[project1dev] Re: Project1 - SVN Update 243

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 19 Jun 2009 00:00:51 -0700

I'm a bit late on this thread, but I got a couple questions:

Alan, in the game, can an object be scaled to a size where it is a
fractional value of X or Y?  Like having an object be 3.5 X long or
10.3 Y.

Depending on the answer to that question,

If yes, we need to have that show in the txt file and make snapto work
in decimal
If no, we could have a value to scale things to an actual size in the
editor instead of a multiplied value

Both of these should help in building.  For things like building a 3x3
tile floor in the map right now, you can easily place the tiles down
and then correct the X and Y values in the txt file.  I think it's
much more worth learning to do this than to ask the artists to redo
the art, because this is going to be an issue we'll have to deal with
in every single map from now on.

Just my opinion, I could be wrong!

On Thu, Jun 18, 2009 at 5:05 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote:
> those values havent been ever tuned so they will need to change eventually
> yeah...
>
> only thing it really affects is the bridge jumping in cavemap right now
>
> On Thu, Jun 18, 2009 at 5:02 PM, Matthew Freeland <mattthefiend@xxxxxxxxx>
> wrote:
>>
>> Well for stuff like movement speed/jump height we are going to want to
>> make those variable for future facets/skills/levels/statistics to affect
>> aren't we? So if that is the case we're going to need to change it at some
>> point anyway.
>>
>> I think that it would probably be good to go through and normalize
>> everything to fit the uniform 1cm units of measurement so we get a
>> consistent visual presentation. Just my thoughts though, I don't want to
>> make you scripty people have to do too much work.
>>
>> As well I have no problem going back through and normalizing everything if
>> we need...  :P
>>
>>
>>
>> On Thu, Jun 18, 2009 at 4:53 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>
>>> yeah right now i thinkt he player is about 10 units across which would be
>>> umm.... 10 centimeters.
>>>
>>> so if we put in a model that is 2 meters across thats going to be 200
>>> units, ie 20 times as large as the player!
>>>
>>> Standardizing units is good but there is the transition headache of "what
>>> do we do with everything that already exists?"
>>>
>>> should we scale everything up, move the camera zoom out a lot farther,
>>> and re-adjust the walking speeds, jumping heights and maybe gravity?
>>>
>>> What you guys think about this?
>>>
>>> On Thu, Jun 18, 2009 at 4:46 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>>
>>>> sorry again for the mistake, but on the bright side i think it
>>>> precipitated some good changes
>>>>
>>>> On Thu, Jun 18, 2009 at 7:25 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>>>
>>>>> ok.
>>>>> milkshape really lacks the utilities needed to do this easily so it'll
>>>>> take awhile, i'll get back to you asap
>>>>> On Thu, Jun 18, 2009 at 7:05 PM, Kent Petersen <kentkmp@xxxxxxxxx>
>>>>> wrote:
>>>>>>
>>>>>> 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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>
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