[project1dev] Re: Project1 - SVN Update 243

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 18 Jun 2009 13:51:22 -0700

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

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