Hmm, Some Requests Or Something
1) In the
FGD format you can specify the
studio("progs/whatever.mdl") header property on an entity, which will render that entity using that model in the editor. If you leave the model string empty it will use whatever you put in the
"model"-key for that entity.
Unfortunately in Quake (and AD especially) the model key is rarely used straight off, since it is treated specially by the engine, and it's instead set using
"mdl" or something similar.
It would be great if you in the
studio() header you could specify the property name that controls the rendermodel. Some of the other header properties allow you to specify property names already (like
sphere), so I'd imagine some functionality for parsing it already exists? Like, if the contents between the parenthesis is quoted, treat it like a model string, else as a property name, fall back on the "model" key if that fails.
This, combined with using the
studio datatype for the actual keys would make Jackhammer a much more WYSIWYG editor.
My current workaround is to make a duplicate
"model"-key and make sure I remember to set both keys on the entity, and that I remember to remove it before compile.
2) I would really love it if there was a way to snap an entity's origin to grid. As it is now the snap to grid command only snaps the corners of the bounding box, which can be fairly useless on a single entity if the bounding box is weird.
My workaround at the moment is to open preferences, check the "Snap selection to grid when dragging" box, nudge the entity so it snaps, open preferences and disable the snapping again.
Alternatively, if there was an option to have a single entity selection be exempt from the standard snapping rules, that would be great as well.
Other than that I'm really enjoying working with this editor! Thanks for doing good work!