--- waufrepi III <[hidden email]> wrote: > Hey Paul, > > I didn't use any coding at all.......... Just > the cobalt menue. the > new island has the same wiggle and I have to scroll (to go down) > to get to it....so I > guess I just got lucky with the other island Thanks. I've been nailing myself down and reading magic ninjas which I had started all over again because I don't remember where I left off. Restarting is easier than the first time, anyhow. There are two positionings, one inside the instantiation of a class, say redcube, and another when you make the red cube a child of mainframe. I think to set where you come in right, you have to experiment with code, but that has a cost that I believe is so below. I believe if I put any classes into an image that image might not save files that the original image, that everyone else has, can see. I believe same for xml as postcard when it is operational. I believe you can only "share" worlds with the same image, so either you collaboratively develope worlds or collaboratively edit code. I think, however, a new image can see old image worlds. > > On 3/23/08, PAUL SHELDON <[hidden email]> wrote: > > > > I came in at ground level! > > > > Did you use workspace script and *.st classes to > get > > in *.ase? > > I used the menu to get land1.ase and now I recall > I > > was told > > in tutorial to experiment in the script to set the > > land1 at right > > level (which menu item in things menu doesn't). > > When I did modify my image with the *.st classes > and > > used > > scripts to launch a *.ase island, only the > modified > > image could > > see an island it had saved. > > > > I saw the cat yet to vanish. > > > > > > --- waufrepi III <[hidden email]> wrote: > > > > > ... > > > > > > > > http://www.waufrepi.com/worlds/primaries.c3d > > > > > > > > ... > > > wfpi > > > > > |
--- Americo Fraga Damasceno Junior <[hidden email]>
wrote (in ) : > Dear wfpi, > > Your donation for the "Cobalt community" will be > welcomed. > > Some comments about your island: > > 1 - The floor is too much below the "entry point". > Like the "empty island" > (DMU0.c3d) is empty (oops!) you need to load your > island immediately when you > enter on it (the avatar falls). placed too low after falling, but does the avatar fall or fly as both Americo and I observe : > By-the-way-2: The avatar flies until it is over a > floor. To make it go down/up > when not over a floor, use the arrow keys (up/down). > --- PAUL SHELDON <[hidden email]> wrote ( in coming in near and far off ground level (cobalt Things menu to add *.ase) ) : > > --- waufrepi III <[hidden email]> wrote: > > > Hey Paul, > > > > I didn't use any coding at all.......... > Just > > the cobalt menue. the > > new island has the same wiggle and I have to > scroll > (to go down) > > to get to it....so I > > guess I just got lucky with the other island > Thanks. I've been nailing myself down and reading > magic ninjas > which I had started all over again because I don't > remember > where I left off. Restarting is easier than the > first > time, anyhow. > > There are two positionings, one inside the > instantiation of a class, > say redcube, and another when you make the red cube > a > child > of mainframe. I think to set where you come in > right, > you have > to experiment with code, but that has a cost that I > believe is so below. > > I believe if I put any classes into an image > that image might not save files that the original > image, > that everyone else has, can see. > > I believe same for xml as postcard when it is > operational. > > I believe you can only "share" worlds with the same > image, > so either you collaboratively develope worlds or > collaboratively > edit code. > > I think, however, a new image can see old image > worlds. > > > > > On 3/23/08, PAUL SHELDON <[hidden email]> > wrote: > > > > > > I came in at ground level! > > > > > > Did you use workspace script and *.st classes to > > get > > > in *.ase? > > > I used the menu to get land1.ase and now I > recall > > I > > > was told > > > in tutorial to experiment in the script to set > the > > > land1 at right > > > level (which menu item in things menu doesn't). > > > When I did modify my image with the *.st classes > > and > > > used > > > scripts to launch a *.ase island, only the > > modified > > > image could > > > see an island it had saved. > > > > > > I saw the cat yet to vanish. > > > > > > > > > --- waufrepi III <[hidden email]> wrote: > > > > > > > ... > > > > > > > > > > > http://www.waufrepi.com/worlds/primaries.c3d > > > > > > > > > > > ... > > > > wfpi > > > > > > > > > > |
Paul,
You are correct. My mistake: the avatar doesn't fall. But, if you move it to a point far of the "entry point" and load the island (maybe for a point bellow the "entry point") the island will be loaded in the wrong place. So: load your island after enter the empty island (bellow the litle red cube). |
In reply to this post by Paul Sheldon-2
On Mar 24, 2008, at 10:39 AM, PAUL SHELDON wrote:
That is the way things work until someone posts an update addressing this.
------------------------------- Julian Lombardi, Ph.D. Assistant Vice President Duke University Office of Information Technology 334 Blackwell Street, Suite 1107 Durham, North Carolina 27701 USA +1.919.323.5016 |
--- Julian Lombardi <[hidden email]> wrote: > > On Mar 24, 2008, at 10:39 AM, PAUL SHELDON wrote: > > > > > --- waufrepi III <[hidden email]> wrote: > > > >> Hey Paul, > >> > >> I didn't use any coding at all.......... > Just > >> the cobalt menue. ... > > Thanks. I've been nailing myself down and reading > > magic ninjas (I finished it)! > > > > There are two positionings, one inside the > > instantiation of a class, > > say redcube, and another when you make the red > cube a > > child > > of mainframe. I think to set where you come in > right, > > you have > > to experiment with code, but that has a cost that > I > > believe is so below. I believe Julian Lombardi has confirmed this suspicion (following) for current version pending update. > > > > I believe if I put any classes into an image > > that image might not save files that the original > > image, > > that everyone else has, can see. > > That is the way things work until someone posts an > update addressing > this. Thanks. This embedded quotation wasn't done too well on my iPhone, but I got it with white space and indentation and other pretty printing formatting in yahoo non beta mail. Yahoo beta mail put the danged thing in one paragraph! Now, Americo has posted different images for me to experiment in two person playing. I understand those images will load worlds built in base install but can't save worlds for those in base install. Again, artists working with the original image will be able to save worlds viewed by people with modified images. > > > > > > > I believe same for xml as postcard when it is > > operational. > > > > I believe you can only "share" worlds with the > same > > image, > > so either you collaboratively develope worlds or > > collaboratively > > edit code. > > > > I think, however, a new image can see old image > > worlds. So, thanks, Julian Lombardi, for helping me confirm what saving work has evolved to so far. Summary : A design decision has been made to have a base image made for world constructors (artists) to save and try out worlds. Coders can make code modifications to play with these worlds, but *.c3d files saved from modified images of coders won't be seen by base install image users. If a coder wishes to make a world to share with artists using the base install image, he must use the base install image, so he can't code to make a *.c3d file, that's not what he does. But, were he to somehow code croquet to make a *.ase file and actually compete with the guys evolving blender, more power to him! No one should be demanded to do such herculean things, they should only be thanked when they do. ;-) |
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