How to manipulate objects in the Editor?

Hey, I wanted to start learning modding and started a new mod and wanted to make a map with the Editor.

When I place objects, I am missing some form of tools: How can I move an object on a specific axis only instead of all? How can I scale objects on one axis only?

Is it possible to set values for scaling, rotating and moving? I am not a big fan of doing those things unprecise.

How can I change the axis from global space to local space when rotating / moving / scaling the object?

Oh and are there different viewports (left, top, front) I can use?

http://www.grimdawn.com/forums/showthread.php?t=39727

I already searched for answers in that thread but could not find any info on that.

You can’t.

As for moving objects on one axis only, you could try manipulating the ‘Snap to Grid’ system for X/Y movement and changing an object’s height already only affects the Z axis.

1a) Keep shift pressed.

1b) You cannot.

  1. No, but you can snap to grid for 90° turns. Caution: Don’t build without snap to grid first, and then activate snap to grid and rotate. It messes things up. Instead, build with snap to grid on, and after you’re done rotate the whole assembly without snap to grid.

  2. I don’t understand what you’re saying here.

  3. Not in Editor mode.

I am surprised how devs managed to put pieces together (especially things like walls or buildings / dungeons in general) with that limited tool lol. I guess they used the grid then?

  1. I mean this:

When you rotate, scale or move objects, the axes should move with it. That would make it just extremely much easier to work with.

Yuck. That’s not how other world editors work, do they? How unintuitive.

The GD World Editor maintains world coordinate system regardless of rotation.

I don’t know how they work. Personally, when building walls and buildings:

  • Determine palette of assets.

Some walls don’t fit with others too well, others are only bases, others only tops, others thicker, others higher, others lower. I spend some time doodling around figuring what fits where. Pillars too, it’s an easy way to connect walls when stuff don’t line up exactly flush.

  • Decide on a general bearing and snap to grid.

I imagine where the wall, structure etc will have its bearing and start building. When each individual part is complete, I deactivate snap to grid and rotate to its final place.

It’s a little confusing at first, but in the end it works out fine. Just remember to use the modifier keys so as to not wrestle with the tools. Also, remember that undo undoes most actions, even selections. So, when in doubt, undo.

Well, I don’t know too many game editors, so I don’t know how common that is. But I know the Natural Selection 2 Editor got that function and also the 3D modeling software 3ds max. I don’t use others, but I would not be surprised if that would be kind of a basic function for all software of that kind.

It might look unintuitive, but it gives you much better control over your object. I mean, local axes do NOT replace the world axes. They are usually just another option to use. Try to lean a box a bit to the front after rotating it in a free angle with world axes only. It is impossible and you would have to workaround it by first lean it and then rotate. The more complex you build the more it becomes an issue. However, I believe due to the nature of how ARPGs are designed (many outside areas, open space, no roof, top down view, flat map, no level over level) this issue might not be too big.

Yea I’ll give it a try, thanks.