Kevin's Log - November 10, 2000


This week has been interesting. There is still little to talk about in
way of Chronos design. Its one of those situation where every time I
sit down to draw, I’m able to draw anything I want other than the
Chronos design I see in my head.
The iceberg looks great. The lighting problem is fixed. Well the lighting problem was never actually broken, it ended up being a problem Edgar thought was taken care of. A flag attached to the actor class which is supposed to turn on/off meshes in the renderer actually turns off everything in that class, be it mesh light or affecter. So he thought that the flag only worked on meshes as he intended it to when he made it so he was telling me to make sure that flag was turned off so that it was one less step for the engine to check in game. I kept turning it off and the lights would not show up. It was pretty funny after we broke it down and he figured out what it was. But it ate some time. The other problem I had was with the inherit orientation of the lights when I imported them. I created the lights and set them up and in order to speed up the process I instanced them into position and to do that I had to change the center point for world rotation and I think that is what caused the orientation problem. Max handles these things pretty poorly sometimes. I set the center to rotate around the world orientation and it aligned the center orientation to world coordinates automatically. In order to fix that I had to go and center and then recenter locally using a target light instead of a free light. Then I had to kill off the light target. What a bunch of crap.
Now I am going to lay the smack down on the Chronos concept.
Maybe next week I will have some ideas to show in my plan.
~K~
The iceberg looks great. The lighting problem is fixed. Well the lighting problem was never actually broken, it ended up being a problem Edgar thought was taken care of. A flag attached to the actor class which is supposed to turn on/off meshes in the renderer actually turns off everything in that class, be it mesh light or affecter. So he thought that the flag only worked on meshes as he intended it to when he made it so he was telling me to make sure that flag was turned off so that it was one less step for the engine to check in game. I kept turning it off and the lights would not show up. It was pretty funny after we broke it down and he figured out what it was. But it ate some time. The other problem I had was with the inherit orientation of the lights when I imported them. I created the lights and set them up and in order to speed up the process I instanced them into position and to do that I had to change the center point for world rotation and I think that is what caused the orientation problem. Max handles these things pretty poorly sometimes. I set the center to rotate around the world orientation and it aligned the center orientation to world coordinates automatically. In order to fix that I had to go and center and then recenter locally using a target light instead of a free light. Then I had to kill off the light target. What a bunch of crap.
Now I am going to lay the smack down on the Chronos concept.
Maybe next week I will have some ideas to show in my plan.
~K~





