[project1dev] Re: Scale

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 27 Jun 2009 21:50:04 -0700

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?
>> >> >>>>
>> >> >>>
>> >> >>
>> >> >>
>> >> >
>> >>
>> >
>> >
>>
>
>

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