questions about CONNECTORS in pie file
- Watermelon
- Code contributor
- Posts: 551
- Joined: 08 Oct 2006, 09:37
questions about CONNECTORS in pie file
I noticed at the bottom of each .pie file,there is a line/string called 'CONNECTORS number'
I assume the number is the number of the connectors(hardpoints) that is available for certain type of 'DROID',CONNECTOR 1(iIMDShape.connectors[0]) is the mount position for ground droid(upper body) and CONNECTOR 2(iIMDShape.connectors[1]) is the mount position for airborne droid(lower body)
Q1: Can you add extra CONNECTORS to a .pie file? YES
Q2: What is the order of the local coord values(relative to pie's iVector(0,0,0)) for CONNECTOR,for example:
CONNECTORS 2
0 10 23
0 -25 9
0 10 23 is x y z of the first connector 0 -25 9 is x y z of the second connector or
the order is reverse z y x or z x y? It's x,y,z
Q3: How do you edit/add CONNECTORS with pie editing tool(ideal editing measure:with visualization) or with text editor if answer for Q1 is 'YES'? YES,just add new lines after exist connector positions and change number of connector to correct value
Q4: The position/offset of a droid mountable component is read from .pie file,then got translated and stored into a global matrix struct with 'PIE_Translate' function before being passed/drawn with Pie_DrawShape/Pie_DrawShape2 function,am I right? YES
Thanks in advance.
edit:answered all questions...
I assume the number is the number of the connectors(hardpoints) that is available for certain type of 'DROID',CONNECTOR 1(iIMDShape.connectors[0]) is the mount position for ground droid(upper body) and CONNECTOR 2(iIMDShape.connectors[1]) is the mount position for airborne droid(lower body)
Q1: Can you add extra CONNECTORS to a .pie file? YES
Q2: What is the order of the local coord values(relative to pie's iVector(0,0,0)) for CONNECTOR,for example:
CONNECTORS 2
0 10 23
0 -25 9
0 10 23 is x y z of the first connector 0 -25 9 is x y z of the second connector or
the order is reverse z y x or z x y? It's x,y,z
Q3: How do you edit/add CONNECTORS with pie editing tool(ideal editing measure:with visualization) or with text editor if answer for Q1 is 'YES'? YES,just add new lines after exist connector positions and change number of connector to correct value
Q4: The position/offset of a droid mountable component is read from .pie file,then got translated and stored into a global matrix struct with 'PIE_Translate' function before being passed/drawn with Pie_DrawShape/Pie_DrawShape2 function,am I right? YES
Thanks in advance.
edit:answered all questions...
Last edited by Watermelon on 24 Oct 2006, 23:25, edited 1 time in total.
tasks postponed until the trunk is relatively stable again.
Re: questions about CONNECTORS in pie file
I think this topic is to usefull for deletion watermelon
Next time may just close it, on this way we have the chance to save this information for the future
Regards, Kamaze
Next time may just close it, on this way we have the chance to save this information for the future
Regards, Kamaze
We all have the same heaven, but not the same horizon.
- DevUrandom
- Regular
- Posts: 1690
- Joined: 31 Jul 2006, 23:14
Re: questions about CONNECTORS in pie file
Perhaps worth a note in the wiki?
- Watermelon
- Code contributor
- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: questions about CONNECTORS in pie file
never knew connector info be useful
I am trying to understand the connector thing,so that I can define relatively precise position for multiple turret in body pies,here is a picture I drew with mspaint,think it might help others to understand the connector.(I really suck at all graphic stuff,but I am a mspaint wizard ;D)
I am unsure about 'x',cuz it's always '0' in all body pie files,so it might be left/right offsets.(+x and -x)
I am trying to understand the connector thing,so that I can define relatively precise position for multiple turret in body pies,here is a picture I drew with mspaint,think it might help others to understand the connector.(I really suck at all graphic stuff,but I am a mspaint wizard ;D)
I am unsure about 'x',cuz it's always '0' in all body pie files,so it might be left/right offsets.(+x and -x)
tasks postponed until the trunk is relatively stable again.
- lav_coyote25
- Professional
- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: questions about CONNECTORS in pie file
i really hate to say this but
all your questions can be answered way too easy.
except for the rather large download. ;D
http://www.coppercore.net/~wztoys/modules/news/
register / respond to the activation email (check your spam folder) and login - goto downloads - download the documents project.rar file.
all your questions can be answered way too easy.
except for the rather large download. ;D
http://www.coppercore.net/~wztoys/modules/news/
register / respond to the activation email (check your spam folder) and login - goto downloads - download the documents project.rar file.
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
- Watermelon
- Code contributor
- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: questions about CONNECTORS in pie file
thanks,the docment project is too big,I dont want to waste your bandwidth to figure out a small question like this,would be great if your doc project is hosted online as html or incorporated into wiki,so people dont have to download the full doc to understand 1% of its contents.lav_coyote25 wrote: i really hate to say this but
all your questions can be answered way too easy.
except for the rather large download. ;D
http://www.coppercore.net/~wztoys/modules/news/
register / respond to the activation email (check your spam folder) and login - goto downloads - download the documents project.rar file.
tasks postponed until the trunk is relatively stable again.
Re: questions about CONNECTORS in pie file
i think too, that doc.project is too big... may better see them as a site?
- lav_coyote25
- Professional
- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: questions about CONNECTORS in pie file
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
- Watermelon
- Code contributor
- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: questions about CONNECTORS in pie file
Thanks.lav_coyote25 wrote: pie slicer files now on line for those that do not have broadband ;D
tasks postponed until the trunk is relatively stable again.
- Watermelon
- Code contributor
- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: questions about CONNECTORS in pie file
just wondering if there is a way to tell whether a connector is for VTOL only or not,since the current source uses 1(fixed value) as VTOL connector,it will be problematic if I add more weapons to vtol's.(that fixed value 'connector 1' is definately not sufficient if I want to create a flying fortress with multiple weapon hardpoints)
tasks postponed until the trunk is relatively stable again.
Re: questions about CONNECTORS in pie file
nope... there's no clean way... either connectors would need to be modified to support a "propulsion type", or data file entries would have to exist to associate an connector id with a given propulsion type. until your source code changes, there was no possibility of multiple weapons, so it wasn't much thought about.Watermelon wrote: just wondering if there is a way to tell whether a connector is for VTOL only or not,since the current source uses 1(fixed value) as VTOL connector,it will be problematic if I add more weapons to vtol's.(that fixed value 'connector 1' is definately not sufficient if I want to create a flying fortress with multiple weapon hardpoints)
- Watermelon
- Code contributor
- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: questions about CONNECTORS in pie file
I think I forgot to edit my post,I used a temporary workaround for this by making the first 5 connectors for ground units only,the VTOL's weapon connector will start at connector 5(since the start index of connector of imd is '0',actually it's the 6th connector).I made a new constant #define called 'VTOL_CONNECTOR_START'(which is set to '5' atm) in source,so we can change it to any number later when 5 ground weapons becomes insufficient for some super complex units.kage wrote: nope... there's no clean way... either connectors would need to be modified to support a "propulsion type", or data file entries would have to exist to associate an connector id with a given propulsion type. until your source code changes, there was no possibility of multiple weapons, so it wasn't much thought about.
tasks postponed until the trunk is relatively stable again.