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new entity sbsp discovery

Posted: Sat Feb 10, 2007 3:05 pm
by patchesreusch
if u click whatever ur spawning 1 by 1 and save after each it will spawn with proper ypr so if they made the yaw pitch roll like the camera in that as it moves it shows the right ypr it would be fixed

Posted: Sat Feb 10, 2007 3:14 pm
by Prey
did u try this with the blade thing on zanzibar?

Posted: Sat Feb 10, 2007 3:19 pm
by patchesreusch
no why?

Posted: Sat Feb 10, 2007 7:40 pm
by Prey
well that would just be proof it works, nice find if it does.

Posted: Sat Feb 10, 2007 8:23 pm
by patchesreusch
it works like 80% of the time idk what happens

Posted: Sun Feb 11, 2007 8:53 am
by kibito87
If you make sure the item's ypr is set to 0 before editing it in the bsp viewer then once you do decide to edit it. It will show up ingame as it shows in the viewer. I'm not sure why so many people have problems with ypr... I don't.

Posted: Sun Feb 11, 2007 8:54 am
by patchesreusch
what do u use entity or darkmatter?

Posted: Sun Feb 11, 2007 11:16 am
by snakejknight
setting the ypr to 0 does help, but its not perfect... espeialy with the control walkway... it can be a real pain :evil:

Posted: Sun Feb 11, 2007 11:20 am
by foxfanatic23I7
This is how I make it so the objects dont turn in random ways...

I make the objects show in entity's bsp viewer, then I select ONE object in the bsp viewer to rotate and tip and spin. BUT, I only do one of those three actions rotate, flip or spin, then after I do one of them I save changes. Then do another action, rotate flip or spin. Then save, then do the last action rotate flip or spin.

Sorry if that didn't make sense, I Hope it did though.

Posted: Sun Feb 11, 2007 1:44 pm
by snakejknight
does that work 100% of the time?

Posted: Sun Feb 11, 2007 1:47 pm
by DemonicSandwich
Its because the pitch angle, if pitch is set to zero then yaw and roll will be fine. Basically, still away from the shift button.