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Re: Maniaplanet 4 - Previews

Posted: 16 Nov 2016, 11:39
by Fix
xrayjay wrote: Is that item rotated or why there isn´t used a three dimensional Cartesian coordinate system?
The item is not rotated, it's the convention in our engine.
the Z in 3dsmax (or blender oe any tool) becomes Y in game, and the -Y becomes Z. (in the top view : the North is heading bottom)
I don't know the exact reason, I think it's because 3D has been extracted from 2D VerticalPlane(screen) :
X= horizontal screen axis, Y=vertical screen axis, then the Z becomes : depth.
Classic 3D tools have XY plane set as horizontal plane, then Z=height

Re: Maniaplanet 4 - Previews

Posted: 16 Nov 2016, 12:54
by TMarc
tcq wrote:Looking forward to the mesh editor and how it works and what is possible to do with it. Would probably bring me finally into creating some stuff as I always wanted to, but not having the time for it due to work/life balance -_-
Same for me :D :thumbsup:

Re: Maniaplanet 4 - Previews

Posted: 16 Nov 2016, 13:13
by Hylis
Fix wrote:
xrayjay wrote: Is that item rotated or why there isn´t used a three dimensional Cartesian coordinate system?
The item is not rotated, it's the convention in our engine.
the Z in 3dsmax (or blender oe any tool) becomes Y in game, and the -Y becomes Z. (in the top view : the North is heading bottom)
I don't know the exact reason, I think it's because 3D has been extracted from 2D VerticalPlane(screen) :
X= horizontal screen axis, Y=vertical screen axis, then the Z becomes : depth.
Classic 3D tools have XY plane set as horizontal plane, then Z=height
Indeed, the third dimension in a screen is more looked at the depth. The Z buffer says it at well.

Re: Maniaplanet 4 - Previews

Posted: 16 Nov 2016, 14:00
by zocka
So the ML z-index is relative within each frame?
If I would have done something like:

Code: Select all

framemodel#richEntry
  entry(z-index=2)
  quad#entryOverlay(z-index=3)  // onclick focuses the entry
    // & shows screenOverlay
    // & raises entry.zIndex above #screenOverlay -> can catch "onFocus"
  quad#screenOverlay(z-index=100)  // mouseover means I clicked out of the entry -> "onBlur"

frame#navi(z-index=10)
  frame#naviElements // drops down to expand navi -> should drop down over other content

frameinstance(modelid="richEntry", z-index=1)
I would now have to put #screenOverlay out of it's "component" and raise my frameinstance above and below the overlay? Indeed I do see that it would reduce duplication of this element.

Re: Maniaplanet 4 - Previews

Posted: 16 Nov 2016, 14:26
by noyranea
So the ML z-index is relative within each frame?
It is.
I would now have to put #screenOverlay out of it's "component" and raise my frameinstance above and below the overlay? Indeed I do see that it would reduce duplication of this element.
If what you're looking for is to have #screenOverlay being over every other control so it catches any mouseover that is not on #entryOverlay, then you'll indeed need to take it out of your framemodel (and use the #screenOverlay for every #richentries by having stored which #richentries is in use somewhere in the script).

As said in the preview, this system will make you think twice before grouping controls in frames, but in the end you'll end up with a cleaner, more logical Manialink code.

Re: Maniaplanet 4 - Previews

Posted: 16 Nov 2016, 15:05
by Frankthetankmp
Dear Team of Nadeo,
the content you are announcing and updating is incredible. The people get more and more abilitys to design things their own with every year. Because of the content there should be many more players.

But there are not so many players because your marketing-strategys (if there is anything like that) are like nothing.
You nowhere hear anything about this game. No Trailers, and no very "big published" anouncements, although this update might become incredible. The only ones who hear about this updates is the forum-community and later of cause the players who aren´t active in the forum.

Do more advertising!!!
The game is great. The marekting not....

Re: Maniaplanet 4 - Previews

Posted: 16 Nov 2016, 15:15
by Hylis
Thanks for your positive comments and I really look forward the beta & update phases, I hope we will have good fun between the Nadeo team and the players there and that good output from this will also potentially convince other people to join.

For example, if you combine the previous preview and this one:
Making more easily title + title page on the web & demo = More chances to bring players in.
And I know many can argue that no for some reasons or yes. That's not the purpose. We have other things that will combine with this as well they don't know yet etc.

So, we should concentrate on a quality platform, quality games & quality atmosphere here. Later, once we have this, it's much easier to make move to bring more people it. To say it in another way: if your boat has an hole in it, fix the hole before starting removing water (at least if you know you have time to fix the hole ^_^)

So, we should really leave this communication / marketing discussion aside until we have all the quality required to keep the players once they discover the games. And I will avoid the debate here on this topic.

Re: Maniaplanet 4 - Previews

Posted: 16 Nov 2016, 15:18
by Miss
Well said Hylis :) Looking forward to future updates!

Re: Maniaplanet 4 - Previews

Posted: 16 Nov 2016, 16:33
by Demented
I'm excited about some of these new updates, especially the Mesh Modeler Editor.
Will it be possible with this Mesh Modeler Editor to load into it an existing block, say a one block high sloped road, and stretch it out into a two block high slope or similar modifications?

Re: Maniaplanet 4 - Previews

Posted: 16 Nov 2016, 17:44
by Hylis
that's not the spirit at first. I think it will take time before it could compare to regular blocks 3D