[project1dev] Re: Biobeastie room question

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 2 Mar 2010 14:24:55 -0800

it doesn't have to be the exact same size, just close.

i don't know what "freezing your transformations" means, I think that must
be a term in the 3d program you are using, but it has no meaning on my side
of the world so not sure what its actually doing when you do that :P

At the end of the day though, if the model is similar sized as your temp
model, and similarly oriented, it won't need to be edited in the editor to
adjust at all.

We can test if you want to though yeah (:

Do you want me to make you up a test map where it's just a model sitting on
a plane?

If i make that up for you, youd be able to rename other models to the
filename of the model that is there and youd be able to see them in game
more easily (and youd be able to test your idea about the transformation

On Tue, Mar 2, 2010 at 2:17 PM, katie cook <ktmcook@xxxxxxxxx> wrote:

> So why would it need to be the same size in units??? Can you explain how
> that works?
> If you modify the object, it would be near impossible to keep it the same
> size units because your altering the geometry.
> I would think that if all the rotations, and scalings are zeroed out, and
> the orientation is at 0,0,0, then the size of the actual object wouldn't
> matter. Maybe we should do a test to make sure that we are talking about the
> same thing???
> Katie
> --- On *Tue, 3/2/10, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote:
> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
> Subject: [project1dev] Re: Biobeastie room question
> To: project1dev@xxxxxxxxxxxxx
> Date: Tuesday, March 2, 2010, 10:23 AM
> i dont know what freezing your transformations means but if its the same
> size in units afterwords as it was before it should be fine.
> On Tue, Mar 2, 2010 at 10:19 AM, katie cook 
> <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx>
> > wrote:
>>   Hey Guys (Alan),
>> I had a question about scale in the level editor.
>> So when I export my files into milkshape, I always freeze my
>> transformations so everything reads 0,0,0 (rotation) 1,1,1 (scale) 0,0,0
>> (transform, where it is in space).
>> If I was to make an object and export it with this info, then go back and
>> modify the object/scale it if need be, then freeze it so it reads the same
>> info again, would that translate to the level editor the same? Or does it
>> throw everything off in the file?
>> I ask because the other day you said if I was to do placeholder models,
>> then modify them and update the files, the scale and position would have to
>> be the same. I always group my objects together as 1 hierarchy, so I don't
>> imagine the orientation will be a problem, but I am hoping that it is the
>> same for scale.
>> Let me know, I hope this makes sense.
>> Thanks
>> Katie

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