[project1dev] Re: map editor details

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 7 May 2009 10:50:31 -0700

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 (:
>>> >
>>>
>>>
>>
>

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