Arbitrary rotation of fences?

Maps and the art of mapmaking.

Moderator: Moderators

ReinierK
Leprechaun
Leprechaun
Posts: 39
Joined: 24 Jan 2009

Arbitrary rotation of fences?

Postby ReinierK » Jan 26 2009, 13:34

Can't seem to get that working. I'ven seen fences rotated 45 degrees in the official maps and custom maps, but in my editor it doesn't work (all the 1 tile objects DO rotate though)...

Also the mirror functions don't work... Any thoughts?

--UPDATE--

Seems to work only in the ToTE editor, not in the default one.

Franzy
War Dancer
War Dancer
Posts: 362
Joined: 07 Sep 2007
Location: Moscow, Russia
Contact:

Postby Franzy » Jan 27 2009, 8:27

You see, fence is a 1x2 tile object, not 1x1 tile. You can not rotate it with the mouse, only by setting angle directly via properties.

ReinierK
Leprechaun
Leprechaun
Posts: 39
Joined: 24 Jan 2009

Postby ReinierK » Jan 27 2009, 8:36

Well, it is possible in the ToTE editor and I've seen it on NIval maps too, so I thought: it should be possible...

Maybe it's just a feature they've put in the ToTE editor, like so many others.

Franzy
War Dancer
War Dancer
Posts: 362
Joined: 07 Sep 2007
Location: Moscow, Russia
Contact:

Postby Franzy » Jan 27 2009, 9:07

Told you, WITH mouse you can rotate only 1x1 objects, but by setting angle directly in object's properties, you can rotate ANY object, including fences. This shold be done with caution, though.

However, it's HIGHLY unrecommended to rotate large active objects. And never ever rotate towns! :)

ReinierK
Leprechaun
Leprechaun
Posts: 39
Joined: 24 Jan 2009

Postby ReinierK » Jan 27 2009, 9:20

Hehe, okay I'll keep that in mind!

I like the ToTE editor more btw, since you can even make cutscenes with it!
Would you happen to know how I can get the "Dialog" window, so I can edit the lines spoken in the cutscenes?

Franzy
War Dancer
War Dancer
Posts: 362
Joined: 07 Sep 2007
Location: Moscow, Russia
Contact:

Postby Franzy » Jan 27 2009, 9:29

Dunno. I'm not a fan of cutscenes.

User avatar
fiur
Pixie
Pixie
Posts: 129
Joined: 06 Jan 2006

Postby fiur » Jan 27 2009, 11:37


ReinierK
Leprechaun
Leprechaun
Posts: 39
Joined: 24 Jan 2009

Postby ReinierK » Jan 27 2009, 12:02

Sweet, I'll read it!
I think the possibilities of the editor are almost endless, you could basically mod a completely new game with it, granted that you also know how to model and skin objects...

My first map is 75% done (layout-wise) and I'll try to add an opening cutscene just to train myself... I might be able to release it for a quick test somewhere during next week, would be cool if you could give some suggestions here and there.

User avatar
Jonas
Conscript
Conscript
Posts: 219
Joined: 14 Jan 2009

Postby Jonas » Jan 30 2009, 20:50

The editor uses radians instead of degrees and what I understand is because objects rotates around the PossessionMarkerTile. That is why fences makes a "sweep" when they rotate.

Here is the formula to calculate degrees to radians:

radian = degrees * pi / 180


If you rotate a fence 90 degrees it will show 1.5708 (radians) in Rot in object property and if we uses the formula:
1.5708=90*3.1416/180
:leo: A man who carries a cat by the tail learns something he can learn in no other way.
Mark Twain

Franzy
War Dancer
War Dancer
Posts: 362
Joined: 07 Sep 2007
Location: Moscow, Russia
Contact:

Postby Franzy » Feb 2 2009, 9:36

Actually editor automaticaly converts grads to radians. It stores rotation in radians but you must enter it in grads.

User avatar
Asheera
Round Table Knight
Round Table Knight
Posts: 4506
Joined: 06 Jul 2008
Location: The Shadows
Contact:

Postby Asheera » Feb 2 2009, 13:06

Note that some scripting functions like "CreateMonster" require degrees for the rotation parameter.
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.


Return to “Mapmaking Guild”

Who is online

Users browsing this forum: No registered users and 2 guests