they seem to be the same size in milkshape to me, but i will triple check... or did you just mean sizewise? On Thu, Jun 18, 2009 at 6:44 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > If you can change the sizing too > > > On Thu, Jun 18, 2009 at 3:43 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> I've been thinking about it and I think I would prefer if you did fix >> them. It was such a pain to get them sorta working I think it would be >> easiest to just fix em, redo it (one last time!), and not have the problem >> anymore. It would also make it easier in the future if we were to switch out >> a model with a newer one. I won't have to go back through and change the >> scripts again. Not to mention there were only a couple models in heavy use >> anyway. >> >> >> On Thu, Jun 18, 2009 at 3:40 PM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> 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 >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >