[project1dev] Re: Project1 - SVN Update 243

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 18 Jun 2009 13:38:48 -0700

for the measurement thing, if it's something doable for the artists, we can
make that be a "from now on thing".

we arent losing the ability to scale so the old art will be fine, but from
now on, we shouldn't have to scale objects to fit the world for the most
part, they should already be the right size.
On Thu, Jun 18, 2009 at 1:26 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Let's say we use 1 unit = 1 cm. I imagined these tiles were about 1x1 foot
> which is almost 30 cm. I should then have all the times be 30 units in size
> right? Will adapting this jack up the cave? The scaling in there may be all
> weird by comparison. How tall is the player? If we are to put in a standard
> we should definitely do it before we continue with construction of the
> voidmap or temple.
>
>
> On Thu, Jun 18, 2009 at 1:23 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> Having the origin above ground but ground level sounds reasonable for
>> things like sign posts but what about a person. Where should their origin
>> be? In between their feet?
>>
>>
>> On Thu, Jun 18, 2009 at 1:22 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> Alan - Model Viewing - When I said that I imagined a 3d space with lines
>>> on it and maybe a dot for center. This would help to see if things are
>>> centered and sitting right in a correct rotation/position
>>>
>>>
>>> On Thu, Jun 18, 2009 at 1:19 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>
>>>> i would say, everything should sit above the origin
>>>>
>>>>
>>>> On Thu, Jun 18, 2009 at 4:17 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> How's this?
>>>>>
>>>>> 1 unit = 1cm
>>>>>
>>>>> if soemthing is going to be placed on the ground, it's centered at the
>>>>> origin but sits "above ground" ie for the fortune teller sign, the bottom 
>>>>> of
>>>>> the sign post would be at the origin.
>>>>> for objects which fly or float (such as puff balls) the origin is their
>>>>> middle.
>>>>>
>>>>> Or if you want we can just always have the origin be at the bottom of
>>>>> every object if you want to just straight up unify everything.
>>>>>
>>>>> On Thu, Jun 18, 2009 at 1:10 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>
>>>>>> ok so what convention should we use?
>>>>>>
>>>>>>
>>>>>> On Thu, Jun 18, 2009 at 4:00 PM, Matthew Freeland <
>>>>>> mattthefiend@xxxxxxxxx> wrote:
>>>>>>
>>>>>>> Indeed. Using a fixed size for movement helps make mapping a ton
>>>>>>> easier! Being able to nudge something 1 step just a tiny bit a bunch of
>>>>>>> times makes it really easy to fine-tune things into place.
>>>>>>>
>>>>>>>
>>>>>>> On Thu, Jun 18, 2009 at 12:57 PM, Kent Petersen 
>>>>>>> <kentkmp@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> Eric - don't worry about it. I am just pointing out that it sucks
>>>>>>>> now so we can fix it later.
>>>>>>>>
>>>>>>>> Alan - Is there a way we can have something you load the model into
>>>>>>>> so you can see if it will fit into our world right? Like maybe it 
>>>>>>>> would have
>>>>>>>> a dot in the center so you know how where its rotation point is. Maybe 
>>>>>>>> it
>>>>>>>> will also show you the X,Y,Z tilt so you know if its facing up right or
>>>>>>>> sitting on its side. Maybe I can script like a demo map that you pop a 
>>>>>>>> model
>>>>>>>> into and it will show you how it sits.
>>>>>>>>
>>>>>>>> I also like the idea of a standard size. That would be very helpful
>>>>>>>> when it comes time to building more complex levels.
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On Thu, Jun 18, 2009 at 12:54 PM, Kent Petersen 
>>>>>>>> <kentkmp@xxxxxxxxx>wrote:
>>>>>>>>
>>>>>>>>> I HAV DA SCRIPTZ POWAH! That is a good idea. It would be easy to
>>>>>>>>> tile everything.
>>>>>>>>>
>>>>>>>>> I didn't put too much effort into tiling it all up now because I
>>>>>>>>> know its going to move to the temple later and have to redo it all 
>>>>>>>>> (see
