Doodads get placed with 269° Angle

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Dr Super Good

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Place them then bulk select all instances and manually set rotation to 270. This is World Edit messing with you as 269 is the straightest you can make it without losing the ability to rotate.

You can also copy an already straight instance (270 facing) and paste that using standard commands. This can be useful if you find you need 1-2 more instances of a doodad/destructible yet do not want the hassle.
 
Level 23
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Place them then bulk select all instances and manually set rotation to 270. This is World Edit messing with you as 269 is the straightest you can make it without losing the ability to rotate.

You can also copy an already straight instance (270 facing) and paste that using standard commands. This can be useful if you find you need 1-2 more instances of a doodad/destructible yet do not want the hassle.

Yea I'm using these workarounds atm, was just wondering if there is a "proper" solution
 
Direction angles in WC3 is the most weird thing you could imagine.
Even a perfectly rectangular model will not be alligned properly with a 90, 180, 270 or 0 degree angle. I always need to manually rotate them a tiny bit more to make them match.

That is a problem with the model itself being angled in an odd way. It doesn't mean that there's something wrong with WC3's angles.
 
That is a problem with the model itself being angled in an odd way. It doesn't mean that there's something wrong with WC3's angles.
I checked the coordinates of the points of the model. All of them are perfectly alligned (0, 200 - 200, 200 - 200, 0 - 0, 0) and it doesn't match the coordinate grid of WC3 with a 90 degrees angle.
 
I checked the coordinates of the points of the model. All of them are perfectly alligned (0, 200 - 200, 200 - 200, 0 - 0, 0) and it doesn't match the coordinate grid of WC3 with a 90 degrees angle.
Why is that model not centered in the origin?
Anyway, here's an example of a perfectly rectangular model aligning perfectly with angle 90.00:

There's nothing wrong with warcraft III angles or coordinate grids.
 
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