Author Topic: Modifying the directionality of mysterious dimensional anomalies  (Read 5643 times)

0 Members and 1 Guest are viewing this topic.

Offline Tokamaku Yokuu

  • 23
  • Maybe it's a dream.
Modifying the directionality of mysterious dimensional anomalies
so guys i found a starlance model and i thought it was pretty cool so i started using it

BUT THE PLOT TAKES A SHOCKING TWIST as I realize I can't spin the nodes around in FRED.
It's a minor inconvenience at worst but I can't help but wonder if there's a way to get back at that little smirking wireframe for getting me to move and rotate every ship in a mission.

so guys
how do i rotate jump node

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: Modifying the directionality of mysterious dimensional anomalies
You...don't :P

That is the problem with directional jump nodes.
You build the mission around its set position.

Or you ask the coder guys down in SCP to let them be rotated in FRED.
(´・ω・`)
=============================================================

 

Offline mjn.mixael

  • Cutscene Master
  • 212
  • Chopped liver
    • Steam
    • Twitter
Re: Modifying the directionality of mysterious dimensional anomalies
You could create 2 jump nodes, one regular one rotated.

At the beginning of the mission hide one with hide-jumpnode, then at the switch, hide the old one and use show-jumpnode on the rotated one.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: Modifying the directionality of mysterious dimensional anomalies
You can have more than one jump node model?
Really?
(´・ω・`)
=============================================================

 

Offline Tokamaku Yokuu

  • 23
  • Maybe it's a dream.
Re: Modifying the directionality of mysterious dimensional anomalies
multi-model dark magic
What wizardry allows you to spawn jump nodes with different models?

Or you ask the coder guys down in SCP to let them be rotated in FRED.
im scared to pray to the mighty lords of code for such a little thing

 

Offline Axem

  • 211
Re: Modifying the directionality of mysterious dimensional anomalies
set-jumpnode-model sexp :)

 

Offline Tokamaku Yokuu

  • 23
  • Maybe it's a dream.
Re: Modifying the directionality of mysterious dimensional anomalies
I find this solution satisfactory except for how dumb I feel for not remembering useful SEXPs.

  

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Modifying the directionality of mysterious dimensional anomalies
Or you could place a standard jumpnode but rotate the entire mission around it.  This is what :v: did in, for example, Out of the Dark, Into the Night.

Or the SCP could just add an orientation matrix to jump nodes, the same as we did for skyboxes.  This would be a good confidence-building task for a junior coder to tackle.

 

Offline Mongoose

  • Rikki-Tikki-Tavi
  • Global Moderator
  • 212
  • This brain for rent.
    • Steam
    • Something
Re: Modifying the directionality of mysterious dimensional anomalies
So out of general curiosity, if one were to take a stab at adding that sort of functionality to jump nodes, whereabouts in the code should they be looking?

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Modifying the directionality of mysterious dimensional anomalies
The... jump node part, presumably?

Finding the file and line number is a substantial chunk of the entire task here. :p

 

Offline Mongoose

  • Rikki-Tikki-Tavi
  • Global Moderator
  • 212
  • This brain for rent.
    • Steam
    • Something
Re: Modifying the directionality of mysterious dimensional anomalies
Well I was hoping I could at least get some inkling of what file said code would wind up in, or at the very least, what file the skybox code it would be modeled on might be found. :p

Now that I look at the wiki, though, I see there's a nice list of the project files, which I didn't know was there.  Handy.

 

Offline AndrewofDoom

  • In A.D. 2366 war was beginning
  • 29
  • Permanent yuri goggles.
    • Skype
    • Steam
    • Twitter
Re: Modifying the directionality of mysterious dimensional anomalies
Cool, someone actually found that model I made useful. :P
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline mjn.mixael

  • Cutscene Master
  • 212
  • Chopped liver
    • Steam
    • Twitter
Re: Modifying the directionality of mysterious dimensional anomalies
Or you could place a standard jumpnode but rotate the entire mission around it.  This is what :v: did in, for example, Out of the Dark, Into the Night.

I submit that my original approach is much simpler...
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Modifying the directionality of mysterious dimensional anomalies
By what metrics?  I submit that the rotate-entire-mission approach is much simpler.

But there are several situations where the entire-mission approach is not practical or desired (one of which is the third mission in Scroll), so it's good to have multiple ways of doing things.

 

Offline mjn.mixael

  • Cutscene Master
  • 212
  • Chopped liver
    • Steam
    • Twitter
Re: Modifying the directionality of mysterious dimensional anomalies
Rotate and entire mission or simply hide/unhide 2 objects? Yeah.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Modifying the directionality of mysterious dimensional anomalies
Rotating a mission is simply a matter of selecting everything and hit the numpad. 15 sec job.

As long as you don't have sexps using absolute coordinates that is, in which case you'd have to track those down and apply a rotation matrix on them.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline mjn.mixael

  • Cutscene Master
  • 212
  • Chopped liver
    • Steam
    • Twitter
Re: Modifying the directionality of mysterious dimensional anomalies
it seems we are talking about something different. I was under the impression he needed this to happen during the mission. Re-reading the first post does not specify that, I suppose.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Modifying the directionality of mysterious dimensional anomalies
Rotating a mission is simply a matter of selecting everything and hit the numpad. 15 sec job.

As long as you don't have sexps using absolute coordinates that is, in which case you'd have to track those down and apply a rotation matrix on them.

Can't this also **** with relative object orientation? Object A might not be pointing at object B any more after the rotation.

Or, IDK, that seems like it's happened to me a time or two.

 
Re: Modifying the directionality of mysterious dimensional anomalies
Rotating a mission is simply a matter of selecting everything and hit the numpad. 15 sec job.

As long as you don't have sexps using absolute coordinates that is, in which case you'd have to track those down and apply a rotation matrix on them.

Can't this also **** with relative object orientation? Object A might not be pointing at object B any more after the rotation.

Or, IDK, that seems like it's happened to me a time or two.
It very definitely can--specifically, it creates a problem whenever a ship's rotational axis is not parallel to the mission's rotational axis. Unless you FRED in the XZ plane, you probably have ships like this.

As an example, open FRED2, place a second fighter, place it at (0,100,100), point it as GTF Ulysses 0, and then y-rotate them both.
« Last Edit: October 05, 2012, 03:15:52 pm by LordPomposity »

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Modifying the directionality of mysterious dimensional anomalies
It's possible to rotate all objects (or an arbitrary subset of objects) around a single point, or a single object, while maintaining their orientation relative to one another.  Just select the rotation tool, select the plane around which to rotate, and drag the mouse around.  All the objects will move and rotate in synchronization, and will continue to point at any ships or locations they were pointing at previously (relative to the newly rotated coordinate space).  The origin of rotation will be the highlighted object among all the selected ones.

In Scroll, this was done for one of our missions in order to make the skybox appear on a different orientation.  However, as mentioned by MatthTheGeek, this caused problems with some of our sexps using absolute coordinates.  We resolved the problem by restoring the original object positions and adding a rotation matrix for skyboxes.  For jump nodes, the problem and solution are almost identical.