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QoL features request, some reminders, a saving bug?
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Mar 26, 2022 12:42 am    Post subject:  QoL features request, some reminders, a saving bug? Reply with quote  Mark this post and the followings unread

Just some simple things that I think would improve the experience.

- Remember and reload the last used palette when opening VXLSE, most of the time we authors are not flipping between them -- the times we switch palettes are a very small ratio

- Ability to stretch the colour palette sidebar vertically, so the colour cells are larger, most of the sidebar is whitespace at 1080p, and when using "show used" the X overlays make it hard to see
= Recommend a +50% toggle in the options menu

- Button on the toolbar for auto-normals, next to the voxel texture buttons = Recommend a shiny red sphere showing the illumination direction for the icon

- Primitive shape brushes, with a size input field below it, so a basic cross, square, circle could be upsized from 1-5 or something, rather than hardcoded

...

Also, BUG when exiting or loading a new voxel, the dialog asking to save existing, yes button doesn't appear to save?

I lost a bit of work the other day because I was expecting a save, but I realized when it happened too fast. I checked, indeed it didn't save the changes. This might have confused me later if I hadn't gone back to the same voxel.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Mar 27, 2022 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I like your four suggestions. The first 3 ones should be very easy to implement. The primitive shape brushes one requires a small reform in the UI. It's been on my target list for a while. The changes in the backend shouldn't be a problem.

Regarding the bug, I'll investigate the code as soon as I can.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Apr 07, 2022 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't brought it up before, but it's been a thorn in my side whenever I used it, even if rarely.

The rotate model options are totally cryptic and I'm not sure they are labelled correctly since the X/Y/Z adjustment ages ago.

They need more understandable/better labels:
Pitch Up, Pitch Down
Rotate Left, Rotate Right (Turn would work instead)
Roll Left, Roll Right

... not -90deg/+90deg since there's no intuitive numerically greater or lesser side.

Also they seem to rotate the model entirely wrong, it typically takes me 4 tries to get it right.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Apr 08, 2022 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh I discovered one more detail relevant to the rotation...

I rotated a helicopter rotor prefab I made, since it was sideways. I converted from Solidworks to OBJ, then OBJ to 3DS, then via 3ds2vxl...  still need to figure out how the formats consider directions.

Anyway after making the rotors level as intended, I noticed the bounds box listed the 4-pixel height incorrectly as 5, but also with a massive offset of 76! So rather than being back to 0-4 for the bounds in that axis as I'd expect, it was 76-81.

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