[project1dev] Re: Project1 - SVN Update 243

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 18 Jun 2009 13:43:34 -0700

good point - i like that logic (:

On Thu, Jun 18, 2009 at 1:42 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> no this sounds fine to me, it makes sense for everyone including artists
> because if we have a scale in mind for an object you guys dont have to guess
> how big we envisioned, etc.
>
>
> On Thu, Jun 18, 2009 at 4:40 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> 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
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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