Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Talon 1024 on July 27, 2012, 01:13:22 pm
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So, I've got a model that has detail boxes for objects in the hangarbay. Unfortunately, my detail boxes are very erratic; even though there are several objects that have the same detail box, the said objects are not all visible/invisible at the same time, especially when I get close to them. :banghead:
To get the min/max coordinates for the detail boxes, I make a cube in Blender, and then I get the min/max XYZ values (in Global coordinates) from the vertices of the cube.
Is there something obvious that I'm missing? Or is FS's detail box system just awkward like that?
Also, does stuff like uvec, fvec, and detail boxes use a different coordinate system than subobject offsets?
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I think the detail box coordinates may not be global coordinates, but relative to the center/pivot of the subobject with said detail box.
Also, yes, fvec, uvec, and I presume detail boxes, have the x value inverted.
ie. fvec: 1,1,1 corresponds to say the turret normal -1,1,1... for whatever insane reason.
This also applies to the tabled coordinate system (for maneuvering thrusters, etc), which agrees with fvecs/uvecs.
IIRC this is because PCS2 actually uses a coordinate system with inverted x-values compared to the freespace one. BY GOD THAT IS DUMB.
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I think the detail box coordinates may not be global coordinates, but relative to the center/pivot of the subobject with said detail box.
Yes, that's correct.
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Thanks, guys.
I decided to create a spreadsheet to help automate the calculation of detail boxes, assuming you're doing detail boxes the same way I am.
http://www.ciinet.org/kevin/myimages/others/DetailBoxCalculator.ods