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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

JV you are a god among men

I actually understood most of that too, i think i have to read it once more to get it down lol

You rock JV! Your genius surpasses that of anything and anyone on this earth :D

P.S. Are you in MENSA by any chance? seriously, im not joking, are you?

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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?
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so wait, the vector math for axis Y is vectors for Z times times the vectors for X?
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If i learn vector mathematics can i easily figure all the vectors needed for each brush?
.... of course... im quite certasin vector mathematics is not something easy to learn on your own... :lol:
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jv_map
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Post by jv_map »

Oi easy down m8s :oops: you make me blush lol :P

Sorry about all the headaches I caused, too :x

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 :P

Not an easy subject all this but it doesn't come simpler :(
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tltrude
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Post by tltrude »

Mensa is an orginization of people with extreemly high IQs (the top 2%). "The word 'Mensa' means 'table' in Latin. The name stands for a round-table society, where race, color, creed, national origin, age, politics, educational or social background are irrelevant."

http://www.mensa.org/index0.php?page=10
Tom Trude,

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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

uhmmmmm yeah this is kinda late and probably obvious but my project kind of died until i can learn Vector Mathematics which i dont think will be easy to do on my own unless i find a decent book/website on it sooooo yeah, im really sorry guys



Does anyone have the link to that spiral staircase creator i saw a long time ago? maybe i could study that and steal the bit of code pertaining to the coords >_> <_<
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