That's a good workaround actually. That could be an option in case some builders like it the other way. On Sat, Jun 27, 2009 at 9:48 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: > no sorry, just something that will need to be addressed in the future like > you cant select and move an object in the same click > > On Sat, Jun 27, 2009 at 9:46 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote: >> >> Yeah, that sounds good. Ideally we won't run into the issues if the >> artists just keep doing what they're doing. >> >> I didn't realize that about the clone command though, I will remember >> that from now on. I do mostly place commands when building because I >> worry about slightly moving objects if I click on them too much. Do >> you have any suggestions on that? >> >> On Sat, Jun 27, 2009 at 9:32 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: >> > Well the scaling issues should all but disapear because the artists are >> > going to make models to scale and building won't require making things >> > the >> > right size for the most part. This is important too because an artist >> > makes a model to be a specific size. If a builder make it bigger than >> > that, >> > it's going to look bad like you saw with the stretched textures. >> > >> > The solution to the problem you hit is just to have the artists make >> > objects >> > the right size and have the builders not have to worry about it. >> > >> > the idea of being able to place a bunch of models down in specific >> > intervals >> > is a good idea, its probably something we'll need a lot. This can be >> > done >> > via some script magic currently but i'll put it on the list as a wish >> > item >> > for later (: >> > >> > something you might like, is if you type "clone" in the console when you >> > have something selected, it will clone your selection so that when you >> > click, it will place an object rotated and scaled the exact same place >> > where >> > you click. that should help with this point you bring up too. >> > >> > In general we want to only use as many verts and texture resolution as >> > we >> > need. >> > >> > It's true that if we give a higher res texture to an object and extra >> > verts >> > then we can scale it up and it will still look good, but with the >> > artists >> > making objects of the right size for the game, we won't ever be scaling >> > things past where they should be so i think the artists should keep on >> > doin >> > like they have, just use the lowest res texture needed to make an object >> > look good at the scale they want it. >> > >> > make sense? >> > >> > On Sat, Jun 27, 2009 at 9:17 PM, Chris Riccobono <crysalim@xxxxxxxxx> >> > wrote: >> >> >> >> Not to keep begging for more editor features.... >> >> >> >> But if we have setscale combined with being able to see exact >> >> dimensions of a model when you click on it, then we could have setsize >> >> and keep placing models to that exact dimension set. And then >> >> combined with the snapto command, we could actually keep placing >> >> models every set amount of space, and they would be exactly aligned. >> >> >> >> I don't know if this makes full sense but it did when I was typing it >> >> :x >> >> >> >> On Sat, Jun 27, 2009 at 9:15 PM, Chris Riccobono<crysalim@xxxxxxxxx> >> >> wrote: >> >> > When I was building I found it easier when a model had a good, high >> >> > res texture. They can't be too big cuz of cost, of course, but if >> >> > the >> >> > texture is unrepeating and pretty, you can almost scale the model any >> >> > way you want and not have to worry. >> >> > >> >> > When making floors, walls, and ceilings, it seems better to have >> >> > lower >> >> > res and lower size models. This helps when tiling and aligning >> >> > things. For example, the first version of the voidmap had some >> >> > issues >> >> > because the main asteroid was very large and oddly shaped. I had to >> >> > almost scale it to a pancake on the Z axis because of that, and even >> >> > then there were still problems with being able to walk under and >> >> > around things placed on it. >> >> > >> >> > Oddly shaped models are very pretty as decoration though, like the >> >> > fortune teller tent props, the rock piles in cavemap, and the new >> >> > trees in voidmap. >> >> > >> >> > Hey Alan, maybe we can get around the iffyness of scaling in the >> >> > editor by being able to set a value of default scale in the console. >> >> > Maybe something like "setscale 0.5 0.5 0.5", so then everything you >> >> > place will already have a scale of that value. >> >> > >> >> > >> >> > >> >> > On Sat, Jun 27, 2009 at 10:46 AM, Alan Wolfe<alan.wolfe@xxxxxxxxx> >> >> > wrote: >> >> >> Yeah, just to re-iterate, scaling in the editor is just like what >> >> >> happens in >> >> >> real life if you stretch an object. >> >> >> >> >> >> the texture stretches too and will look distorted if you stretch it >> >> >> too >> >> >> much, or stretch it too far on one axis vs the others >> >> >> >> >> >> the idea is that when we make models we want to make it so 10 units >> >> >> = 1 >> >> >> meter so that when a builder places an object in the level that they >> >> >> dont >> >> >> have to scale it, since the artist has an idea of how big the object >> >> >> should >> >> >> be in the world, and scaling takes extra time when building. >> >> >> >> >> >> thats the ideal, but of course it may take us quite a few iterations >> >> >> before >> >> >> we are all on the same page about how to make that happen (: >> >> >> >> >> >> On Sat, Jun 27, 2009 at 9:43 AM, Nick Klotz <roracsenshi@xxxxxxxxx> >> >> >> wrote: >> >> >>> >> >> >>> Textures get stretched and compressed at the same ratio you scale. >> >> >>> >> >> >>> >> >> >>> On Sat, Jun 27, 2009 at 9:45 AM, katie cook <ktmcook@xxxxxxxxx> >> >> >>> wrote: >> >> >>>> >> >> >>>> Hey Guys, >> >> >>>> >> >> >>>> When you scale a model in the level editor, does it scale the >> >> >>>> textures >> >> >>>> proportionately? OR does it stretch them as you scale? >> >> >>>> >> >> >>> >> >> >> >> >> >> >> >> > >> >> >> > >> > >> > >