Had to figure out how the Waypoints_Room_x and Room_x went together. Finally figured it out:
http://www.subsim.com/radioroom/pict...pictureid=5360 Now that'll make for adding/editing waypoints a breeze! :rock: |
:rock: If you did not exist TheDarkWraith, it would have to invent you :yep:
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Working on the adding of new bones to this automatic function. When complete I'll release new version :up: I want the app to read the .CHR file also and thus show the interconnecting paths. Working on that also. |
TDW, believe me or not but I've made a guy go to the door, teleport through it and continue, all without turning (going bow-wards of course). It is very weird, as it appears Z-axis of the outgoing waypoint should point towards the way you teleport him, and the Z-axis of the recieving waypoint should point towards the outgoing one. That is if he goes bow-wards the 'sending' waypoint blue axis points to the bow and the 'receiving' waypoint towards the stern. :dead: I must check though... I also made him walk through the wall between waypoint without turning, but I guess you've seen it already.
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This automatic waypoint adjustment feature is working for new bones added now. Just a few minor things to clear up... |
I must also report an odd behaviour when turning the waypoint with mouse: you lock the camera (it often jumps to another, non-selected, bone), then pressing X or Y you can rotate the object only around respective camera axis (is it possible that the reference axii are not the camera's ones but those of the bone itself?), but when you press Z you are able to rotate the bone around all three axii as if no locks where enabled at all.
Can I also ask that if an axis is locked, then the box on the left shows currently allowed axii of freedom rather then locked ones, since when nothing is locked all three letters show up, not very intuitive. :) |
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http://i1167.photobucket.com/albums/.../no_turn-1.gif |
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I fixed the problem with if you had translation enabled (T in bottom right corner) the object would translate in reference to world axis instead of it's own. It now correctly translates based on it's own axis. Now the rotating one I see it's also not rotating in regards to it's own axis. Working on that now...
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v1.1.69.0 available here: http://www.mediafire.com/?m61muz4doh2zzo3
Will automatically reposition waypoints to it's room provided: - room loaded first - waypoints loaded second i.e.: Room_QR1.GR2 loaded first. Waypoints_Room_QR1.GR2 loaded second. New bones added for waypoints will be added in correct position provided above is done Fixed bug where object was not translating in reference to it's own axis Fixed bug of pressing a key when render window not the focus causing a treeview to select a new object Still working on bug of object not rotating in reference to it's own axis... |
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Finally figured out what I was doing wrong for the object's not using their axis for rotations. Had to switch to using all quaternions vice euler angles :yep: And it finally hit me what you all were referring to when you said axis' were screwed up. Now when rotations are enabled (R) and: - X axis enabled: rotation about object's X axis enabled (pitch) - Y axis enabled: rotation about object's Y axis enabled (yaw) - Z axis enabled: rotation about object's Z axis enabled (roll) Sorry it took me so long to figure out what you were saying out these axis' and the XYZ notations in the bottom right corner :oops: The thing about this app is it rouses the curious to take a look...then after taking a look they try something...that try eventually turns into a mod or a new discovery! Case in point: look what Vanilla figured out with the waypoints and the turning issue. |
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