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BSP Scenery Positions
Posted: Sun Jun 29, 2008 3:39 pm
by tsgfilmwerks
For the purpose of rendering, how would I go about getting the scenery object names, where to put them, & how to orient them? Right now I'm working on Coagulation, and I just need to know where to put the right trees, rocks, etc.
Posted: Sun Jun 29, 2008 8:10 pm
by kibito87
http://forums.halomods.com/viewtopic.php?t=56888
Download that .rar and open up the bsp scenery editor. It should give you all the necessary info to help.
Posted: Wed Jul 02, 2008 1:56 pm
by tsgfilmwerks
Thank you so much, but I don't see rotation info... Do the objects not rotate?
Posted: Wed Jul 02, 2008 6:25 pm
by kibito87
I believe what you would want to look at would be the yaw, pitch, and roll. Unless you are looking for some kind of other rotation..?
Posted: Wed Jul 02, 2008 9:47 pm
by tsgfilmwerks
kibito87 wrote:I believe what you would want to look at would be the yaw, pitch, and roll. Unless you are looking for some kind of other rotation..?
I can access those through entity, right?
Posted: Wed Jul 02, 2008 10:22 pm
by kibito87
tsgfilmwerks wrote:kibito87 wrote:I believe what you would want to look at would be the yaw, pitch, and roll. Unless you are looking for some kind of other rotation..?
I can access those through entity, right?
Indeed you can. I don't have any Halo2 maps on my computer at the moment so I can't check but doesn't Shade's tool have them in there as well?
Posted: Sat Jul 05, 2008 11:22 am
by tsgfilmwerks
kibito87 wrote:tsgfilmwerks wrote:kibito87 wrote:I believe what you would want to look at would be the yaw, pitch, and roll. Unless you are looking for some kind of other rotation..?
I can access those through entity, right?
Indeed you can. I don't have any Halo2 maps on my computer at the moment so I can't check but doesn't Shade's tool have them in there as well?
I didn't see any rotation info, but I did see position & size, the latter of the two I'm finding confusing. The scenery placement program & entity both put the scale of one of the trees in coagulation at "4.470348E-08". I thought that meant that the model's scaling factor in that direction was equal to 0.00000004470348, but that would be paper thin. Am I looking at this wrong?
Posted: Sat Jul 05, 2008 11:29 am
by Tural
I modified Shade's Scenery BSP tool to produce a Maxscript for locations. Rotations were never added to the program, so I had to do them manually, but they're not difficult. I have rotations done in scripts for a few maps, but after these nobody seemed to care, so I didn't finish any more. Coagulation is perfect, save things that don't matter. This will suit your needs. It places them, rotates them, and names them correctly. Export the BSP with entity, in multiple parts (You can do the main BSP as one, but the Scen. BSP pieces must come from exporting as multiple), then place the script in the folder with the meshes, go to the Maxscript menu in Max, run script. They will all be correctly placed and rotated to fit the main BSP mesh.
http://tural.gfxevolution.com/uploads/SBSPMS.rar
'Adjusted' have rotations, others do not.
Posted: Sat Jul 05, 2008 11:47 am
by CtrlAltDestroy
tsgfilmwerks wrote:I didn't see any rotation info, but I did see position & size, the latter of the two I'm finding confusing. The scenery placement program & entity both put the scale of one of the trees in coagulation at "4.470348E-08". I thought that meant that the model's scaling factor in that direction was equal to 0.00000004470348, but that would be paper thin. Am I looking at this wrong?
Rotations for instanced geometry pieces are stored as transformation matrices, which is why you do not see any standard "yaw/pitch/roll" rotations or quaternion data.
Posted: Sat Jul 05, 2008 7:39 pm
by tsgfilmwerks
Tural wrote:I modified Shade's Scenery BSP tool to produce a Maxscript for locations. Rotations were never added to the program, so I had to do them manually, but they're not difficult. I have rotations done in scripts for a few maps, but after these nobody seemed to care, so I didn't finish any more. Coagulation is perfect, save things that don't matter. This will suit your needs. It places them, rotates them, and names them correctly. Export the BSP with entity, in multiple parts (You can do the main BSP as one, but the Scen. BSP pieces must come from exporting as multiple), then place the script in the folder with the meshes, go to the Maxscript menu in Max, run script. They will all be correctly placed and rotated to fit the main BSP mesh.
http://tural.gfxevolution.com/uploads/SBSPMS.rar
'Adjusted' have rotations, others do not.
Ahh, this speeds things up so much! Thanks!