No problem, any suggestions are welcomed, at least we can go over the forum posts and compile a list of suggestions which we can use to improve or create new tools.
A new forest brush has been added to align forest items with the underlying terrain and will be available in the next update.
Really cool information Nekitu! Although I'm new to the world editor and don't have lot of knowledge about it I'm really excited to see what this world editor has to offer! -Fuvos
I will be excited to see what this improvement this all entails. My motivation to battle the current editor and map making in general has been asleep for a couple years now. I am hungry!
Kinda same, like I worked on maps, but when I saw all possibilities of new editor I literally can't wait for it! I know, new editor won't give me more skill, but I think making maps will be alot easier and less frustrating.
Oh yay the world editor isn't going to be tedious as hell anymore. Thanks guys. No really that's not sarcasm, thanks. Like i really have wanted this for like a year now omg
UPDATE worked on the scene tree window, to keep it in sync with addition/deletion of objects, in this new editor double clicking on a folder toggles expanded, in the current editor you need to click on the tiny arrow to expand folders. worked on the Inspector window, some datablock fields and special reference fields needed proper lists filled dynamically, also they are searchable lists with a filter input text control added the create objects toolbars, with groups and object type buttons for each object class that can be instantiated, faster UI navigation than the current editor added API to extend the create object toolbars by adding custom object groups, could be used by mod tools to add some special objects creation creating many instances is easy now: select create group, select an object type, and then start clicking in the viewport/world to create instances of that type, press ESC to exit this creation mode. Some objects will be created once when you press their toolbar button (for example Time of Day, no need for multiple instances) lot of documentation on the editor APIs many small improvements and tidy up in the code and more work to be done
I read Mod, then I read API, so technically if one is skilled enough, would it be then possible to write mod that does for example an array copying of selected object as a new addon tool for editor? Also will icons be customizable so that likes of me that recognize icons pretty much by colors could add colored spots to icons to tell what they do bit easier?
Or possibly something like an in-game beam/node editor (and deprecating and later removing the old node/beam editor)?
Yes, the editor is written 90% in Lua, the APIs for editing are available and they can be used or modified. In the first phase the customization (code or icons) is limited to the BNG developers, but in the end we would love to have user made tools that extend the editor, those those can be for example specific to some mods and included with the mod itself. So, we really want full flexibility and expandability of the new editor. For that we first write a specific set of APIs and after that we write the GUI for that tool, so other users can use those APIs (core operations for a specific task) to make more tools or modify the existing ones. Icons can be added for the user tools, but the current core icons of the editor are baked from SVG files, so the process is not public, what you can do is color out the baked atlas texture as you please, but on the next updates it might be rewritten if it changes (new icons added, order might change also etc.). Again, in the end we will have full customization, persistent in the mods and user settings locally.
will this update also make it easier to import models from other in-game maps? - side note, I dig the avatar.
There you go! A new revamped world editor for BeamNG. It looks superb and the black and blue color layout is really peaceful for the eyes (like night mode). I hope this time there will be assets already made available from other original maps if you're working on the new map project instead of sitting hours and hours copying and pasting objects and replacing their file paths.
What are the import formats you allow in the new editor? I know the old one allowed importing .dae collada files, I wonder if the new one adds compatibility for more formats even.
This is great work being done here. Understandably this is a World Editor but will there be functionality to "parent" imported DAE objects to vehicles? If not, would LUA extensibility allow for something like this? I understand something like this can be done with jbeam editing but for prototyping/testing, this would be awesome.
For some reason at one time i got a popup saying something about world editor 2.0, then i clicked continue and the game crashed, and it reverted back to the normal world editor.