Thread: why do some source save with z as up orientation

  1. #1
    Shadow12345
    Guest

    why do some source save with z as up orientation

    why do some source save with z as up orientation

    3d studio max, for example, saves its models with z as the up orientation. in my chemistry book z is the up orientation. however in games y is the up orientation (as it should be)

  2. #2
    nugget_head
    Guest
    that's a good question...the only reason i can think of is preference, but i've always learned that y is up, so it's awkward for me.

    carmack uses z as the up direction in quake.

  3. #3
    Programming Sex-God Polymorphic OOP's Avatar
    Join Date
    Nov 2002
    Posts
    1,078
    z is up in many modeling programs, such as 3D Studio Max, because of how 3-Dimensions are thought of with respect to art.

    Think of a paper lying flat on a table, with you looking down on it from above. Artists and mathematicians will think of x and y axis on the paper and a z axis for perspective going "through" the paper. When 3D modeling programs first came about they used that concept -- x and y are perpendicular and parallel to the "table" and z is perpendicular to them both. Hence, you will sometimes still often see the z axis as being up. I'm pretty sure that the axes can be changed in 3D Studio Max if you feel that uncomfortable with it.


    Also, carmack uses y as up in quake, not z (unless the official world editor for it purposely changes the orientation, but I don't see why they would do that).

  4. #4
    Shadow12345
    Guest
    well poly that makes sense. it also makes sense that computer game's have z being the depth because instead of looking down at a table you are looking forward into a monitor, so it still seems kind of silly that they would use z as up orientation.

    what editor are you talking about, q3 radiant or something?? have you done anything with worldcraft? I like worldcraft3.3, i've made a bunch of maps with that, pretty fun and easy. I wonder how complicated it would be to make worldcraft, it seems possible to do, and potentially fun.

  5. #5
    Programming Sex-God Polymorphic OOP's Avatar
    Join Date
    Nov 2002
    Posts
    1,078
    Yeah, I agree that y should be "up"

    I was refering to worldcraft. I haven't done anything amazing in it, just fooled around with it and made some small, ugly levels.

    EDIT: Hmm, I just downloaded valve's hammer editor cuz I wanted to get into mapping again and apparently z IS up/down. I must've been mistaken.
    Last edited by Polymorphic OOP; 12-07-2002 at 05:04 PM.

  6. #6
    Rambling Man
    Join Date
    Jan 2002
    Posts
    1,050
    I wonder how complicated it would be to make worldcraft, it seems possible to do, and potentially fun.
    My guess is that it would be near impossible for one person to do, considering that the project probably consisted of at least 15 professional programmers/artists/designers, who have at least a million dollar plus budget at their despense.

  7. #7
    Registered User
    Join Date
    Dec 2002
    Posts
    3
    Also, carmack uses y as up in quake, not z
    maybe i was thinking just about the .md3 models then? hmm i forget.

Popular pages Recent additions subscribe to a feed

Similar Threads

  1. Debug into Source
    By lehe in forum C++ Programming
    Replies: 4
    Last Post: 02-18-2009, 10:45 AM
  2. add source files to embedded VC 4.0
    By George2 in forum C++ Programming
    Replies: 4
    Last Post: 06-13-2006, 03:28 AM
  3. Obtaining source & destination IP,details of ICMP Header & each of field of it ???
    By cromologic in forum Networking/Device Communication
    Replies: 1
    Last Post: 04-29-2006, 02:49 PM
  4. Tutorial review
    By Prelude in forum A Brief History of Cprogramming.com
    Replies: 11
    Last Post: 03-22-2004, 09:40 PM
  5. Request for comments
    By Prelude in forum A Brief History of Cprogramming.com
    Replies: 15
    Last Post: 01-02-2004, 10:33 AM