bomo99 Posted February 8 Share Posted February 8 Hello, so i am currently making a player owned Cloud ruler Temple, using a cell to contain the Temple for now, and adding features that 3 mods add, slowly to the temple, pretty much i using the same X Y Z coords of each outside object like for instance lets say for the normal cloud ruler temple, the guard towers that are in the front(CRTGuardTowers) here are its coords Spoiler Position Rotation X: 14470.9902 0.0000 Y: 161279.5313 -0.0000 Z: 32327.3438 -0.7090 and same is for my temple, the only difference is that instead of being in the worldspace, mine is in its own cell, so i looked at the mod 300 Akaviri, and loved how they placed the Skingrad Bridge Torches(didnt know what they were at the time), so i went to look into how they are placed based on the location they are in from the temple pieces, like for instance (CRTBaseRightMid) 300 Akaviri Spoiler Position Rotation X: -212128.3125 0.0000 Y: -33245.8359 -0.0000 Z: 388.3184 -118.5202 Normal Cloud Ruler Temple Spoiler Position Rotation X: 13612.1299 0.0000 Y: 163445.0625 -0.0000 Z: 32071.3438 -0.7090 so since i had these numbers i thought i had what i needed, so i grabbed the torches position 300 Akaviri Spoiler Position Rotation X: -212023.6875 0.0000 Y: -33889.9297 -0.0000 Z: 859.2452 -28.4065 so i made all the numbers into positive so that i can get the changes in each area i needed these are the numbers i got Spoiler Position Rotation X: 104.625 0.0000 Y: 644.0938 -0.0000 Z: 470.9268 90.1137 so i made the adjustments and the results were not good, so for the X Position 104.625 is too low to get it in the right area where it looks like it would fit, just by eyeballing it, it looks like 12983.7656 looks close to what it should be, but that is a total of 628.3643, about 6x the number that i got from the other mod, and the same goes for the Y and Z Coords, i tried adding and subtracting the difference to not looking the same, but from me just eye balling it, this is what i got Spoiler Position Rotation X: 12983.7656 0.0000 Y: 163652.6406 -0.0000 Z: 32539.6582 89.4047 the rotation is perfect from what i see, its the position that is wrong, is there something i am doing wrong here? Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted February 8 Share Posted February 8 Why not just drag and drop whatever items you want into the right places with the Construction Set? Now that you know which objects are used, just drag and drop them. Link to comment Share on other sites More sharing options...
bomo99 Posted February 9 Author Share Posted February 9 the problem with that, is that i am terrible at placing items the way i want in the render window, so when i saw this temple with them, it looked perfect, and i thought it would be easy to do, but i guess not Link to comment Share on other sites More sharing options...
AndalayBay Posted February 10 Share Posted February 10 You can enable snap to grid and snap to angle. Usually you want the increment to be 16 for snap to grid and 45 deg. for snap to angle, but you can set those values to 1 if needed. The CSE also has extra options like align which will help with placement. Link to comment Share on other sites More sharing options...
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