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uneffective mouse navigation at large scale worlds

hadoken
Guest
Quote
2021-10-27 12:24:45

Hi guys,

when creating all the game mechanics for my latest FPS project, I have several factors to balance with each other. (e.g. camera settings, movement speed, 3D object sizes, ect.)

Now while I have all things quite well in balance my game world has a relatively large scale (all objects are relatively large compared to the given grid).

For this I have to increase the camera ZFar value in the CopperCube view settings to get more distant objects displayed in the editor (from default 3.000 to 30.000).

My problem is that mouse navigating gets quite cumbersome within my large scaled world within the editor.

I wish mouse speed/length could be more effective when pressing middle mouse button or LMB & RMB together for point of view translating.

This can not be improved by altering my operating system mouse settings.

So, does anyone have an idea how to solve this problem without changing all things to smaller scales which would give me serious trouble getting everything in balance again?

Thanks you all for any suggestions in advance, cheers.


VP
Guest
Quote
2021-10-27 13:38:44

1- Use mouse Wheel for Chiral zooming (2-finger gesture for touchpad)
2- Use "Ctrl + f" to auto-fit (zoom) to current selection.
3- "Freeze Scale" to set current selection's scale to 1,1,1.
4- F1, F2, F3, F4 to quickly change viewports (default zoom).
5- Select node and manually type the grid co-ordinates instead of dragging to position with mouse.


hadoken
Guest
Quote
2021-10-27 13:58:13

thanks pete, your tips which I know can make working easier indeed, still it would be cool to be able to navigate with more mouse speed through the editor 3D world



hadoken
Guest
Quote
2021-10-27 19:13:48

Getting my project objects to an overall smaller scale didn't turn out well for my working game mechanics, especially physics settings. So I must go on working with the initially invented sizes.

But OK - at least I found an acceptable workaround! My solution consists in recording mouse movements as macros (e.g. "zoom in forward") which I can run via keyboard hotkey(s) in a multiple and accelerated way afterwards. By this I'm able to navigate faster through my large scale game world within CopperCube's 3D editor to edit things without getting lower arm or finger aching from tedious mouse work.

(If anyone's interested in a more extensive explanation on how to navigate quickly through a large scale CopperCube 3D environment, I will gladly share the details ... )


VP
Guest
Quote
2021-10-27 19:55:18

Glad you figured out a method to navigate properly Hadoken . Using macros as a turbo button is a creative solution with loads of possibilities (fast zoom, fine camera control). Nice one.


hadoken
Guest
Quote
2021-10-27 20:46:55

Thanks for your words VP. This is my macro recorder of choice doing a fabulous job on the matter:

https://github.com/repeats/Repea...


hadoken
Guest
Quote
2021-10-27 22:23:54

this records and plays my mouse clicks & movements even better to improve fast CC navigation with large scale worlds:

https://thetinytask.com/

Promise you, truly amazing!


DouweDabbe
Guest
Quote
2021-11-01 21:54:39

if you create empty root node for world assets
then you can easyly rescale the whole gameworld by scaling this item.
I use that all the time for my tiled gameworlds, can also turn them into templates for future projects.

if you scale your game world with a fixed integer value,
then you can use the same scaling vector to rescale your movement, speed and camera movement vectors !?
If every thing is written in JS script then that would be easy.
but a nightmare on big projects if you had to go through the tiny window panel jungle.


DouweDabbe
Guest
Quote
2021-11-01 21:57:49

i forget to mention that the game tiles and assets are all parented to the gameworld rootnode


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