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order of sprites in iffpencil Dgrps vs Tmog?

 
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ruthml
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PostPosted: Sun Aug 12, 2007 7:14 am    Post subject: order of sprites in iffpencil Dgrps vs Tmog? Reply with quote

Hi,

I'm having a bit of bother with getting alignment of a 2 rotation object. I have read that the sprites in iffpencil - in the dgrps aren't the same as the ones in Tmog.

Tmog views are : NW, NE, SE, SW.
Iffpencil lists them as: NE, NW, SW, SE.

Are they the same? is the NE in Iffpencil, the same as the NE in Tmog? Or does it correspond to NW? I don't know if that even makes sense but I'd love to be able to figure out which way this object is supposed to be facing. The object is a custom purchase item - it's 2 rotation and trying to figure out which back view and which front view I need to change in Iffpencil is a bit tricky at the moment. Here's a question, if a sim carries a 2 rotation object in it's hand, which side is NE? etc? I'm aware that I could probably make the NE any side but I can't identify them properly in Iffpencil.

thanks a bunch if anyone knows the answer.

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Raeven
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PostPosted: Sun Aug 12, 2007 5:43 pm    Post subject: Reply with quote

NW in iffpencil is T-mog's NE (and so the NE sprite)


ip2-DRGPdirections.gif
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ip2-DRGPdirections.gif



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eisbaer
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PostPosted: Sun Dec 07, 2008 9:00 am    Post subject: Reply with quote

EDIT: OK, forget about that. I found out that my object can't be done as a two rotation thing. because of the symmetry of an 2x3 object. With a 3x3 it would have been possible, while the two axis equal. Sorry for bothering

Soory for bumping up such an old thread, but I think my problem is very related.

I have a rug (2x3), 2rotations based object. In Tmog it looks fine with back and front rotation. But when I have it in game and you rotate it the front of my object comes when you expect a back view.

I mean: if you rotate 90 from NE to SE you should still have the front view. but in game it don't do that. In game I instead see a back view. What is realy anoing. OK, I could go for a 4rotation object but that would increase the size dramatically with this 2x3 object.

Normaly it should be (doesn't matter where you start rotation): front1, front2(mirror of front1), back2, back1(mirror of back2) and then again front1. And so it loooks in Tmog. But my object seems to rotate in game the views alternating: front, back, front, back! angry

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