Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: TheJamsh on May 22, 2008, 11:12:00 PM

Title: XSI notepad editor tutorial
Post by: TheJamsh on May 22, 2008, 11:12:00 PM
are they any about...

i need to scale something up if thats possible. i want to make a pair of treads ten times there current size NOT scaling the rest of the model for deployment trouble reasons
Title: Re: XSI notepad editor tutorial
Post by: General BlackDragon on May 23, 2008, 12:02:37 AM
AFAIK thats not possible to do in notepad...without understanding every single line (cough)

I can import something into max, scale it for you, and re export it.
Title: Re: XSI notepad editor tutorial
Post by: BNG Da BZ Fool on May 23, 2008, 12:13:32 AM
Can it be done in the ODF file with the geometryScale = thingy?
Title: Re: XSI notepad editor tutorial
Post by: mrtwosheds on May 23, 2008, 02:18:32 AM
You need to scale the model components in what ever modelling program you use.
This cannot the done in threed (bz2me) Or in notepad (unless you are some sort of numerical genius)
Title: Re: XSI notepad editor tutorial
Post by: anomaly on May 23, 2008, 02:31:19 AM
Just use the transform matrix listed at the top of each frame in notepad.  Quite useful for scaling and rotating.

Say it's :
FrameTransformMatrix {
      1.000000,0.000000,0.000000,0.000000,
      0.000000,1.000000,0.000000,0.000000,
      0.000000,0.000000,1.000000,0.000000,
      0.000000,0.000000,0.000000,1.000000;;
( thats just an identity matrix so that example currently does nothing to the frame)

and you want to double the size. Change it to this:
FrameTransformMatrix {
      2.000000,0.000000,0.000000,0.000000,
      0.000000,2.000000,0.000000,0.000000,
      0.000000,0.000000,2.000000,0.000000,
      0.000000,0.000000,0.000000,1.000000;;

Edit:  Sorry, just tested that and actually, that doesn't work for scaling in bz2.  Works in Threed but for some reason not in bz2.  Using the transform matrix for rotation does work, though, in bz2.

Oddly enough, I tried just changing the fourth 1 in the matrix to a 2 to see what that does.  In threed, the frame shrank by a factor of 2 and also moved the frame down a bit (a think towards the origin of the coordinate plane.  This probably meant it scaled each coordinate in relation to the origin of the entire model, not the center of the frame as my above method was supposed to do).  Also, only the perspective view of the model was affected.

What was weird was that in bz2, when I was placing the unit while still in the editor, the model did show the altered frame.  However, as soon as I exited the editor, the frame snapped back to its correct position and size.  Note: the first method with three 2's did not show any alterations in the editor.
Title: Re: XSI notepad editor tutorial
Post by: General BlackDragon on May 23, 2008, 01:43:11 PM
sounds like there's an anim file forcing it back to proper size...
Title: Re: XSI notepad editor tutorial
Post by: GreenHeart on May 23, 2008, 06:01:19 PM
Quote from: anomaly on May 23, 2008, 02:31:19 AM
Edit:  Sorry, just tested that and actually, that doesn't work for scaling in bz2.  Works in Threed but for some reason not in bz2.

The FrameTransformMatrix does affect bz2's scale,rotation, and nomals(positive\negative values).   I have the full xsi information that used to be on fishdotXSI but i haven't fully converted it to be posted  in the articles section on www.bzcommand.com.  Also the animation for that object can affect the FrameTransformMatrix but scaling animation don't work since i haven't gotten that part to work.
Title: Re: XSI notepad editor tutorial
Post by: BNG Da BZ Fool on May 23, 2008, 08:56:03 PM
Tanks for the web link GH. Look forward to seeing the information posted as well.
Title: Re: XSI notepad editor tutorial
Post by: TheJamsh on May 23, 2008, 09:27:46 PM
http://www.mediafire.com/?y97oyf0cx2u

thanks GBD if you can do that itd be fantastic, if possible can you scale the 'ship' part of the model down to 10% of its original size? (that will help me later also). but keep the treads etc the same size?

im hoping with larger treads the model will deploy much easier
Title: Re: XSI notepad editor tutorial
Post by: TheJamsh on May 24, 2008, 06:59:10 PM
any luck GBD?
Title: Re: XSI notepad editor tutorial
Post by: anomaly on May 24, 2008, 10:00:45 PM
Quote from: General BlackDragon on May 23, 2008, 01:43:11 PM
sounds like there's an anim file forcing it back to proper size...
No, that can't be it as the model I was using (ivtank00.xsi, editing the turret frame) has no animations.
Title: Re: XSI notepad editor tutorial
Post by: TheJamsh on May 29, 2008, 08:11:04 PM
backt o my original question... is their an XSI notepad tutorial available?
Title: Re: XSI notepad editor tutorial
Post by: mrtwosheds on May 29, 2008, 08:42:39 PM
Quoteis their an XSI notepad tutorial available?
No.
Just examine one carefully, don't get word blinded by all the numerical values.
Title: Re: XSI notepad editor tutorial
Post by: General BlackDragon on May 29, 2008, 09:14:10 PM
If it looks like gibberish, don't worry about it.

Only the section headers and animation sections are nessecarry to understand.