Stupid /loc Question


Adeon Hawkwood

 

Posted

I must admit I usually have trouble with coordinates in MMOs so I know I'm part of the problem, but does anyone know why the coordinate system in this game is so screwy? I mean it's like someone said, "OK, now let's really screw with people, we'll interchange the traditional Y and Z axis, and reverse traditional +/- values for north/south and east/west - that should mess with their heads". I guess I just need to start the shock therapy to retrain my brain.


 

Posted

First number: "East is Least, West is Best!"
Second number: Up down.
Third Number: "North is negative!"

Yup, threw me for a loop too. But that's how it is.


www.paragonwiki.com is a great source of information for this game.

New or returning to the game? Want advice from experienced players who want to help YOU?
The Mentor Project: Part of the New Player Council.

 

Posted

Quote:
Originally Posted by Aggelakis View Post
When the wiki is back (I have no idea why it's down right now, all of Titan seems to be missing), go to this page:

http://paragonwiki.com/wiki/Coordinates
thank you Aggelakis. I came in here to post a question about whether anyone else was having issues with wiki this morning. this post caught my eye for some reason, mainly because I also could never understand why LOC directions are set up the way they are. and there's my answer about wiki

thanks for saving me a post about wiki


 

Posted

Quote:
Originally Posted by vinque View Post
does anyone know why the coordinate system in this game is so screwy?
If you have experience coding 3D environments, it's actually quite reasonable. While in affine space (the space most 3D applications compute things in, as opposed to Euclidean space you're used to), the axes don't actually matter. However, at some point the program needs to set an origin and a set of axes in order to transform the world into pixels on the graphics terminal.

A common convention is that when the camera has Pitch, Yaw, and Roll values of {0, 0, 0}, the camera's Up vector is {0, 1, 0} (positive Y is up), and the camera's Forward vector is {0, 0, -1} (negative Z is forward). If {0} PYR for the camera in this game means facing north with Up being along the Y axis, then all of the coordinates are fully explained.

The problem isn't that the coordinate system is confusing. The problem is that the /loc command was primarily designed for debugging and development, not for use by players. As such, the values returned by /loc are relevant to the manner in which the game's math is set up (and it's a common setup for 3D applications), not to what the player expects while zooming around the city.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Aggelakis View Post
When the wiki is back (I have no idea why it's down right now, all of Titan seems to be missing), go to this page:

http://paragonwiki.com/wiki/Coordinates
Quote:
Originally Posted by kendo View Post
thank you Aggelakis. I came in here to post a question about whether anyone else was having issues with wiki this morning. this post caught my eye for some reason, mainly because I also could never understand why LOC directions are set up the way they are. and there's my answer about wiki

thanks for saving me a post about wiki
Blame Tony
http://boards.cityofheroes.com/showthread.php?t=199700


 

Posted

Quote:
Originally Posted by Xalaqia View Post
First number: "East is Least, West is Best!"
Second number: Up down.
Third Number: "North is negative!"

Yup, threw me for a loop too. But that's how it is.
Or an easier mnemonic:

WUS

West, Up, South are positive.


@Roderick

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
If you have experience coding 3D environments, it's actually quite reasonable. While in affine space (the space most 3D applications compute things in, as opposed to Euclidean space you're used to), the axes don't actually matter. However, at some point the program needs to set an origin and a set of axes in order to transform the world into pixels on the graphics terminal.

A common convention is that when the camera has Pitch, Yaw, and Roll values of {0, 0, 0}, the camera's Up vector is {0, 1, 0} (positive Y is up), and the camera's Forward vector is {0, 0, -1} (negative Z is forward). If {0} PYR for the camera in this game means facing north with Up being along the Y axis, then all of the coordinates are fully explained.

The problem isn't that the coordinate system is confusing. The problem is that the /loc command was primarily designed for debugging and development, not for use by players. As such, the values returned by /loc are relevant to the manner in which the game's math is set up (and it's a common setup for 3D applications), not to what the player expects while zooming around the city.
Thanks, this was actually exactly what I was curious about. My curiousity was getting the best of me and I had to know if there was a "good" reason for the coords or just someone "messing with my head". Of course, I guess it could be both.