Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Tokamaku Yokuu on September 28, 2012, 02:24:53 am
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so guys i found a starlance model (http://www.hard-light.net/forums/index.php?topic=76772.0) 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
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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.
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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.
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You can have more than one jump node model?
Really?
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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
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set-jumpnode-model sexp :)
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I find this solution satisfactory except for how dumb I feel for not remembering useful SEXPs.
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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.
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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?
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The... jump node part, presumably?
Finding the file and line number is a substantial chunk of the entire task here. :p
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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.
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Cool, someone actually found that model I made useful. :P
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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...
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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.
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Rotate and entire mission or simply hide/unhide 2 objects? Yeah.
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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.
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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.
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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.
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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.
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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.