[project1dev] Re: Project1 - SVN Update 229

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 16 Jun 2009 16:32:53 -0400

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
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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