[project1dev] Re: Project1 - SVN Update 243

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 18 Jun 2009 16:05:42 -0700

I was referring to just making the scaling set to what you would like it to
be. As of now the model is huuuuge it's almost the same size as the big
platform on the start up map

On Thu, Jun 18, 2009 at 4:03 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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