Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Flatest map, and xyz
03-07-2011, 07:42 AM
what is flatest map available?
and is there a command to show x.y.z cordinates, other games have it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-07-2011, 08:36 AM
Quote:
Originally Posted by pyro1
what is flatest map available?
and is there a command to show x.y.z cordinates, other games have it.
Dang. I was just about to ask the very same thing.

You can use the /loc command to return your avatar's current co-ordinates. These more or less match up with the co-ords in the editor, although the vertical co-ord may be a little off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-07-2011, 08:45 AM
Quote:
Originally Posted by HeathenStorm View Post
Dang. I was just about to ask the very same thing.

You can use the /loc command to return your avatar's current co-ordinates. These more or less match up with the co-ords in the editor, although the vertical co-ord may be a little off.
thx exactly what looking for, y not big deal easy figure out, but trying get x and z is pain by trial and error
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-07-2011, 08:51 AM
Quote:
Originally Posted by pyro1
thx exactly what looking for, y not big deal easy figure out, but trying get x and z is pain by trial and error
Happy to help!

Just wish we could have a basic flat plane map to build on. At the very least, we can slap foundations over the flattest map we can find and manually tweak the Y so they all match up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-07-2011, 09:03 AM
Quote:
Originally Posted by HeathenStorm View Post
Happy to help!

Just wish we could have a basic flat plane map to build on. At the very least, we can slap foundations over the flattest map we can find and manually tweak the Y so they all match up.
or put foundation at y + 200 then raise every thing to match.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-07-2011, 09:07 AM
Quote:
Originally Posted by pyro1
or put foundation at y + 200 then raise every thing to match.
Problem is it'll take the 'Y' co-ord as an offset from the highest point on the terrain below the foundation. At least it did in 0.3.

If that's changed, or I-Do-It-Wrong, then all the better.

Edit:

Yup, just checked.

To repeat:
  • Outdoor map: Moors Clearing 01.
  • Place 500x500 Foundation block at 390, 500, 1650
  • Place 500x500 Foundation block at 890, 500, 1650

The first block is substantially higher than the second one, despite neither of them intersecting with the original terrain. Reason being there's a large hill underneath the first.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-07-2011, 09:10 AM
That is not how it works. Y is always relative to map base not the object over it.
To build stuff easily, you need a completely flat map, where the absolute Y = relative Y.
Also, the LOC command gives you absolute Y. So you stand on the ground and read 80 for Y for example. Then put down something there. If you type 80 for the Y coordinate then the object will be 80 feet OVER the ground because it is relative to the ground elevation.
There is a little hack to work around it but it still needs double work to counter the un-even terrain while building stuff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-09-2011, 06:58 PM
Quote:
Originally Posted by pyro1
what is flatest map available?
and is there a command to show x.y.z cordinates, other games have it.
BTW, if you want detailed XYZ coordinates, use /demorecord. This will produce a text file with XYZ coordinates for everything on a map and is handy if you want to remake maps.
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