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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Point of Rotation
Point of Rotation
2005-07-27, 5:15 PM #1
Hey. Keys again. KeyEd does not seem to do waht I imagined it to. Unfortunantly, I have to make all new 3rd person keys, but I cut it down to 51 when I decided that I'll make lightsabers and force unavailable in my mod.

Now. Keys. How do I change the point of rotation on a sector. In jed, that sector has a red dot in one corner of it. I need that changed. Know how. Also, if any of these keys deal with sabers or force let me know so I don't make them.


pssssst....I'm still accepting help......
Attachment: 6341/list.jpg (54,345 bytes)
2005-07-27, 6:19 PM #2
The point of rotation for a 3do's mesh is defined in the heriarchy of the 3do. it gives the x, y, and z coordinates of the point that should be where the mesh is anchored.

Get JOKE, I think it has an option that you can see where the heriarchy node is.
2005-07-27, 9:30 PM #3
Jed has this option too -- go to Tools|3do Hierarchy, then click 'Edit Mesh XYZ'

Just DO NOT hit undo/ctrl+z if you make a mistake moving the nodes -- Jed WILL crash.

Also, the little red dot in sector mode is the sector handle (first vertex? I dunno how it's determined)... the handle is used by Jed alone, and is not associated with anything in JK
May the mass times acceleration be with you.
2005-07-28, 12:15 AM #4
JED's never crashed on me for undoing node movements... what version? I have 0.951
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-07-28, 7:56 AM #5
I have .951 too.

Hmmm... doesn't crash/lockup my laptop... but I know it always crashed or locked up on my other computer because I had to redo whole 3do hierarchies on numerous occasions because of my itchy ctrl+z fingers
May the mass times acceleration be with you.
2005-07-28, 6:17 PM #6
yea there are pivot points, and when something gets rotated to a frame (or lots of frames AKA keys) it will rotate around its pivot point. This is why it is impossible to have normal-looking swinging doors in original JK, you need new templates & 3dos with custom pivot points. (since all original JK doors are sliding not rotating, Lucasarts didnt bother with swinging doors)
This is retarded, and I mean drooling at the mouth
2005-07-28, 6:35 PM #7
Just a note, SavageX did doors the swing toward you in Fatal Resistance, maybe you should check those out.
2005-07-29, 4:38 AM #8
You can make rotating doors without new templates. You just have to position the open frame properly.

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