Need help on Matrixes(Matrices) and/or Coordinates in the .THN
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To the modders & people,
Can someone please give me the coordinates and/or the matrices/matrixes to the .thn file for editing the ships’/'s position.
Cause my plan is to make the ship/s towards me or go near to the screen. Not away from me.
Like the main menu screen movie of the City Space or (GasMiner3.thn) that the ships are moving forward away from the screen to go to the other side of the planet.
I want to change that and make it start at the far left side of the screen and the ship/s will fly to me or near my screen and then it will stop at the front of my screen.
Note: I mean ship or ships. Maybe I will try it first to only one ship. So can someone give me the correct/right way to do it and on putting the coordinates/matrixes(matrices)
Can someone kindly please help me with this.
Thanks.
By the way, I don’t need these websites anymore cause someone already give this to me:
http://www.gamefaqs.com/pc/913966-freelancer/faqs/25096
and
http://www.the-starport.net/archive/viewtopic.php?f=18&t=45356&sid=83b2882aef85eefcc5988fca5ee19c0b&p=34800The problem is the Matrixes(Matrices) and/or the coordinates only. OK?
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for instance: line 2179
there a path animation of a large transport starts (the first transport of all crossing the screen. as you see in the flags, the spaceship is oriented strictly to the path itself, meaning, it faces the direction of flight. to turn it around you need to make the front not the NEG_Z_AXIS but the Z_AXIS. to make it move in the opposite direction you have to change the start and stop percentages, so they start on the way’s end and stop on its beginning.
in this case you have not to change any orientations. however, some ships in the scene do not have the orientation flag but you can add it and look what it results in, experimenting with the front axis and get what you need. -
That is what my problem is - the Coordinates or the Matrixes(matrices).
I don’t know how to play with it cause when I change the numbers, the ship will not show.
It is not a big ship it is only a small freighter by the way.
And I already know that long key-frame that you are saying on putting the coordinates. Below and end of the MOTION PATH.
So please can you help me with the exact coordinates of getting my ship in front of my screen and then stop in front of me.
Just give me the coordinates. Please help me with this.
Thanks.
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it entirely depends on where your camera is and where it faces… you don’t have to edit any matrices for what you are asking here. editing the keyframe coordinates is pretty enough. the format is like this
path_data="OPEN, {<x-coordinate#1>, <y-coordinate#1>, <z-coordinate#1>}, {1, 0, 0, 0}, {<x-coordinate#2>, <y-coordinate#2>, <z-coordinate#2>}, {1, 0, 0, 0}, "</z-coordinate#2></y-coordinate#2></x-coordinate#2></z-coordinate#1></y-coordinate#1></x-coordinate#1> ```the orientation of the ship applies to the path with the right flag, so you don't have to care about any matrices.
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Thank you for the information you gave me.
Well I am using the City Space (gasminer3.thn) file - so the camera is facing and located the same as the original.
OK, coordinates. No more matrices.
But I am still noob on this coordinates cause I don’t know how to do it and play with it.
So I already gave you where my camera is located. The same as the original camera from the gasminer3.thn. OK?
Please help me now on the coordinates which will bring my ship at the front of my screen and then stop near the camera.
Thank you.
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dunno about the 1, 0, 0, 0 matrix… maybe adoxa can put in some light.
for the turning: if you have no orientation flag on the motion activator in the events, the object keeps his orientation as it is in the beginning (defined by the ori matrix in the entity). there is a rotation event, it looks somewhat like this:```
{
<starting time=“” in=“” secs=“” -=“” float=“”>,
START_SPATIAL_PROP_ANIM,
{
“<entity name=”“>”
},
{
duration=<duration in=“” secs=“” -=“” float=“”>,
target_type=ROOT,
spatialprops={
axisrot={
<degrees -=“” float=“”>,
<[X, Y or Z]AXIS or NEG[X, Y, or Z]_AXIS>
}
}
}
},</degrees></duration></entity></starting>