entries each.
  2. The rather large Men, Men (Recon), Men (Diver), Men (Sniper), Men (Story), Men (Support) und Men (Virtual Reality) are merged into one "Men" supergroup with well over 60 entires.
  3. For Mods like CUP, we now have United Kingdom faction where Men (Desert), Men (MTP) and Men (Woodland) are merge into a single "Men" group with three "Rifleman" each, one of which is desert camo, one multicam and one woodland without any indication which one.
  4. Intermixed are "named" characters.
  5. Mods like RHS that have Tank (desert) and Tank (Woodland) now have a single Tank category with all tanks misxed.

I really fail to see the rationale behind this. As I said, I might be overlooking something, but the reasoning here is completely beyond me; it makes it extremely hard to find what you are looking for, especially with mods that provide the same factions with different camo.

 

Of course you could argue we should name them "Rifleman (desert)", "Rifleman (Multicam)" and "Rifleman (Woodland)", but that makes little sense. For one thing, it overloads the names (add Missile Specialist (Javelin desert) and MissileSpecialist (M134 Desert)), and it mixes things that are hardly used together in the first place.

 

Bottom line, what is the use of this? It makes short categories smaller by introducing more categories, and it makes large categories even larger by removing prior sorting.

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There may be some logic in it now that we can directly use VhC to select different texture variants for a given vehicle, through Eden Attributes. So addon-makers can Scope = 1; and cut a lot of excess classes+displaynames out of the Tank, APC etc. lists for same factions and use Attributes to select different paint schemes.

 

I suppose they may see the integrated Arsenal as a means to switch individual 'Rifleman' through woodland, desert etc. clothing variants, but agree it would be better to keep the separated vehicleClass categories for these rather than grouping everything by Type.

 

Enhancing the attributes search/tags function could make things easier

 

Think the Groups (Compositions) menu maintains the Class subcategories so can still have Desert groups and Woodland groups for fast-placing multiple units with the same camo. Would be helpful if we could save custom compositions though.

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There may be some logic in it now that we can directly use VhC to select different texture variants for a given vehicle, through Eden Attributes. So addon-makers can Scope = 1; and cut a lot of excess classes+displaynames out of the Tank, APC etc. lists for same factions and use Attributes to select different paint schemes.

 

I suppose they may see the integrated Arsenal as a means to switch individual 'Rifleman' through woodland, desert etc. clothing variants, but agree it would be better to keep the separated vehicleClass categories for these rather than grouping everything by Type.

 

Enhancing the attributes search/tags function could make things easier

 

Think the Groups (Compositions) menu maintains the Class subcategories so can still have Desert groups and Woodland groups for fast-placing multiple units with the same camo. Would be helpful if we could save custom compositions though.

 

In how far does this make things easier? Right now, the "Man" category of NATO is around 60 entries long, with a colorful mixture of Recon units, normal units, divers, snipers, and story units. No variants there, just plain units, and already 60 of them.

 

And while the Vehicle camo thing works nice if you have e.g. a civilian car with twenty different pain schemes, it somewhat sounds like a throwback to me to have to place a generic M1A1 and change "Woodland" to "Desert" every time I do so.

 

My problem with this whole change is that is completely invalidates the (sensible) division of Infantry units into categories that have been made FOR A PURPOSE. I mean, you want a Recon team, you pick members from "Men (Recon)". Now you will have to go by "Recon Marksman" or "Recon Scout" IF they are called like that, and hope there is no "Recon Drone Operator" inbetween.

 

The point I am trying to make here is that the change, at least as it presents itself now, make things extremely cluttered and does not give anything. Yeah, I have now got an "APC" category with only three vehicles, so I don't need to scroll through a list of seven vehicles, but on the opposite site I have an extremely large list of units that have NO structure whatsoever.

 

On top of that, if I have to set the camo on each of the units I set, this will slow working down, not improve it.

 

Bottom line, again, I have no idea what advantage this change should bring over the old system. Absolutely no idea.

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I'm not saying it's a good thing. Just recognising the reasons they might see for (mistakenly IMO) thinking that vehicleClass divisions could be made obsolete.

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Hey,
editor re-categorization has just recently started. It's ongoing and will be for several more days. The state you saw yesterday was the beginning; defining main categories for baseclasses. As we process all units, you will see the categories fracture into several smaller ones (like Men). More concrete information will appear in dev branch changelog once it starts resembling the final state.

Feel free to post any feedback and ideas; just keep in mind that the state you see on dev branch now is not final.

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I'm not saying it's a good thing. Just recognising the reasons they might see for (mistakenly IMO) thinking that vehicleClass divisions could be made obsolete.

 

Okay, misinterpreted you then :)

 

Hey,

editor re-categorization has just recently started. It's ongoing and will be for several more days. The state you saw yesterday was the beginning; defining main categories for baseclasses. As we process all units, you will see the categories fracture into several smaller ones (like Men). More concrete information will appear in dev branch changelog once it starts resembling the final state.

Feel free to post any feedback and ideas; just keep in mind that the state you see on dev branch now is not final.

 

Thanks, yeah I saw Pettka's reply as well. I'm glad this isn't the final state, right now it's pretty messy. Thanks for the heads-up, I will resume my whining once the system is finished :)

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I started documentation on the Community Wiki, will expand it as we implement the new sorting. Eventually, it will contain the list of all categories and subcategories, and description of their usage.

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I started documentation on the Community Wiki, will expand it as we implement the new sorting. Eventually, it will contain the list of all categories and subcategories, and description of their usage.

 

Great, thanks for the heads-up.

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I started documentation on the Community Wiki, will expand it as we implement the new sorting. Eventually, it will contain the list of all categories and subcategories, and description of their usage.

Have you considered sub-subcategories ? Like, NATO/Men/Recon/<units> instead of NATO/Men (Recon)/<units>

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Have you considered sub-subcategories ? Like, NATO/Men/Recon/<units> instead of NATO/Men (Recon)/<units>

 

There are only 2 levels available unfortunately. See pettka's reply here

http://feedback.arma3.com/view.php?id=27498

I guess that's because of the indentation every new class creates in the menu. More subclasses would basically completely cut of the name of the object/unit.

 

Additionally I want to leave this ticket here

http://feedback.arma3.com/view.php?id=27435

some of the things have already been addressed, but not all of them.

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