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Bug in UnrealEd 2.0 or it's me ???

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Let''s go : Open UnrealEd 2.0 Create a polygon Now, you must see your polygon in realtime preview, in this window, the polygon is in the ground, at 0 on y Export the map in .t3d file format Open the map.t3d with notepad, ... and you''ll see that the polygon isn''t the same that in the realtime preview, the vertex look like this : Vertex -128.000000,-128.000000,-128.000000 Vertex -128.000000,-128.000000,128.000000 Vertex -128.000000,128.000000,128.000000 Vertex -128.000000,128.000000,-128.000000 And normally, it will be like this : Vertex -128.000000,0.000000,-128.000000 Vertex -128.000000,0.000000,128.000000 Vertex -128.000000,0.000000,128.000000 Vertex -128.000000,0.000000,-128.000000 There''s a problem with axes ... Someone can help me ? ''Cause I got a problem with my 3D engine for detection collision, ... ======================== Leyder Dylan http://ibelgique.ifrance.com/Slug-Production/

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"
And normally, it will be like this :

Vertex -128.000000,0.000000,-128.000000
Vertex -128.000000,0.000000,128.000000
Vertex -128.000000,0.000000,128.000000
Vertex -128.000000,0.000000,-128.000000
"

I guess you dont really mean the vertices above(both x and y constant => just a line)

Maybe UnReal uses a different axis orientation than you
perceive, the X axis for it maybe your Y axis.
Oztan

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Once you make sure that UnReal''s definition of X is your definition of Y, and if you both use a right handed system,
just switch X, Y, Z to Y, Z, X respectively. That should work.
Oztan

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