>>>>>>>>> those mega man mistakes are paying off).
>>>>>>>>>
>>>>>>>>> Should there be any future changes to the way things rotate and
>>>>>>>>> scale? If I go through and tweak everything to work right again (or 
>>>>>>>>> rewrite
>>>>>>>>> the rotation/scaling scripts in some situations) will there be 
>>>>>>>>> something
>>>>>>>>> that will cause me to go through again?
>>>>>>>>>
>>>>>>>>> I think it would be cool if in the editor you could set the snap to
>>>>>>>>> amount. For example, if I were tiling a floor and the distance of a 
>>>>>>>>> tile was
>>>>>>>>> 7.2 I could then set the snap to that and easily tile the whole thing.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Jun 18, 2009 at 12:47 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx
>>>>>>>>> > wrote:
>>>>>>>>>
>>>>>>>>>> Hey Kent,
>>>>>>>>>>
>>>>>>>>>> I totally agree we need to standardize the position of the art and
>>>>>>>>>> perhaps the scaling too (like in unreal, one unit = 1 cm, we could do
>>>>>>>>>> something like that in our game as well).
>>>>>>>>>>
>>>>>>>>>> this is just a hack solution to part of the problem but since you
>>>>>>>>>> have TEH PWOERZ OF TEH SKRIPT!!!
>>>>>>>>>>
>>>>>>>>>> you could procedurally generate geometry in the _geometry file via
>>>>>>>>>> script.
>>>>>>>>>>
>>>>>>>>>> how the map editor loads a map is it runs the script file (ie
>>>>>>>>>> voidmap_geometry) and when it saves it, it loops through all the 
>>>>>>>>>> objects
>>>>>>>>>> that are loaded and writes out lua commands to load them etc.
>>>>>>>>>>
>>>>>>>>>> so what that means is you could code a double for loop (ie ... for
>>>>>>>>>> x { for y {} }) to place down the tiles.
>>>>>>>>>>
>>>>>>>>>> then, when you load it in the editor (or someone else does) it
>>>>>>>>>> will run your script and place the tiles.
>>>>>>>>>>
>>>>>>>>>> then, when you save the map, it will save the non script version
>>>>>>>>>> (ie as if it WERE placed with the editor but it wasnt).
>>>>>>>>>>
>>>>>>>>>> does that make sense?  im hopin that at least helps the problem a
>>>>>>>>>> little.
>>>>>>>>>>
>>>>>>>>>> but yeah i wanna make the editor as painless as possible too so we
>>>>>>>>>> can continue to make it better if you have ideas.
>>>>>>>>>>   On Thu, Jun 18, 2009 at 12:40 PM, Apache User <
>>>>>>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>>>>>>
>>>>>>>>>>> User:korgath
>>>>>>>>>>>
>>>>>>>>>>> Message: added erics art to the Arrow.lua
>>>>>>>>>>> added the diamond tiles to gridtest. its possible now!
>>>>>>>>>>> added regular tiles to gridtest
>>>>>>>>>>> added regular tiles to tiletrap kinda
>>>>>>>>>>> added regular tiles to trapdoor
>>>>>>>>>>>
>>>>>>>>>>> Complaints. I found it easier to use scripting that I did the
>>>>>>>>>>> editor. It was very difficult to try and tile the ground using the 
>>>>>>>>>>> editor.
>>>>>>>>>>>
>>>>>>>>>>> I also found it difficult to get scaling just right. I am
>>>>>>>>>>> thinking the models may not be centered right. I can't palce my 
>>>>>>>>>>> finger on it
>>>>>>>>>>> but its bothering me. Check out the tiletrap, I just cant get it to 
>>>>>>>>>>> look
>>>>>>>>>>> right anymore.
>>>>>>>>>>>
>>>>>>>>>>> I am having a hard time getting the models to position without a
>>>>>>>>>>> ton of work. I think there should be an art standard. For example 
>>>>>>>>>>> the
>>>>>>>>>>> rotation and scale on the diamond tile is different than the blank 
>>>>>>>>>>> tile. So
>>>>>>>>>>> scripting both in took a lot of work and configuring and they dont 
>>>>>>>>>>> mesh
>>>>>>>>>>> together right when tiled.
>>>>>>>>>>>
>>>>>>>>>>> Basically, the entire process was a total bitch.
>>>>>>>>>>>
>>>>>>>>>>> <Files Changed>
>>>>>>>>>>> U   Scripts/Enemies/Traps/Arrow.lua
>>>>>>>>>>> U   Scripts/Enemies/Traps/tiletrap.lua
>>>>>>>>>>> U   Scripts/Enemies/Traps/trapdoor.lua
>>>>>>>>>>> U   Scripts/Maps/gridtest.lua
>>>>>>>>>>> U   Scripts/Maps/gridtest_geometry.lua
>>>>>>>>>>> U   Scripts/Maps/kenttest.lua
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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