Oi easy down m8s

you make me blush lol
Sorry about all the headaches I caused, too
Hmm I don't know what mensa is, except latin for table (I think

). I don't live in a table
How can I tell which numbers in the vector that i can just leave out or which ones i can change a little? is it always going to be the same numbers in each vector?
No it's not always the same, the thing is you may arbitrarily add vectors
only if they lie in the plane (i.e. are parallel to the plane) defined by the three points. In the example I used, the x and y vectors are parallel to the top plane. So you can add any vector (a,b,0) to the three points, provided you use the same a and b for each point.
In cases where you have diagonal planes, things get a lot more complicated although the concept still applies. To get an intuition for this, perhaps play around with radiant's clipper tool. Using the clipper is the same as adding a line to the brush definition, where the three points are simply the 3 clipper points.
so wait, the vector math for axis Y is vectors for Z times times the vectors for X?
Well, yes, for a right-handed coordinate system:
x =
y x
z
y =
z x
x
z =
x x
y
For a left-handed coordinate system:
x = -
y x
z
y = -
z x
x
z = -
x x
y
The result is that when x_lh = x_rh and y_lh = y_rh then z_lh = -z_rh.
Unfortunately, quake/moh devs use left and right handed coordinate systems interchangably, leading to a bit of confusion. It seems that for brush definitions, a left-handed system is used to determine the face normal. The world coordinate system (as shown in radiant) is, however, right handed.
Clearly, at one time, the devs confused themselves as angles_toleft(self.angles) gives self.rightvector
Not an easy subject all this but it doesn't come simpler
