MANUALLY EDITING MESHES IN TXT FORMAT
These are Left and Right oriented weapons, respectively, from the Illuminator
Point
DataString "Weapon-0"
Position [ -27.531000 0.000000 -0.797713 ] -X LEFT, -Z Rear; Faces Left
Orientation
[ -0.000000 0.000000 1.000000 ]
[ 0.000000 1.000000 0.000000 ]
[ -1.000000 0.000000 -0.000000 ]
Point
DataString "Weapon-0"
Position [ 27.531000 0.000000 -0.797717 ] +X RIGHT, -Z Rear; Faces Right
Orientation
[ -0.000000 0.000000 -1.000000 ]
[ 0.000000 1.000000 0.000000 ]
[ 1.000000 0.000000 -0.000000 ]
Front Oriented weapon from Illuminator
Point
DataString "Weapon-0"
Position [ 0.000007 0.000000 79.560600 ] +Z forward set
Orientation
[ 1.000000 0.000000 0.000000 ]
[ 0.000000 1.000000 0.000000 ]
[ 0.000000 0.000000 1.000000 ]
Rear Oriented weapon
Point
DataString "Weapon-1"
Position [ -21.103998 19.282158 -55.494915 ] -X LEFT; -Z Rear
Orientation
[ -1.000000 -0.000000 -0.000000 ]
[ -0.000000 1.000000 -0.000000 ]
[ 0.000000 -0.000001 -1.000000 ]
Point
DataString "Weapon-1"
Position [ 21.104492 19.282158 -55.494915 ] +X RIGHT; -Z Rear
Orientation
[ -1.000000 -0.000000 -0.000000 ]
[ -0.000000 1.000000 -0.000000 ]
[ 0.000000 -0.000001 -1.000000 ]
Exhaust Example
Point
DataString "Exhaust"
Position [ 0.000000 -0.389800 -294.155914 ]
Orientation
[ -1.000000 0.000000 0.000000 ]
[ 0.000000 1.000000 0.000000 ]
[ 0.000000 0.000000 -1.000000 ]
CapitalShip Tech Mesh Hangar Points : angled forward
Point
DataString "Hangar"
Position [ -15.876904 38.784996 305.145691 ]
Orientation
[ 1.000000 0.000000 0.000000 ]
[ 0.000000 1.000000 -0.500000 ]
[ 0.000000 0.500000 1.000000 ]
Point
DataString "Hangar"
Position [ 42.409424 -57.426571 228.552994 ]
Orientation
[ 1.000000 0.000000 -0.258819 ]
[ 0.129410 1.000000 0.500000 ]
[ 0.224144 -0.500000 1.000000 ]
Having looked over the TEC Capital Carrier, top hangars and bottom hangars, I need to preface this with GRIDDING those 9 numbers.
[A][B][C]
[D][E][F]
[G][H][I]
What do each of these sets of numbers relate to, how does each affect orientation? I've observed the above and drawn some conclusions. The arrangement of the values can't be without pattern or reason.
A and I, if A and I are +, then Forward Oriented.
A and I, if A and I are -, then Rear Orientated.
G E C, if G is -, C is +, then Left Orienated.
G E C, If G is +, C is -, then Right Oriented.
+G decimal value means hangar orientation is angled just slightly to the right, if negative it would be rotated slightly left. Not sure why C must be opposite of G.
As relates to the Hangars... I see they face forward, that the top ones are angled 45 degrees. Values in F and H seem to deal with that.
E so far is always positive
Positions B, D are a total mystery.
I think I understand the basics. I can put weapon hardpoints pretty easy if only Front, Rear, Left, Right oriented. If the weapon hardpoint or hangar requires any rotation around X, Y, Z axis', I think I can get away with a little.
However, if I wanted to make a new missile hardpoint, have it oriented 45 degrees off straight forward and also angled 45 degrees up, I'd be really lost. I'd also be equally hosed if I had to make a (choose facing) missile hardpoint that fired straight up or down
Can anyone explain the Orientation Positions in detail so those of us who want to manually hardpoint weapons, flairs, abilities positions and not have them be the basic Front, Rear, Left, Right facings?
I'll be doing a lot of testing and experimenting, but any help welcome.