Petunia-Server 10 Posted December 30, 2012 Hi guys!Any ideas why when I run a beidi file through the 3d to 2d converter, it changes the co-ords?Like:Beidi: POSITION="[3721.9106, 14501.003, 0]";TYPE="Land_A_Castle_Bergfrit";Mission that is given after conversion:position[]={3721.9106, 0, 14501.003};vehicle="Land_A_Castle_Bergfrit";Any thoughts would be appreciated! Share this post Link to post Share on other sites
WalkerDown (DayZ) 296 Posted December 30, 2012 Because the position of the X,Y,Z coords are different (the Z coord is swapped). It's normal. Share this post Link to post Share on other sites
Petunia-Server 10 Posted December 30, 2012 Thanks for your reply :)So, how can I add buildings, but keep the right height etc? Or does this mean that basically everything has to be built at ground level, with no placing object of top of each other etc?Thanks :)Because the position of the X,Y,Z coords are different (the Z coord is swapped). It's normal. Share this post Link to post Share on other sites
WalkerDown (DayZ) 296 Posted December 31, 2012 Exact, there's a way to have elevated buildings, but they must be designed already with that offset in the model (you may notice it dropping the bridges, or those big towers made by 3 pieces one on the top of the other etc...). Share this post Link to post Share on other sites
Petunia-Server 10 Posted December 31, 2012 Hi WalkerDown - sorry if I sound dumb, but if the coords change in conversion from 3d to 2d, how can they be placed exact?When you say they must be designed with that offset in the model, where can this be done? Is it something we can control, or is it out of our control?Thanks again! :D Exact, there's a way to have elevated buildings, but they must be designed already with that offset in the model (you may notice it dropping the bridges, or those big towers made by 3 pieces one on the top of the other etc...). Share this post Link to post Share on other sites
dmustanger 9 Posted December 31, 2012 (edited) Thanks for your reply :)So, how can I add buildings, but keep the right height etc? Or does this mean that basically everything has to be built at ground level, with no placing object of top of each other etc?Thanks :)to set the height use something like this in the init field.this setPos [3721.9106, 14501.003, 0]; this setVectorUp [0.0001,0.0001,1]this setPos [3721.9106, 14501.003, +10]; this setVectorUp [0.0001,0.0001,1]this setPos [3721.9106, 14501.003, -10]; this setVectorUp [0.0001,0.0001,1]First one = ground levelSecond one = +10m above ground levelThird one = -10m below ground levelset the position and height with setPos and keep everything level with setVectorUp Edited December 31, 2012 by dmustanger Share this post Link to post Share on other sites
WalkerDown (DayZ) 296 Posted December 31, 2012 Hi WalkerDown - sorry if I sound dumb, but if the coords change in conversion from 3d to 2d, how can they be placed exact?In height you mean ? Simply you can't ... at least not directly operating with the embed editor. So, place em always on the ground.When you say they must be designed with that offset in the model, where can this be done? Is it something we can control, or is it out of our control?Thanks again! :DIt's out of control by simply using the Bliss custom_building table, to change the eight you need to edit the model (basically redone it changing the centering), or you have to control the spawn via mission file (as dmustanger suggested) .. but that's different than just converting the biedi to the Bliss format.When you start to add very elaborated buildings structures, the best way is to abandon the Bliss custom_building thing but using custom mission files. Share this post Link to post Share on other sites
Petunia-Server 10 Posted December 31, 2012 Hi :)Ahhh okay, I think I understand a little more now.So, are there ANY tools at all to help with this, or any guides?I have access to the dayz mission pbo and the server pbo (dayz,st is the host), so would that be enough access for me to add the init fields? I am wondering if it is just a case of using the 3d editor, converting to 2d, then trial and error adding the setPos and setVectorUp ? Would that be in the sqm file?Sorry to be a pain, but I am more than happy to learn what needs to be done, if someone could point me in the right direction :DThanks so much for your help so far!Oh, and happy new year!!!to set the height use something like this in the init field.this setPos [3721.9106, 14501.003, 0]; this setVectorUp [0.0001,0.0001,1]this setPos [3721.9106, 14501.003, +10]; this setVectorUp [0.0001,0.0001,1]this setPos [3721.9106, 14501.003, -10]; this setVectorUp [0.0001,0.0001,1]First one = ground levelSecond one = +10m above ground levelThird one = -10m below ground levelset the position and height with setPos and keep everything level with setVectorUp Share this post Link to post Share on other sites
WalkerDown (DayZ) 296 Posted January 1, 2013 (edited) It's just some additiona steps, you converted the mission 3d file (sqf) to 2d (sqm), so you already have your mission.sqm file.- Download the mission pbo from your server, unpack it using this tool: http://www.armaholic...age.php?id=1434It's time to merge your mission.sqm file with the dayz mission.sql file:- Open your new (additional buildings) mission.sqm file, and copy the whole "class Vehicles"- Open your original (DayZ) mission.sqm file, and scroll down to the end of "class Markers", there you'll paste the section you copied above.You'll end with something like this:class Groups{...};class Markers{...};class Vehicles{<your_stuff_here>};- Add the "this setVectorUp [0.0001,0.0001,1]" to the interested building init section to "elevate" it;- repack the mission.pbo file and upload it again. Edited January 1, 2013 by WalkerDown Share this post Link to post Share on other sites
Petunia-Server 10 Posted January 1, 2013 Hi :)Ahhh that makes sense! I did try those steps before, but slightly different (opening server sqm in 2d editor, and using merge option), but I didn't know about the init stuff!!!So, in the setVectorUp I add to the init section, would i take the Z coordinate from the 3d editor to know what the altitude of the object should be? Is that how iI measure it?Thanks again for all your help :DIt's just some additiona steps, you converted the mission 3d file (sqf) to 2d (sqm), so you already have your mission.sqm file.- Download the mission pbo from your server, unpack it using this tool: http://www.armaholic...age.php?id=1434It's time to merge your mission.sqm file with the dayz mission.sql file:- Open your new (additional buildings) mission.sqm file, and copy the whole "class Vehicles"- Open your original (DayZ) mission.sqm file, and scroll down to the end of "class Markers", there you'll paste the section you copied above.You'll end with something like this:class Groups{...};class Markers{...};class Vehicles{<your_stuff_here>};- Add the "this setVectorUp [0.0001,0.0001,1]" to the interested building init section to "elevate" it;- repack the mission.pbo file and upload it again. Share this post Link to post Share on other sites
WalkerDown (DayZ) 296 Posted January 1, 2013 I never tried it.. anyway yes, set the Z-pos to 0, and use the number you had there in the vectorUp .. it should works. Share this post Link to post Share on other sites
dmustanger 9 Posted January 1, 2013 (edited) I never tried it.. anyway yes, set the Z-pos to 0, and use the number you had there in the vectorUp .. it should works.this is incorrect. use "this setPos [3721.9106, 14501.003, 0]"x,y,z z will adjust the height from 0 so go -1 to go down, 1 to go upI use the setVectorup to make sure buildings are level on hills Edited January 1, 2013 by dmustanger Share this post Link to post Share on other sites