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Re: [Script] WME Add-Ons

Posted: Tue Jan 08, 2013 11:48 am
by drummer83
shawndoc wrote:
GizmoGuy411 wrote:Version 0.3 seemed to work fine, however version 0.40 does not appear the same in WME.

The button is no longer on the same line as the other WME buttons, and the WME Add-Ons menu pops up too far to the right and is not entirely visible. The subs menus therefore do not appear at all.
I'm not having this problem with .4. Is it maybe conflicting with another plugin or require a refresh of Chrome?
This could also be due to the zoom set in the browser Ctrl + "+" or Ctrl + "-".

Re: [Script] WME Add-Ons

Posted: Tue Jan 08, 2013 2:52 am
by enhket
shawndoc wrote:So here's the big question: Does the segment list work correctly in Chrome? I hated having to switch to Firefox (which won't let me click E/W streets) to use the segment list to track down Portola segments.
it has been working fine.

Re: [Script] WME Add-Ons

Posted: Thu Feb 07, 2013 9:18 pm
by enhket
petervdveen wrote:What does 'Snap dist' actualy do? ;)
it is the "magnetic effect" between 2 segments. the effect is as high as snap dist is.

Re: [Script] WME Add-Ons

Posted: Fri Feb 08, 2013 11:53 pm
by enhket
bz2012 wrote: The "WME add on" appears to allows you to CHANGE the snap distance from the default so that you can 'taylor' the editors snap behavior to your taste. Again, if someone has different information, please chime in. I am just guessing.
Correct, It changes the default snap distance. it helps me to edit road geometries without zooming in.

Re: [Script] WME Add-Ons

Posted: Thu Feb 28, 2013 10:18 pm
by enhket
moderators arent going to "sticky" it. It is an extremely useful script, but extremely harmful too. Being a level 3, you may destroy whole cities if you dont know how to use it. That is why the more hidden it is the better. If you wanna use the tools and find the script, you will need know them beforehand.

Re: [Script] WME Add-Ons

Posted: Fri Mar 01, 2013 5:44 am
by enhket
massively?

Re: Re: [Script] WME Add-Ons

Posted: Sat Jan 26, 2013 7:22 pm
by foxitrot
gdu1971 wrote:
cybernissart wrote:Can you detail the changes done by the Clean Roundabout feature ?
It looks like every RP need a clean action, as it seems to modify them.
Is it removing street name and similar ? Changing some soft turn ?
- apply CityID if found, highest street type and highest level +1 on all roundabout segments (level +1 is just a cosmetic issue for the client and editor)
Could the level bump be the reason? Is the level+1 applied even if all segments' levels are the same?

Re: Re: [Script] WME Add-Ons

Posted: Mon Feb 18, 2013 9:51 pm
by foxitrot
gdu1971 wrote:For example, a script for level 5 users which is able to create a node for each intersection of selected segments (thx enhket for the idea). Ideal for new cities, just draw lines and click "node maker" to create all nodes.
Sadly reminds me on many infamous points' picking grids, occasionally found here-and-there :sad:

Re: [Script] WME Add-Ons V0.45

Posted: Sun Oct 06, 2013 12:41 pm
by frfabi
Please update the "open in >" links (doesn't work with the new WME v1.3-108 Release)

Also include the new headers viewtopic.php?f=8&p=570750#p570750

Ciaooo

[Script] WME Add-Ons

Posted: Wed Jan 23, 2013 12:23 pm
by fvwazing
Save the script as a LOCAL file and drag and drop that one.