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      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!


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Malonn last won the day on August 26 2018

Malonn had the most liked content!

About Malonn

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    Bean Bag Chair
  • Birthday 01/29/1979

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  1. [WIP] Dark Brotherhood Chronicles: Consequences

    I hope you can continue to find time for it. Awakening was good; I don't remember if I finished it though. But if you release a new and improved version, that will be a good time to play though it and refresh my memory. Then play Consequences.
  2. Question for people with math skills

    Hey, thanks for hanging in there with me, AB. Like most people on the internet, I browse and post in forums, so I know how easy it is to just say "screw helping this guy, I don't feel like the effort". I've done it and will do it again. Now that I've shown my gratitude, back on topic. I managed to get a good calculation going. It's not perfect and I need to test a lot more, but it's a great place to build from. It checks bounding box intersection (very roughly) and is an improvement on GBR's code (at this point. GBR put in error correction correction code which I'm trying to avoid). The X plane math needs work, or I need to tighten up the coordinates I supply the formula, but I'm pleased. Stay near by, I may have a math question or two...
  3. Question for people with math skills

    Yep, yep. We're thinking alike. I've looked at GetBoundingBox which is a no-go. It only works for projectiles and actors. Sphere is my next choice, but I need it's center for the math. That function returns it's radius, but what are the coordinates for it's center? You wouldn't have an idea how I could calculate that from it's position?
  4. Question for people with math skills

    Good shit, AB. Thanks for taking the time to help. All day today I've Googled and Googled (and posted) and I found what I'm looking for in broad terms. It's "bounding volume intersection" I'm working with here. I found a formula to determine if a point falls within the bounding box (so the mesh). BUT, I don't have axis ranges. Any ideas?
  5. Question for people with math skills

    That's kind of what I did to get to where I am. You saw Reneer's code: confusing. Maybe I need to break down the formula. I don't know if I'll see the big picture though. I know the XYZ of the objects being placed via Reneers code. It's proper and works. It's just a matter of finding if they intersect with the dimensions of the interior mesh. But, I don't have the dimensions. I have editor size (that's what my collaborator--GBRPluss--used to fight this battle), but the CSWiki says it's L + W + H / 3. What the hell is that? If I had volume I could get dimensions, but that's not volume. I guess I just have to ballpark it. That's what GBRPluss did. And his code helps but is not accurate. He error corrects the error correction. I want to hone it in some more.
  6. Question for people with math skills

    My thoughts: most interiors with windows have a second (or more) door. If it has an upstairs door I can get that with Z values. That gives an estimate of height. Then get something straight across from the outside load door and maybe draw a plane? If objects being drawn would cross the plane don't place them? Googling turns up tons of plane math; equations of a plane; vectors; shit I don't understand. What do I need to test my hypothesis? Let's tax Google's servers... AB, I have math (and code) for if a point falls on a line between two points. Can you figure out how to give a wider margin of error? A point between two points is too precise. I need if a point falls inside a cube more than if the point falls on a line. Here's the link to the source. Do you understand that? I think a guy posts what I'm looking for but I don't get it. The only option I have is to try shit and test in-game. I can't nail the math down from the get-go.
  7. All Natural Question

    Lol, okay. Some people don't like that ma'am and sir stuff. I understand.
  8. Question for people with math skills

    Yeah, the code is a mess. It took me a day to understand it, and I still don't understand the math that is involved in placing the objects. I appreciate the CODA suggestion, but I'm set on doing this via scripting at runtime. It's easier, has good control, and, like Vorians said, it can account for third-party exteriors/interiors. I may have to gain more control/understanding over each placed object. If I find math problems I'll ask you. Google first so as to not bug you. Good info. It would be nice if it was at the exact center of the mesh. CODA is more "clunky" than runtime scripting. Both use a script for the magic, but CODA is more permanent. And the big one, like you said (which I forgot), is that it won't account for mod added exteriors. LO changes, etc. On a you-could-care-less sidenote, I took a step away last night and went to bed and got the idea of getting a rough estimate of the size of interior mesh by checking the distance that the furthest reference from the door is placed. That should give a number to check against. I just need to check that it's in the right direction. And Z position. Google time...
  9. All Natural Question

    Lol, sorry AB. I wasn't meaning to make you feel old. Just being proper, I find humor in it, I guess. I do tend to use dude too. I'll try not to make you feel old
  10. Question for people with math skills

    No problem, AB. I'm giving Google's servers a strain. Hopefully I can turn up something. I found a formula for if a point lies within a sphere, but it doesn't work. It prevents the ground from being placed. The rest of the exterior is placed except the ground. Odd. Something is wrong with something...
  11. Question for people with math skills

    Another question: Every mesh has coordinates. The interior mesh for example. But it's (let's pretend) a cube. Which point of the cube are the coordinates taken?
  12. Question for people with math skills

    As Vorians suggested, I can get bounding radius. From there calculate area of sphere. If Object to be placed coordinates fall with area, don't place. I'll try that. But, AB let me ask: How do I find how far out (in coordinates) the sphere extends? It should be possible if I know starting coordinates?
  13. Question for people with math skills

    I've checked a few cells and they all use North Markers. It feels like that could be useful, but I'm not sure how. Exteriors meshes are not always the same dimensions as the corresponding interiors. Sometimes they are. Other times they are not. So, AB, let's say from the same starting position (the door)an interior is 10 units deep, the exterior is only 5 units deep, when copied and placed inside, the objects will cut through the middle of the interior mesh. Which is what happens (a lot), you'll have a wall right through the middle of the interior.
  14. Question for people with math skills

    I did not know that. Good to know. More masonry to the foundation. Yeah, the resources my collaborator use are scaled down even more. Looks worse, but peforms better. Our version is quite a stark improvement from Reneer's, IM-ultra-HO Here's the mod we're modifying. You can handle the math... good, good. The mod is a scripted version of Immersive Interiors. I prefer it because it is moldable. With II you have to hand place (and remove) everything. With this mod and a couple lines of code, you can completely prevent, for example, flora from being placed. The business of the mod does this: Activate a door outside and it scans and gets the positions and rotations of the objects in the surrounding exterior cells(s). It then uses the interior's door coordinates to "math" out the placement of the objects scanned in the exterior. This is what I'm fuzzy on. The math to place all the objects copied outside inside. Essentially, the mod copies the exterior and places it in the interior. All works fine except that some exterior objects get placed through the interior. These are what I'm trying to filter out. I'll take a look at the script you linked, I just don't know if I'll be able to gleam something helpful. Hopefully I can. I really hope you can hold my hand more
  15. All Natural Question

    That's what I'm finding out too, AB, kind lady.