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Virtually all of the objects I've tried (even enemies) can be spaned
with the `3D angle' fields angles_x, angles_y and
angles_z. But there are very few for which the effect is actually
useful, such as obj_sword (which can be made to stick out
of things at artistic angles),light_gem (since has no flame,
none of the possible orientations will look wierd), and the corpses
(obj_corpse1, obj_corpse2). However if these
fields are used, the horizontal field angle should
not be used, since it will overwrite them (if
its value is not zero).
The logic of these angles is a bit confusing: for the sword and the gemlight,
the `business end' (point/shining
surface) points west (map x-axis) by default. But the
angles_x/y/z fields work as if this axis from the back to the business
end was the y-axis of the object. Then
x is the other horizontal (transverse) axis and
z the vertical axis. So we can describe the
effects of the three fields like this:
angles_x |
Rotates the object around its x-axis, which has the effect of
making the sword point or the light shine vertically. To get the point/shine
to go downward, use a negative angles_x, or else one greater
than 180. |
angles_y |
Rotates the object around its y-axis, that is the one from the
back to the business end. For the light_gem this won't do
much of anything, since it's round around that axis, but for the sword
it will set the hilt & blade at an angle, for a naturalistic effect
when sticking out of mutilated bodies. |
angles_z |
Rotates the
object around its z-axis (vertical), which has the
effect of making it point in a different direction in the horizontal
plane. This is basically what the angle-field does, but specifying
angle will set the rotation around the other two axes to
zero.
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For the corpses on the other hand, it seems to be the z-axis
that points west, with obj_corpse1 (face-down guy) having
the head pointing west and obj_corpse2 (face-up guy) with the
feet pointing west. x is then transverse and y vertical,
so are used for tilting and horizontal rotation, respectively.
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