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Description
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- Committed
s0600204 May 21 2020, 9:11 PM - Differential Revision
- D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script.
- Parents
- rP23686: Check the library version instead of the mtime of the already-built guard file…
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Buildable 11765 Build 21831: Post-Commit Build Jenkins Build 21830: Post-Commit Build (macOS) Jenkins
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Thanks, these units make more sense! A few more questions, though:
- <Orientation> of -1, 1, 3, etc. give the same result, right? Or are only values between 0 and 2 allowed?
- Wouldn't it be better to normalize the <Orientation>, i.e. 1 is a full circle (360°) and 0.25 a quarter (90°).
- Just to be clear, what do you mean with z-axis? In Blender z is the vertical position, but not in the simulation templates:
- in the <GarrisonHolder/VisibleGarrisonPoints/*> node, <X> is the left-right position, <Y> the up-down position, <Z> the front-back position;
- likewise, in the <Obstruction/Obstructions/*> node, x means the width offset and z the depth offset;
- consistency matters, so looking at wall templates only, one would expect <Length> to be the x-length and <Indent> the z-offset.
- Do orientation and bend operate in the same plane?
/ps/trunk/binaries/data/mods/public/simulation/components/WallPiece.js | ||
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11 | anti-clockwise → counterclockwise | |
11 | And why is the default 1, not 0? | |
16 | What does ve stand for? |