[project1dev] Re: map editor details

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 7 May 2009 14:34:58 -0500

You can't scale objects large enough to hold my ego. What gives?

:P



On Thu, May 7, 2009 at 1:06 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> neato!
>
> I'm glad it's ok
>
> Im sure there's some complaints, or will be when things get used more, and
> bugs found.
>
> but, im glad that so far it's looking pretty good (:
>
> snap to is seriously needed, it's really hard to get things in the right
> position
> and scaling, rotation, and positioning can be kinda touchy sometimes
>
> any other feedback let me know, i'll put it on my list
> On Thu, May 7, 2009 at 10:50 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> 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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