yeah thats a good point Chris And the common denominator between all our art is milkshape which is hardly a good thing. maybe let's try it and see, like make some objects in the different programs we are using, like a 10x10x10 cube in each and see if they all come through the import process the same size On Thu, Jun 18, 2009 at 1:49 PM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote: > Unit measurement is a great way to keep things uniformly scaled. Will this > work cross platform though since some of us are using c4d, maya, 3ds Max? > Just curious because I've not worked with so many diff 3d progs before > > Sent from my BlackBerry > > ------------------------------ > *From*: Kent Petersen > *Date*: Thu, 18 Jun 2009 13:26:29 -0700 > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: Project1 - SVN Update 243 > > 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 >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >