[project1dev] Re: Project1 - SVN Update 243

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 18 Jun 2009 19:03:43 -0400

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

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