[project1dev] Re: map editor details

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 7 May 2009 08:47:45 -0700

Thanks!  Yeah, hope it helps

On Thu, May 7, 2009 at 5:38 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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