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Need help: Workshop Object Snappoint P-Door-Dif2 Rotation


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I have a prefab shack model that I made for my mod 'Reginald's Prefab ShackFest'.

A sort of script free 'sim settlements' ultra light.

 

I made many prefabs already but have hit a snag with the rotation of doors and their snappoints.

 

Can someone explain to me exactly, how these rotation points work?

The first 'Axis' is a number between 0 and 120.

The x,y, and z are all decimals between 0 and 1.

 

I've been experimenting like crazy but it's hard as fallout loading times are large and I need to test a lot of combinations for it to work right.

I can't for the life of me make this door rotate towards the NORTH. By simple experimenting and look at other prefabs from in the game I managed to get doors to rotate east, south and west pretty easily. But none rotate north.

 

In this case, with the values in the screenshot, the door snaps correctly, but I can rotate it arbitrarily, while it should be stuck in a 90 degree angle.

 

The bottom line is, I just don't understand these numbers, there seems to be no ordinary logic to it.

What do the A, X,Y and Z values do for snap points?

 

 

Edited by registrationsucksbutidoit
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I found this in a PDF tutorial in Nexus downloads, but I don't seem to be able to understand it.

 

When setting up a SP, you have to consider its origin (which is the origin of the main object),
and the orientation of the edge you want it to snap to objects and other objects to snap to it. Our

floor tile has 4 sides, and we want those sides to allow other objects to snap to them (such as
other floors, or walls or roofs etc.), thus our SPs need to be oriented in a manner that allows
that.
The SP angle system starts on the positive Y axis of Nifskope
(bottom left in the render window). So, we have the following
Y side => 0 degrees snap orientation
­X side => 90 degrees
­Y side => 180/­180 degress (doesn’t matter)
X side => ­90 degrees
*snap orientation refers to hemisphere’s orientation.
** rotation is considered around the Z axis
So what you have to retain from here is the way SP angles go relative to Nifskope’s system of
axis.

 

So I eventually ended up in some weird chain of thought where I tried the following combination:

A: -90 x: 1..00000 Y: 0..00000 Z: 1.00000

 

As soon as I left the editing field, it (NifSkope) changed it into this:

A: 90 X: 0.70711 Y: 0.00000 Z: -0.70711

 

So I tried it in game and it was now facing South again.

Alright, all I had to do was mirror the Z axis, I knew that much. :smile:

 

So I changed it into this (removed the '-' sign at the Z coords):

A: 90 X: 0.70711 Y: 0.00000 Z: 0.70711

 

And now the door snaps and rotates correctly around the Z axis as it should, rotating 'North'.

 

I still don't understand why these values work the way they do, and would like to know how they work exactly, so I can make arbitrary rotations on future prefabs, but at least the issue is solved for now in the way that I know all combinations for N, S, E and West.

Edited by registrationsucksbutidoit
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