Re: Weapon Desginer looking for modder
Quote:
You got it backwards, or atleast for the most part.
It's:
+y = Up
-y = Down
+x = Left
-x = Right
and it's the exact opposite for ParentOffsets (Like an emmiter onto a rocket)
Most offsets for every aspect of this game use the inverted y axis and the normal x axis.. most of the time.
I tested just about every single one of them to come to this conclusion. The starting point of every sprite is the top left.. The only exception to the negative y axis that I can see is 'SpriteOffset', that determines the origin of the sprite, which then all other offsets will then refer to.. easy to get confused.
I'll draw a picture.. gimme a second.
Okay.. here is a gridded pistol sprite.
The current origin is at the very top left pixel.
SpriteOffset, which determines the origin for future reference (in my observations), is shown as -7, -3.
Code:
SpriteFile = ContentFile
FilePath = Base.rte/Devices/Pistols/Pistol.bmp
FrameCount = 2
SpriteOffset = Vector
X = -7
Y = -3
For some reason, SpriteOffset uses an inverted x-axis instead of the usual inverted y for most offsets, this may be because the program subtracts the negative offset for this one.. hmm..
To reiterate.. the SpriteOffset determines the center of the sprite, this is where all of the other sprites will refer to as the origin.. that only catch is that SpriteOffset uses an inverted x-axis and a normal y-axis. The rest use the inverted-y.
Here it is.
Then, using the SupportOffset as an example, we can see it:
Code:
SupportOffset = Vector
X = -1
Y = 3
This time, it's the usual inverted y.
There, that's where the BGArm's hand will hold it. Damn, that was confusing.