Initial Thing pitch, roll and scale

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Nash
 
 
Posts: 17514
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Initial Thing pitch, roll and scale

Post by Nash »

Just like a Thing's angle, can its default pitch, roll and scale be defined too so that editor support (GZDB) can be implemented for it? GZDoom models support pitch and roll so it's extremely useful for placing static meshes like huge rocks and boulders, trees and stuff like that; and allows the level artist to reuse the same actor creatively just by varying its pitch, roll and size (scale) from the 3D editor.

Currently I'm doing this in a hacky kind of way: user variables are made for initial pitch, roll and scale and in GZDoom Builder, I input the values in the custom UDMF fields and finally in the actor's Spawn states, read from those variables and apply them to the actor. In this way, i can't preview the pitch, roll and scale in the editor; I'd have to run the game first which makes iteration kind of a nightmare...

I was thinking if these things were properly supported by the engine (just like being able to set a Thing's angle from the editor) then the editor can properly support these features for a true WYSIWYG editing experience (and more importantly, cutting down iteration time a lot). :D
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Initial Thing pitch, roll and scale

Post by Gez »

It's in, along with a few other things.
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Nash
 
 
Posts: 17514
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Initial Thing pitch, roll and scale

Post by Nash »

Thank you thank you thank you!!!

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