oh and it also changes the position, but basically the lesson is we have to be sure to fix everything in milkshape, and i apologize for not checking them yesterday... On Thu, Jun 18, 2009 at 6:30 PM, eric drewes <figarus@xxxxxxxxx> wrote: > importing into milkshape changes the scale and rotation of the object from > c4d and 3ds, just fyi... so the recentering to origin and the scaling will > have to be done IN milkshape > > > On Thu, Jun 18, 2009 at 6:27 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> i did rotate the one (sorry!!!), but they are the exact same size/scale >> >> >> On Thu, Jun 18, 2009 at 6:24 PM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> *hides in the corner* >>> >>> >>> On Thu, Jun 18, 2009 at 5:38 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> 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 >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >