[project1dev] Re: Project1 - SVN Update 243

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 18 Jun 2009 13:00:22 -0700

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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