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Author Topic: Rotation of WMOs in new instances  (Read 1658 times)

Tanor

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Rotation of WMOs in new instances
« on: October 12, 2013, 01:57:31 am »
Hey,

Well, this is my very first post in this helpful community ;> but I have used google and the Modcraftsearch like hell, before i've started to write this here ;).

I am using Noggit SDL 1.2 and looking forward to the initialization of a very big project.

Due to the nature of this project i have to create very big instances, like 10x10 ADT's.

I have installed NoggIt and setted up the ADTs stricktly like it is described in the tutorials of modcraft.
AND I have done this twice :D. By the way I was looking for help at a few experienced NoggIt-Users.


But let's have a look on the core of the problem:
When I'm importing a WMO, like the Human Guild House, to my brand new instance, i can't rotate to the left and right.
It spawns crooked in the ground and can't be moved. If I select it and press Strg+R, it is aligned to the ground and i can rotate and move it. I can rotate it in ANY direction, but not to the left and right without any tilting.

This problem isn't appearing with M2's.
And it isn't appearing on original WOW-Maps either.


So I have no clue how to solve this problem and looking forward to your Help :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

larrylaffer

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Re: Rotation of WMOs in new instances
« Reply #1 on: October 30, 2013, 06:03:37 pm »
Try to copy/paste any object before importing the wmo.
If the rotation is off, reseting the rotation with ctrl+r should fix it and allow you to rotate it in any direction (at least i solve it that way in 1.2)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »