sorry for spamming, lol... but hey kent do you want me to fix the rotation and position of these? i dont want to break what you already have done On Thu, Jun 18, 2009 at 6:39 PM, eric drewes <figarus@xxxxxxxxx> wrote: > 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 >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >