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hpl2:tutorials:level_editor:tutorial_5 [2011/07/22 21:50]
rel
hpl2:tutorials:level_editor:tutorial_5 [2011/08/14 08:27]
thegreatcthulhu [Dimensions with Scale and Placement - The most important part of this guide.]
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-The easiest way I think of them when using **SCALE**is...+The easiest way I think of them when using **SCALE**is
  
  
-1. When dealing with **walls** ​ of any kind, X is the **Width ** and Y is the **Height**, **Z is not used**.+1. When dealing with **walls** of any kind, X is the **Width ** and Y is the **Height**, **Z is not used**.
  
  
-2. When dealing with **floors and/or ceilings ** X is the** Width OR Height ** and Z **is the Width OR Height, ** Y is not used.+2. When dealing with **floors and/or ceilings ** X is the**Width OR Height ** and Z **is the Width OR Height, ** Y is not used.
  
  
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 Example of X being the Width and Z being the Height: [[http://​www.flickr.com/​photos/​65508834@N03/​5965072076/​sizes/​l/​in/​photostream/​|http://​www.flickr.com/​photos/​65508834@N03/​5965072076/​sizes/​l/​in/​photostream/​]] ​ Example of X being the Width and Z being the Height: [[http://​www.flickr.com/​photos/​65508834@N03/​5965072076/​sizes/​l/​in/​photostream/​|http://​www.flickr.com/​photos/​65508834@N03/​5965072076/​sizes/​l/​in/​photostream/​]] ​
  
 +
 +----
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 +To be more precise, what is considered width or height is relative. And what would you do if the widht and the height are the same? Instead, think in tearms of X-size and Z-size.
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 +In HPL2 engine, and thus in the level editor, the X-axis & the Z-axis lie in the ground plane, while the positive Y-axis points up. The editor displays each of these axes in a different color, allowing you to orient yourself. <font 9pt:​bold/​Arial;;#​FF0000;;​inherit ​      >X is RED</​font>​ , <font 9pt:​bold/​Arial;;#​008800;;​inherit ​      >Y is GREEN</​font>​ , and <font 9pt:​bold/​Arial;;#​0000FF;;​inherit ​      >Z is BLUE</​font>​ . This is easy to remember - those are the main components of the RGB color model.
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 +In short:
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 +|X |Y |Z |
 +|<font 12pt:​bold/​Arial;;#​FF0000;;​inherit ​           >​R</​font> ​ |<font 12pt:​bold/​Arial;;#​00FF00;;​inherit ​           >​G</​font> ​ |<font 12pt:​bold/​Arial;;#​0000FF;;​inherit ​           >​B</​font> ​ |
 +
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 +{{http://​farm7.static.flickr.com/​6079/​6039969248_48a365cc7c.jpg?​direct& ​ }}
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 +This color scheme is followed both for the global (world) coordinate ​ system, as well as for the local (object-space) coordinate system.
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 +
 +The translation,​ rotation and scale indicators/​manipulators seen in the image are called gizmos. To make object positioning easier, the level editor does not rotate the translation gizmo along with your object, so it is allways alligned to the world coordinate axes. The rotation and scale gizmos are, however, rotated with the object, so that the object can be properly manipulated. The scale gizmo is similar to the translation gizmo. The rotation gizmo is a bit different, but the color scheme makes it simple to understand and use. Each of the circles rotates like a wheel, and each rotates along a single //local// axis. However, note that the corresponding values that appear on the General panel are //global,// and that, after a few complicated rotations, will not reflect the behavior of the gizmo. This is done on purpose, so that the engine can track the rotations properly, while allowing for a more intuitive control over rotations for humans.
 +
 +
 +\\
  
 ===== Mathematics of Scale and Placement.(Primitives and Static Objects only) ===== ===== Mathematics of Scale and Placement.(Primitives and Static Objects only) =====
hpl2/tutorials/level_editor/tutorial_5.txt · Last modified: 2012/01/05 04:25 by rel