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Requested Asset: Y-Axis Rotation

This would honestly help Foundry Authors a lot. If we had access to Y-Axis rotation (which in any other computer design or graphics program would be called Z-Axis rotation), map design (especially custom maps) would become a lot easier to design. Since we already have X-Axis rotation, it shouldn't be difficult to implement. Basically, the rotation would be vertical instead of horizontal, and you could make slopes and incline planes with platforms. Circular platforms could become logos on buildings. The dripping water FX could be turned 90 degrees on it's Y-Axis and become flooding water or rapids. And, in space maps, distortions and other effects would look more interesting from different angles.

There are probably a million uses for this, but I can only name a few examples right now. Can you name a few? Are there any that interest you? Good idea? Comment and let's see if we can get devs to notice this.
Post edited by captainazzarano on

Comments

  • adverberoadverbero Member Posts: 2,045 Arc User
    edited July 2013
    I would back this idea, it honestly baffles me its not already in the foundry
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  • djxprimedjxprime Member Posts: 522 Arc User
    edited July 2013
    Yes, yes. A thousand times yes! :)
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2013
    Um, technically the axis that we have for rotation IS the Y axis. But having a second axis of rotation would be VERY useful. We could take the props we have and make a LOT more out of them. Such as:

    STAIRCASES!!!!!! STO lacks these completely in the Foundry assets and the ramp props are too big to make decent replacements.

    Catwalks, with this I could tip small walls on theirsides and use them as elevated walkways.

    Enviromental props would become more useful as you could add variety by tipping them at a slight angle. Cryptic does this in a lot of official missions and it would be nice to be able to do it in Foundry.
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  • captainazzaranocaptainazzarano Member Posts: 60 Arc User
    edited July 2013
    Catwalks, with this I could tip small walls on theirsides and use them as elevated walkways.

    Enviromental props would become more useful as you could add variety by tipping them at a slight angle. Cryptic does this in a lot of official missions and it would be nice to be able to do it in Foundry.

    Actually, the TOS Gate or Crate prop would make an excellent catwalk, because the slightly transparent texture (it's like a chain fence if you've never used it) would allow the player to see through the "floor" of the catwalk. But, you could always use the building prop platform as a catwalk.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2013
    Well, what I want is something small and thin that looks no more substantial than a sheet of heavy duranium.
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  • isthisscienceisthisscience Member Posts: 863 Arc User
    edited July 2013
    ooo yes, could get a lot more out of some objects with that. Seconded!
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited July 2013
    Yes, this has always been a wanted and necessary feature. I think maybe it's not in there to prevent us from putting things upside down or something. OP is right. Any mod program of the last 20 years includes it.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2013
    kirksplat wrote: »
    Yes, this has always been a wanted and necessary feature. I think maybe it's not in there to prevent us from putting things upside down or something.
    I don't see how that is an issue. Especially considering how many one sided props there are...
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  • commandermiccommandermic Member Posts: 124 Arc User
    edited July 2013
    kirksplat wrote: »
    Yes, this has always been a wanted and necessary feature. I think maybe it's not in there to prevent us from putting things upside down or something. OP is right. Any mod program of the last 20 years includes it.

    maybe, but i'm just wondering why it should be a problem for putting something upside down. that would really make some things easier, as far as most objects don't have any texture at the bottom. for instance that would be good to improve a door frame, which is really something i miss much.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2013
    again though, yeah a lot of props have no bottoms, but almost as many props have no BACK.
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  • sampa4sampa4 Member Posts: 2 Arc User
    edited July 2013
    I believe that something of that nature already exists, it's just that you can't handle it manually! you have to type the values in! But, a manual hand handling feature WOULD be nice!
  • pardusian141pardusian141 Member Posts: 57 Arc User
    edited July 2013
    sampa4 wrote: »
    I believe that something of that nature already exists, it's just that you can't handle it manually! you have to type the values in! But, a manual hand handling feature WOULD be nice!


