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To change direction you need to add or remove minus signs to the upper 9 values. I don't really understand how it works, so a lot of trial and error is required to find the correct combination of positive and negative values. Don't change the absolute values though, just add or remove a minus sign.
Once a model has been exported into .ply format there doesn't seem to be any way to open it via 3ds max or similar program. You would need a copy of the original .3ds file.
Looks like I need to play around with the upper nine values to get the direction I want.
Gonna be VERY slow work lol
I need to fine-tune the direction of this bone on 30+ weapons so I was hoping there would be a faster method.
Can anybody else shed any more light on how those nine values work?
Try this.. I used to mod DCG. It may change your life... it did mine.
http://www.mediafire. com/download/hdmh62xvgt38xx3/MatrixParams_v20.exe
Thanks!
Can you explain how to use?
Also when I run the .exe I receive msstdfmt.dll missing error, which versions of Windows can I use this with?
I currently have Windows 10.
It's still trial and error with .mdl editing but it can help you rotate objects correctly w/o them getting turned inside out or mis-shapend
Hey thanks for asking, I fixed the msstdfmt.dll error and have it opening correctly now.
Can you give me an example of how I would actually use this?
If i want to manipulate a bone.. I'll usually change its matrix value to something like this...
{Matrix34
1 0 0 ;rotation & scale
0 1 0 ;rotation & scale
0 0 1 ;rotation & scale
0 0 0 ;position
}
This means no rotation, scale is 1 and position is exact center of the entity. From there, if the object isn't rotated correctly, I'd plug in the program different values for Rot x, y or z. The program spits out the correct matrix34 values to give the bone that rotation. Example with a Rot X value of 90 (means rotation the bone along the x axis 90 degrees) the program results would look like this....
1 0 0 0 0 -1 0 1 0
Apply that to the matrix34 layout and it looks like this....
{Matrix34
1 0 0 ;rotation & scale
0 0 -1 ;rotation & scale
0 1 0 ;rotation & scale
0 0 0 ;position
}
Say you want to rotate an object 90 degrees on the X axis.. but 20 on the Y axis. The program give this...
0.939693 0 0.34202 0.34202 0 -0.939693 0 1 0
appled to the Matrix34 in the .mdl looks like this...
{Matrix34
0.939693 0 0.34202 ;rotation & scale
0.34202 0 -0.939693 ;rotation & scale
0 1 0 ;rotation & scale
0 0 0 ;position
}
From here you can plug in any combination of rotation x, y & z along with scaling x, y & z and the program will give you the correct matrix34 values.
It's a powerful tool, but requires trial and error by pluggin in different values, then copy/pasting the results in to the matrix34 and reloading the map/mission to see how it changed the entity. After a while, I've started to get farely quick at guessing what values to plug into the program to get the desired result
Wonderful tool. You have changed my life. Thank you very Ty
And thank you very much for your part in DCG. Hope you all decide to continue developing the mod