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Spawn Point Tutorial
Posted: Fri Oct 20, 2006 4:34 am
by Trinity.
Description: I've updated the spawn point tutorial with changing "Rotation" to "Horizontal Rotation" and adding "Vertical Rotation" to the tutorial. So that people would know what the last 8 bytes after the X, Y, Z was.
Tutorial by Disabler, A Bunny, and trinity.
Spawn Point Map image by A Bunny
Spawn Point Tutorial and Map
Posted: Fri Oct 20, 2006 10:55 am
by Pool
only thing i would need is some elevation points for some cliffs and for the little top after the red base teleporter
Posted: Sat Oct 21, 2006 1:21 pm
by draconic74
i think you should be able to triangulate where the cliff is using a sniper rifle and the great wall of gulch. when pointed at a n enemy, the sniper rifle shows some readings on it, so if you know how to triangulate, you should be able to do it. unless the points in the game and the hex are different. and yes, i would also like to have a vertical spawn point map along with a horizontal one.
Posted: Sun Oct 22, 2006 2:03 am
by draconic74
i dont think there is a vertical point map. ottherwise id have it.
Posted: Sun Oct 22, 2006 6:20 am
by «Beast»
I haven't looked at this new spawn point map yet, but I'm going to have to say good work to trinity for actually doing something useful. There's hope for you yet, trinity.

Posted: Sun Oct 22, 2006 9:00 am
by >Shadow<
I think that this is a very nice spawn point tutorial. 9.5/
10 
Posted: Mon Oct 23, 2006 3:34 am
by Pool
well yea it is very nice spawn point map but im using HEXEDIT to change spawnpoints btw the syp send me so thanks syp.
i think the zooming on sniper won't work because where to find what is the 0.00?? weird
and i have to guess these coordinate places because i don't know the elevation for it
Posted: Mon Oct 23, 2006 5:35 am
by GZ
How do i exactly use the spawn point map. I tried things but its not working.
Posted: Mon Oct 23, 2006 12:14 pm
by rebelj12a
it takes a little practice, especially for rotation... play around wiht it, after a while you just get a feel for how its supposed to be
Posted: Mon Oct 23, 2006 1:28 pm
by ?mike?
exactly. just mess around with it. its not that hard. its just x, y, and z coordinates.
Posted: Mon Oct 23, 2006 1:46 pm
by sword
Ok, verticle height in the map. Now, I'm not totally sure how "tall" the map is, but if you want to do some simple algebra then it wont be hard to figure out.
Anyway, the maximum height which the banshee may fly is 11. No decimal point, its a whole integer. This is on the map scale, which is I have no clue how large. But, by knowing this, you should be able to take a few measurements on map (say by placing something at z = 2 and another at z = 3, taking a screen shot, then measuring. There is the problem with perspective, but with some trig you could figure it out.)
Other than that, I could also post a .obj form of the map which you could then measure. I think everything is measured in world units, but I'm not sure what 1 unit is based on.
Posted: Thu Oct 26, 2006 6:54 pm
by draconic74
XD. i just had time to download it, and the first time around i ended up downloading the spam blocker popup. XD. now i have it though.
Posted: Thu Nov 02, 2006 2:17 pm
by A Bunny
So the file is just my spawn map and a clean up of disabler's and my tutorials?
Posted: Thu Nov 02, 2006 5:13 pm
by ?Demon?
Kinda looks like it, doncha think? (How
did you create that spawn points map, anyway? And if anybody needs the update link for HexEditor, click
here.
If anybody is still wondering, I link to Wikipedia a lot because it explains stuff elaborately, in a easy-to-understand manner, and it has information on stuff.....stuff......so yeah.
Posted: Fri Nov 24, 2006 8:42 pm
by A Bunny
«Demon» wrote:How did you create that spawn points map, anyway?
Image searched a grid on alltheweb.com, modded a map for no fog and wall walking, took a bunch of snapshots in-game from the top of the level, photoshopped them together, overlayed the grid on the map (making the grid a bit transparent, then I just used the spawn points for objects I knew to figure out a rough approximation for the grid lines.