Game Development Community

Mission editor units

by Tom Spilman · in Torque Game Engine · 03/01/2005 (8:30 pm) · 2 replies

I'm confused by the display of coordinate units in the mission editor.

If i select my interior instance and drag it by one of the axis lines i can see the units overlay and move it to "241 20.115 225.042". Now if i open that interior in the inspector and look at the transform section i get the position "257 -491.885 289.042". None of the coordinates match... x and z are close, but y is way off.

So what is the difference between the units displayed when dragging the interior and the position listed in the transform section? As a bonus question how do they map to the units used in QuArK as it doesn't seem to be 1 to 1.

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.


#1
03/01/2005 (8:58 pm)
In Quark, as long as your geometry_detail specific of the worldspawn is still 32 (the default), 32 units == 1 unit in the world editor.

I'm not sure about the first question... I haven't noticed that discrepancy. But I do know that I have made tileable interiors, and used the transform box to tile them perfectly. For example a wall section that is 9 meters (9x32=288 quark units) wide: I create an instance of it, then create a second instance and copy and paste the transform coordinates, add 9 to the x or y depending on the interior, and repeat, and it tiles.
#2
03/01/2005 (10:31 pm)
I've made tileable rooms in Quark and they line up perfectly in the editor. I find the best way to position them is to drag them into roughly the right place using the widget then position them exactly using the transform dialogue. As all my tiles are multiples of a torque unit in size tweaking them in the transform dialogue usually just involves rounding to the nearest whole unit.

The numbers in the Transform dialogue are correct. But I have noticed if you have the dialogue open then drag the object in the scene the dialogue doesn't always update. (or maybe not at all)