yeah, between their feet. the steps should be: center an object at the origin, then move it up until the bottom most part of the model touches the "ground plane" and Eric - just like if you want some tech that is too big of a pain and i tell you, if you find after trying any of this that it's too big of a pain let us know and we can check out other options or maybe find some kind of a compromise. we want it to be the best it can be overall for everyone (: 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 >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >