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Flatest map, and xyz

SystemSystem Member, NoReporting Posts: 178,019 Arc User
what is flatest map available?
and is there a command to show x.y.z cordinates, other games have it.
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    pyro1 wrote:
    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.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    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
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    pyro1 wrote:
    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.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    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.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    pyro1 wrote:
    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.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    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.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Pendra37 wrote: »
    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.

    Who are you replying to?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    The OP I suppose, why?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Pendra37 wrote: »
    The OP I suppose, why?

    Just confirming my analysis was right, even in the new version. Glad we agree.

    All the more reason why we need a flat map.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    yeah its my experience with all the maps I've played with that the y axis of most maps is uneven and can drive you mad as you try and use a secondary map for something other then its original purpose. The easiest way to demonstrate this to anyone who hasnt tried this, place 6 100x100 building tiles on a map at a level above the ground, say y=200. Chances are at least one of those tiles will not line up with the others. Drives me nuts trying to micromanage them so they line up perfectly. Its why we have the threads about flat lander maps :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Well, if you wanna massive fetch and carry map, you obviously need to make the player run 30mins to a place and then back another 30 mins.

    But, seriously 4 500x500 tiles on a ground clearing map should do the job, sink them 2-3 units deep. I'll show you when I finish my ferengi mission... LOVE COPY PASTE!!!!!!!!!!!!!
    Drives me nuts trying to micromanage them so they line up perfectly. Its why we have the threads about flat lander maps

    Ever been to a "town square" Just plant and object in the middle. Better yet, BUILD an object...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    pyro1 wrote:
    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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