Yea, I know. Simple geometry = lol easy fix I just wanted to be dramatic. Hey, what about changing the way the player looks at the world? //We are looking towards the origin lookat_vector=D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); Is that just the point of origin from where the player looks, or where they're looking at? Also, would that be a distance or a way of looking? If not distance then does being -0.0 or *-1.0 essentially 'flip' the world on that axis? On Fri, Jul 17, 2009 at 10:54 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > hey nick if you open up your geometry file and all the Model_SetPosition > functions, if you multiply the X number by -1 and in Model_SetRotation, add > 180 degrees to the y axis rotation for each object, i think that should put > you pretty well off for conversion for all the temple stuff. > > sorry man :/ > > > On Fri, Jul 17, 2009 at 8:50 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > >> Noooooooooo! >> >> >> >> >> On Fri, Jul 17, 2009 at 10:49 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >> >>> hehe >>> >>> i just hate checking in something that "breaks everything" so i was >>> trying to think of how to convert but growl i dunno if there is a good way >>> :P >>> >>> >>> On Fri, Jul 17, 2009 at 8:44 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> up is down, down is up, dogs and cats are living together in peace, the >>>> world has turned upside down! the end is nighhhhhhh >>>> >>>> >>>> On Fri, Jul 17, 2009 at 11:41 AM, Apache User < >>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>>> >>>>> User:atrix256 >>>>> >>>>> Message: Fixes the problem with things having their left and right >>>>> backwards, but also flips everything like a mirror so left is right and >>>>> right is left. >>>>> >>>>> <Files Changed> >>>>> U ARRelease.exe >>>>> U AR_AnimModels.cpp >>>>> U AR_Camera.cpp >>>>> U Camera.cpp >>>>> U READMETODO.txt >>>>> U TextureManager.cpp >>>>> >>>>> >>>>> >>>> >>> >> >