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Harnu

Layers in the mission editor:

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I was using Photoshop and CAD programs the other day, and if you've used these, chances are you've noticed how much layers can help.  Impliment this to mission editing, and they could really help to keep some of that clutter to a minimum, and make mission editing more streamlined.

If you don't know what I mean layers are just a means to view, or not to view, certain things (In OFP's case things like triggers and waypoints).  Mid to finishing stages in mission editing can get really messy, there are triggers, waypoints and their radii, and units scattered all over.  Adding layers would allow you to specifically view items of your choice, wethere it be triggers, units and waypoints, empty objects, ambient sounds, markers (Marker layer is done to some extent in current OFP), etc.

The markers are a very good example of what I mean, if you want to see them, just click F6, if you don't, use a different toggle.

What do you think? Would it help any of you other mission editors out?

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Very good idea. There might be a layer for each side/category (A West layer, an East layer, a Resistance layer, etc...). I can see how this would make mission design much less messy smile_o.gif .

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For sure, this will bring so much more oversight. Right now its a pain to find after a while what is what.

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Agreed, awesome. I'd also like to see an undo button ...

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N n n n n necrobump! ...bump! ...bump!

:D

But definitely justified. The idea is still awesome and could go a long way to making the editor more user-friendly for large missions.

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If the 3D editor of ArmA2 had been a port of the VBS2 one, the feature would exist... :(

(aka: VBS2 has this. Oh, and yes, it's helpful.)

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Ditto Dslyecxi.

Ideally, as with PS and other "art" programs, the layers could be completely customizable - not just "markers layer" or "east layer" - but layers that the user could name/control.

Also - taking a cue from what Silola is doing with DAC2.5, the ability to "paint" triggers in irregular shapes would be helpful sometimes.

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Agreed. Time to go into specifics?:

1) Factions (and relevant info, such as waypoints).

2) Triggers.

3) Markers.

4) Map info filters, with quick presets (locations, trees, bushes, rocks etc).

5) Elevation as contour lines.

6) Elevation as relative greyscale (varies with zoom depending on views extreme values).

7) Elevation as absolute greyscale (no variation).

8) Switch to dim non selected items (even more, maybe near invisible until nothing is selected).

9) XYZ readout.

10) Building floor selector, like in OFDR.

11) Polygonal triggers and markers, and ways to test a point against them.

And naturally, if something isn't shown, it can't be selected and deleted/moved, unlike todays markers.

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Something we asked for in Arma 1 I believe - Oh how it would be nice to have this implemented...

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