View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005145 | DarkRadiant | Models | public | 06.02.2020 19:28 | 08.04.2020 04:48 |
Reporter | HMart | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | feedback | Resolution | open | ||
Product Version | 2.7.0 | ||||
Summary | 0005145: DR and the engine behave differently when dealing with the angle spawnarg of a idDoor. | ||||
Description | When you change the angle spawnarg ( opening direction ) in DR the idDoor entity rotates, giving the impression that it will open in a totally different direction but then ingame it looks fine, that is very confusing to me. Exemple you have a door in DR like so ___ you change the angle value, the door rotates and becomes like this | but ingame it looks like this ___ so it looks fine, why the different behavior? Btw i'm using DR on fhdoom not TDM. | ||||
Steps To Reproduce | Make a entity of class func_door, change the angle spawnarg | ||||
Additional Information | This particular door rotation matrix, was not the identity matrix (default matrix) don't know if that is important or not. | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
May I ask you to copy that problematic door to an empty map and attach it here? | |
Do I need to give you the model files or the mesh is saved in the map file? If is saved in the map file, then here is the map, if is not there I will send you the lwo file. badDoor.map (4,284 bytes)
Version 2 // entity 0 { "classname" "worldspawn" "editor_drLastCameraPos" "166.265 -93.9386 115.929" "editor_drLastCameraAngle" "-26.1 160.2 0" // primitive 0 { brushDef3 { ( 0 0 1 -144 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0.75 ) ) "_default" 0 0 0 ( 0 1 0 -160 ) ( ( 0.015625 0 63.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 1 0 0 -200 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 -1 0 -160 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( -1 0 0 -168 ) ( ( 0.015625 0 0.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 0 -1 136 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0.75 ) ) "_default" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -136 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0.75 ) ) "_default" 0 0 0 ( 0 1 0 -168 ) ( ( 0.015625 0 63.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 1 0 0 -200 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 0 -1 -8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( -1 0 0 -168 ) ( ( 0.015625 0 0.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 -1 0 160 ) ( ( 0.015625 0 63.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -136 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0.75 ) ) "_default" 0 0 0 ( 0 1 0 -160 ) ( ( 0.015625 0 63.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 1 0 0 -208 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 0 -1 -8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 -1 0 -160 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( -1 0 0 200 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 1 0 -160 ) ( ( 0.015625 0 63.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 1 0 0 -200 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 0 -1 -16 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 -1 0 -160 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( -1 0 0 -168 ) ( ( 0.015625 0 0.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 0 1 8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 -136 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0.75 ) ) "_default" 0 0 0 ( 1 0 0 -200 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 0 -1 -8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 -1 0 -168 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( -1 0 0 -168 ) ( ( 0.015625 0 0.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 1 0 160 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -136 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0.75 ) ) "_default" 0 0 0 ( 0 1 0 -160 ) ( ( 0.015625 0 63.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 0 -1 -8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 -1 0 -160 ) ( ( 0.015625 0 63.875 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( -1 0 0 -176 ) ( ( 0.015625 0 0.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 1 0 0 168 ) ( ( 0.015625 0 0.5 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 } } // primitive 6 { brushDef3 { ( 0 0 1 -80 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 1 0 -24 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 1 0 0 12 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 0 -1 -8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 63.9375 ) ) "_default" 0 0 0 ( 0 -1 0 0 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( -1 0 0 -24 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 } } // primitive 7 { brushDef3 { ( 0 0 1 -80 ) ( ( 0.015625 0 0 ) ( 0 0.015625 63 ) ) "_default" 0 0 0 ( 0 1 0 -24 ) ( ( 0.015625 0 1 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 1 0 0 -56 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( 0 0 -1 -8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 1.0625 ) ) "_default" 0 0 0 ( 0 -1 0 0 ) ( ( 0.015625 0 63 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 ( -1 0 0 44 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "_default" 0 0 0 } } } // entity 1 { "classname" "info_player_start" "name" "info_player_start_1" "origin" "16 -128 -8" "angle" "90.000000" } // entity 2 { "classname" "func_door" "name" "func_static_1" "origin" "16 8 -8" "rotation" "0 -1 0 1 0 0 0 0 1" "model" "models/door/kit/door_base.lwo" "angle" "270" } |
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Yes, the model would be nice to have too, please. | |
Ok here is model, is just a test model for a new kit so there's no real texture yet for it. | |
Thanks! | |
Looking into that, I think the confusion in DR comes from having set both "rotation" and "angle" at the same time. DarkRadiant will try to apply the orientation from both of those spawnargs, the order being undefined, so you end up with either the orientation from the "angle" or the "rotation", depending on whichever is evaluated last. I quickly browsed through the fhdoom sources but couldn't draw a conclusion yet since I don't have the entityDef declarations for func_door available. I suspect that the game engine is taking preference over one of those two values? Can you maybe test that to see what the game is doing when either or both of these spawnargs are set? | |
Date Modified | Username | Field | Change |
---|---|---|---|
06.02.2020 19:28 | HMart | New Issue | |
06.02.2020 19:50 | greebo | Status | new => feedback |
06.02.2020 19:50 | greebo | Note Added: 0012179 | |
06.02.2020 20:10 | HMart | File Added: badDoor.map | |
06.02.2020 20:10 | HMart | Note Added: 0012180 | |
06.02.2020 20:10 | HMart | Status | feedback => new |
07.02.2020 06:01 | greebo | Note Added: 0012182 | |
07.02.2020 17:42 | HMart | File Added: door_base.lwo | |
07.02.2020 17:42 | HMart | Note Added: 0012183 | |
09.02.2020 08:32 | greebo | Status | new => acknowledged |
09.02.2020 08:32 | greebo | Note Added: 0012185 | |
08.04.2020 04:48 | greebo | Note Added: 0012341 | |
08.04.2020 04:48 | greebo | Status | acknowledged => feedback |