Building rotations - advance warning

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Mit
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Building rotations - advance warning

Post by Mit »

in 0.63.3, in order to fix some collision issues with some new construction modes im workin on i've had to clean up a whole load of duff old code that was foolishly adding 270 degree rotations to all the buildings just before they were being rendered. I have no idea why i was doing that :)
This will unfortunately have the result of changing the orientation of buildings on the worlds. If you're using shadow mode 5 (as Civ is), then you'll need to rotate the models (and update their name) to replicate the previous orientation. Otherwise you can adjust the orientation using *rotatebuilding.
Hopefully that won't be a problem for many buildings/people..
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zaroba
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Re: Building rotations - advance warning

Post by zaroba »

Mit wrote:code that was foolishly adding 270 degree rotations to all the buildings just before they were being rendered. I have no idea why i was doing that :)
My guess is it has to do with the East and South favoritism of the overall code :P

Buildings facing forward in a modelling program would face east when built on a world.
Whenever anything is built on tile cords (like current Civ), The building is on the South East corner of the tile. This also causes building spacing to appear messed up. If I recall, buildings could be built visually closer together when building to the South or East and had to be further spaced when building to the North or West (or its the opposite, I don't remember)
Walls are always on the south or east side of tiles.

I seem to recall vehicle models needing to be rotated 90 or 270 degrees before use as well
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