10/13/2026 [22:46:51] GMT Home .:. Logout
Forums
Hardmaps.com :: Forums :: Map Making Forum :: Land Warrior
 
<< Previous thread | Next thread >>
understanding x, y, z values
Moderators: Hardmaps Administrator, *HmS*Wedge, *HmS*grunt, *HmS*Trevor, *HmS*LongBow
Author Post
*HmS*Wedge
Wed Aug 25 2004
Captain Slow

Registered Member #3
Joined: Fri Dec 19 2003
Location: Scotland
Posts: 4651
Understanding X, Y and Z in the editor

X/Y/Z are the positions on the map.

X and Y tell the computer to put it left, right, center, top, bottom, or
variations there of. Z is the elevation.

When placing items in/on buildings, you need to use the Z Value. Z values are
the height of the object from the relative ground under the building. Absolute
Height is the height of an object from sea level, so when using this option,
it's best to place an object on the ground first, examine it's absolute height
then make your adjustments to placing it at a higher level in the building.



The first box in the Z value is in Meters, full meters. The second box is the
meter broken down into smaller sections. A full meter in the second box would be
256, a half would be 128 and a quarter meter would be 64 and then smaller
fractions continue on..



Say your building is at an absolute height of 56.128 and you want to place a
bunk on the second floor. You have to add 5 meters to the bunk to get it there
so your absolute height would be 61.128...



Some people will point you to a tutorial for absolute height made a while ago..
it's not right, it's more confusing than you can believe.



I use absolute height all time when placing tunnels in maps, but only the
regular z values for items in/on buildings.
[ Edited ]
Back to top
Website
 

Jump:     Back to top

Syndicate this thread: rss 0.92 Syndicate this thread: rss 2.0 Syndicate this thread: RDF
Powered by e107 Forum System
All trademarks are copyright their respective owners.
This site is best viewed using 1280-1024 screen resolution.
{THEMEDISCLAIMER}
Render time: 0.0626 sec, 0.0199 of that for queries.