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x,y, and z axis rotations

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 08, 2003 5:04 pm

x,y, and z axis rotations

the rotation layout is like so: X, Z, Y

the z axis rotation has to be looked on from a top down perspective, like on the nav map
0
/
-90 -----+----- 90
/
+- 180

thus a docking ring rotation at 0, 0, 0 would be pointing north, so u would want to put it on the north side of the planet (NOT the top of the planet, just pointing north according to th nav map)

the y axis rotation will take the left and right sides of an object and begin to rotate them in a circle, but still pointing in the same direction like so:
(btw, this is a FRONTAL view of an object, we will just make the object a line for now)

LEFT ------------------------- RIGHT
LEFT
/ +90 degree rotation
/
/
/
RIGHT

and 180 degrees would flip the object entirely, and you would be docking upside down

the x axis rotation will point the obect in a new direction by rotating it so it will point up (in the z axis direction) and down and also be able to flip it however you will be docking upside down like with the y axis
SIDE VIEW: (pretend its aligned corectly, im too lazy to use paint)

0 degree
__
< /
----

+90 degree

/^/
-----

and thats how you rotate stuff
however, i think i might be backwards with the y axis rotation, (+90 would make RIGHT be the top part instead if i am mistaken) but i think thats the way it is

Post Tue Apr 08, 2003 5:13 pm

gaa the forum views it as html, and its screwing up my drawings *sniff*

the z axis diagram are supposed to have the lines going up and down the middle where the + is in the middle of the grid

Post Tue Apr 08, 2003 6:47 pm

Use the "[ code" forum tag to space things out. Unfortunately, it looks like the pipe symbol is being changed into forward slashes. This forum is really quirky.
<pre><font size=1 face=Courier>.

/ /
/
<------------>
/
/
\/
</font></pre>

Bah! Forget it. Draw something in Windows Paintbrush and upload it somewhere instead.

Edited by - Thundercleese on 08-04-2003 19:52:05

Post Tue Apr 08, 2003 9:25 pm

There's also a spin parameter which uses the same format... nothing like seeing Manhattan slowly revolve around its Z-axis (screws up the docking ring system though ).

BTW, for jump holes, rotate determines the angle you'll be deposited at, but any X or Y rotation larger than 70 degrees produces a VERY funky tunnel effect.

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