you're the man, alan. i believe this is a MAJOR step for the direction of this game... makes EVERYTHING easier and faster and more adaptable. nice work. On Thu, May 7, 2009 at 6:17 AM, Chris Riccobono <crysalim@xxxxxxxxx> wrote: > I'm really astounded at the model scaling feature Alan. This is going > to help making levels big time, since we can make small objects and > arrange them in the world (like the rocks) > > If you had 3 different models of a rock, and varied the scale of them, > and placed a ton of them around, it would make the world really > gorgeous and realistic looking. I played with it a bit, and it'll > make designing walls a lot better too, because you can make them > different sizes to get rid of the feeling of repeat textures. > > Something to achieve the snapping thing, maybe you could make a > console setting, so when you click the actual arrow, the model moves a > number of space on the plane it's on. > > Also, I threw your tutorial on the wiki. This level editor rocks ass! > > On Wed, May 6, 2009 at 9:31 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > > Hopefully i didn't forget anything! > > > > =================================== > > Basics of the map editor > > =================================== > > > > Ok so basically, the geometry part of a map will live in a different > script > > file than the scripts of a map. > > > > Cavemap is setup this way right now, ie there's cavemap.lua which has all > > the enemies and scripts in it, and then there's cavemap_geometry.lua > which > > has all the geometry. > > > > The cavemap_geometry.lua file is the one that gets edited by the map > editor. > > > > if you put any script stuff in the geometry file then re-save it in the > > editor, all that stuff will be lost. > > > > But, if you go in and edit some stuff by hand (such as the position or > > rotation or scale of models) if you load it in the editor and resave it, > > your changes will still be there. > > > > Kinda confusing but basically when you load, the map editor it runs all > the > > scripts to load the map. When you save, it only writes out the scripts > > needed to build the geometry, so everything else gets lost. > > > > =================================== > > Getting into the map editor > > =================================== > > > > To create a new map in the map editor, press ~ to bring up the console > and > > type "new". That will bring you into the editor with a blank map. > > > > To edit an existing map, use the edit command in the console. For > example > > to edit the cavemap, type "edit maps/cavemap_geometry.lua" into the > console. > > > > You can optionally leave off the file extension "edit > > maps/cavemap_geometry". > > > > when you want to leave the map editor, type "load" in the console to load > > index.lua (or you can view your work by typing "load maps/cavemap.lua"), > or > > you can just click the X to close the program. > > > > To save your work before leaving the editor you can type "save" in the > > console and it will save as the same file name as you loaded. > > > > If you used "new" to create a new file you have to give a filename. If > you > > didn't use the "new" command you can still give a filename to do a save > as. > > > > For example > > > > To save your current map > > save > > > > To save as another filename > > save maps/blah.lua > > > > =================================== > > Placing models > > =================================== > > > > To place a new model, pop open the console and use the "place" command. > > > > To place a wooden crate for example type this into the console "place > > alanmap/woodencrate.ms3d". Just like the other places, file extension is > > optional. > > > > After using the place command, a semi transparent model will be stuck to > > your cursor. Left click with the mouse button to place the model. > > > > You can also use the "clone" command to copy an existing model. Click a > > model to select it, then type clone in the console. > > > > You can also delete a model by clicking on it to select it and then > pressing > > the delete key. > > > > =================================== > > Changing the camera > > =================================== > > > > To change the camera, hold the right mouse button down and then you can > > change your view with the mouse, and use the WASD or arrow keys to fly > > around. > > > > =================================== > > Manipulating models > > =================================== > > > > To change a model's position, rotation or scale, click on it to select > it. > > > > If you click and drag a model, you'll move it alone it's X/Y plane. If > you > > hold down control, you'll be able to move it up and down. > > > > For finer controls, there are arrows shown for each axis when a model is > > selected. > > > > You can click on an arrow and drag to move a model along that axis. > > > > Press tab to cycle between positioning a model, rotating a model, and > > scaling a model. > > > > =================================== > > Bugs / future features / etc > > =================================== > > > > I know there are some bugs, and we are missing some features like snap > to, > > and some things need improvements (like there's no way to uniformly scale > a > > model). > > > > I'm going to be upgrading it over the next couple days to get it to a > > cleaner and better version. > > > > However, if you find bugs or have ideas for improvements or questions, > let > > me know so i can make it easier and better for all of us (: > > > >