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Porting XYZ rotations to HxD?
show user profile  DarkSpyda05
I'm trying to get animations from Max into RE2. I'm doing this by translating XYZ rotation data into an equal RE2 format. Lets say that Y = 52.9. I multiply that by 0.711, round off, and then translate into hexadecimal. In this case the rounded 37 is 0x25 in hex.

I can use this info to edit enemy animations little by little.

Strangely, any time I try translating both Y and Z values, the animation is incorrect. If Y = 0x25 and Z = 0xDB, then I should have the equal of 0.0, 52, 52. Instead I get 45.274, 29.072, 64.299. This is unpredicted and makes translating impossible.

If I modified only X and Y or X and Z, or only X, or only Y, or only Z then I have no problems. Only YZ suffers such mutation. Would anyone know why?
read 323 times
6/21/2016 3:23:16 AM (last edit: 6/21/2016 3:23:16 AM)
show user profile  HANZZ
Let's start over.

What's RE2?

Sounds like you're trying to translate one rotation method into another rotation method. Good luck on that one. There's likely an importer already doing what you're attempting, but you haven't found it so far. That, or the target program (RE2 ??) has in import utility. I can't imagine there would be nothing for it.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 303 times
6/21/2016 9:25:02 PM (last edit: 6/21/2016 9:25:02 PM)
show user profile  Nik Clark
Resident Evil 2?




read 299 times
6/21/2016 9:47:00 PM (last edit: 6/21/2016 9:47:00 PM)
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