[project1dev] Re: Editor Question

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 29 Jun 2009 23:08:15 -0700 (PDT)

Sounds good, thanks Alan. I was just like "what the crap", I have no idea what 
he is referring to, and he was saying all models should use that parameter.

I was thinking...wow what did I miss??? I never hear of MINS, or it used in 
that context.

--- On Mon, 6/29/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [project1dev] Re: Editor Question
To: project1dev@xxxxxxxxxxxxx
Date: Monday, June 29, 2009, 10:55 PM

You can ignore it Katie, it's some weird thing in milkshape.
 
I didnt know what it was til I talked w/ Nick and Nick is new to 3d so he 
thought it was standard terminology.
 
Basically things are good as is, Nick just found out somethin for how you build 
walls but how are are building models is fine and  dandy (:
 
So yeah, no worries, all is well!

On Mon, Jun 29, 2009 at 10:41 PM, katie cook <ktmcook@xxxxxxxxx> wrote:





WHAT IS "MINS" guys?

--- On Mon, 6/29/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:


From: Alan Wolfe <alan.wolfe@xxxxxxxxx> 

Subject: [project1dev] Re: Editor Question
To: project1dev@xxxxxxxxxxxxx
Date: Monday, June 29, 2009, 6:53 PM 





yeah, i wanted to make sure and speak up so that we know that in this case 
yeah, it fixes this problem, but in general we don't want to do it like that



On Mon, Jun 29, 2009 at 6:51 PM, <figarus@xxxxxxxxx> wrote:

Oh cause he said "everything" 

Sent via BlackBerry from T-Mobile


From: Alan Wolfe 
Date: Mon, 29 Jun 2009 18:50:15 -0700 



To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Editor Question



well it's not a hard fast rule, there's plenty of exceptions to this

but nick was finding with his model he needed to put one corner of the wall at 
0,0,0 instead of our normal placement rule of let the model rest on 0,0,0



On Mon, Jun 29, 2009 at 6:48 PM, katie cook <ktmcook@xxxxxxxxx> wrote:





What do you mean "mins"?

--- On Mon, 6/29/09, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:



From: Nick Klotz <roracsenshi@xxxxxxxxx> 

Subject: [project1dev] Re: Editor Question
To: project1dev@xxxxxxxxxxxxx
Date: Monday, June 29, 2009, 6:44 PM 





Basically, yea. Note to all modelers, it would be a huge help to have 
everything with a "mins" of 0,0,0. 




I just spent the last 30 minutes trying to figure out the exact math and how to 
explain it, and Alan hits it on the head, as usual. 




On Mon, Jun 29, 2009 at 8:39 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

let me guess, you centered the thing at 0,0,0 but had the bottom resting on 
0,0,0 so in effect the center of your wall was in the middle of the wall


if so, yeah, you gotta have one side flush with the "0 plane" :P 





On Mon, Jun 29, 2009 at 5:46 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:


I figured out the problem with the model misalignment, and this will be VERY 
important to all models/placement!  I will post the specifics in the next few 
minutes.  








On Mon, Jun 29, 2009 at 7:44 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

ok im headin home ill check it out in a few 





On Mon, Jun 29, 2009 at 5:36 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:


Fakewall doesn't align properly along the Y or Z axis. 







On Mon, Jun 29, 2009 at 7:35 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:


cool!
 
so whats the deal w/ the models?





On Mon, Jun 29, 2009 at 5:22 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:


Moving the light script from templemap.lua to templemap_geometry.lua fixed 
this! Good thinking. 






On Mon, Jun 29, 2009 at 7:18 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

ok, one prob at a time but after lighting we can talk about the model 





On Mon, Jun 29, 2009 at 5:17 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:


I have another error with the editor.  FakeWall has dimensions of 30x60x5, 
regular wall has dimesntions of 60x60x5 


However, in order to almost align the pieces on the Z axis FakeWall must be 
around -48.50, regular wall at -29.00


In addition, although the editor says the coordinates for the FakeWall are 
aligned properly, you can easily tell this is not the case.


Okay, I will attempt the fix you suggested, and let you know how that goes for 
the lighting. :)






On Mon, Jun 29, 2009 at 7:06 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:





well im gonna be home in about 2 hours
 
if you cant figure it out by then, check in what you have and i'll check it out
 
very strange...




On Mon, Jun 29, 2009 at 4:56 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:


I attached screenshots of what I see, LOAD vs. EDIT 


If you still want me to check in right now I will.






On Mon, Jun 29, 2009 at 6:51 PM, <figarus@xxxxxxxxx> wrote:

I am at laundry mat and hiding from creepy chix w/ 4 kids 
Sent via BlackBerry from T-Mobile


From: Alan Wolfe 
Date: Mon, 29 Jun 2009 16:50:35 -0700
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Editor Question






what you see when editing is the same as what you see in game so somethin must 
be wrong wif da models.
 
if you check em in i or eric can check em out and see what the problem is (:

On Mon, Jun 29, 2009 at 4:45 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:


Is there a way to view textures/shading while editing?  While I am editing 
everything is solid white; the scheme makes it more difficult to edit the finer 
details of positions. 























      

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