six_ten 208 Posted February 26, 2016 I'm making a mod using all my own structures, props, characters, etc. I've been careful to categorize them all in my mod, and I can find them easily in the old editor; 1776_Architecture for example . Eden has stuffed my buidings into Structures-- Village along with a bunch of other A3 stuff that I will never use in the mod and hidden all my props, even ones of similar type among different categories. How do I get my custom assets (which other than plants and rocks and stuff will be all I use in making my maps) in their own easy to find distinct categories? They already have mod-specific vehicle classes etc, its just Eden that's changed where I find them and I don't want to sift through all the A3 stuff to find my own. While I'm at it, I want the editor to display my icons instead of the bounding boxes. I designed them to show the item placed, where the doors are, for example, and I measured them all so they appear in scale. I really love the Eden editor but missing features like this make me want to use the old one instead. Can we get the option to use our own categories and icons? I want the icons to display at their specified size and not hide when not selected. I need to see at a glance all my structures and placed stuff. One more thing, every time I click an item to adjust its height, I have to manually enter any altitude below zero. Its a pain. I want absolute coordinates not relative to terrrain, for one thing, and also give me a check box in options to not restrict altitude on placed things. Please. I want the options to set the behavior of the editor for the way I use it. Adding -- Eden's brilliant "I know best how you should place this object" works great for boats -- it insists that they ought to be angled according to the terrain below them, spawning them atop the water on their sides if the seafloor isnt flat. Please just add some options to preferences or something. Share this post Link to post Share on other sites
six_ten 208 Posted February 26, 2016 https://community.bistudio.com/wiki/Eden_Editor:_Modding hmm Share this post Link to post Share on other sites
moricky 211 Posted February 26, 2016 There's a detailed description of how to configure object categorization, including the list of all existing categories. As for icons, we're not planning to use them in the map to represent actual object size. You may have noticed that bounding boxes are shown instead, which is solution which requires less data preparation and is less prone to misconfiguration, although it may be less accurate than when you prepare a very accurate icon. As for boats - I'm unable to reproduce it. No matter that the slope is on the seabed, boats are always placed perfectly horizontally for me. Share this post Link to post Share on other sites
six_ten 208 Posted February 26, 2016 There's a detailed description of how to configure object categorization, including the list of all existing categories. As for icons, we're not planning to use them in the map to represent actual object size. You may have noticed that bounding boxes are shown instead, which is solution which requires less data preparation and is less prone to misconfiguration, although it may be less accurate than when you prepare a very accurate icon. As for boats - I'm unable to reproduce it. No matter that the slope is on the seabed, boats are always placed perfectly horizontally for me. I'll read the configuration information, thank you for that link. As for icons, I want at least the option to use my icons properly sized and always showing, not bounding boxes as they are now. I understand why you prefer boxes, but for myself the extra work is worth the precision resulting when building my maps. If its an option then you all can just use bboxes and I'll use icons. For boats, place one in the map view. Edit -- in the modding link you posted, I see (in the sample config) " vehicleClass = "MySubcategory"; // Class from CfgVehicleClasses. Depreciated, should not be used anymore." Does that mean only for the editor or in general? Should I just create an Eden config containing my vehicle classes (but called editorSubcategory instead) so they'll be listed separately? Or can I just modify my addons to include an "editorSubcategory = " line in each cfgVehicles and it will automatically be grouped correctly? Also, can I make an MyEdenAddon.pbo and just keep it with my mod in A3 or does it require its own mod? (It would be nice to include it in my mod since others could use Eden the same way when using the mod). Share this post Link to post Share on other sites
six_ten 208 Posted March 28, 2016 There's a detailed description of how to configure object categorization, including the list of all existing categories. As for icons, we're not planning to use them in the map to represent actual object size. You may have noticed that bounding boxes are shown instead, which is solution which requires less data preparation and is less prone to misconfiguration, although it may be less accurate than when you prepare a very accurate icon. As for boats - I'm unable to reproduce it. No matter that the slope is on the seabed, boats are always placed perfectly horizontally for me. Thanks for the link, it was very helpful and I've successfully modified my configs so my mod assets show up neatly organized in Eden. One thing I haven't found it how to set the default open items -- I'd like the open item default to be one of my assets instead of NATO men -- how do I do that? Share this post Link to post Share on other sites