Tag documentation, 

-------------------------------
1. Comments on using my tags
2. Only a tag_player
3. 27 tags
-------------------------------


1. Comments on using my tags
--------------------------

Place the .tag and the .md3 in the same directory and then pull the model as usual into Radiant, either as a misc_gamemodel or as a script_mover model.

As long as the .tag and the .md3 both have the same name, that name can be anything.

Generally, when moving a script_mover brush, other tagged brushes follows nicely and when moving a misc_gamemodel other tagged models follow nicely. Not always so "across entity barriers" so to speak.

Most enteties are taggable, some are not.

Consider this a beta release, I'm not sure there will be a final.


-------------------------------------------------------------------

2. Only a tag_player
-----------------

This .md3 model consist of nothing but a tag_player at the models origin.

Its almost perfectly facing the proper xyz direction of ET. :)

Use this + a script mover with "mounted gun" flag checked and tagent key set to the model's targetname to get a mounted gun on whatever you want. 

-------------------------------------------------------------------

3. 27 tags
----------

The 27 tags model is a .md3 model consisting of just 27 tags all facing in the same direction. The tags are placed in a 3*3*3 cube with the models origin at the center tag. The tags are facing in the positive x direction (that is in ET-coordinates).

All the tags are named according to this system:

tag_xAyBzC

where A, B & C is replaced with:
p for positive, 
n fr negative or 
0 for zero

example:

in an imagined xyz box viewed from "the standard 3d-coordinate system viewing position"

tag_x0ypzn

is the tag at the middle of the edge furthest away from you at the bottom of the box.

and

tag_x0y0z0 is the tag at the models origin


Coordinate conversion
---------------------

I've created this model in Milkshape to use it in Wolfenstein-ET. Well the coordinate system used in Milkshape is not the same as in ET, and I'm not going to rename those tags. If you feel like it, please do and send me the updated model after you checked it.

Now, this means the x, y and z in the model tagnames must be converted for proper directions when ingame in ET.

Use these tables:

from ET coordinates to tagnames (prob the most useful)

ET			Milkshape (tagname)
--------------------------------------
x+			z- (zn)
y+			x+ (xp)
z+			y+ (yp)

x			z (z0)
y			x (x0)
z			y (y0)

x-			z+ (zp)
y-			x- (xn)
z-			y- (yn)


from tagnames(Milkshape) to ET coordinates.

Milkshape		ET
----------------------------------
x+			y+
y+			z+
z+			x-



------------------------------------------

Erik-Ftn, 

Stockholm, Sweden. 2003-11-11