Better importing of phunlets
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Better importing of phunlets
Currently the phunlet will spawn at the location it was in the scene you saved it as, so if it's centered, it appears at the origin and most likely gets stuck in something. If not, it's still tedious to have to move it to where you want after having stopped time, and it's especially annoying that it imports background settings with it. The result is something like a chaotic merging of scenes, especially if scales are off, even if you just want a specially shaped gear or something similar.
What I propose is this: as well as fixing the background thing, of course, make the phunlet appear as a ghost following the mouse, and you can click where you want it to spawn, and perhaps make the scroll wheel adjust the size, like with textures. Or at least make it spawn in the center of the screen by placing it using the phunlet's center of gravity rather than internal scene coordinates.
What I propose is this: as well as fixing the background thing, of course, make the phunlet appear as a ghost following the mouse, and you can click where you want it to spawn, and perhaps make the scroll wheel adjust the size, like with textures. Or at least make it spawn in the center of the screen by placing it using the phunlet's center of gravity rather than internal scene coordinates.

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ShnitzelKiller - Posts: 49
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Re: Better importing of phunlets
I like that "Ghost spawn" idea
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Rhett97 - Posts: 522
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Re: Better importing of phunlets
Rhett97 wrote:I like that "Ghost spawn" idea
As do I.
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Chronos - [Most Active Member 2010]
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Re: Better importing of phunlets
Also, you should make it so that "follow with camera" isn't saved with a phunlet.
EDIT: BTW I support!
EDIT: BTW I support!
Last edited by Sonic on Thu Dec 17, 2009 6:05 pm, edited 1 time in total.
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Sonic - Posts: 1467
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Re: Better importing of phunlets
phunlet position offset is determinated as part's position - scene.camera.pan on saving. so, if you keep your camera looking at the phunlet, there is no problem. then, when importing, they add the variable app.mousepos
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RA2lover - Posts: 607
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Re: Better importing of phunlets
I especially hate the fact that it imports the scene settings with it, though >_>

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ShnitzelKiller - Posts: 49
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Re: Better importing of phunlets
ShnitzelKiller wrote:I especially hate the fact that it imports the scene settings with it, though >_>
It'll only do that if you import a scene instead of a phunlet.
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Chronos - [Most Active Member 2010]
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Re: Better importing of phunlets
support ghost idea and scrolling idea 
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izacque - Posts: 483
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Re: Better importing of phunlets
Chronos wrote:ShnitzelKiller wrote:I especially hate the fact that it imports the scene settings with it, though >_>
It'll only do that if you import a scene instead of a phunlet.
It should know that you only want the objects in the scene anyhow.

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ShnitzelKiller - Posts: 49
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Re: Better importing of phunlets
ShnitzelKiller wrote:Chronos wrote:ShnitzelKiller wrote:I especially hate the fact that it imports the scene settings with it, though >_>
It'll only do that if you import a scene instead of a phunlet.
It should know that you only want the objects in the scene anyhow.
That's not how a phunlet saves. Phunlets only keep the objects size, relative positions, color, SOME thyme, density, mass, attraction, textures, etc... They don't save the scene settings or anything like that. However, scenes save everything, and the positions aren't relative. They're absolute.
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Chronos - [Most Active Member 2010]
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Re: Better importing of phunlets
I love the ghost thing!
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Dadasas - Posts: 46
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Re: Better importing of phunlets
That isn't how phunlets are imported. When you import a phunlet, wherever your mouse is when you click on the phunlet is where the center of the phunlet is placed. To see what I mean, start a new scene.and don't do anything but create one circle, of a medium size. Save it as a phunlet, then start another new scene. Import it, except DON'T MOVE YOUR MOUSE AT ALL whenever you click the button to import the phunlet. You should see that the center of the circle was position at the tip of the mouse, which can be confirmed with the circle cake. Now, if that doesn't prove it to you, create ANOTHER new scene, and this time move the import phunlet box around so that the button for the test phunlet is in a different position that last time. Now, import the phunlet. You should see that it is indeed at the tip of your mouse.
Therefore, your suggestion does not make any sense at all, seeing as if you save something at the origin it most certainly will NOT appear at the origin again when you import it as a phunlet.
However, I do support your ghost spawn idea. That is pretty cool.
EDIT: I have to agree with Sonic, it is annoying when something gets saved with follow object still on.
Therefore, your suggestion does not make any sense at all, seeing as if you save something at the origin it most certainly will NOT appear at the origin again when you import it as a phunlet.
However, I do support your ghost spawn idea. That is pretty cool.
EDIT: I have to agree with Sonic, it is annoying when something gets saved with follow object still on.
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Laraso - Posts: 241
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Re: Better importing of phunlets
Laraso wrote:That isn't how phunlets are imported.
I was saying what happens when you import a scene as a phunlet. You should completely read my messages. If you import a scene, it spawns where it was saved at.
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Chronos - [Most Active Member 2010]
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Re: Better importing of phunlets
Chronos wrote:Laraso wrote:That isn't how phunlets are imported.
I was saying what happens when you import a scene as a phunlet. You should completely read my messages. If you import a scene, it spawns where it was saved at.
You shouldn't have assumed I was talking to you. I was responding to the first post of this thread, and what I wrote had nothing to do with what you said.
So, you should completely read MY messages. If you read it all you would have realized I wasn't talking to you.
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Laraso - Posts: 241
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Re: Better importing of phunlets
Laraso wrote:Chronos wrote:Laraso wrote:That isn't how phunlets are imported.
I was saying what happens when you import a scene as a phunlet. You should completely read my messages. If you import a scene, it spawns where it was saved at.
You shouldn't have assumed I was talking to you. I was responding to the first post of this thread, and what I wrote had nothing to do with what you said.
So, you should completely read MY messages. If you read it all you would have realized I wasn't talking to you.
I did read it. It just seemed as though you were talking to me.
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Chronos - [Most Active Member 2010]
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Re: Better importing of phunlets
Chronos wrote:I did read it. It just seemed as though you were talking to me.
It doesn't look like that here.
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RicH - [Funniest Person 2010]
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Re: Better importing of phunlets
RicH wrote:Chronos wrote:I did read it. It just seemed as though you were talking to me.
It doesn't look like that here.
Well your brain isn't screwed up.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Better importing of phunlets
Chronos wrote:That's not how a phunlet saves. Phunlets only keep the objects size, relative positions, color, SOME thyme, density, mass, attraction, textures, etc... They don't save the scene settings or anything like that. However, scenes save everything, and the positions aren't relative. They're absolute.
For me on OSX, it imports background color with a phunlet. And clouds.

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ShnitzelKiller - Posts: 49
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Re: Better importing of phunlets
That's probably a bug then. 
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Chronos - [Most Active Member 2010]
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Re: Better importing of phunlets
ShnitzelKiller wrote:For me on OSX, it imports background color with a phunlet. And clouds.
Are you sure that you are not trying to import a non-phunlet friendly file?
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Fujitsu - Posts: 328
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