[project1dev] Re: Project1 - SVN Update 229

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 16 Jun 2009 13:06:30 -0700

The only other oddity I noticed was on lightsandcurves. There was a moment
where everything was shadow and the shadow was light, like an inverse
shadow. I don't know what caused it and I'm not sure if it happened before
the experimental exe. It was neat looking though

On Tue, Jun 16, 2009 at 10:12 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> yeah that makes sense
>
> let me know if you hit any other oddities but this one is expected and ok
> (:
> On Tue, Jun 16, 2009 at 9:35 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> Ok it looks like the Y and Z have switched for Model_SetScale
>>
>> For example my trapdoor model currently looks like this and works properly
>> in ARRelease
>>
>>   Model_SetScale(Model,0.4,0.4,0.05);
>>
>> In ARRelease-Experimental the code needs to look like this to make the
>> model look the same
>>
>>   Model_SetScale(Model,0.4,0.05,0.4);
>>
>> With that in mind, should I go through and switch the 2 for all the models
>> afflicted or?
>>
>>
>>
>> On Tue, Jun 16, 2009 at 9:24 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> Ok. I'll fill you in as I progress.
>>>
>>>
>>> On Tue, Jun 16, 2009 at 9:22 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> hey if you update em all and dont find any weird problems, you can
>>>> update the .exe when you upload the changes.
>>>>
>>>> just rename the -experimental to the name of the normal .exe and submit
>>>> it with the changes.
>>>>
>>>> if you do hit any weird problems hold off on checking in (obviously :P)
>>>> so you and me can check it out and see what's up
>>>>
>>>> it all seemed ok to me but the places i can think of things it could go
>>>> wrong are visually (easiest to tell), shadows and collision detection.
>>>>
>>>> hopefully this just fixes the problem though
>>>>
>>>>
>>>> On Tue, Jun 16, 2009 at 9:16 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>
>>>>> Ok, I see what you mean.
>>>>>
>>>>> What do you want to do? Unless you have a better idea, I could just go
>>>>> through and tweak all the models that rotate wrong. There aren't too many.
>>>>> Most of the things I have created recently don't have art and don't have
>>>>> specific dimensions. The only place that got jacked up was the bridge in 
>>>>> the
>>>>> cavemap. I can fix that pretty easy too.
>>>>>
>>>>> If this is the way we want to go, I will upload all the changes as I
>>>>> make them (which will break them according to the current build) then
>>>>> whenever you get around to it you can update the exe
>>>>>
>>>>>
>>>>> On Mon, Jun 15, 2009 at 10:40 PM, Apache User <
>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>
>>>>>> User:atrix256
>>>>>>
>>>>>> Message: Hey Kent I think I have the rotation / scaling in wrong order
>>>>>> issue fixed but unfortunately it means that a couple of things (like your
>>>>>> pillars) are now facing the wrong directions.
>>>>>>
>>>>>> I tested it and it looks ok to me but I wanted to send you the exe to
>>>>>> play with and make sure it fixes the issues you were hitting before it 
>>>>>> goes
>>>>>> live, so here it is as ARRelease-Experimental.exe
>>>>>>
>>>>>> <Files Changed>
>>>>>> A   ARRelease-Experimental.exe
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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