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Wed scaling. - feature request. #77525
06/13/06 07:43
06/13/06 07:43
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline OP
Senior Member
msl_manni  Offline OP
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M

Joined: Dec 2005
Posts: 478
India
The choice of having models as level geometry is a very welcome feature.

Wed scales uniformly in all directions. But I would like to scale the same model in a particular axis only or scale differently in different axis.

Please add this feature in the next update .


My Specialities Limited.
Re: Wed scaling. - feature request. [Re: msl_manni] #77526
06/13/06 13:22
06/13/06 13:22
Joined: Mar 2002
Posts: 7,726
old_bill Offline
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old_bill  Offline
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Joined: Mar 2002
Posts: 7,726
This already works.
Just select the axis at the top of wed in the tools section.

old_bill


Success is walking from failure to failure with no loss of enthusiasm.
Re: Wed scaling. - feature request. [Re: old_bill] #77527
06/13/06 13:58
06/13/06 13:58
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline OP
Senior Member
msl_manni  Offline OP
Senior Member
M

Joined: Dec 2005
Posts: 478
India
Can't find the thing you are saying.

Btw I am asking for is model-mdl scaling and not block scaling.


My Specialities Limited.
Re: Wed scaling. - feature request. [Re: msl_manni] #77528
06/13/06 14:18
06/13/06 14:18
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
This "thing" he's referring to looks like a plus sign made of arrows and it's located on the top toolbar. When you put the mouse arrow over it, it should say "restrict" or something.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Wed scaling. - feature request. [Re: ulillillia] #77529
06/13/06 14:43
06/13/06 14:43
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline OP
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msl_manni  Offline OP
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M

Joined: Dec 2005
Posts: 478
India
I already know that but it is useful for blocks or prefabs.

I am trying to scale model files in a particular direction.

And what I see is that it does a uniform scale of models.

Even if you open properties of model and goto scale section then one can see that the scale is available for one direction only and other axis are grayed out.

which is not the case for prefab and blocks.


My Specialities Limited.
Re: Wed scaling. - feature request. [Re: msl_manni] #77530
06/13/06 16:36
06/13/06 16:36
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
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Dan Silverman  Offline
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Joined: Jul 2000
Posts: 11,321
Virginia, USA
I don't think scaling a model non-uniformly in WED is the appropriate thing to do. When you scale a model in this manner you would end up also stretching the texture/skiin in an undesirable way. If you need your model to be scaled a specific amount along a specific axis, then open your modeling program and do it there. In fact, you can create your entire level in the modeling program to specs and then simply export the pieces and put it together in WED. Frankly, if you are using models for level geometry, then there is no real need to build or scale any of it in WED at all. Do it all in your modeling app.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Wed scaling. - feature request. [Re: Dan Silverman] #77531
06/14/06 03:49
06/14/06 03:49
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline OP
Senior Member
msl_manni  Offline OP
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M

Joined: Dec 2005
Posts: 478
India
I am asking for this feature because I want to build level in parts and is specially useful with rocks.

1) use the same model.
2) save space
3) save time
4) save load time
5) having different skins gives more power.
6) collision detection would be faster if the model involved has less polygons.
etc........

Scaling, rotating in different directions gives the impression that these are different models but saves me a lot of extra work and resources. And again save time because if one is not of proper scale or rotation then I will have to redo touches to the model.

And this has to be a wed feature and will not solve the problem any other way.


My Specialities Limited.
Re: Wed scaling. - feature request. [Re: msl_manni] #77532
06/14/06 09:38
06/14/06 09:38
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Have you tried using this in an action:

Code:

define x_scale, skill1;
define y_scale, skill2;
define z_scale, skill3;

//uses: x_scale, y_scale, z_scale
action scale_me
{
my.scale_x = my.skill1;
my.scale_y = my.skill2;
my.scale_z = my.skill3;
wait(1);
my.dynamic = off; // speeds up rendering, if unchanging
}



This is one way of doing it. Just assign this action to the model and change the first 3 skill values to set the scale factor.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Wed scaling. - feature request. [Re: ulillillia] #77533
06/14/06 10:45
06/14/06 10:45
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Quote:

I am asking for this feature because I want to build level in parts and is specially useful with rocks.

1) use the same model.
2) save space
3) save time
4) save load time
5) having different skins gives more power.
6) collision detection would be faster if the model involved has less polygons.
etc........

Scaling, rotating in different directions gives the impression that these are different models but saves me a lot of extra work and resources. And again save time because if one is not of proper scale or rotation then I will have to redo touches to the model.

And this has to be a wed feature and will not solve the problem any other way.




Very incorrect. This does not have to be a WED feature at all. Reusing the models will not save on polygons at all. Each face will still be counted and used. Reusing models will save on video memory consumption because of shared memory, though. Therefore, even if you set ALL of this up in your modeling program (i.e. scaling, rotating the models there) you will end up with the exact same results as if you tried to put this together in WED.

For example, if I built a level out of the same wall model by duplicating, moving, scaling and rotating the wall and did this in my modeling app I would end up with the same results as if I had done this in WED. It would make no difference. Therefore, since you are dealing with models, it is BEST to simply do it in the modeling application instead of doing this in WED.

Quote:

1) use the same model.




You can use the same model over and over in your modeling app as well. As stated above, no matter how many times you reuse the model, whether in WED or a modeling app, all polygonal faces will be taken into consideration. However, if 10 models share the same texture/skin then it counts as ONE whether you create the level in your modeling app or in WED. So you are not going to save any video memory or anything by put this all together in WED vs. your modeling app.

Quote:

2) save space




You are not going to save any space. It will be the same. If you are concerned about using parts, then export from your modeling app in parts.

Quote:

3) save time




No time will be saved. You would actually save time by doing it all in one app ... your modeling app.

Quote:

4) save load time




You are not going to save load time. The polygon count will be the same and the texture memory usage will be the same.

Quote:

5) having different skins gives more power.




What prevents you from using a different skin on any model from within the modeling app? You have even more power to create the entire level in your modeling app than parts here and there and assembling in WED.

Quote:

6) collision detection would be faster if the model involved has less polygons.




That makes no sense. The model will have has many polygons in WED as it would in your modeling app. Just build wisely in your modeling app and the entire level can (and should be) built there (for levels made from models).


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Wed scaling. - feature request. [Re: Dan Silverman] #77534
06/14/06 11:14
06/14/06 11:14
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
dan, he talks about instances. it doesn't sound like your exporter from max (or whatever) automatically exports instances. or does it? of course instances take less space, loading time,... than separate models.

maybe he also doesn't have a modeling program were he can do all of this.

ulillillia is right. only wed doesn't support scaling non-uniformingly. per script you could do it. or per editing the wmp with a text editor.

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