Ryba15 54 Posted June 8 (edited) Hi, I searched something about this, but nothing found. I have problem with place new object, when my object have any rotation in z axis, rotations on the other axes are rounded to ten(not exactly, 179 or 171 is always 180, 170 or 165 is 170, etc.). When rotation on z axis is 0, rotation on other axes is ok(175.65 is 175.65, not 180 like before). For add this object I used map editor, MAP IO script in 3ds max, Rotation Calc and notepad, but always have this problem. Any solution? Edit: If you try to set rotation(180, 176.5, 70 or 0,356.5,108) in med, for any object, only rotation for z axis is visible, for y and z is 0. Edited June 8 by Ryba15 asgf Share this post Link to post Share on other sites
guard3 1,770 Posted June 8 (edited) If you have trouble, consider editing the file manually. You just need to know the x, y, z rotation and convert it to quaternion and replace the values in the IPL. IPL has this format: ID, modelname, interior, posX, posY, posZ, quaternionX, quaternionY, quaternionZ, quaternionW, LOD and this Python 3.6 script will convert x y z rotation to quaternion (hope it's correct): import math x = 0 #put any degree value y = 90 #put any degree value z = 0 #put any degree value x = math.radians(x) y = math.radians(y) z = math.radians(z) cy = math.cos(x / 2) sy = math.sin(x / 2) cr = math.cos(y / 2) sr = math.sin(y / 2) cp = math.cos(z / 2) sp = math.sin(z / 2) prettify = lambda y: (lambda x: int(x) if "." not in x else float(x))('{0:g}'.format(y)) qw = prettify(cy * cr * cp + sy * sr * sp) qx = prettify(-(cy * sr * cp - sy * cr * sp)) qy = prettify(-(cy * cr * sp + sy * sr * cp)) qz = prettify(-(sy * cr * cp - cy * sr * sp)) print(qx, qy, qz, qw, sep=", ") Edited June 8 by guard3 Share this post Link to post Share on other sites
Ryba15 54 Posted June 8 I notice something wrong, if I change x or y axis form 0 to 5(by med, or manual in notepad with calculate quaternion) for biggest skyscraper in LS, in med I see corectly rotation, but in the game only axis z is rotated(which I don't touch, it's still should be 0). But when I change x or y axis form 0 to 10, or bigger, rotation in game is corectly. Share this post Link to post Share on other sites
guard3 1,770 Posted June 9 You can always rotate the object's pivot as a last resort Share this post Link to post Share on other sites