[Utility] Entity Beta 1.3.9
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Nice...Dootuz wrote:I cant cahnge my DIP tut 2 worked
Last edited by Shadowz-O-Death on Sat Dec 23, 2006 1:26 pm, edited 1 time in total.
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Has y/p/r been fixed yet, if so 4 million/10.
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Last edited by xXtR1Xm1Xx on Wed May 2, 1992 3:40 pm; edited 2,500 times in total
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Not exactly, but I found a solution!:) For some reason, Entity's BSP viewer saves the pitch to the opposite integer... For example, say if you wanted the pitch to be 1, Entity would save it as -1 instead. To fix this, follow the following tutorial...xXtR1Xm1Xx wrote:Has y/p/r been fixed yet, if so 4 million/10.
1. Open Entity and a map.
2. Expand the [SBSP] Structure Binary Separation Plane tag and click on the dependency (there should only be one).
3. Click on Raw Editor in the toolbar then click View BSP.
4. Change the pitch of an object by holding Shift + Left Click.
5. Expand the [scnr] Scenario tag and click on the dependency (there should only be one).
6. Click on Meta Tools in the toolbar then click Meta Editor.
7. Find your object and change the pitch to the opposite integer (Ex., If integer is 1, change it to -1).
8. Click Save and Sign.
Hope it helped!
Last edited by Shadowz-O-Death on Sat Dec 23, 2006 2:21 pm, edited 2 times in total.
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Shadowz-O-Death wrote:Not exactly, but I found a solution!:) For some reason, Entity's BSP viewer saves the yaw, pitch, and roll to the opposite integer... For example, say if you wanted the pitch to be 1, Entity would save it as -1 instead. To fix this, follow the following tutorial...xXtR1Xm1Xx wrote:Has y/p/r been fixed yet, if so 4 million/10.
1. Open Entity and a map.
2. Expand the [SBSP] Structure Binary Separation Plane tag and click on the dependency (there should only be one).
3. Click on Raw Editor in the toolbar then click View BSP.
4. Change the yaw, pitch, or roll of an object by holding [Shift, Ctrl, or Alt] + [Left Click].
5. Expand the [scnr] Scenario tag and click on the dependency (there should only be one).
6. Click on Meta Tools in the toolbar then click Meta Editor.
7. Find your object and change the yaw, pitch, and roll to the opposite integer (Ex., If integer is 1, change it to -1).
8. Click Save and Sign.
Hope it helped!
Thats complely wrong, and will only make your rotated items look worse. The only thing that is "Opposite" is pitch, and that wasn't meant to be left in Entity. The problem with Y/P/R is in the mathmatical equations used to rotate the items. (It uses Eular rotation if anyone knows anything about it feel free to fix it. )
Formerly known as Limpmybizket.
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Hey guys, ive been having a problem, i was hoping it would work on a newer or older version, but guess not:
So, when I try to view the bsp, or extract the bsp as obj, etc, i get an error. Ive heard of several other people who have the exact same problem, and have yet to fix it. I have the latest .net framework, I have the latest Direct X, I even tryed replacing my maps with perfect non-corruption ones.
If anyone has the links to all the files I would need to run Entity [just incase i am missing something] could u supply it, thanx.
Any Help please...
So, when I try to view the bsp, or extract the bsp as obj, etc, i get an error. Ive heard of several other people who have the exact same problem, and have yet to fix it. I have the latest .net framework, I have the latest Direct X, I even tryed replacing my maps with perfect non-corruption ones.
If anyone has the links to all the files I would need to run Entity [just incase i am missing something] could u supply it, thanx.
Any Help please...
About the rotations, you can thank me later
Also here is some snippets of code you may find useful..
Code: Select all
private Vector3 UpdatePosition(Quaternion inQuat)
{
Quaternion upVector = new Quaternion(0f, 1f, 0f, 0f);
Quaternion conjOrient = inQuat;
conjOrient.Invert();
Quaternion dirQuat = inQuat * upVector * conjOrient;
Vector3 addVector = new Vector3(dirQuat.X, dirQuat.Y, dirQuat.Z);
return addVector;
}
Code: Select all
private Quaternion eulerToQuat(float x, float y, float z)
{
Quaternion retQuat;
double eX, eY, eZ;
double cR, cP, cY, sR, sP, sY, cPcY, sPsY;
eX = x / 2;
eY = y / 2;
eZ = z / 2;
cR = Math.Cos(eX);
cP = Math.Cos(eY);
cY = Math.Cos(eZ);
sR = Math.Sin(eX);
sP = Math.Sin(eY);
sY = Math.Sin(eZ);
cPcY = cP * cY;
sPsY = sP * sY;
retQuat = new Quaternion(
(float)(sR * cPcY - cR * sPsY),
(float)(cR * sP * cY + sR * cP * sY),
(float)(cR * cP * sY - sR * sP * cY),
(float)(cR * cPcY + sR * sPsY)
);
retQuat.Normalize();
return retQuat;
}
Code: Select all
private Vector4 getAxisAngle(Quaternion sourceQuat)
{
Vector4 retVector;
double tempAngle;
double scale;
tempAngle = Math.Acos(sourceQuat.W);
scale = (float)Math.Sqrt(Math.Pow(sourceQuat.X, 2) + Math.Pow(sourceQuat.Y, 2) + Math.Pow(sourceQuat.Z, 2));
if ((float)scale == 0.0f)
{
retVector = new Vector4(0f, 0f, 1f, 0f);
}
else
{
retVector = new Vector4
(
(float)(sourceQuat.X / scale),
(float)(sourceQuat.Y / scale),
(float)(sourceQuat.Z / scale),
(float)(tempAngle * 2f)
);
retVector.Normalize();
}
return retVector;
}
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