Author Topic: Joe's Arenas (Mods, Tweaks & Notes)  (Read 5985 times)

Offline JoeBlo

Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #20 on: January 14, 2010, 08:57:44 PM »
the ceiling is in the collision ?

if so you would have to reconstruct the collision to not include it
« Last Edit: October 14, 2010, 09:11:01 PM by JoeBlo »

Offline JoeBlo

Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #21 on: October 14, 2010, 09:14:06 PM »
De-compiling an Arena to workable ASCII


Grab yourself Serges Decompiler

run it and browse through to the GMF you wish to edit.

a second window will pop up to chose a save, I recommend saving in the same folder, for the sake of this tutorial, save it as newedit.gmf (important that you add .gmf yourself when typing in the name)

*decompiles*

open up the resulting file in note pad and make your changes...

Offline JoeBlo

Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #22 on: October 14, 2010, 09:22:28 PM »
Editing Start Points

similar deal with something I posted earlier with the test arena objects.. so I will quote some of it here...

find the first Startpoint object in your ASCII file, they make themselves quite obvious so you can use Ctrl + F and type start to find them.

Code: [Select]
*TM_ROW0 1.000000   0.000000   0.000000
               *TM_ROW1 0.000000   1.000000   0.000000
               *TM_ROW2 0.000000   0.000000   1.000000
               *TM_ROW3 0.572541   0.103332   7.858184

you will find a part like this under the "node name" of the startpoint you just found

TM_ROW3 is where the action is at for the transitional changes

first column of numbers is the X, second the Y and last column the Z

Code: [Select]
X= Left/ Right
Y = Higher or Lower
Z= Up/ Down

*X and Z may appear to swap movements if you look at the arena from a different viewpoint.

increasing the number (just ignore the decimals) as a positive or a negative will effect the movement

Code: [Select]
X

- Left + Right

Y

- Lower + Higher

Z

- Down + Up

Offline Naryar

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Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #23 on: October 15, 2010, 02:40:11 AM »
Somebody (no pun intended) better reads this and do what he must...

Edit: OWAIT. Aren't "lower and higher" and "down and up" synonyms ?

Offline JoeBlo

Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #24 on: October 15, 2010, 03:16:28 AM »
welcome to the confusing world of 3D :P

you must imagine you are looking straight down on the arena floor when dealing with X & Z

Offline NFX

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Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #25 on: October 15, 2010, 03:50:26 AM »
Perhaps North, South, East and West would make more sense.
Co-creator of The RA2 Randomiser



Offline JoeBlo

Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #26 on: October 15, 2010, 03:59:02 AM »
I dont think so.. its easy enough to work it as is, Naryar is just being difficult :P

Offline Naryar

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Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #27 on: October 15, 2010, 05:25:44 AM »
Naryar is just being difficult :P

Scientifically minded would be more precise.

Perhaps North, South, East and West would make more sense.

Eh. Yes, but I don't like the feeling of it.

Or we could use 0, math.pi, math.pi*0,5 and math.pi*1,5 ?

Offline JoeBlo

Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #28 on: October 15, 2010, 05:30:59 AM »
Or we could use 0, math.pi, math.pi*0,5 and math.pi*1,5 ?

no pretty sure your being difficult :P

it will do, people will understand it if they really want to know this stuff

Offline Naryar

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Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #29 on: October 15, 2010, 05:34:10 AM »
:trollface OK,I will stop. I just did not liked your wording.

Offline Somebody

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Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #30 on: October 15, 2010, 06:41:26 AM »
:D
Will try first thing when I get home. Just a mere 8 hours to go... :/
I built that big robot on that TV show that time


Offline Gigafrost

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Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #31 on: October 20, 2010, 06:57:47 AM »
Good job so far Joe, will poke around and see if things work in regards to your coding, here and there.

Offline Resetti's Replicas

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Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #32 on: November 28, 2010, 11:47:20 AM »
How do I rotate the start points?  I've moved the robots out of the corners in the RW arena, but they still start at an angle, and I want to fix that.

Offline JoeBlo

Re: Joe's Arenas (Mods, Tweaks & Notes)
« Reply #33 on: November 28, 2010, 06:53:03 PM »
Serge made a topic for it somewhere about calculating the angles

Code: [Select]
*TM_ROW0 1.000000   0.000000   0.000000
               *TM_ROW1 0.000000   1.000000   0.000000
               *TM_ROW2 0.000000   0.000000   1.000000

I usually cheat and copy and paste TM_Row0 - TM_Row2  from another arena's start points to get the right angle.. the small arena's should match up

make sure you always trial with the same robot so wrong nose values arnt throwing you off..