GTX3 Posted June 12, 2018 Share Posted June 12, 2018 Hi, I don't know if this is the correct section to post this, but here we go. I'm trying to implement car recordings into MTA SA. The only thing left to implement is the rotation. I'm using default GTA SA's carrec RRR's. Looks like I need the RightXYZ and TopXYZ, so I'm guessing those are vertices from the vehicle matrix. I tried setting the matrix, but car rotations are incorrect (and since there's no forward vector, I just leave it as it is?). I also tried converting the matrix into rotation, but that didn't work too. That's probably because MTA uses Euler rotations instead of quaternions (as RenderWare does). MTA is open-source, so go ahead and check it out. So does anyone know how to get Euler angles from RightXYZ and TopXYZ? Link to comment Share on other sites More sharing options...
GTX3 Posted June 17, 2018 Author Share Posted June 17, 2018 Bump... Link to comment Share on other sites More sharing options...
spaceeinstein Posted June 17, 2018 Share Posted June 17, 2018 In GTA III, the forward vector is the cross product of the right vector and the top vector. It should be the same for SA. GTX3 1 Link to comment Share on other sites More sharing options...
GTX3 Posted June 18, 2018 Author Share Posted June 18, 2018 (edited) I think that's correct, thanks. I still couldn't get rotation to work. My matrix looks like: RightXYZ: 1.0236220472441, 2.007874015748, 0 ForwardXYZ: 0, 0, -1.0319920778275 UpXYZ: 0.0078740157480315, 1.0236220472441, 0 Converting this matrix to euler rotation gives me: 270, 0, 62.987 but it should be something similar to: 0, 0, 179.785 (that's only an approximation, Z is Yaw) Again; I'm doing this in MTA. Edited June 19, 2018 by GTX3 Link to comment Share on other sites More sharing options...
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