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