BSP Scenery Positions
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BSP Scenery Positions
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.
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.
Download that .rar and open up the bsp scenery editor. It should give you all the necessary info to help.

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- Posts: 66
- Joined: Sun Feb 11, 2007 9:18 am
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- Posts: 66
- Joined: Sun Feb 11, 2007 9:18 am
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?tsgfilmwerks wrote:I can access those through entity, right?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..?

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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?kibito87 wrote: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?tsgfilmwerks wrote:I can access those through entity, right?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 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.
http://tural.gfxevolution.com/uploads/SBSPMS.rar
'Adjusted' have rotations, others do not.
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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.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?
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- Posts: 66
- Joined: Sun Feb 11, 2007 9:18 am
Ahh, this speeds things up so much! Thanks!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.