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Wed scaling. - feature request.
#77525
06/13/06 07:43
06/13/06 07:43
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Joined: Dec 2005
Posts: 478 India
msl_manni
OP
Senior Member
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OP
Senior Member
Joined: Dec 2005
Posts: 478
India
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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.
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Re: Wed scaling. - feature request.
[Re: msl_manni]
#77526
06/13/06 13:22
06/13/06 13:22
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Joined: Mar 2002
Posts: 7,726
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,726
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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.
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Re: Wed scaling. - feature request.
[Re: old_bill]
#77527
06/13/06 13:58
06/13/06 13:58
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Joined: Dec 2005
Posts: 478 India
msl_manni
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OP
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Posts: 478
India
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Can't find the thing you are saying.
Btw I am asking for is model-mdl scaling and not block scaling.
My Specialities Limited.
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Re: Wed scaling. - feature request.
[Re: msl_manni]
#77528
06/13/06 14:18
06/13/06 14:18
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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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
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Re: Wed scaling. - feature request.
[Re: ulillillia]
#77529
06/13/06 14:43
06/13/06 14:43
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Joined: Dec 2005
Posts: 478 India
msl_manni
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OP
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Joined: Dec 2005
Posts: 478
India
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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.
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Re: Wed scaling. - feature request.
[Re: Dan Silverman]
#77531
06/14/06 03:49
06/14/06 03:49
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Joined: Dec 2005
Posts: 478 India
msl_manni
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Posts: 478
India
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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.
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Re: Wed scaling. - feature request.
[Re: msl_manni]
#77532
06/14/06 09:38
06/14/06 09:38
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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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
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Re: Wed scaling. - feature request.
[Re: ulillillia]
#77533
06/14/06 10:45
06/14/06 10:45
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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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.
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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.
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3) save time
No time will be saved. You would actually save time by doing it all in one app ... your modeling app.
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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.
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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.
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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).
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Re: Wed scaling. - feature request.
[Re: Dan Silverman]
#77534
06/14/06 11:14
06/14/06 11:14
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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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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