Created Datatable Coordinates Explained (markdown)

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IrishDarkshadow
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![](https://i.imgur.com/3v80wsB.jpg)
![](https://i.imgur.com/2Ye143P.jpg)
![](https://i.imgur.com/LtdQyNX.jpg)
![](https://i.imgur.com/eN1wqW0.jpg)
![](https://i.imgur.com/VSEB3Sf.jpg)
![](https://i.imgur.com/jACQI2F.jpg)
[SWG-DatatableCoordinates.pdf](https://drive.google.com/open?id=1fbS0WyiQZzA7E96KtrttSbnDoqYgtl3w)
[SwgQuaternionCalculator.zip](https://drive.google.com/open?id=1dGPi16fcTst4uSZmtW2QTxSrc2Nhzpmm)
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SB Wiki - Datatable Coordinates Explained
Discussion in 'FAQ & Guides' started by Cekis, May 19, 2017.
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Cekis
Cekis
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#1Cekis, May 19, 2017
This is the first knowledge share of work completed by the StellaBellum dev team. This is information we used early on to document and share knowledge among the team for how to do things in the game. This particular document pertains to the datatable coordinate system, cells, how each "container" has a separate coordinate system, how each coordinate system works and how to work with nested containers (i.e. rooms in a building).
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SWG-DatatableCoordinates.pdf
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Elour
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#2Elour, Jun 1, 2017
After having my first joust with spawner datatables recently, and having to play with quaternion stuff...I wrote a utility that'll take your yaw offset from ctrl-shift-g and spit out what numbers you need to stick in the datatable. The spreadsheet link in the pdf is defunct, at least for me.
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SwgQuaternionCalculator.zip
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Cekis
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#3Cekis, Jun 1, 2017
"Yaw Offset"?? There's only two ways to specify rotations... Quaternions (W, X, Y and Z rotations) and a single Yaw value which is in degrees. You're right, the spreadsheet is defunct in the PDF... here's a link that will give you something similar: http://www.onlineconversion.com/quaternions.htm I found that the online versions were a bit rough to use (i.e. this link says nothing about X, Y or Z, but instead uses a, b and c) so play with it until you get a solid idea of what corresponds to what.
However, if you've built your own utility - share it! I'm sure it's much better than trying to use something online. I struggled with the calculations to convert degrees (yaw) to quaternions so I ditched it and just made the online calcs work for me.
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Elour
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#4Elour, Jun 1, 2017
Yes, for the tables that use qw qx qy qz I have it converting the yaw value you see in game. I attached the zip on the first post.
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Cekis
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#5Cekis, Jun 1, 2017
Yup, missed it... I didn't open the attachment. Sorry about that.
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Elour
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#6Elour, Jun 1, 2017
All good! Trying to find the little nuances in content creation like this and make tools to help.
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Erusman
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#7Erusman, Jun 1, 2017
Elour said: ↑
All good! Trying to find the little nuances in content creation like this and make tools to help.
I think everyone here appreciates it. You should setup win32 server with Visual studio and check out the src's dev tools (god client) etc. as well.
SOE's own dev tools they used. I am going to dig back into win32 src and tools here in next few weeks. I already know its possible to eliminate
the reliance on "perforce" (SOE's used it for their own private repo). Its just going in and doing the work. Its where I decided to focus my attention
on. Tired of waiting for SB open source.. and at this point. I really don't care if they release it next week or next month. Moving on to the area
I enjoyed working on. It may take me months or years to complete. But, its where I had the most fun. Some think win32 is a waste of time. But,
I would like to remind them that win32 is where SOE core development came from. Getting that complete dev environment restored will be my
goal. I'll keep everyone updated of my progress. And when I feel it is ready to release I will. Once the core is complete. I will create a gui for it.
Complete with clickable config settings and user interactions. Similar to how a lot of emulator frontends function.. i.e. MAME. You will be able
to launch the dev tools from that gui. Configure for live access, etc. I maybe taking on more then I can chew.. but I hope to learn a few things
along the way.
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hawkbs
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#8hawkbs, Jun 25, 2017
One very very useful thing to do is to
/script attach working.jhaskell_test <yourOID>
then say
showbuildoutArea
This then shows in the chatbox as well as onscreen exactly what buildout area you are in
Untitled-1.jpg
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hawkbs
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#9hawkbs, Jun 26, 2017
Another thing I have just discovered is that the coordinates at which those krayts spawn is x -5150 y 128 z 4465 yet SOE has px 994 py 128 pz 369
it took me a little to work out but what SOE did was each buildout area has its own special coordinates. Now to work these out I went and looked at sys.shared/compiled/game/datatables/buildout/areas_tatooine.tab and saw tatooine_2_7 -6144 4096 -4096 6144
So I took 5150 from 6144 and voila its 994 the PX coordinate now to get the PZ which is 6144 - 4465 = 360 our pz the py stays the same as its vertical
Quite simple really you just need to open up the areas_planetname.tab to get the info for each buildout area you are working on.
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Cekis
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#10Cekis, Jun 26, 2017
Hawk - be sure to read the attached PDF file in the OP... it explains the coordinate systems for world buildouts (what you said took you a while to figure out is exactly what this thread was for). Taking the snippet from that file that explains it:
TAB Layout Coordinates
Each TAB file has a coordinate system as well, but that coordinate system starts at 0,0. As the
world coordinate system applies, the coordinates within the tab ADD to the world coordinates to
determine where an object spawns in the world. For example, <planetname>_7_2.tab starts it's
0,0 location at 3840, -6080. For this grid location, the object must fall within the coordinate
space of 3840, -5760 and 5760, -3840 (the 1920 x 1920 block). Which means, layout coordinates
for planetary buildouts should always be positive and less than or equal to 1920.
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