1. #11
    Morfyboy's Avatar Senior Member
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    Re: Creating waves in water

    Originally Posted by smeghead89
    Originally Posted by LitTlExJeZuZ
    If your gunna make a beginners tutorial for stuff, i doubt using technical words are the best idea, some probably wont understand local or global, just sayin.
    spot on mate i have no idea what this means as i am 1 of the unfortunate editor noobs when it comes to stuff like this. I would love to see some1 do a series of tutorials for dummy's like myself who doesnt understand data, codes, ope's etc properly. I tried watching some tutorials but i always end up just going ...... WHAT ? and giving up so i have to put all my effort into static scenery and obstacles

    ill do some when i get my PVR running this week..send me a PM smeg as to what you wanna know...
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  2. #12
    IImayneII's Avatar Senior Member
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    Re: Creating waves in water

    I'm getting the hang of the ope's/data sources so if someone needs help with them (or other things in the editor) just add me and ask.

    You need to have some knowledge with ope's already but maybe this helps

    For the same upwards motion (2meter)

    local: the roation axes are set as rotation of your object (you see that when you select the object) and the origin (0,0,0) is usually in the middle of the object. So if you want to move the object up you just make it go to (0,0,2)

    global: the rotation axes are set as the world (always the same) and the origin is somewhere at a corner or side of the map. So if you want to move your object you have to know it's location on the worlds axis (4,6,8) and then move it to (4,6,10).


    If you want more complicated movements I recommend the global option. I always use a dummy object's coordinates to move the object, so you have a better feel on how the object is moving then just having to change the numbers all the time in the linear card (since you can't type numbers like .24, but you can use two dummy objects with a distance card and use that number)
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  3. #13

    Re: Creating waves in water

    Originally Posted by basslineux001
    I'm getting the hang of the ope's/data sources so if someone needs help with them (or other things in the editor) just add me and ask.

    You need to have some knowledge with ope's already but maybe this helps

    For the same upwards motion (2meter)

    local: the roation axes are set as rotation of your object (you see that when you select the object) and the origin (0,0,0) is usually in the middle of the object. So if you want to move the object up you just make it go to (0,0,2)

    global: the rotation axes are set as the world (always the same) and the origin is somewhere at a corner or side of the map. So if you want to move your object you have to know it's location on the worlds axis (4,6,8) and then move it to (4,6,10).
    This is what i was saying, talking about axis and stuff can be too complicaated too, you need to talk as if it's in the streets, if you know wut um sayin bruv.
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  4. #14
    Blastergamer's Avatar Senior Member
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    Re: Creating waves in water

    Originally Posted by basslineux001
    I'm getting the hang of the ope's/data sources so if someone needs help with them (or other things in the editor) just add me and ask.
    global: the rotation axes are set as the world (always the same) and the origin is somewhere at a corner or side of the map. So if you want to move your object you have to know it's location on the worlds axis (4,6,8) and then move it to (4,6,10).
    the origin of the coordinates are in the middle of the map.

    Originally Posted by smeghead89
    Originally Posted by LitTlExJeZuZ
    If your gunna make a beginners tutorial for stuff, i doubt using technical words are the best idea, some probably wont understand local or global, just sayin.
    spot on mate i have no idea what this means as i am 1 of the unfortunate editor noobs when it comes to stuff like this. I would love to see some1 do a series of tutorials for dummy's like myself who doesnt understand data, codes, ope's etc properly. I tried watching some tutorials but i always end up just going ...... WHAT ? and giving up so i have to put all my effort into static scenery and obstacles
    don't give up. TRY AND ASK! (That's why I learned so much because I asked, tried, asked, tried, again, again...)

    @LittieJ: Once you know this stuff it is easy as cornflakes!
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  5. #15

    Re: Creating waves in water

    But i don't like cornflakes, besides i already know this stuff anyway.
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  6. #16
    dasraizer's Avatar Senior Member
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    Re: Creating waves in water

    local and global are simple, but i can understand why its difficult to describe, so i thought i'd have a go

    if i stand in the middle of my room and hold a meter long pole out from me, the tip of the pole is one meter locally from me, however the tip of the pole in relation to some corner of my room is say 3meters in, 2meters forward and a meter of the ground, this is like global, but in the case of the editor the origin (0x0x0) is located at some fixed point on the map.

    rotation works the same really, locally the rotation would be about me and what rotation i am at globally, so with local i could add 10 degrees to the object and it would rotate 10degrees from its starting rotation, but globally if i wanted to add 10degrees i would need to know its current rotation and then add on 10.

    local movement with rotation is easy to visualize, grab a bit of paper and draw x axis down one edge and z down the other, now rotate it (yaw), now if you move the paper in the x direction it will go off at the rotated angle, now extend that to a cube with x/y/z on it and do the same.

    global would be writing x and z on your table and moving the paper along those axis, the rotation this time would make the paper spin while moving.

    yeah its confusing
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  7. #17
    Smeghead89's Avatar Senior Member
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    Re: Creating waves in water

    Originally Posted by dasraiser
    local and global are simple, but i can understand why its difficult to describe, so i thought i'd have a go

    if i stand in the middle of my room and hold a meter long pole out from me, the tip of the pole is one meter locally from me, however the tip of the pole in relation to some corner of my room is say 3meters in, 2meters forward and a meter of the ground, this is like global, but in the case of the editor the origin (0x0x0) is located at some fixed point on the map.

    rotation works the same really, locally the rotation would be about me and what rotation i am at globally, so with local i could add 10 degrees to the object and it would rotate 10degrees from its starting rotation, but globally if i wanted to add 10degrees i would need to know its current rotation and then add on 10.

    local movement with rotation is easy to visualize, grab a bit of paper and draw x axis down one edge and z down the other, now rotate it (yaw), now if you move the paper in the x direction it will go off at the rotated angle, now extend that to a cube with x/y/z on it and do the same.

    global would be writing x and z on your table and moving the paper along those axis, the rotation this time would make the paper spin while moving.

    yeah its confusing :P
    lol no kidding mate, I wish I could fully understand this kind of stuff it amazes me. Hopefully fusion will have laymen terms included in the tool descriptions for cavemen like myself
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  8. #18

    Re: Creating waves in water

    don't see why you would post in 6month old thread

    but i'll try to explain too
    -global is like on a map each point has specific coords so if you wanna move something you can just give those coords and it will teleport there(the coords can be easily found with the object info datasources), everything has a fixed value that can't change

    -local is like you are standing on a random point on the map and looking where you wanna go (for example 5steps forward and 3 to the left, rotate 30 to the right and 5 steps forward) and you just add it to what the object thinks it current position is(this number is irrelevant(kinda random) and has no use beyond that the game needs it)
    , every place has a value that depends on here and now, if you move or rotate everything changes

    so global is very easy because everything is fixed and you can ask the game where am i and where am i looking at and you can ask this at any time and for every object, a quick test allows you to see if it is doing what you thought it would

    local is easy because only here and now is important if you want to change anything you just need do add positif or negative movement/rotation
    the hard part is keeping track of rotation and how it changes things, but that can be easily tested too
    everyone needs to do some initial tests here to know "where the object is looking at"

    if you also want me to tell you how i do these tests and find out the global stuff just ask

    in a few days i want you do be able to do these stuff and wont take no for an answer
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