heres some needless confusion: if it was centered on the floor in milkshape, bringing it into game and rotating it -90 degress on the X axis in the game would make it right, it wouldnt move it off of the origin :P but it's good that models won't need to be rotated or scaled when placed into the world! On Fri, Jun 19, 2009 at 8:31 AM, eric drewes <figarus@xxxxxxxxx> wrote: > alan figured out the issue in investigating what was going on w/ our > problems from yesterday... > > the major concern for me from a logistics point of view is that for > instance the tiles are set so the bottom is touching the "ground" in > milkshape, but because the game will then alter it 90 degrees from that they > will be off origin in an unintended way which would definitely cause > confusion for you guys when building maps in script, etc. in fact i should > probabyl fix those tiles asap so they are rotated and have their bottoms on > the correct plane for the GAME, not milkshape. > > fun stuff... but im glad we figured it out now :) > > On Fri, Jun 19, 2009 at 11:24 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Awesome job figuring that out. >> >> >> On Fri, Jun 19, 2009 at 6:23 AM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> ok so c4d, and 3ds used positive Z as "up", milkshape uses Y as up, and >>> then the game uses negative Z as up... >>> >>> which means, i would create a model, import it into milkshape and the >>> model would be on it's side. If i modified the model to look right side up >>> (by rotating 90 degrees) then when it was imported into the game, it would >>> appear on its side. If i didn't touch the model in milkshape, it would >>> appear in game as upside down. Now that we have this straight it should be >>> easy to design around the issue so things should be easier moving forward... >>> so... there ya go :) >>> >> >> >