[project1dev] Re: map editor details

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 7 May 2009 08:38:58 -0400

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 (:
> >
>
>

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