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Help with orientations

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Post Mon Jun 28, 2004 2:15 pm

Help with orientations

After searching for a week through all the threads I could, I still can't figure out orientations and haven't seen a clear description yet. Maybe it's because the orientations keep talking about weapon's placement on ships, whereas I'm trying to figure out orientations in the thn files. But either way the concept should be exactly the same, I think. . .Can someone help me to figure this out? What would really help would be to have some basic examples, like for the 6 basic directions (up, down, left, right, forward, backwards). If someone would be able to either post the orientation values for those 6 directions (well, I already know "forwards", or else help me to understand how to figure out any orientation on my own, that would be really helpful.

Post Mon Jun 28, 2004 3:17 pm

I have no idea, however....

If you use a point light source, then have stuff around but in the dark.....

Orientate the light source in the "unknown" directions, and write down the results....

I say surround it with objects, like asteroids, so you can see it illuminate the surfaces to give away which way its facing.

Post Mon Jun 28, 2004 5:49 pm

Yeah I've been trying to do it with something similar, though I was using an actual object (starflier). But it always ends up looking inside out or otherwise majorly distorted lol.

Post Mon Jun 28, 2004 10:42 pm

Ahoy Matey!

the hardpoint or weapon orientations work the same way afaik.

the "hardpoints 2" tutorial has some basic info, this has some more IMO - more mathematical.
I dont see a reason why they should be different. Same engine after all.
I will see if i can find something that calculates the direction.
or write something if i find some more time. (nothing facy 3d stuff, but maybe 3 2D views. the forumulas are there, i think i understood them, so it shouldnt be that hard ) - i will see if i find some free time.

---------------------------------
Excelcia Mod Leading Developer

Post Tue Jun 29, 2004 2:33 am

If you want other orientation problems, then let's take a look at the ones used in mission files. Four values that I can't understand...
So if your that good with orientations, it shouldn't be a problem for you !
Tests
This is an Exel table witch shows all the tests I've done.
I'm afraid that it's prety hard to understand

Edited by - Archangel on 6/29/2004 3:33:50 AM

Edited by - Archangel on 6/29/2004 3:35:50 AM

Post Tue Jun 29, 2004 3:38 am

what do u mean by "mission files"?
(im not @home and hav no SDK as reference, just post me a bit code and ill try to find out)

Fjord

---------------------------------
Excelcia Mod Leading Developer

Post Tue Jun 29, 2004 6:26 am

Thanks Fjord, that is exactly what I needed! Dang search function doesn't work sometimes, hehe =)

Post Wed Jun 30, 2004 5:56 am

There it is (from DATA\MISSIONS\M01a\m01a.ini) :
Do you remember the intro scene of SP ? When the transport is leaving FP7 ? Here is its code :

[MsnShip
nickname = fp7_transport1
NPC = transport1_FP7
label = fp7_convoy
position = 3535, 1165, -21071
orientation = 0.979400, 0, -0.201700, 0
label = lbl_fp7_convoy
random_name = true
radius = 0

With this exemple and others that I've seen in this file, I can say (even if I'm not realy sure) that for Y axis rotation, I should use the 1st and 3rd number.
Look at my tests for more infos.

Edited by - Archangel on 6/30/2004 7:10:39 AM

Post Wed Jun 30, 2004 7:25 am

I'm really not sure what those orientation values are Archangel, but I did notice right away that (0.9794^2) + (-0.2017^2) = 1

So you'll probably need to keep the 1st and 3rd numbers to have the correct formula (pythagorums, or however you spell that)

Post Thu Jul 01, 2004 3:53 am

I didn't noticed that !
That's good to know.
Thanks !

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