[project1dev] Re: Project1 - SVN Update 243

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 18 Jun 2009 12:57:42 -0700

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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