Would it be possible to get a quick rundown of what the different values in default.picnums does? There is pretty much nothing on the wiki so that is not much help.
I assume part of it at least is translation, rotation etc around different axis but it would be great to get confirmation about what each value is.
Default.picnums explained
Moderators: Balthagor, Legend, Moderators
-
- General
- Posts: 1354
- Joined: Jan 11 2016
- Human: Yes
- George Geczy
- General
- Posts: 2688
- Joined: Jun 04 2002
- Location: BattleGoat Studios
- Contact:
Re: Default.picnums explained
I'll try to get this information posted in the next few days.Nerei wrote:Would it be possible to get a quick rundown of what the different values in default.picnums does? There is pretty much nothing on the wiki so that is not much help.
I assume part of it at least is translation, rotation etc around different axis but it would be great to get confirmation about what each value is.
-
- General
- Posts: 1354
- Joined: Jan 11 2016
- Human: Yes
Re: Default.picnums explained
George Geczy wrote:I'll try to get this information posted in the next few days.Nerei wrote:Would it be possible to get a quick rundown of what the different values in default.picnums does? There is pretty much nothing on the wiki so that is not much help.
I assume part of it at least is translation, rotation etc around different axis but it would be great to get confirmation about what each value is.
Anything new on this? I have managed to get tank turrets working fairly well I think so it is not that critical anymore but I am still curious.
Also as a slightly related issue if it would be possible to change the game engine so it supports more than 999 individual meshes I would greatly appreciate it. Ideally anything modded into the game should go on a separate UGBITS map