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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: How do I get the model to be straight up and not sideways
AFirstTImeMapMaker
General Member
Since: May 30, 2011
Posts: 214
Last: Oct 27, 2018
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 22, 2012 02:12 pm
When I ported COD4 models, when I put them into raidant, they come into radiant sideways, on it side, it never comes in correctly, how do I get custom models to stand straight up and not on its side?

Do I have to rotate the model in Blender? or does it have to do with something in assest manerger?
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
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Level 5
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 22, 2012 02:22 pm
rotate in blender :)
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 22, 2012 03:38 pm
you are using my BlenderCoD addon, aren't you?

I recently noticed, that model rotations aren't right. I'll try to fix this for the next release.
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AFirstTImeMapMaker
General Member
Since: May 30, 2011
Posts: 214
Last: Oct 27, 2018
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 22, 2012 05:36 pm
Sevenz writes...
Quote:
you are using my BlenderCoD addon, aren't you?

I recently noticed, that model rotations aren't right. I'll try to fix this for the next release.


Yes I am, but okay thank you :D
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Johnno
General Member
Since: Mar 21, 2006
Posts: 160
Last: Dec 4, 2017
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Level 4
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Monday, Jan. 23, 2012 10:56 am
You could start a new map and place your model close to the zero zero zero coordinates, then rotate your model in radiant and save it as a prefab
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paulix90
General Member
Since: Aug 4, 2008
Posts: 70
Last: Jul 29, 2012
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Level 3
Category: CoD2 MP Mapping
Posted: Monday, Jan. 23, 2012 04:44 pm

just rotate the models with the rotate buttons.


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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 25, 2012 05:49 pm
i just exported a test monkey head, looking in y-axis direction. In Radiant it's oriented correctly. Might have to do with Armature, hence different default orientations in radiant with or without Armature / Armature export option enabled
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Friday, Jan. 27, 2012 01:27 pm
Looks like the Armature matrices use a different coordinate system. I got a root bone matrix of

X 1.000000, 0.000000, 0.000000
Y 0.000000, 0.000000, 1.000000
Z 0.000000, -1.000000, 0.000000

instead of

X 1.000000, 0.000000, 0.000000
Y 0.000000, 1.000000, 0.000000
Z 0.000000, 0.000000, 1.000000

Root bone points upwards.

Well, go to
%appdata%\Blender Foundation\Blender\2.61\scripts\addons\io_scene_cod\

Open export_xmodel.py in a text editor and change the line
b_matrix = bone.matrix_local * a_matrix

to:
b_matrix = bone.matrix_local * a_matrix * Matrix(((1,-0,0),(0,0,-1),(-0,1,0)))

It should align the root bone's matrix to radiant coordinate system, but i'm not sure if it messes up the (other) bones...
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
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Level 5
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 29, 2012 11:54 pm
Quote:
b_matrix = bone.matrix_local * a_matrix * Matrix(((1,-0,0),(0,0,-1),(-0,1,0)))
tried this (because when used playFxOnTag() the fx was played in the wrong direction) but blender gaves me this error
Quote:
NameError: global name 'Matrix' is not defined!



edited on Jan. 30, 2012 03:40 am by serthy


if you create your model+bones+parenting AND rescale the armature, the armature is twisted by 90 degrees ingame, but the model still stays as it should
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Monday, Jan. 30, 2012 03:40 pm
Quote:
NameError: global name 'Matrix' is not defined!

Sorry, i forgot:
You need to add another line above
b_matrix = bone.matrix_local * a_matrix * Matrix(((1,-0,0),(0,0,-1),(-0,1,0)))

add this:
from mathutils import Matrix

please test the result ingame and tell me, if the bones are still wrong orientated
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