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Old 07-17-17, 10:54 AM   #1
gap
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Quote:
Originally Posted by Kendras View Post
Hi, i'm back

Well done gap and MLF. Tried v6 : all is ok, but rock and lighthouse are still not perfectly aligned. I've used your coordinates with excel sheet (nice tool ).

I may try to measure difference with your ruler.

Welcome back Kendras

I have checked again the rock and lighthouse meshes imported in the relative dat files, and they are perfectly aligned as far as their X and Z coordinates are concened. Anyway, I think I understood why they are not aligned in game even after using the ccordinates generated by my spreadsheet: in spite of unit coordinates being noted in .mis files as decimal numbers, decimal digits are probably ignored. A clue of that, is unit coordinates generated by Mission Editor having their decimal part always equal to '.000000'. This only applies to unit coordinates, not to terrain object's coordinates.
Don't waste your time with the ruler for now. Node displacement values in one of the dat files could be used to compensate for the ignored decimal digits in the mis file, without need of empirically measuring stuff in game. Unless my reasoning is totally off, the latter would be a valid method, but I think that updating my coordinates calculator insteas, would be a cleaner approach, and one that will make lighthouse placement much easier.

Stay tuned for new spreadsheet and lighthouse versions later today, please. Hopefully many bugs will be fixed, and new cool features introduced
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Old 07-17-17, 11:47 AM   #2
Kendras
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Quote:
Originally Posted by gap View Post
I have checked again the rock and lighthouse meshes imported in the relative dat files, and they are perfectly aligned as far as their X and Z coordinates are concened.
Yes, I saw that too.

Quote:
Originally Posted by gap View Post
Anyway, I think I understood why they are not aligned in game even after using the ccordinates generated by my spreadsheet: in spite of unit coordinates being noted in .mis files as decimal numbers, decimal digits are probably ignored. A clue of that, is unit coordinates generated by Mission Editor having their decimal part always equal to '.000000'. This only applies to unit coordinates, not to terrain object's coordinates.
So, why not delete decimal digits in mis.file, and find the exact coordinates for the terrain object with your excel sheet, "tout simplement" ?

But I don't think it will work. I think Mission Editor doesn't ignore decimal digits. But when you place yourself some units, they have no decimal digits because the resolution is not enough precise.
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Old 07-17-17, 11:57 AM   #3
Kendras
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I have an idea :

I have opened the mission file, then I moved the LH land unit one pixel up, and one pixel down, then I saved. I opened the .mis file, and the new coordinates are :

Long=-571143.750000
Lat=5764737.500000

instead of :

Long=-571143.720000
Lat=5764737.720000


So, could you change your excel sheet in order we can calculate what are the new coordinates in degrees ? Sorry, I can't see the formula ("read only"). I guess I have to divide by 120000 ?

So the new coordinates are :

Long=-4.75953125
Lat=48.039475

instead of :

Long=-4.759531
Lat=48.039481
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Old 07-17-17, 12:08 PM   #4
gap
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Quote:
Originally Posted by Kendras View Post
So, why not delete decimal digits in mis.file, and find the exact coordinates for the terrain object with your excel sheet, "tout simplement" ?
Yep, you are right: you can remove the decimal part from mis file values, and divide the resulting integers by 120,000 to find the corresponding terrain coordinates. As long as the resulting decimal won't exceed 6 decimal digits, the alignment should be perfect. I was a bit busy this afternoon but before tomorrow I will update my worksheet and automatize the process. In the meanwhile, if you want, you can do the calculations manually and quickly test if my idea works
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