[project1dev] Re: Project1 - SVN Update 243

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 18 Jun 2009 14:38:25 -0700

i'd say try it again

i don't want to say user error is the cause but it would be bad to throw out
the possibility of only having to work in better applications because of one
mysterious circumstance :P

we should try it again and see, maybe something weird happened somewhere
along the chain from source to destination

heck for all we know the engine could have rotated it wrong when it loaded
the model - in which case it's a bug i need to fix anyways
On Thu, Jun 18, 2009 at 2:12 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> i imported the two tiles using the same methods and they are both built off
> the same original tile...  they ended up different scales and rotation
>
>
> On Thu, Jun 18, 2009 at 5:11 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>
>> everything will have to be fixed in milkshape since it apparently imports
>> randomly... not a big issue, just something we need to be conscious of
>>
>>
>> On Thu, Jun 18, 2009 at 4:51 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> 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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