[project1dev] Re: Project1 - SVN Update 243

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 19 Jun 2009 10:24:37 -0700

Well the negatives of models overlapping are they same that they've always
been

if they overlap perfectly (like the walls in cavemap did) you'll get Z
fighting.

also if you have some ornate peice of geometry that is hidden inside another
peice of geometry cause they overlap, it's wasted polygons, but thats just
common sense and doesnt matter for most models hehe
On Fri, Jun 19, 2009 at 9:18 AM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> With that info we can sync up models to exact numbers, for example,
> having a tile laid every 30 X, or having a walkway line up to a wall
> at exactly the necessary seam so the collision doesn't let the player
> fall thru, without the models overlapping
>
> Although I don't know if there's any negative to models overlapping
> anymore in the game - do you know Alan?
>
> On Fri, Jun 19, 2009 at 8:36 AM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote:
> > Sure.  Just curious though, what would you actually use that info for if
> it
> > was displayed in the editor :P
> >
> > On Fri, Jun 19, 2009 at 8:16 AM, eric drewes <figarus@xxxxxxxxx> wrote:
> >>
> >> please pass that idea along to mete also! :P
> >>
> >> On Fri, Jun 19, 2009 at 11:15 AM, Kent Petersen <kentkmp@xxxxxxxxx>
> wrote:
> >>>
> >>> I think asdf has a good idea with showing the model dimensions.
> >>>
> >>> On Fri, Jun 19, 2009 at 1:18 AM, Chris Riccobono <crysalim@xxxxxxxxx>
> >>> wrote:
> >>>>
> >>>> That sounds pretty good.  If you add that, can you add some way for
> >>>> the editor to show the dimensions of a model?  Like when you click on
> >>>> it, it will say 30 x, 50 y, 10 z big, or however it is.
> >>>>
> >>>> On Fri, Jun 19, 2009 at 12:28 AM, Alan Wolfe<alan.wolfe@xxxxxxxxx>
> >>>> wrote:
> >>>> > yeah you can scale to fractional numbers, and you could snap to the
> >>>> > nearest
> >>>> > 2.452 if you wanted to, and yeah you can do that in the lua files if
> >>>> > you
> >>>> > wanted to.  All that stuff already works.
> >>>> >
> >>>> > The idea we were talkin about is making it so 1 unit in the game
> would
> >>>> > equal
> >>>> > 1 centimeter so if someone modeled a lamp model, they could make it
> in
> >>>> > dimensions that made sense so when someone put it in the map they
> >>>> > wouldnt
> >>>> > have to guess at the scale, and wouldnt even have to rescale it at
> >>>> > all.
> >>>> >
> >>>> > Youd just place it and it would be the right size.
> >>>> >
> >>>> > That would help a bunch with building since it's a pain to get
> >>>> > everything
> >>>> > scaled perfectly (and you might not even know what the person who
> made
> >>>> > it
> >>>> > had in mind for size)
> >>>> >
> >>>> > On Fri, Jun 19, 2009 at 12:00 AM, Chris Riccobono <
> crysalim@xxxxxxxxx>
> >>>> > wrote:
> >>>> >>
> >>>> >> 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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