    Not exactly sure what you are referring to but the only inputs you have in the foundry are the x,y,z coordinates and a single axis of rotation. What we would really like having is a second axis of rotation to tilt things such as cargo crates on their sides (it irritates me when I see this in a cryptic mission but can't do that in a foundry mission). Doing such small things would drastically improve environment construction in my opinion. I support this.
  • sampa4sampa4 Member Posts: 2 Arc User
    edited July 2013
    Not exactly sure what you are referring to but the only inputs you have in the foundry are the x,y,z coordinates and a single axis of rotation. What we would really like having is a second axis of rotation to tilt things such as cargo crates on their sides (it irritates me when I see this in a cryptic mission but can't do that in a foundry mission). Doing such small things would drastically improve environment construction in my opinion. I support this.

    I have seen in a few missions where someone used a vertical forcefield and flipped it so you could stand on it in the air! AT this time, I still am trying to figure out how they did it, and I was just guessing!
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2013
    sampa4 wrote: »
    I have seen in a few missions where someone used a vertical forcefield and flipped it so you could stand on it in the air! AT this time, I still am trying to figure out how they did it, and I was just guessing!
    there's a horizontal forcefield prop. :p
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  • sampa4sampa4 Member Posts: 2 Arc User
    edited July 2013
    there's a horizontal forcefield prop. :p

    Oh! I did not know that! Very new to the Foundry editing business! Still haven't explored the editor in its entirety! So, every new thing I can find out on the forums as well as advice is very much appreciated! In fact, I already am in the process of rolling out my first foundry mission, the first of a 40 episode series!
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited July 2013
    So one of the features supposedly coming over for Neverwinter is the Nudge feature (an in-preview, edit mode that allows object placement to be adjusted) which is capable of rotating on all three axes.
  • captainazzaranocaptainazzarano Member Posts: 60 Arc User
    edited July 2013
    So one of the features supposedly coming over for Neverwinter is the Nudge feature (an in-preview, edit mode that allows object placement to be adjusted) which is capable of rotating on all three axes.

    That would be awesome! I can't imagine how much time that would save on map placement work, which takes up the most time.
  • lspravenlspraven Member Posts: 15 Arc User
    edited December 2013
    Since this topic was already made and its now about what I want to ask about, I will post this here.

    How can you make Space Station Hatches open using Foundry.

    That ground mission where you space jump from a ship onto a planet's surface through a hatch that opens after interacting with it.

    How do you do that?

    I believe the mission is called -SEF- Introduction Mission.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited December 2013
    That sounds like something done with the show/hide feature. Basically they set some of the props to disappear when you completed an objective.
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  • lspravenlspraven Member Posts: 15 Arc User
    edited December 2013
    i know, but how did he get it to rotate from horizontal to a 85 or so degree angle?
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2014
    I don't know what prop you're talking about, but not all props are flat. Maybe the prop is angled to start with?
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  • starswordcstarswordc Member Posts: 10,963 Arc User
    edited January 2014
    Also, Cryptic has more featureriffic software than we do.
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  • lincolninspacelincolninspace Member Posts: 1,843 Arc User
    edited January 2014
    So one of the features supposedly coming over for Neverwinter is the Nudge feature (an in-preview, edit mode that allows object placement to be adjusted) which is capable of rotating on all three axes.

    Dont want to just be repeating what has already been stated many times above but, another axis of rotation would help us get 3 or 4 times the use out of the foundry assets we already have! I can think of I would do with certain props if I could just rotate them. Lets hope this can be implemented easily.
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited January 2014
    Dont want to just be repeating what has already been stated many times above but, another axis of rotation would help us get 3 or 4 times the use out of the foundry assets we already have! I can think of I would do with certain props if I could just rotate them. Lets hope this can be implemented easily.

    The only repeating going on is the necro-ing of this thread. That post was back in July. ;)

    Still think we'll get the nudger, eventually.
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