Alright well, I've been trying to move a certain piece of BSP scenery on the New Mombasa bridge, a blast door. I want to position it in the entrance of the tunnel, so I spawn a machine that has a similar size, thinking I'll position it and write down the coords to use it on the blast door.
However that proved more difficult, as despite the machine being perfectly placed, and about the size of the blast door the blast door ends up being in the general region of where I want it to be. I figure it's because Entity's BSP viewer may be a tad off. (But I thought that was just for Y/P/R?)
Now I'm wondering if there's an easier, or more reliable way to position BSP Scenery. Anyone?
BSP Scenery.
- CaptainPoopface
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- Joined: Mon Jul 23, 2007 7:56 am
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There is a program called BSP Scenery Editor that I've used to remove the bunkers and rails from Foundation. But you'll have to do a lot of guess and check anyway, so it's no better than Entity. I've noticed that objects end up in slightly different position from what is indicated in the BSP viewer, sometimes off by as much as 10 units. I think the z coords are usually accurate. Try to get it as close as you can, compensating for BSP Viewer's inaccuracy, and then adjust the coordinates manually.
Figure out which way the x and y axes go for your map. Then take a look at your blast door and say, "it needs to go 3 units left, 2 units back, and .5 units up" and change the coordinates manually. If your blast door is not oriented directly along one of the x-y axes, it's going to be a pain. Imagine an axis that leads straight to where you want the door to go, then figure out how much that axis is deflected from the x or y axis. Then your xy coords will be R sin A and R cos A, where R is the direct distance between where the door is and where you want it to go, and A is the angle of deflection from one of the axes. Whether you use sin or cos for the x and y coords depends on which axis you're measuring the deflection from.
You're probably better off just trying to compensate for BSP Viewer's inaccuracy....
Sometimes if a mach (I don't know about BSP scenery) is embedded too much in other objects, it disappears, so watch out for that.
Figure out which way the x and y axes go for your map. Then take a look at your blast door and say, "it needs to go 3 units left, 2 units back, and .5 units up" and change the coordinates manually. If your blast door is not oriented directly along one of the x-y axes, it's going to be a pain. Imagine an axis that leads straight to where you want the door to go, then figure out how much that axis is deflected from the x or y axis. Then your xy coords will be R sin A and R cos A, where R is the direct distance between where the door is and where you want it to go, and A is the angle of deflection from one of the axes. Whether you use sin or cos for the x and y coords depends on which axis you're measuring the deflection from.
You're probably better off just trying to compensate for BSP Viewer's inaccuracy....
Sometimes if a mach (I don't know about BSP scenery) is embedded too much in other objects, it disappears, so watch out for that.
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
If you want to know how I did something, take apart my mods.
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Well somebody knows his geometryCaptainPoopface wrote:There is a program called BSP Scenery Editor that I've used to remove the bunkers and rails from Foundation. But you'll have to do a lot of guess and check anyway, so it's no better than Entity. I've noticed that objects end up in slightly different position from what is indicated in the BSP viewer, sometimes off by as much as 10 units. I think the z coords are usually accurate. Try to get it as close as you can, compensating for BSP Viewer's inaccuracy, and then adjust the coordinates manually.
Figure out which way the x and y axes go for your map. Then take a look at your blast door and say, "it needs to go 3 units left, 2 units back, and .5 units up" and change the coordinates manually. If your blast door is not oriented directly along one of the x-y axes, it's going to be a pain. Imagine an axis that leads straight to where you want the door to go, then figure out how much that axis is deflected from the x or y axis. Then your xy coords will be R sin A and R cos A, where R is the direct distance between where the door is and where you want it to go, and A is the angle of deflection from one of the axes. Whether you use sin or cos for the x and y coords depends on which axis you're measuring the deflection from.
You're probably better off just trying to compensate for BSP Viewer's inaccuracy....
Sometimes if a mach (I don't know about BSP scenery) is embedded too much in other objects, it disappears, so watch out for that.

Hunh, must have missed that, thanks. I'll try it out when I get home.Monkey Terd wrote:Visual Scenery Mover mb mb mb?

- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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Visual Scenery Mover is based on the Entity BSP Viewer source code.
It's worth a try, but you're probably hosed on this one.

It's worth a try, but you're probably hosed on this one.
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
If you want to know how I did something, take apart my mods.