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