[project1dev] Re: map editor details

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 7 May 2009 12:38:33 -0700

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

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