hehe and scaling on the Z axis is as hard as tits? :P On Thu, May 7, 2009 at 12:34 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > 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 (: >>>>>> > >>>>>> >>>>>> >>>>> >>>> >>> >> >