Datatable Coordinates Explained - SWG-Source/swg-main GitHub Wiki

SWG-DatatableCoordinates.pdf

SwgQuaternionCalculator.zip

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Forums SWG NGE Source Server Development FAQ & Guides SB Wiki - Datatable Coordinates Explained Discussion in 'FAQ & Guides' started by Cekis, May 19, 2017.

Subscribe to Thread Cekis Cekis Well-Known Member Joined:Sep 3, 2016 Messages:93 Likes Received:32 #1Cekis, May 19, 2017 This is the first knowledge share of work completed by the StellaBellum dev team. This is information we used early on to document and share knowledge among the team for how to do things in the game. This particular document pertains to the datatable coordinate system, cells, how each "container" has a separate coordinate system, how each coordinate system works and how to work with nested containers (i.e. rooms in a building). Attached Files: SWG-DatatableCoordinates.pdf File size:611.1 KB Views:80 REPORT BOOKMARKLIKE + QUOTE REPLY IrishDarkshadow, Grend and Scytale like this. Elour Elour Active Member Joined:May 14, 2017 Messages:34 Likes Received:31 #2Elour, Jun 1, 2017 After having my first joust with spawner datatables recently, and having to play with quaternion stuff...I wrote a utility that'll take your yaw offset from ctrl-shift-g and spit out what numbers you need to stick in the datatable. The spreadsheet link in the pdf is defunct, at least for me. Attached Files: SwgQuaternionCalculator.zip File size:261.6 KB Views:22 REPORT BOOKMARKLIKE + QUOTE REPLY Cekis, Erusman, Scytale and 1 other person like this. Cekis Cekis Well-Known Member Joined:Sep 3, 2016 Messages:93 Likes Received:32 #3Cekis, Jun 1, 2017 "Yaw Offset"?? There's only two ways to specify rotations... Quaternions (W, X, Y and Z rotations) and a single Yaw value which is in degrees. You're right, the spreadsheet is defunct in the PDF... here's a link that will give you something similar: http://www.onlineconversion.com/quaternions.htm I found that the online versions were a bit rough to use (i.e. this link says nothing about X, Y or Z, but instead uses a, b and c) so play with it until you get a solid idea of what corresponds to what.

However, if you've built your own utility - share it! I'm sure it's much better than trying to use something online. I struggled with the calculations to convert degrees (yaw) to quaternions so I ditched it and just made the online calcs work for me. REPORT BOOKMARKLIKE + QUOTE REPLY Elour Elour Active Member Joined:May 14, 2017 Messages:34 Likes Received:31 #4Elour, Jun 1, 2017 Yes, for the tables that use qw qx qy qz I have it converting the yaw value you see in game. I attached the zip on the first post. REPORT BOOKMARKLIKE + QUOTE REPLY Cekis Cekis Well-Known Member Joined:Sep 3, 2016 Messages:93 Likes Received:32 #5Cekis, Jun 1, 2017 Yup, missed it... I didn't open the attachment. Sorry about that. REPORT BOOKMARKLIKE + QUOTE REPLY Elour Elour Active Member Joined:May 14, 2017 Messages:34 Likes Received:31 #6Elour, Jun 1, 2017 All good! Trying to find the little nuances in content creation like this and make tools to help. REPORT BOOKMARKLIKE + QUOTE REPLY Erusman Erusman Well-Known Member Joined:May 9, 2016 Messages:673 Likes Received:298 #7Erusman, Jun 1, 2017 Elour said: ↑ All good! Trying to find the little nuances in content creation like this and make tools to help. I think everyone here appreciates it. You should setup win32 server with Visual studio and check out the src's dev tools (god client) etc. as well. SOE's own dev tools they used. I am going to dig back into win32 src and tools here in next few weeks. I already know its possible to eliminate the reliance on "perforce" (SOE's used it for their own private repo). Its just going in and doing the work. Its where I decided to focus my attention on. Tired of waiting for SB open source.. and at this point. I really don't care if they release it next week or next month. Moving on to the area I enjoyed working on. It may take me months or years to complete. But, its where I had the most fun. Some think win32 is a waste of time. But, I would like to remind them that win32 is where SOE core development came from. Getting that complete dev environment restored will be my goal. I'll keep everyone updated of my progress. And when I feel it is ready to release I will. Once the core is complete. I will create a gui for it. Complete with clickable config settings and user interactions. Similar to how a lot of emulator frontends function.. i.e. MAME. You will be able to launch the dev tools from that gui. Configure for live access, etc. I maybe taking on more then I can chew.. but I hope to learn a few things along the way. REPORT BOOKMARKLIKE + QUOTE REPLY Vlakulor likes this. hawkbs hawkbs Well-Known Member Joined:Jun 13, 2017 Messages:62 Likes Received:25 Occupation:Oyster Shucker #8hawkbs, Jun 25, 2017 One very very useful thing to do is to /script attach working.jhaskell_test then say showbuildoutArea This then shows in the chatbox as well as onscreen exactly what buildout area you are in

Untitled-1.jpg REPORT BOOKMARKLIKE + QUOTE REPLY Cekis likes this. hawkbs hawkbs Well-Known Member Joined:Jun 13, 2017 Messages:62 Likes Received:25 Occupation:Oyster Shucker #9hawkbs, Jun 26, 2017 Another thing I have just discovered is that the coordinates at which those krayts spawn is x -5150 y 128 z 4465 yet SOE has px 994 py 128 pz 369 it took me a little to work out but what SOE did was each buildout area has its own special coordinates. Now to work these out I went and looked at sys.shared/compiled/game/datatables/buildout/areas_tatooine.tab and saw tatooine_2_7 -6144 4096 -4096 6144 So I took 5150 from 6144 and voila its 994 the PX coordinate now to get the PZ which is 6144 - 4465 = 360 our pz the py stays the same as its vertical Quite simple really you just need to open up the areas_planetname.tab to get the info for each buildout area you are working on. REPORT BOOKMARKLIKE + QUOTE REPLY Cekis Cekis Well-Known Member Joined:Sep 3, 2016 Messages:93 Likes Received:32 #10Cekis, Jun 26, 2017 Hawk - be sure to read the attached PDF file in the OP... it explains the coordinate systems for world buildouts (what you said took you a while to figure out is exactly what this thread was for). Taking the snippet from that file that explains it:

TAB Layout Coordinates Each TAB file has a coordinate system as well, but that coordinate system starts at 0,0. As the world coordinate system applies, the coordinates within the tab ADD to the world coordinates to determine where an object spawns in the world. For example, _7_2.tab starts it's 0,0 location at 3840, -6080. For this grid location, the object must fall within the coordinate space of 3840, -5760 and 5760, -3840 (the 1920 x 1920 block). Which means, layout coordinates for planetary buildouts should always be positive and less than or equal to 1920. REPORT BOOKMARKLIKE + QUOTE REPLY Write your reply...

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