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