coming in near and far off ground level (cobalt Things menu to add *.ase)

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coming in near and far off ground level (cobalt Things menu to add *.ase)

Paul Sheldon-2

--- 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
> >
> >
>

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Re: coming in near and far off ground level (cobalt Things menu to add *.ase)

Paul Sheldon-2
--- 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).
But, does it? That hypothesis works to explain islands
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
> > >
> > >
> >
>
>

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(no subject)

Americo Damasceno
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).
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Re: coming in near and far off ground level (cobalt Things menu to add *.ase)

Julian Lombardi
In reply to this post by Paul Sheldon-2

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.   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.

That is the way things work until someone posts an update addressing this.



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





-------------------------------
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

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Re: coming in near and far off ground level (cobalt Things menu to add *.ase)

Paul Sheldon-2

--- 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.

;-)