[project1dev] Re: Project1 - SVN Update 243

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 18 Jun 2009 13:40:39 -0700

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

Other related posts: