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#editor

pegperegogaucho
It would also be needed when making new Sekenses, which is also not currently possible
pegperegogaucho
But the difficult part is done!
adrientd
Yes shouldn't be hard, will look at it once I'm home 🙂
pegperegogaucho
Take your time!
pegperegogaucho
Adrien, could you implement the crate rotations next? It would be nice to also preview them in the editor so you can see if a stack of crates clips into the walls or not
adrientd
I could try, at the same time it might be also nice to give models to several beacon types, like spawning points, merchants etc. And also show orientation of beacons (a lot of them use lower 8 bits of parameter for the angle).
pegperegogaucho
Yup, that would be useful as well. But you forgot another very important one: the orientation of markers! It's also about time to visualize them.
pegperegogaucho
For the marker rotation I know it is ``(M_PI / 127) * marker.orientation1`` to get the angle
pegperegogaucho
So just a linear mapping from 0...255 to 0...2Pi
hesopesomeso
```cpp struct marker { vec3 pos; uint8_t yaw, pitch; }; ``` To get the marker direction: ```cpp auto y = yaw * PI / 127.0; auto p = pitch * PI / 127.0; vec3 marker_direction = { cos(y) * cos(p), sin(p), -sin(y) * cos(p) }; ``` This feature would be appreciated (as well as the awaited crate rotations!)
hesopesomeso
(It may not actually be pitch, but the code is valid.)
pegperegogaucho
Nice to know
pegperegogaucho
I didn't know abou the pitch, that is interesting. What would it even be used for? I'm certain that it is 0 everywhere in the game.
hesopesomeso
Not quite, it's from -127 to 127, so [-pi,pi]
hesopesomeso
Yeah, it's probably never used?
hesopesomeso
the whole formula is this: `v := right * (cos(y) * cos(p)) + up * sin(p) + at * (-sin(y) * cos(p))` where right,up,at are unit vectors.
pegperegogaucho
Often cinematics will have some kind marker cinematic bloc (not sure the exact name) where they can place a character on a marker or make him walk to there, would the pitch be used there?
hesopesomeso
The path finding cinematic bloc. I'm not sure exactly :KEKW: I'm using it, but dunno! I tried changing it, didn't seem to do much lol
pegperegogaucho
I mean you have the decompiled code :PogelixWeird:
pegperegogaucho
I will try out later myself, maybe I can make the UXXL cutscenes even more messed up :peepoEvil: