HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Rotation Question

06-02-2008, 10:52 PM#1
bomber7
I've been tinkering around with a model trying to learn more about how to use Magos Model Editor. Will, I came to the point where I wanted an angled particle emitter. So I looked around and found that a helper was a step in the right direction. So I add a helper and click rotation. I see 0: { 0, 0, 0, 0 }. I haven't a clue what the fourth digit was. (I was thinking rotations on X Y Z) So I look around and someone mentions something that begins with q... So I ran a search on those, and it seemed right. Thus I download a program (see screenshot). I put in the rotation on 3 axis and get out 4 numbers. However when I enter those numbers into the model editor. It puts the fourth one over the third one and sets the fourth to 0.

If someone could explain to me how to possibly get the rotation I want, I would be overjoyed.

Edit: *woops* added screenshot
Attached Images
File type: jpgLooks.jpg (108.8 KB)
06-02-2008, 11:29 PM#2
TDR
I think you're talking about quaternion rotation. It's composed out of x, y, and z position of the vector and w, the angle of rotation about the vector. But I think that only made things worse for you :P. As far as I know, the values range from -1 to 1. Can't help you anymore with that though.
And...what screenshot?
06-02-2008, 11:34 PM#3
bomber7
Woops, forgot the screen shot.
06-03-2008, 09:15 AM#4
TDR
hmm, I just tried this magos editor thing and indeed it's pretty weird. I tried to make a new emitter in a model and copied in the exact same quat rotation that I had on a rotated particle emitter in a model of mine, but again it changes the w to 0 and puts in z the value that should be in w, just like you said...so yeah...I don't really know how quaternions work.
06-03-2008, 10:20 PM#5
bomber7
May I ask what modeling program you use? Perhaps Magos Model Editor has reached the limits of its usefulness.
06-04-2008, 03:01 AM#6
JetFangInferno
Magos is buggy in the way that it's screwy with rotations. Thus, you must edit through notepad otherwise there is no possible way to get the correct rotations you want.
06-04-2008, 03:25 AM#7
bomber7
Magos is unable to save in .mdl format on vista. It can open mdl format, but it can't save nor can it make an mdx and mdl. Every time I try it just says 'An unknown error has occured.' So I'm forced to use converters which are in my opinon inferior.
06-04-2008, 04:53 AM#8
TDR
Quote:
Originally Posted by bomber7
May I ask what modeling program you use? Perhaps Magos Model Editor has reached the limits of its usefulness.
3ds max 5. It's THE ultimate tool for wc3 modding, since it's got Blizzard's Art Tools. Though good luck finding it, it's been outdated for years. Try milkshape or gmax instead, though they're not really as reliable.
06-04-2008, 11:05 PM#9
bomber7
Rargh... Ok, I opened it in notepad, made the rotation I wanted and then tested it. The rotation I wanted didn't become screwy, however it didn't show up at all. The particle emmiter still doesn't look like its been rotated at all. So I tried a bunch of different rotations. Alas, nothing changed the orientation of the emitter. If anyone can help me with this I'd be glad.

I'll post the model.
I found a lurker model somewhere, and decided I wanted to teach myself some modeling, so I began trying to make a blood parasite sort of creature. Not by actual geoset modifications (because right now I lack any tool to do such) but by adding particles and red-tinting the skin. Will Originally I had the blood emitter running around the waste in a wide swath. I decided that looked cheesy, so I decided I'd have two emitters, one running up each horn on the head. However, I can't seem to tint the emitter so that it matches the horn.

If someone could help me, I'd be massively pleased.

Note: I'm looking on help on how to do it, not someone to do it for me.

Whether or not it works in-game is irrelevent to me at the moment, due to the discovery that opening/saving/closing almost most corrupted models in mdlvis is an instant fix. (Though there is almost always side-effects, they are easily repaired.) {I'm assuming this trick only works for small things, like a corrupted geoset or something...}
Attached Files
File type: mdxDrisk8.MDX (68.7 KB)
06-04-2008, 11:17 PM#10
TDR
mind you, rotated particles don't show up correctly in magos anyway. In-game they work fine. Have you tested it ingame?
06-04-2008, 11:34 PM#11
bomber7
I have not, I shall shortly. I thought they worked, they just couldn't be modified. How annoying.

Grrr, it seems every major modification made in Magos Model Editor results in a corrupted model. How annoying, maybe it has to do with the mdl/mdx conversion?

Dammit, I tried in game, no dice. Nothing I try to do seems to work. I really need better tools....
06-04-2008, 11:37 PM#12
TotallyAwesome
Quote:
Originally Posted by TDR
mind you, rotated particles don't show up correctly in magos anyway. In-game they work fine. Have you tested it ingame?
oh fuck D:
Why did you never post this earlier D:
06-05-2008, 04:47 AM#13
bomber7
Something tells me that theirs no way of getting a particle to work with a replaceable texture is there? That particular venture crashes every time.
06-06-2008, 12:54 AM#14
JetFangInferno
I'm pretty sure replaceable textured particles always crash.
06-06-2008, 01:06 AM#15
TotallyAwesome
Not really, I have seen some examples where it worked, morpheus' skeleton lord for example, but heck if I know how he got it working.