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Containment Gates Crooked?

Posted: Fri Jun 02, 2006 2:32 pm
by ModzMaster
K i've got the gates in view in the bsp viewer but, there all gay, they'r all lined up in the bsp viewer but when i play the game there all crooked
help me out please

k

Posted: Fri Jun 02, 2006 3:16 pm
by yivkX
Are you using Entity? Because for some reason I sometimes have a problem with yaw, pitch and roll in entity's BSP viewer.

Posted: Fri Jun 02, 2006 3:19 pm
by akamasta
goto adi, scnr,bluegurilla then goto machine placement and set the pitch yaw and other thingy to what you want...just remeber it's in radiens

Posted: Fri Jun 02, 2006 4:52 pm
by ModzMaster
Ya i'm using entity, and akamaster are you talking about halo1?

Posted: Fri Jun 02, 2006 4:56 pm
by [users]MrBalll
No hes talking about Halo 2.

Posted: Fri Jun 02, 2006 6:17 pm
by ModzMaster
o i c thanks

Posted: Fri Jun 02, 2006 9:04 pm
by [users]platesofpaper
Is it possible that the gates are colliding with each other, causing them to rotate to an angle in which they do not collide?

Posted: Fri Jun 02, 2006 9:57 pm
by [users]MrBalll
One thing that might be your problem is if you didn't add chunks and just replaced an itmc say the carbine. In the game the carbine it leaning on a wall right...well the gates do that when there in game. I found this out the hard way, before Entity and proper chunk adding. Just thought I'd throw that out there. How did you get the gates into the game? Adding chunks or replacing itmc's?

Posted: Sat Jun 03, 2006 9:12 am
by ModzMaster
Yah i'm using entiti, i'm replacing the BR, thats leaning up aggainst the wall but your able to flip and rotate it in the bsp weiwer of entiti, and it makes no sence, because it looks all good in the bsp veiwer but in the game, some of the gates are crooked and some of them arent. How did that guy do it in the dawn of warfare mod or the stairway to heaven?

Posted: Sat Jun 03, 2006 10:12 am
by DeviousDave
I've had problems with machs in entity too. The sbsp viewer isn't correct when it comes to machs. The X,Y,and Z all work but the pitch, roll, and yaw, don't. I've only had this problem with machs though... I don't know, try editing the pitch roll and yaw outside of entity.

Posted: Sat Jun 03, 2006 12:51 pm
by Snaku
It's possible that when you edited it in the bsp viewer it was flipped more than 360 degrees (if you rolled it away from the direction that 0 would've been). I don't know for sure if Entity just adds to the roll when you do it or if it calculates the value from 0 to the current position.
When you check it in ADI see if it's a high value. Something higher than 6.28.
Dunno' if that helps. I've just noticed that when you want to turn some things to an extreme amount H2 doesn't like to cooperate.

Posted: Sat Jun 03, 2006 12:53 pm
by ModzMaster
Pitch=?
Yaw=?
Roll=?

lol

Posted: Sat Jun 03, 2006 1:04 pm
by Snaku
All of the above.

Posted: Sat Jun 03, 2006 8:46 pm
by DeviousDave
ModzMaster wrote:Pitch=?
Yaw=?
Roll=?

lol
I'll try to explain.

So you have a flat plane. You only need 2 coordinants to locate an object on your plane. X and Y. However, what if you want to know which direction your object is facing... or 'rotated'. Thus, you rotate your object in the plane around the point it's attached to (this will become a rotation around a line drawn perpendicular to the plane through the center of the object (yaw) when you add the Z axis).

Ok, so 2D is great but Halo isn't 2D, that wouldn't be fun, it's 3D so you have to add the Z axis to your plane. Now you have many stacked up planes or a cube. So the position of our object can only be determined with the addition of the Z coordinant (height). The addition of the Z axis also adds two new ways you can 'rotate' your object, pitch (up and down) and roll (side to side). We also call rotation yaw now.

Pitch is the rotation of the object around a line drawn through the center of the object perpendicular to the Y plane (the plane with the Y axis and Z axis and 2 of its sides). Which means roll is the rotation of the object around a line drawn through the center of the object perpendicular to the X plane (plane with X axis and Z axis as 2 of its sides) and yaw is the rotation of the object around a line drawn through the center of it perpendicular to the Z plane (plane with X axis and Y axis as 2 of its sides.

To make more sense (and the way most things do it, like flying) think of 3 perpendicular lines through the point your object is located. Now, rotating your object around any one of these lines is either pitch, roll, or yaw depending on how object was originaly positioned (it's neutral position with a pitch roll and yaw of 0).

So... X, Y, and Z determine location and Pitch, Roll, and Yaw determine orientation.

Go here if you still don't understand or if you want to see the cool visual.
And here if you want it in gaming perspective.

Posted: Sat Jun 03, 2006 8:54 pm
by ModzMaster
lol i was looking for somthing like
yaw=up
pitch=rotate
roll=flip
but your way makes more sence thanx
lol that link for some reason makes me laugh, and it helps!

Posted: Sat Jun 03, 2006 8:58 pm
by DeviousDave
^^^ And that's not exactaly correct.

Pitch = Up & Down
Roll = Side to Side
Yaw = Rotat

I guess it's all in perspective though so it would change depending which direction you are looking at it so that's why I explained it a better way because you have constants that way.

The links really help if you don't understand but you seem to be fine.