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Posted
John,

Overall great software package.

One problem I have encountered with build 763 is that once I add an object, once it has been set, I am unable to select or manipulate it. This makes the process very cumbersome.

I would like to see a wider variety of models for more specific land uses including:

* Retail (Supermarket, strip mall, large mall, etc.)
* Stadium/auditorium
* Mountains/Mountain Ranges (I live in Hawaii)
* Waterfalls (just kidding)

Do you see any possibility of creating an object modifier/creator in the future?

Standard select (multiple object), cut, and paste would be nice. It would be useful if you could select a bunch of objects and copy them elsewhere to save time.

It would be nice if 3DViewer were enabled to import a dxf file with topographical information, including elevations. Unless otherwise specified, roads would follow the topographical Z elevations. All objects would be rooted at the appropriate ground level. This would dramatically enhance the visual accuracy of the model, and also improve the usefulness of the “ride” viewpoint. Absent this, all you see is a bunch of cars, but often have no idea where you are (unless you use enough models from the limited library).

Has anyone played Pole Position before?
If no background image or objects are used, on a straightaway, it is difficult to tell if you are even moving at all when in the “ride” or “track” modes. I have a suggestion: maybe a function could be made that would allow you to create pavement markers, lightpoles, etc., at specified distances along the roadway. This would be much easier than the current method, which is to draw every single pole, with no precise knowledge of respective distances. This is what I envision:

• Pavement markers (color, spacing - per lane)
• Lightpoles (Choose type, spacing)
• Fire hydrants (Choose type, spacing)
• Shoulder (Width)
• Bike Path (yes/no)
• Sidewalk (Left/right, Width ____ )
• Trees 1 (left/right/median, type, height)
• Trees 2, 3, 4, etc. (left/right/median, type, height)

These settings could be applied to either a segment, an entire street, or the entire network.

Thanks,

-Matt
 
Posts: 32 | Registered: Mon October 23 2006Reply With QuoteEdit or Delete MessageReport This Post
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Picture of John Albeck
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Hi Matt,

Thank you very much for these great comments. As you can see, things are changing and your comments will help to drive (no pun intended) future developments.

In build 763, hold the [Shift] key when you want to grap or move an added object. This was added to distiguish between clicking to choose a vehicle, or shift-click to grab a model.

I'll have to get out my kids Pole Position and try it again. I gave it up when they kept beating me.

Again, thanks for the comments.

John.


John Albeck
Trafficware
 
Posts: 1113 | Registered: Fri March 14 2003Reply With QuoteEdit or Delete MessageReport This Post
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Great post Matt. Since you opened the door, I hope you don't mind if I add two cents....

I really like the part about terrain following a dxf. That would go a long way to make 3D more realistic. I would also like alot more control over dxf files. The two things I would most like to see are:

1. Snapping to vertices when building your network in Synchro
2. Managing line styles (primarily thickness and color)

I second the copy/paste of 3D objects. Copy and paste with offset and "bunching" would be nice as well. When I say bunching, I'm thinking of a tool that randomly places trees over an area (coincidently, kind of like a city building game with "Sim" in the name too).

What about 3D object support for Microstation and AutoCAD filetypes? Since most people have access to one or both of these programs, it would be very convenient.

This last one may be far fetched: Is there any chance of setting a line layer/level in a dxf/dwg/dgn file that Synchro can use to approximate a network? You know, pretty much let Synchro search and identify nodes and link lengths based on centerlines, and building a base network without lanes? You would probably want the user to be able to select which level Synchro should use each time.

Thanks


Mark
 
Posts: 113 | Registered: Wed November 22 2006Reply With QuoteEdit or Delete MessageReport This Post
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John,

I have one more request. Object manipulation is very cumbersome. I know that the "Shift-click" has been incorporated in build 763. Yet, the manipulation is choppy, which makes it very difficult to work with.

What I'd like is the use of different buttons for object rotation/moving. For instance, "i" for rotate right, "k" for rotate left, etc.

Any progress on the other comments? Thanks.

-Matt
 
Posts: 32 | Registered: Mon October 23 2006Reply With QuoteEdit or Delete MessageReport This Post
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I'm sorry to keep tacking onto your comments Matt, but I have a thought. It would probably be better to add the ability for users to assign customized shortcut keys. That way you can avoid any disagreement on the best assignments.


Mark
 
Posts: 113 | Registered: Wed November 22 2006Reply With QuoteEdit or Delete MessageReport This Post
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Yes, that would be good too. No problem about "tacking on..." the more ideas, the better. Cool
 
Posts: 32 | Registered: Mon October 23 2006Reply With QuoteEdit or Delete MessageReport This Post
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