Can anyone tell me what the hardcoded coordinates for the front/back wheels are?Z-man wrote:That's all because of the limits of the .mod format. It doesn't support double sided triangles, texture coordinates or anything, and the wheel axis locations are hardcoded.
Hardcoded coordinates of wheels in the .mod format
- Lackadaisical
- Shutout Match Winner
- Posts: 823
- Joined: Sun Dec 21, 2003 4:58 pm
- Location: Amsterdam, Netherlands
- Contact:
Hardcoded coordinates of wheels in the .mod format
Official Officiant of the Official Armagetron Clan Registration Office
Back (in the sig) by popular demand: Lack draws
Back (in the sig) by popular demand: Lack draws
- Jonathan
- A Brave Victim
- Posts: 3391
- Joined: Thu Feb 03, 2005 12:50 am
- Location: Not really lurking anymore
Re: Hardcoded coordinates of wheels in the .mod format
The texture is just stretched onto the minimum bounding rectangle seen from the side, for all .mod objects.
ˌɑrməˈɡɛˌtrɑn
- Lackadaisical
- Shutout Match Winner
- Posts: 823
- Joined: Sun Dec 21, 2003 4:58 pm
- Location: Amsterdam, Netherlands
- Contact:
Re: Hardcoded coordinates of wheels in the .mod format
Thanks, I expected that, but what i really wanted to know is how to move from the coordinate system of the cycle_body.mod to the ones in cycle_front.mod and cycle_back.mod (they don't use the same coordinate system do they?) and how they all relate to the actual point where the cycle is.
Official Officiant of the Official Armagetron Clan Registration Office
Back (in the sig) by popular demand: Lack draws
Back (in the sig) by popular demand: Lack draws
- Jonathan
- A Brave Victim
- Posts: 3391
- Joined: Thu Feb 03, 2005 12:50 am
- Location: Not really lurking anymore
Re: Hardcoded coordinates of wheels in the .mod format
Oh, wait, I was thinking texture coordinates. The code I have here says the front wheel is translated by (1.84, 0, 0.43), and the rear wheel is translated by (0, 0, 0.73). The z coordinate is also the implicit radius used to spin the wheel. The entire assembly is moved back by 1.5 and scaled down by a factor of two, but that doesn't affect alignment.
ˌɑrməˈɡɛˌtrɑn