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Object positioning help please

 
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Sita
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PostPosted: Fri Jul 10, 2015 11:32 am    Post subject: Object positioning help please Reply with quote

I made an object - now how do I get it to stand where I want it?

Working from memory - from more than ten years back, I suppose the problem is that I never really understood Z buffers.

I made a clone of the smoking table, using a new object; I had to guess at the Z buffers and I think that's where I went wrong.

http://www.simechoes.org/simechoes1/info/images/1smokingwrong.bmp

http://www.simechoes.org/simechoes1/info/images/2smokingwrong.bmp

The thing is standing almost at the edge of its tile. How do I get it to stand in the middle? Are there magic numbers or some such?

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In Sadorandom Probability, if you have a 50% chance of getting the desired result, then the undesirable result will happen 90% of the time. That's Life as we know it, Jim.
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Raeven
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PostPosted: Fri Jul 10, 2015 2:54 pm    Post subject: Reply with quote

That doesn't look like it is Zs to me, it looks like it is the X/Y coordinates in T-mog. The center of a tile is 0,0 edges are -64 to 64 on the one axis (X) and -32, to 32 on the other axis (Y)

What numbers are you using?

If 0,0 (or something close to that) is causing this then it means your object is larger than it looks.

The white on your A sprite might not be a pure while so the WHOLE sprite is your objects size. if even on pixels isn't quite white it counts as part f the object, in fact. That is why people often cheat and just put a dot in each corner and make it practically invisible. Then they never have to bother with doing the real positioning.

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Sita
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PostPosted: Fri Jul 10, 2015 3:27 pm    Post subject: Reply with quote

I didn't know about numbers - so are you saying I need to check the DX\DY numbers in T-Mog for each sprite?

I'll try, thank you!

I can't make sense of that. I made a different version of the table using one of Madoria's bases, which has the same numbers in T-Mog, and just did a graphics swap again.

http://www.simechoes.org/simechoes1/info/images/clairesmoke.jpg

And that works fine. So I must be doing something wrong with the buffers or - well. Something. I should like to learn to make new objects. To be fair, what I did with the original table was replace things BY EYE - just guessing at where they go. Clearly my eyes are not as good as they should be :P

I suppose what I need is a good, very clear, well illustrated tutorial on making my own base objects. Any suggestions?

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In Sadorandom Probability, if you have a 50% chance of getting the desired result, then the undesirable result will happen 90% of the time. That's Life as we know it, Jim.
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Raeven
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PostPosted: Fri Jul 10, 2015 4:40 pm    Post subject: Reply with quote

Yes.

And to clarify you don't (necessarily) want your table's coordinates to be 0,0. would line its left (graphical) edge with the center of the tile and its bottom GRAPHICAL edge with the center.

You usually want the center of the object (the table leg in this case) to be on that center and the discs coming out from there so your X will be a negative number (pushing that edge over to the left) and your Y will be a positive number (pushing that edge downward). You'll wind up having to measure (or eyeball) when the object is actually centered

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Raeven
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PostPosted: Fri Jul 10, 2015 4:42 pm    Post subject: Reply with quote

Well the above is moot now, I guess.
Bunny Wuffle's tutorials advance into the changing of shapes

http://bwsost.woobsha.com/

Old pages. you'll probably need to run in quirks mode

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Sita
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PostPosted: Fri Jul 10, 2015 9:56 pm    Post subject: Reply with quote

Quirks mode? laugh
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Sita
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PostPosted: Fri Jul 10, 2015 11:05 pm    Post subject: Reply with quote

By the way, here's the result, after much headbanging. I need to remove the yellow bits but it WORKS!



The table on the left is on Madoria's base. The table on the right is mine.

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In Sadorandom Probability, if you have a 50% chance of getting the desired result, then the undesirable result will happen 90% of the time. That's Life as we know it, Jim.
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