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Messages - marmil

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1
Feature Requests / Re: variable slider speed option
« on: November 03, 2011, 12:27:16 PM »
Totally understandable.  :)
Thanks.

2
Great, thanks Remnant.
I'm putting together a new system so will try out the beta when I reinstall everything.

3
Development News / Re: Preferences: Preview Resolution
« on: October 01, 2011, 10:35:14 PM »
I agree.  I think I would like this as well.

(I also agree with loving the app  :))

4
Feature Requests / Re: edge distance from water height
« on: October 01, 2011, 10:10:38 PM »
Hi Naima-
When you said "distance from water", I was wondering if you meant:

a)  vertical height distance (from whatever the water level is currently set to)
or
b)  horizontal distance from the shoreline (from the intersection line of terrain and water)

5
Feature Requests / variable slider speed option
« on: October 01, 2011, 10:03:05 PM »
Sometimes I find when I'm trying to move a slider just a tiny little bit it's moving too much to be able to use the mouse and I have to resort to typing in different values.  For example in a Height Selector node, adjusting one of the vertical sliders or the fall off adjustment, when grabbing a slider's position indicator and moving my mouse just a tiny bit it causes the value to jump by an amount much larger then I would like.  I'm not sure if this is the way the node is setup or if it's something to do with my mouse settings (I do have my mouse sensitivity set rather high).

What I'd like to propose though, is that if you hold down a key (such as Ctrl or Shift key) when you drag a slider that maybe it moves/increments at only 1/10th or 1/100th of the current incrementing behavior.  Ctrl for 1/10 and Shift for 1/100 speed.

Another option I've seen used is the option of resizing the dialog box so the slider becomes much longer on the screen.  This also allows for finer control of the movement since the min to max range is over a much larger screen space distance.

I've used a few other programs that have these sort of options/behaviors for adjusting sliders and it's very useful when trying to make small adjustments.  I personally prefer the modifier key (Ctrl, Shift example) option.

6
(I'm running WM Pro 2.2 without the hot fix and I haven't tried the 2.3 beta either, so this might have already been reported/addressed.)

Steps to create redraw error I'm seeing:
1)  Create a new Radial Grad generator.  I just used default settings.
2)  Select and observe Radial Grad node.  Looks like the default smooth lump of a bump.
3)  Create a new Perlin Noise generator.
4)  Wire the Perlin Noise generator output into the mask input of the Radial Grad.
5)  Select and observe what the Radial Grad node now looks like.  It's a randomly bumpy lump now.
6)  Delete wire coming into the Radial Grad's mask input.
7)  Select and observe the Radial Grad node again.   It should be back to the default smooth lump, but what I'm seeing is still the randomly bumpy bump, as if the wire is still connected from the noise into the mask.

Opening the properties for the Radial Grad node and changing any of the parameters seems to make it snap back to acting as normal again.

7
Feature Requests / automation scalar node expansion
« on: December 15, 2010, 12:13:09 AM »
Would be nice to be able to add additional variable outputs to a single automation scalar node.  Also, when mousing over an output port I think it should display the variable name instead of "scalar output".

8
Feature Requests / alternate way to rename nodes
« on: December 14, 2010, 11:34:58 PM »
Currently I think the only way to rename a node is to right click on it and select "Set name".  I would like to purpose some alternate options for renaming:

1) Assign a shortcut to that "Set name" command.  Letter "n" or Ctrl-n for example.  If it was a ctrl- command then it seems like it would also go under the Edit pull down menu.

2) Another really nice option would be an editable name field somewhere inside a node (when editing parameters or values).  That way when coping/pasting a node and jumping inside it to change a value or two it would be a snap to also rename it right then and there.

9
Bug Reports and Help / Re: "text output" node?
« on: December 14, 2010, 10:57:25 PM »
I tried this out but wasn't able to get it to output anything yet.  Tried both txt and xml output.  If I open the Text Output node and tell it to write output to disk it builds the world and then gives an error window:
"Error saving the File: Device built but no output buffer content found".   However, in the build statistics window for the Text Output device it lists it's state as "Unbuilt" so am unsure if it actually was or wasn't "built".

By no means do I need to use this node right now, but rather was just curious how it would be used, and now reporting what I'm finding now that I know what I can hook it up to.  Thanks for the info about it!

10
Bug Reports and Help / "text output" node?
« on: December 14, 2010, 12:31:52 AM »
What is the "text output" node for/where might one use it, and what can it be hooked up to?  (I couldn't figure out what it can attach a noodle connection to, and didn't find it in the user guide or device reference info.)

11
Beherith, ignoring whatever gameplay considerations you're working with, I still think
these look great.  I really like the second and third moon rock/asteroid ones!  :)

12
That's some great looking work Nav.
Glad you can finally show it off.  :)

13
Announcements and News / Re: World Machine 2.15 BETA bugfix available
« on: April 09, 2009, 10:36:23 AM »
Huzzah!  Thanks for the update  :)

Hope you have a great trip Stephen!

14
General Discussion / Re: Abstract Landscapes, etc.?
« on: February 21, 2009, 07:20:57 PM »
That third one (in white and blue) is very
cool Tim.  Thanks for sharing these.

15
Wow, very nice nikita.  :)


And yes, merry happy new year all!

16
Quote
What would be really useful to me is some kind of additional flow control, just a simple pass through or a multi-splitter with ALL outputs ON, which would do nothing more then allow me to simplify the visual routing of the node structure.  So for instance, I could split and route my primary heightfield to or around my larger clusters and forgo most of the crisscrossing.
This sounds like what I would call a "no op" (no operation) node.  Something mostly just for routing purposes, but it could also be used to create a temporary visual place holder, or a point mid way between here and there where something could branch off of.  I would like this too.

Btw, you don't really need multi-splitters any more since the release of WM2.0.  You can hook as many things as you want to an output port on a node, but if you want you can bring a multi-splitter node from a pre WM2.0 network into your new network and it works fine.

17
Geology and Terrain / Re: Fanciful Landscapes
« on: November 04, 2008, 03:18:04 PM »
moi aussi!
"And now for something completely different..."
-- f.

Oooh, very unique.  I like it.

18
Geology and Terrain / Re: Dunes
« on: November 03, 2008, 03:11:19 PM »
You might check out nikita's post here:
http://forum.world-machine.com/index.php?topic=986.0
I remember seeing something related to Dunes in his stuff.

19
Bug Reports and Help / Re: Presets for World Machine
« on: November 03, 2008, 02:43:55 PM »
Can you give a little more info about what you mean by presets?  What sort of things are you looking for?

20
General Discussion / Audio-generated landscape
« on: October 30, 2008, 06:54:52 PM »

Thought this was kind of fun :)
http://www.vimeo.com/2094557


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