Just watched the vid, and wanted to say:
I totally agree and I will try to start keeping track of the changes. I will setup a new Wiki and start adding some informations about TorqueLab.Just make notes while you change or implement something, you don't need to write a full documentation, maybe someone else will help out with it, but people need to know where to start.
Just watched the vid, and wanted to say:<3
Thanks for your comments, it's really appreciated and help me getting the motivation to make it available to others ASAPWow, yeah, I'm sorry to say I hadn't really followed this thread before even though I saw it come up, but great work on this! Very impressed. Looking forward to using it.
This is my feedback. You have made the Torque 3D editor into a real beast The amount of work you have put into this must have been huge. All the many features and the design of the editor is a real damn done jobYeah, I fully understand but I have a time issue... As now, I have nothing documented, I started something a while back but never found the time to extend the document. My current priority is to make the editor stable and adapted to my projects needs. TorqueLab is now quite stable and it's why I decided to start moving forward to v0.5. (That doesn't mean much like that but It's a major step from my point of view). I will try to start documenting the new/changed features soon and also tell a bit about my future plans.
For now, I need to finish the scripts cleanup and make a uniform UI layout, after that I should be able to focus on a possible Public release with a basic guides to help the transition from the standard editors for those willing to take the risk
It take a lot longer than anticipated, at start I tought it would have been done in 1 month or so... I'm really bad in estimating development time but TorqueLab is a lot more complex than what I had in mind at start.
And your feedback and suggestion are always welcomed. I started watching videos about CryEngine editors and it's giving me a lot of ideas for the future.
As Duion said, it's not ready for public release. There's no documentations and I prefer to avoid spending time fixing the differents issues user found. I will try to set a new alpha release next week for those curious about it but the support would be limited...Why isn't this the default editor already?
Well I had a quick look about how the current ConvexEditor(SketchTool) work and I don't think it's close of allowing something like that. I'm really not skilled enough in C++ and object manipulation to consider making a full featured sketch tool but if someone get something working, I will be pleased to include it.Sketch tool; Be able to move vertexs independably, be able to control size and rotation numerically, be able to make it (or not) collide or be renderable, be able to move pivot point.