[project1dev] Re: Project1 - SVN Update 243

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 18 Jun 2009 18:40:38 -0400

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

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