Still having problems

#21
(2013-07-01, 06:51 PM)Madison Lastrega link Wrote:Thanks Holy Diver :-)

What I mean by reverse rotation. ‎  Say you make an object, as an event you can set that object to rotate. ‎  Such as a custom door or other object. The engine won't allow you to rotate it in the reverse direction. ‎  You can set it to on its ‎  axis up to 360 degrees . however to make the door shut you have to make a second object in a reverse direction to make the illusion that it is shutting........ ‎  So it would be nice if you could set the event to reverse. -360, -180 -90 ect.

First I've heard of that. That's pretty weird. Definitely a bug. Can you swing the door 90 degrees, and then have it go back to 0 degrees?
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#22
Not unless you make a mirrored 180 degree version on the door or whatnot. ‎  Then it will have the illusion of shutting.

You have to set your event up that the first leaf of the event opens the door or rotate object 90 degrees, then second leaf makes door disappear, third leaf make mirror door appear , next set timer for three second and fith leaf rotate mirror door 90 degrees to close the door, and lastly leaf six to reset back to leaf 1.

A lot of work for just a simple open and closing of a door :-)
If we could set leaf 1 to open the door. ‎  Leaf 2 to set timer for 3 seconds then a third leaf to just rotate -90 in the first place it would save tons of time, and we would have to make a second object that is a mirror of the first.

Yeah with your editor bug fixes ,I think you would be the one to solve that mystery :-) funny thing , it is just on rotate other axis we can negatively move...... You are probably right about it just being a mere bug. ‎  ‎  ‎  ‎  ‎  ‎  ML

Almost forgot if you want your door to have a sound effect, that a bunch more added leafs.


We can thank todd for the current solution..... He had to make a clock pendalum and for a simple clock that is how he made it swing back and forth.....
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#23
(2013-07-02, 03:38 PM)Madison Lastrega link Wrote:Not unless you make a mirrored 180 degree version on the door or whatnot. ‎  Then it will have the illusion of shutting.

Do you mean the object on the map is copied or a whole other PRM file? It seems like in most instances you'd be able to simply rotate the object on the map.

Quote:You have to set your event up that the first leaf of the event opens the door or rotate object 90 degrees, then second leaf makes door disappear, third leaf make mirror door appear , next set timer for three second and fith leaf rotate mirror door 90 degrees to close the door, and lastly leaf six to reset back to leaf 1.

A lot of work for just a simple open and closing of a door :-)
If we could set leaf 1 to open the door. ‎  Leaf 2 to set timer for 3 seconds then a third leaf to just rotate -90 in the first place it would save tons of time, and we would have to make a second object that is a mirror of the first.

Yeah with your editor bug fixes ,I think you would be the one to solve that mystery :-) funny thing , it is just on rotate other axis we can negatively move...... You are probably right about it just being a mere bug. ‎  ‎  ‎  ‎  ‎  ‎  ML

Almost forgot if you want your door to have a sound effect, that a bunch more added leafs.


We can thank todd for the current solution..... He had to make a clock pendalum and for a simple clock that is how he made it swing back and forth.....

HwitVlf might be able to fix that by editing the dialog box. If you made a list of everything like this you'll be more likely to see everything fixed in due time. I don't mess with the editors very much. And fixing their bugs is still something on the horizon for the most part. So far I only made time to fix the major bugs that would not let folks use the tools at all.

There's no reason for not being able to go backwards. That must just be an oversight. If you want a door though, I would suggest modeling one. I've been asking Verdite why he hasn't made a custom door yet for ages. I am interested in how they work myself. It may even be possible to make stairs and things with arbitrary clipping shapes... for instance if its possible to make a drawbridge like door, then you can make proper steps as an object too.

EDITED: And even if the drawbridge doesn't quite work. I will work on making it work properly if someone makes one.
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#24
Now I know we have gotten WAAAAY off topic and again I am sorry Mr Havok. ‎  But Since all this information will help you with your project, and since we were talking about rotation examples, and since John asked to see it.... Here is my out house map part and object sets I made a while back.... ‎  ML


And I still have ALL these parts if you want to to put a crapper in your project Mr Havok, or anyone for that matter.......:-)

There are other post on how I made these on the forum under my old FBTW and mytrosia for further info on this piece.


Attached Files Thumbnail(s)
           
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#25
Oh no need to apologize guys, Im still here reading and taking in all the knowledge I can about this, I love that outhouse bout to go check it out. :) ‎  any other house textures you have besides the default ones I have up for grabs?
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#26
Nice outhouse! Complete with ummm... biological layer. How authentic ‎  Biggrin

Something I wish I had done with my house set, and I think it might benefit your outhouse too, is to get rid of the "grass ground" border around the walls. If I had made the house Pieces just a little bigger than a regular map tile, they could have slightly overlapped the surrounded Pieces instead of needing the border. That would let people place it on many different surfaces without having to adjust the ground-border's texture or shape.
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#27
I have a clock in DD with a pendulum that uses the 3 step event with mirrored objects - it can work, but a pain :)
- Todd DuFore (DMPDesign)
Site Founder
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#28
(2013-07-04, 07:19 PM)HwitVlf link Wrote:Nice outhouse! Complete with ummm... biological layer. How authentic ‎  Biggrin

Something I wish I had done with my house set, and I think it might benefit your outhouse too, is to get rid of the "grass ground" border around the walls. If I had made the house Pieces just a little bigger than a regular map tile, they could have slightly overlapped the surrounded Pieces instead of needing the border. That would let people place it on many different surfaces without having to adjust the ground-border's texture or shape.

Probably the correct way is for the outer walls to line up with the edge of the tiles, with any eaves extending out over the edges.

EDITED: In fact. If tile sets don't work that way I would not host them on any website I am responsible for.
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#29
:-) ‎  ‎  I could ‎  have easily have made the outhouse frame a perfect 100 cm square, but then it would have looked way to big.... Outhouses are tiny buildings. ‎  The way it is now you can walk in to the building move 35 cm to the left or right, turn around and yeah even look down into to toilet..... So any bigger would have taken from the effect of the building....... Perhaps I should post all the parts so y'all can put in . you'll see with current specs it looks and performs as it should...

‎  I make ALOT of models and map pieces that extrude over the line... Remember my windmill huge map pieces. ‎  My cabin sets 3x3 pieces..... Some of map tiles are 9x9 . ‎  ‎  (for wide open spaces 9 tiles beats 81) . and lastly all, I repeat ALL of my mhm data is always over the 100cm line.. ‎  ‎  You don't never
Fall through holes in the floor on my maps do ya......nope...

Even johns water sets are 1x3 OVER the line... en. ‎  ‎  I don't toot my own horn much but I am one of the best modelers on this site hands down.... Man your gonna miss out on a lot of good work..... Oh well I digress, ‎  others will love it :-) ‎  .......... Oh yeah that scarecrow you liked years back.... Made it the same way :-) ‎  and all y'all look back at my cabin post ...... Shame I lost those pieces took 2 months and they were beautiful, had porches were multi level with basements... ‎  3x3 and made no slowdown, just sayin,'. ‎  ‎  ‎  ‎  ‎  ....ML
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#30
I can see how extending the outhouse to the edges would have made it look somewhat clunky. I had a similar situation with an above-ground cave map Piece so I made it raised up slightly on a pedestal which overlapped the surrounding Pieces just a bit. Just enough to give the base a natural feel rather than being a perfect square. That also let me place it in locations with uneven ground.
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