I finally got a chance to play around with the editor and I am very impressed. The controls are intuitive enough as well. I love the scaling feature. On Thu, May 7, 2009 at 8:47 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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 (: >>> > >>> >>> >> >