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A couple questions

by Julian · in Marble Blast · 01/24/2005 (10:01 pm) · 4 replies

I recently started using the marble blast editor, self-taught, as most people probably are, but there are some things I can't figure out:

Important- how the heck do you rotate things?

Also, I could use help with creating bounds and other physical fields.

Is there any good tutorial out there, and if not could someone maybe write one?

Finally, I'm not familiar with how to change the non- physical aspects of the level: gold times, naming, or any of the stuff to make it into a real, in-corporated level. In fact, when I want to play em I just open them through the editor.

Any feedback would be greatly appreciated.

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#1
01/25/2005 (9:34 am)
Hey Julian

Welcome to marble-blast editing! As you can see, the editor is a little difficult to use, so you just have to work with it as best you can.

Right, rotation...you can only perform one rotation at a time with an object,
that is, you can only rotate an object over one axis, either X, Y or Z.
Go to F3 and in the rotation field you will see:

1 1 1 0

The three 1s correspond to the X, Y and Z axis. The 0 is the value° of rotation.
Hence

1 1 1 0

x-y-z value° of rotation.

To create bound, go to F4 and look in the Mission Objects/Mission/MissionArea.
The dialogue pops up. Type in any co-ordinates (you can edit them later in F3)
and you'll get a cube which is your bounds which can be moved or resized etc.

To create the non-physical aspects of the level/mission specifications,
locate your mission file (.mis) and open it using a text editor.
The half-a-dozen, non-physical aspects that you can edit are found at the top.
Fill in accordingly.

For more, go to my "tutorial" or rather extended answer to a similar question,
by clicking here


Hope this helps,
Rory
#2
01/25/2005 (12:34 pm)
Rotation was simple enough. I already figured the rotation numbers stood for x y z values but I wasn't sure how to integrate them, thought you might have to use ratios or someting (thank god that's not the case.)

I'd also already found this method of creating bounds, but unfortunately whenever I try it, no matter what values I type, or just leave it as is, nothing is created, as if I pressed cancel. So I'm still unclear there.

Third section: we'll deal with that later.

Finally, I wanna say there should be a more accesable location for maps, textures, tutorials, etc, like good old Tribes, in case anyone else reads this. It would be good if Marble Blast had it's own little site to host that stuff. Then there wouldn't be a need for so many forum questions and hard-to-find downloads.
#3
01/25/2005 (3:49 pm)
Julian,
Try looking here,
Click Here

Bob
#4
01/27/2005 (2:17 pm)
Quote:Important- how the heck do you rotate things?

As Rory said, the rotation is a scalar - so the X Y Z values are multiplied by the third value

1 0 0.5 90 would be 90x 0y 45z

On the PC, holding alt and clicking on the axis you want to rotate on will let you rotate graphically. This doesn't work on the mac for some reason (it doesn't work in any Torque based game), so you have to use the scalars to rotate.