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Collision File - Lego Island 2

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shakotay2
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Re: Collision File - Lego Island 2

Post by shakotay2 »

I don't know more than you. :D
This is the floats as they are to be found in the Rocks.col file:
shak_log LegoIsl2-pos.zip
Feel free to comment out the 'v' lines and uncomment others (i.e. replace '#' by 'v').

Maybe you need to interpret the first 3 values of the first 3 lines after 0xCC.. (-107374176.000000) as a 3x3 matrix for rotation, dunno.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Collision File - Lego Island 2

Post by pivke »

Hm... 3x3 matrix sounds good. But for now nothing really makes any sense.
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Re: Collision File - Lego Island 2

Post by shakotay2 »

we would need a more regular object than rocks, such as a book, a chest, a plank or something like that
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Collision File - Lego Island 2

Post by pivke »

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Re: Collision File - Lego Island 2

Post by shakotay2 »

thx!
The devs swap the 0.0 0.0 1.0, 0.0 1.0 0.0 (and 1.0 0.0 0.0) lines so it's impossible to choose a position line here:

Code: Select all

# GhettoBlaster.col
#  -1.000000 0.000000 0.000000 0.282570 
#  0.000000 -1.000000 0.000000 0.446649 
#  0.000000 0.902546 -0.430593 -0.000000 
v  0.000000 0.000000 1.000000 0.936200 // not a pos?

#  -1.000000 0.000000 0.000000 0.282570 
#  0.000000 0.000000 -1.000000 0.936200 
#  0.000000 1.000000 0.000000 0.446649 
v  0.000000 -0.902546 0.430593 -0.000000 

#  1.000000 0.000000 0.000000 0.282570 
#  0.000000 -1.000000 0.000000 0.446649 
#  0.000000 0.902546 0.430593 -0.000000 
v  0.000000 0.000000 -1.000000 0.936200  // not a pos?
I made swaps but with no result.
For example
v 0.000000 0.902546 -0.430593 -0.000000
# 0.000000 0.000000 1.000000 0.936200
for the first matrix.

Getting harder at the end where it's tedious to decide what might be position or rotation:

Code: Select all

#  -0.775748 -0.310688 -0.549262 -0.288028 
#  -0.469624 0.865624 0.173633 0.546529 
#  0.253564 -0.950512 0.179534 -0.375263 
v  0.631043 -0.381934 -0.675212 -0.479408 

#  -0.767704 0.255607 0.587619 0.526597 
#  -0.202973 -0.966781 0.155360 -0.322283 
#  -0.595184 0.055386 -0.801679 -0.278307 
v  0.640805 0.306224 0.703986 0.507457 

#  -0.802383 0.258495 0.537924 0.508752 
#  -0.325856 0.565373 -0.757741 0.112047 
#  0.547535 -0.039784 0.835837 0.309727 
v  -0.596810 -0.347533 -0.723214 -0.418951 
Or does the last column hold the position values?
(A comparision with the mesh in the obj file might give more insights...)

# -1.000000 0.000000 0.000000 0.282570
# 0.000000 -1.000000 0.000000 0.446649
# 0.000000 0.902546 -0.430593 -0.000000
v 0.000000 0.000000 1.000000 0.936200

# -1.000000 0.000000 0.000000 0.282570
# 0.000000 0.000000 -1.000000 0.936200
# 0.000000 1.000000 0.000000 0.446649
v 0.000000 -0.902546 0.430593 -0.000000

There's a good chance that the last column holds the position values because they are equal to these vertices:

first 4 vertices from mesh:
v -0.282570 -0.446649 0.936200
v -0.282570 0.446649 0.936200
v -0.282570 -0.446649 -0.936200
v -0.282570 0.446649 -0.936200
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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