Yes! These work best if your ships have *not* been rendered in perspective. They still work otherwise, just you can't make them perfect.

For a given angle Nova first calculates the x,y co-ordinates of the exit point using the x,y-offsets. Eg, if your ship is at 45° and your y-offset is 20 then the co-ordiantes of the point will be roughly 14,14. Next the compression values are used. The point is currently above the center (y-co-ordinate is positive) so the Up compressions are used. These values are the percentage to compress the co-ordinates by. Eg, if your y-compression is 50 then the co-ordinate will now be 14,7. Finally the z-offsets are added. Eg, if your z-offset is 8 the final co-ordinate will be 14,15.

Here's a simple method I do to set exit-points:

- Point ship at 0°. At this angle you can line up your X-Offsets, though perspective may screw this up slightly.
- Point ship at 90°. At this angle you can easily line up your Y-Offsets.
- Point ship back to 0°. Your Y-Offsets will be too far above where you want them to be so use UpCompressY to bring them down to the right points.
- Point ship at 180°. Now the Y-Offsets will be too far below so use DnCompressY to bring them up to the right points.

If your point is only offset in two dimensions then it's a relatively simple process. If 3 then it gets tricky and involves a bit of trial and error.

If your ship is not in perspective then your UpCompressY and DnCompressY will both be the same (and the same values would be used for all your ships) and X Compression will not be necessary. Otherwise you'll have to fiddle around a bit but now that you know how they work it should be easier.

This post has been edited by **Guy** : 29 April 2006 - 09:41 PM