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Spot on match with Cockpit location! And another one bites the dust.

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Observe wrote:Yes, I agree 5,6,7 are definitely position coordinates relative to World Center. That's why the main mesh is usually 0,0,0 for those numbers, and why the Cockpit object has offset values in 3DS corresponding relative to 5,6,7 in PART_VALUES_RAW.
So, it does seem we have determined 6 out of the 10 numbers.
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The sequence is X, Z, Y:
Centaur Cockpit.
Real Pivot Offsets -172, 5942, -2960
Bod Point Values: -644, 22137, -11031
Ratio: 3.744, 3.725, 3.726
Phoenix Cockpit.
Real Pivot Offsets 59446, 139768, -446834
Bod Point Values: 5998, 14104, -45088
Ratio: 0.1008, 0.1009,0.1009
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// x3 part values
/! PART_VALUES_RAW: -422; 14508; -7229; 422; -422; 14508; -7229;
// point:
// -644; 22137; -11031; 644; -644; 22137; -11031;
// float:
// -0.006439; 0.221375; -0.110306; 0.006439; -0.006439; 0.221375; -0.110306;
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P 0; B Box; F 0; N Box; j // idx 1
{ 0x2002; -207; 7131; -3553; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
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/# Exported with dbox2 1.11 at 3/7/2011 5:47:52 PM
540844; // body size
// vertices (8)
-10496; -21334; -65536; // 0
10496; -21334; -65536; // 1
-10496; -21334; 65536; // 2
10496; -21334; 65536; // 3
-10496; 21334; -65536; // 4
10496; 21334; -65536; // 5
-10496; 21334; 65536; // 6
10496; 21334; 65536; // 7
-1; -1; -1; // end of verts
// ----- part Box01 (12 faces) -----
0; 3; 2; 0; -25; 2; 0.000000; 0.000000; 1.000000; 0.000000; 1.000000; 1.000000; /! N: 0.000000; -1.000000; 0.000000; !/ // 0
0; 0; 1; 3; -25; 2; 1.000000; 1.000000; 0.000000; 1.000000; 0.000000; 0.000000; /! N: 0.000000; -1.000000; 0.000000; !/ // 1
0; 7; 5; 4; -25; 4; 1.000000; 0.000000; 1.000000; 1.000000; 0.000000; 1.000000; /! N: 0.000000; 1.000000; 0.000000; !/ // 2
0; 4; 6; 7; -25; 4; 0.000000; 1.000000; 0.000000; 0.000000; 1.000000; 0.000000; /! N: 0.000000; 1.000000; 0.000000; !/ // 3
0; 5; 1; 0; -25; 8; 1.000000; 0.000000; 1.000000; 1.000000; 0.000000; 1.000000; /! N: 0.000000; 0.000000; -1.000000; !/ // 4
0; 0; 4; 5; -25; 8; 0.000000; 1.000000; 0.000000; 0.000000; 1.000000; 0.000000; /! N: 0.000000; 0.000000; -1.000000; !/ // 5
0; 7; 3; 1; -25; 16; 1.000000; 0.000000; 1.000000; 1.000000; 0.000000; 1.000000; /! N: 1.000000; 0.000000; 0.000000; !/ // 6
0; 1; 5; 7; -25; 16; 0.000000; 1.000000; 0.000000; 0.000000; 1.000000; 0.000000; /! N: 1.000000; 0.000000; 0.000000; !/ // 7
0; 6; 2; 3; -25; 32; 1.000000; 0.000000; 1.000000; 1.000000; 0.000000; 1.000000; /! N: 0.000000; 0.000000; 1.000000; !/ // 8
0; 3; 7; 6; -25; 32; 0.000000; 1.000000; 0.000000; 0.000000; 1.000000; 0.000000; /! N: 0.000000; 0.000000; 1.000000; !/ // 9
0; 4; 0; 2; -25; 64; 1.000000; 0.000000; 1.000000; 1.000000; 0.000000; 1.000000; /! N: -1.000000; 0.000000; 0.000000; !/ // 10
0; 2; 6; 4; -25; 64; 0.000000; 1.000000; 0.000000; 0.000000; 1.000000; 0.000000; /! N: -1.000000; 0.000000; 0.000000; !/ // 11
/! PART_VALUES_RAW: 1; -6018; -5963; 71499; 0; 0; 0; 10496; 21334; 65536; !/
-99; 00000000000000000001; // end of part
-99; 0000000000000000; // end of body
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local xs, zs, ys, d, xb, zb, yb, w, h, l
boxnode = (node.max - node.min)
w = boxnode[1]
l = boxnode[2]
h = boxnode[3]
if largest == -99 then
(
if (l > largest) then largest = l
if (w > largest) then largest = w
if (h > largest) then largest = h
)
l = (l / largest) * 65536
w = (w / largest) * 65536
h = (h / largest) * 65536
xb = (node.center[1] / largest) * 65536
yb = (node.center[2] / largest) * 65536
zb = (node.center[3] / largest) * 65536
xs = xb
ys = yb
zs = zb
d = (largest / largest) * 65536
d = d * 1.1
format "/! PART_VALUES_RAW: %; %; %; %; %; %; %; %; %; %; !/%" (xs) (zs) (ys) (d) (xb) (zb) (yb) (w) (h) (l) os.newline to:os.stream
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)
format "-99; %; // end of part%" (bitArrayToString flags) os.newline to:os.stream
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return true;
)
)
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largest = -99
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global largest = -99