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John Michaud
Student

Posts: 66
Filters: 7
Ok, i think i suggested this before but maybe my wording was poorly chosen, so ill try again.

i would love to see a control throughput that gives you the ability to turn a group of controls on and off.

For example: you want to make a filter that will generate terrain, it generates a dirt, grass, and rock layer. The trick is to be able to isolate each bank of controls for each layer, in case you hit upon a nice look for one of the layers.

Forgive my ignorance on coding, but it sounds really easy to implement, much easier than creating 3 separate terrain generators, or going into the editor and unplugging a bunch of controls each time you like a certain look.

I envision 12 inputs, 12 outputs, and an on/off checkbox that cant be affected by the randomizer, but shows up in the filter control list.

So thats my FF Holiday wish, i just hope im not being too asinine asking this
smile:D
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jffe
Posts: 2869
Filters: 90
Eh, if people would label/group their controls better, each layer might only be 3 or 4 settings, which you could certainly remember or write down on a scrap of paper. Or you could always figure out which controls do what, pop FF open, and go in and rename the controls and reorder them however you like. smile:)

jffe
Filter Forger
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John Michaud
Student

Posts: 66
Filters: 7
Well certainly you could just write down the controls on a scrap of paper, but say for example Filter Forge is implemented at game design studio, and 20-50 digital artists are using the filter you created. IMHO from a workflow standpoint, using pen and paper to list control schemes is at best, clunky and open to misinterpretation.

But casually, you are absolutely right, no need for that much control. smile:)

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jffe
Posts: 2869
Filters: 90
Well, I have no idea really, but if it's Pixar or Lucasfilm, they are all ethernetted together at the fingertips anyways, they could just send filters and presets back and forth with a click I'm sure. I just can't see the "average" user needing quite that much customizable control, but perhaps you are right. Since I am just a home user, I wouldn't know what a team of professionals needs to keep things sailing smooth, I was just suggesting a simple work-around type idea for you as a single user is all. smile:)

jffe
Filter Forger
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John Michaud
Student

Posts: 66
Filters: 7
Hehe, yeah i do try and name my controls as if i were making it for someone else, unfortunately this mindset doesn't seem to apply for everyone that submits so i agree with you on both points actually. I am just hoping to get a feature that IMHO would mesh well with game design workflow, before FF goes commercial.

1 part adding my 2 cents to help FF succeed (not that they need too much help)
1 part looking out for my future usage of FF

Hope you have a Happy New Year, btw smile:)
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jffe
Posts: 2869
Filters: 90
Cool, I was just bored and looking to post anyways, so hopefully no harm done, and the FF crew can check out yer idea too when they get sobered up and done celebrating this weekend ha-ha. Happy (day early) new year to you too. smile:)

jffe
Filter Forger
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jffe
Posts: 2869
Filters: 90
I was thinking about it, and it's kind of odd that no one has "updated" anyone else's filters yet really. With the rewards program in effect, they'd have to make the new updated version still the "property" of the original filter maker for the rewards system to work, but until they set some rules for that, I guess it's pointless to go in and optimize someone else's filter, and label the controls better. Something that flat out needs to be done at some point, (my filters not excluded, although, I am updating the first 10-15 I made myself, out of sheer embarassment for how haphazard they are ha-ha). No offense to the FF crew/admin, but they kind of need to get a more solid set of rules in place for all that before they release the program for sale. As cool as the freeb program is, it needs to be integrated better, and ready for more future situation possibilities eh.

jffe
Filter Forger
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