everything was shadow? http://en.wikipedia.org/wiki/Erebus On Tue, Jun 16, 2009 at 4:24 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > unrelated issue (: > > the kind of shadows we use fail if the camera is inside of a shadow. They > fail by reversing what should be shadowed and what should be lit. > > a bug to fix but low priority. Since we are overhead view, there arent > many times that the camera is in the shadow of a light > > On Tue, Jun 16, 2009 at 1:06 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> 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 >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >