This reminds me of when I was trying to learn milkshape to do my own models, before I let the art people just do their thing :) Remember you can always have them do models for you Nick. Our art team is awesome. I know what it feels like to want to have 100% control over your part of the project but we need to ask for help sometimes! On Mon, Jun 29, 2009 at 11:47 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: > yeah no problem. > > whats he sayin holds true for making walls and things but we can cross that > bridge when we come to it (: > > and thats only if we want walls to follow rigid geometry. cavemap did but i > dunno what eric has in mind > On Mon, Jun 29, 2009 at 11:08 PM, katie cook <ktmcook@xxxxxxxxx> wrote: >> >> 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. >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>>> >>>> >>> >>> >> >> > >