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4x4 matrix

Posted:
Wed Aug 25, 2021 4:33 am
by TheConductor
I have spent the last hour googleing how to use the 4x4 matrix and even looked at the page on rwa. But i can't understand it, i am trying to make a flex block if that helps. Can anyone help me?
Re: 4x4 matrix

Posted:
Wed Aug 25, 2021 9:14 am
by buzz456
What's a flex block?
Re: 4x4 matrix

Posted:
Wed Aug 25, 2021 11:56 pm
by TheConductor
buzz456 wrote:What's a flex block?
Its difficult to explain but the 3d pine trees that come with the feather river route use it. They are a bunch of diffrent assets that are connected but individaully form to the terrain.
Re: 4x4 matrix

Posted:
Thu Aug 26, 2021 8:38 am
by gtrtroger
I believe he’s referring to an “Asset Block”.
My suggestion would be to search YouTube for TS editor tutorials. They are some really good ones that explain and show what Regular and Irregular Asset Blocks are all about and how to use them.
You could start with this series by “CactusJuice”. Really well done and informative with examples at every step.
https://youtu.be/TU5rXN-jm_4
Re: 4x4 matrix

Posted:
Fri Aug 27, 2021 3:50 am
by TheConductor
No im not talking about an assets block. its part of the xml that is generated in the blueprint editor here is a sample
<ContainerComponent>
<cEntityContainerBlueprint>
<TrackTerrainInEditor >1</TrackTerrainInEditor>
<Children>
<cEntityContainerBlueprint-sChild ">
<ChildName >T1</ChildName>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider >DTG</Provider>
<Product >FeatherRiver</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID >Scenery\Vegetation\HSC_Near_tree01.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<e d:type="sFloat32" d:alt_encoding="000000E0D11BB23F" d:precision="string">0.070737</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000A07AEBEF3F" d:precision="string">0.997495</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000A07AEBEFBF" d:precision="string">-0.997495</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000E0D11BB23F" d:precision="string">0.070737</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
<e d:type="sFloat32" d:alt_encoding="000000401F273C40" d:precision="string">28.1528</e>
<e d:type="sFloat32" d:alt_encoding="000000E0FFFFCFBE" d:precision="string">-3.8147e-006</e>
<e d:type="sFloat32" d:alt_encoding="00000080378227C0" d:precision="string">-11.7543</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
<ParentNodeName ></ParentNodeName>
</cEntityContainerBlueprint-sChild>
Re: 4x4 matrix

Posted:
Fri Aug 27, 2021 9:57 am
by gtrtroger
You probably should have opened the post with this last information. It would have helped resolve your problem quicker.
Re: 4x4 matrix

Posted:
Sat Aug 28, 2021 4:56 pm
by TheConductor
Useing the blueprint editor i am drawing an artifical coordinate plane that i am creating a positioning map for. I have found the X and Y coordinate planes. Next i am going to search for th Z axis and after that i will experiment with the rotation functions.
Re: 4x4 matrix

Posted:
Sat Aug 28, 2021 10:33 pm
by Chacal
Elements 13, 14 and 15 in the 4x4 matrix are your x, y and z positions.
In the example you provided, they are:
<e d:type="sFloat32" d:alt_encoding="000000401F273C40" d:precision="string">28.1528</e>
<e d:type="sFloat32" d:alt_encoding="000000E0FFFFCFBE" d:precision="string">-3.8147e-006</e>
<e d:type="sFloat32" d:alt_encoding="00000080378227C0" d:precision="string">-11.7543</e>
This is usually in meters from a center point.
Re: 4x4 matrix

Posted:
Tue Aug 31, 2021 4:06 pm
by kris120
I still do not understand what you want to explore with this matrix.
The only important facts are:
- 2 types of Asset Block.
- don't load 3D models with an AB.
- I call the point where you place an Irregular AB "origin". The placement of this origin is critical for it's loading.
- you can extend the outline of an Irregular AB up to 3 tiles away from the tile where the origin resides.