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Everything posted by Malonn

  1. 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?
  2. 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?
  3. 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.
  4. 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.
  5. 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...
  6. 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...
  7. 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?
  8. 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?
  9. 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.
  10. 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
  11. Question for people with math skills

    Hey Vorians. I hadn't thought of that. The exterior and interior meshes are not the same. Interiors are 1 mesh, exteriors are walls, columns, etc. put together. I don't know. The exteriors are placed correctly relative to the interiors as is now. It clones the exterior and adjusts it relative to the XYZ and rotation of the interior door. Just that the exteriors are drawn through interiors sometimes. But your thoughts build on my foundation. Everything helps. I wasn't planning on releasing this. The version you speak of is from the guy I'm collaborating with. I'm just trying to fix what he has trouble with. 2 minds are better than 1.
  12. Question for people with math skills

    Editor size returns (length + width + height) / 3 ...roughly. So math that out to get rough dimensions (no clue how--Google would answer, but haven't checked yet).
  13. Question for people with math skills

    If the Z of the interior mesh is the same as the Z of the object to be placed, skip it. Not 100%. Z's can be the same but behind it. The current error correction uses the size and Z and some arbitrary number (GBR's code) (I can post formula if it helps). It does improve things, but a lot of large statics that should be placed don't get placed.
  14. Question for people with math skills

    I can get the door XYZ...
  15. Question for people with math skills

    Just some thoughts. Might help people understand, and in turn solve, my issue. I don't uderstand the math Reneer used (we're using his--nothing's changed there) to place objects. I can break down the code though to make changes. I have access to the XYZ coordinate of every single object being placed. If it crosses within the area of the interior mesh, don't place it. Simple idea, but how do I "math" that? I can get the editor size and scale of the interior. The XYZ coordinates of the interior. It seems it should all be there. (That smell of burning bacon is just my brain)
  16. Movie Quote Game

    Working on 9 months without another guess; we're stumped. It's been so long I forgot about this thread. Give us another quote from the movie, please (an easier one).
  17. (De)Motivational... and Funny Stuff (NSFW)

    I thought I had seen that before...
  18. Infinite Monkey Playground and Software Thread

    Yeah. If there is another ISP locally that offers decent speeds, switch.
  19. Daggerfall - The Western Kingdom (WIP)

    I've never created an AI Package. So I'm probably not the one to do it. I read it's a pain though.
  20. Kitties!!

    Lol, cute little kittens.
  21. Northern UI Feedback

    Roger that. You worked with what DM provides, good stuff.
  22. Daggerfall - The Western Kingdom (WIP)

    Do you want pure scripting for the patrols (re: OP)? Why not an AI Package?
  23. Kitties!!

    Even the paws? All cats I've owned (which over the years has been quite a few) never messed around when it came to their paws. They would always try to stop me from messing with their paws.
  24. Northern UI Feedback

    Gotcha, gotcha. Pluggy is known to cause crashes. Lines up with my testing too. I haven't had a single crash yet. What world map do you use? Elven? I think that's the only type with full support of all of DM's features? You could always crack open GIMP or Photoshop and customize a map "hardcode" style. That's what I do. EDIT: I'm leading us off topic again.
  25. Kitties!!

    Lol! That is one patient cat.