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Feature #25

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Dummy test area map and reference cube

Added by quintus almost 3 years ago. Updated almost 3 years ago.

Status:
New
Priority:
High
Assignee:
Category:
Maps
Start date:
05/07/2021
Due date:
% Done:

0%

Estimated time:

Description

I need a test area to work with. This area is not meant to be included in the final game, but it is necessary to test game physics, player control, etc. until the actual maps are finished. The test area is not intended or required to be beautiful by any measure, it serves purely practical purposes that allows me to code while graphics, music, etc. are not ready yet. Hence, this ticket has priority.

The test area map should have the following properties (m = metrical meters):

  • It must have a central flat surface in its middle without any slope. The dimensions of this surface have to be 10m x 10m.
  • Around that central place some slopes are useful. I would suggest to use the geographical trick Siggy outlined in the forums.
  • There should be some scattered immobile objects, like walls of different height (for testing jumping on and off them), rock needles, one or two simple trees (no leaves required, I am content with three branches or so), etc. No textures required for the moment, nor any attention to detail.
  • At its edges it should have high walls (say, 5m in height) so one cannot jump off into the void.
  • The map's dimensions should be 250m x 250m. It is absolutely okay if it is empty on the most part. Again, I just need it for testing.
  • I will programatically place the reference cube on that map.

The reference cube is a cube whose dimensions are exactly 1m x 1m x 1m. It has to be provided as a separate model. This cube is meant to be used to properly adjust dimensions of all elements in the game so that e.g. Benjamin's character model does not get 43m tall or similar errors. The reference cube does not have to have any texture on it; I will colorise it programmatically if I think it is useful.


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grid 10 x 10.jpg (80.5 KB) grid 10 x 10.jpg SiggyPop, 05/09/2021 06:43 AM
Actions #1

Updated by quintus almost 3 years ago

  • Category changed from Graphics to Maps
Actions #2

Updated by SiggyPop almost 3 years ago

quintus wrote:

I need a test area to work with. This area is not meant to be included in the final game, but it is necessary to test game physics, player control, etc. until the actual maps are finished. The test area is not intended or required to be beautiful by any measure, it serves purely practical purposes that allows me to code while graphics, music, etc. are not ready yet. Hence, this ticket has priority.

The test area map should have the following properties (m = metrical meters):

  • It must have a central flat surface in its middle without any slope. The dimensions of this surface have to be 10m x 10m.
  • Around that central place some slopes are useful. I would suggest to use the geographical trick Siggy outlined in the forums.
  • There should be some scattered immobile objects, like walls of different height (for testing jumping on and off them), rock needles, one or two simple trees (no leaves required, I am content with three branches or so), etc. No textures required for the moment, nor any attention to detail.
  • At its edges it should have high walls (say, 5m in height) so one cannot jump off into the void.
  • The map's dimensions should be 250m x 250m. It is absolutely okay if it is empty on the most part. Again, I just need it for testing.
  • I will programatically place the reference cube on that map.

The reference cube is a cube whose dimensions are exactly 1m x 1m x 1m. It has to be provided as a separate model. This cube is meant to be used to properly adjust dimensions of all elements in the game so that e.g. Benjamin's character model does not get 43m tall or similar errors. The reference cube does not have to have any texture on it; I will colorise it programmatically if I think it is useful.

OK, quintus,
I'll try to focus on it ... but it may take a while ...
Yours,
SP. ;)

Actions #3

Updated by SiggyPop almost 3 years ago

quintus wrote:

I need a test area to work with. This area is not meant to be included in the final game, but it is necessary to test game physics, player control, etc. until the actual maps are finished. The test area is not intended or required to be beautiful by any measure, it serves purely practical purposes that allows me to code while graphics, music, etc. are not ready yet. Hence, this ticket has priority.

The test area map should have the following properties (m = metrical meters):

  • It must have a central flat surface in its middle without any slope. The dimensions of this surface have to be 10m x 10m.
  • Around that central place some slopes are useful. I would suggest to use the geographical trick Siggy outlined in the forums.
  • There should be some scattered immobile objects, like walls of different height (for testing jumping on and off them), rock needles, one or two simple trees (no leaves required, I am content with three branches or so), etc. No textures required for the moment, nor any attention to detail.
  • At its edges it should have high walls (say, 5m in height) so one cannot jump off into the void.
  • The map's dimensions should be 250m x 250m. It is absolutely okay if it is empty on the most part. Again, I just need it for testing.
  • I will programatically place the reference cube on that map.

The reference cube is a cube whose dimensions are exactly 1m x 1m x 1m. It has to be provided as a separate model. This cube is meant to be used to properly adjust dimensions of all elements in the game so that e.g. Benjamin's character model does not get 43m tall or similar errors. The reference cube does not have to have any texture on it; I will colorise it programmatically if I think it is useful.

OK, quintus - :)

then we'll try to build it step by step:
If I got you right, you need an area with 250 x 250 m with a flat surface in its middle:

  • I think we 1st create a plane 250 x 250 with a grid (which has 10 x 10 m inside (see jpg)) and a seperate cube 1 x 1 x 1 m.

I'll take care of this 1st. - What kind of file do you need? (data-ending) Ogre?

Yours,
SiggyPop.

Actions #4

Updated by quintus almost 3 years ago

I think we 1st create a plane 250 x 250 with a grid (which has 10 x 10 m inside (see jpg)) and a seperate cube 1 x 1 x 1 m.

Sounds sensible.

I'll take care of this 1st. - What kind of file do you need? (data-ending) Ogre?

Yes, Ogre format please (.mesh). That's the only format the game engine can load.

-quintus

Actions #5

Updated by SiggyPop almost 3 years ago

quintus wrote:

I need a test area to work with. This area is not meant to be included in the final game, but it is necessary to test game physics, player control, etc. until the actual maps are finished. The test area is not intended or required to be beautiful by any measure, it serves purely practical purposes that allows me to code while graphics, music, etc. are not ready yet. Hence, this ticket has priority.

The test area map should have the following properties (m = metrical meters):

  • It must have a central flat surface in its middle without any slope. The dimensions of this surface have to be 10m x 10m.
  • Around that central place some slopes are useful. I would suggest to use the geographical trick Siggy outlined in the forums.
  • There should be some scattered immobile objects, like walls of different height (for testing jumping on and off them), rock needles, one or two simple trees (no leaves required, I am content with three branches or so), etc. No textures required for the moment, nor any attention to detail.
  • At its edges it should have high walls (say, 5m in height) so one cannot jump off into the void.
  • The map's dimensions should be 250m x 250m. It is absolutely okay if it is empty on the most part. Again, I just need it for testing.
  • I will programatically place the reference cube on that map.

The reference cube is a cube whose dimensions are exactly 1m x 1m x 1m. It has to be provided as a separate model. This cube is meant to be used to properly adjust dimensions of all elements in the game so that e.g. Benjamin's character model does not get 43m tall or similar errors. The reference cube does not have to have any texture on it; I will colorise it programmatically if I think it is useful.

  • Here I found a lot of stuff. how to set things in meters, but not for the newest ver. of blender - a frustrating hobby ...

https://www.google.com/search?channel=fs&source=univ&tbm=isch&q=blender+cube+in+m+einstellen+2.9&client=ubuntu&sa=X&ved=2ahUKEwim4uiJsL3wAhUMkhQKHYmcAIYQjJkEegQIDhAB&biw=959&bih=571&dpr=1.5

"dimensions" can't be found in the new version... maybe I'll find it one day, lol.
Hope, you'll find a "real" graphic designer soon...

Actions #6

Updated by quintus almost 3 years ago

  • Assignee changed from SiggyPop to quintus

Nevermind. I will make the test area and reference cube myself and add them to this ticket. You can then use them later if you decide to come back to working with Blender.

Actions #7

Updated by quintus almost 3 years ago

To answer your question on units - I found it in the manual: https://docs.blender.org/manual/en/2.91/scene_layout/scene/properties.html#units

That is, it's under Scene Properties (the button that looks like a raindrop to me on the right side) -> Units -> Unit System. Appearently different scenes could have different unit systems.

And, my apologies. I stand corrected. I am surprised that Blender does have a notion of metric units.

-quintus

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