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Negative Pitch & Roll Angles

05-02-2009, 07:04 PM#1
JMJM7
Hello everyone;

I've recently watched a map editor's tutorial on YouTube which demonstrated the possibilities of using negative values for the "Art - Maximum Pitch Angle (degrees)" and "Art - Maximum Roll Angle (degrees)" fields in the Unit Editor.

I find, however, that I am unable to set these values below 0. Of course I made certain that the option to allow negative real values in the object editor was enabled under the editor's Preferences tab, but other than that I am a bit confused as to what could be preventing me from reducing these values below 0. Does anyone have any ideas?

I apologize if the question is too simple - I worry that I may be forgetting something obvious. I wanted to ask first though; was the world editor patched at one point to no longer allow negative real values in these fields?

Thanks in advance!
05-02-2009, 07:11 PM#2
Alevice
hold shift and then double click the field. that allows you to set a raw value, including negatives, and rawcodes on unitfields and the like.
05-02-2009, 10:37 PM#3
Kyrbi0
Out of curiosity, what are the applications of negative pitch/roll angles?
05-03-2009, 03:26 AM#4
Kino
Quote:
Out of curiosity, what are the applications of negative pitch/roll angles?

Do that on a Gryphon Rider and watch it fly upsidedown.
05-03-2009, 03:41 AM#5
Kyrbi0
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05-03-2009, 12:32 PM#6
JMJM7
Thank you, Alevice. I knew that I was forgetting something xD

Like Kinorhynkar said, negative pitch and roll angles allow you to rotate and otherwise completely change the way a unit appears. I am creating an Ashenvale ruin, for example, and Blizzard did not leave me with a wide variety of doodads with which to decorate my terrain. Using negative pitch and roll angles I have taken the 'Broken Column' doodad and rotated it to appear as a column that has collapsed and fallen onto the ground; if I give ownership of the unit to neutral passive and classify it as a structure, I have created a doodad which would not otherwise be possible without importing a new model.

There are as many possibilities as there are models to rotate. Here is the tutorial I referred to in my first post, Kyrbi0:
http://www.youtube.com/watch?v=w5nZmk2huDM
05-04-2009, 07:02 AM#7
fX_
ive tried this but it only seems to work in the world editor -never ingame. why isnt it working for me
05-04-2009, 08:50 PM#8
JMJM7
I wish I could say more on the subject, Fx, but I haven't the slightest idea what your problem might be. I am using the normal world editor and haven't taken any liberties other than using the preferences tab and the shift key in order to modify the fields - if you have done all of these and you are still not able to cause units to appear rotated in game, then I'm afraid that someone else might need to help you.

It could be the case that some models simply cannot be rotated, perhaps? Have you tried modifying the angles for a variety of different models and still no results?
05-06-2009, 05:38 AM#9
Blackroot
Pitch and roll do not always render correctly with some models. Near-ground models especially will not render well. Also; the world editor defaultly renders everything on HIGH which extrapolates the most polygons out of a model ~ which may not be rendered on other settings.

This is especially true with inversing; values from 1*-45* usually render perfectly.