I had a case where Idk why, I did everything on the wrong side - it was supposed to be all North facing south and doodads and everything towards these directions, instead I did everything on the east-west obviously as I must have placed everything having rotated the camera and confused myself with what is North and what not. So I rotated the terrain to the direction it had to be i.e North-South, now I want to do the same with the Doodads.
I'm aware that you can merge Selection of Doodads as 1 group and Edit > Nudge > Rotate all and they keep their rotation towards each other but NOT their position. Meaning if you have a square formed by walls, it won't position properly after rotation, so it's pretty much pointless. Not to say I have a complex building made up of doodads, if they cant position properly I would have to make that 1 by 1...
So is there a way when rotating the doodads to also make their positions towards each other rotate?
You can use / and * on the numpad to rotate them 90 Deg. and keep the proportions.
"To mirror or turn copied terrain, copy a part of it, press control+V to get the placement marker, then open up the "edit" menu in the editor's taskbar - use the "Flip" and "Rotate" options to mirror copied terrain before putting it down." Is what the FAQ says about it.
Dunno if you already knew that or if it was what you where looking for but it's all i can remember on the top of my head right now.
You meant Ctrl * or / And like I said, I had to rotate all elements on the map from West-East to be North-South, rotated the terrain, now I need to rotate the doodads keeping their same formation. A line of walls to remain a line of walls after rotation, not having to position them wall next to wall after rotation
IGNORE: I actually realized why I did everything West-East, it is to continue another map's direction so it is has to be W-E, though what I asked cant be done, to keep their formation towards each other.. Anyway you don't have to answer, I saw it has to be as it is now.
I had a case where Idk why, I did everything on the wrong side - it was supposed to be all North facing south and doodads and everything towards these directions, instead I did everything on the east-west obviously as I must have placed everything having rotated the camera and confused myself with what is North and what not. So I rotated the terrain to the direction it had to be i.e North-South, now I want to do the same with the Doodads.
I'm aware that you can merge Selection of Doodads as 1 group and Edit > Nudge > Rotate all and they keep their rotation towards each other but NOT their position. Meaning if you have a square formed by walls, it won't position properly after rotation, so it's pretty much pointless. Not to say I have a complex building made up of doodads, if they cant position properly I would have to make that 1 by 1...
So is there a way when rotating the doodads to also make their positions towards each other rotate?
You can use / and * on the numpad to rotate them 90 Deg. and keep the proportions.
"To mirror or turn copied terrain, copy a part of it, press control+V to get the placement marker, then open up the "edit" menu in the editor's taskbar - use the "Flip" and "Rotate" options to mirror copied terrain before putting it down." Is what the FAQ says about it.
Dunno if you already knew that or if it was what you where looking for but it's all i can remember on the top of my head right now.
@SheogorathSC: Go
You meant Ctrl * or / And like I said, I had to rotate all elements on the map from West-East to be North-South, rotated the terrain, now I need to rotate the doodads keeping their same formation. A line of walls to remain a line of walls after rotation, not having to position them wall next to wall after rotation
IGNORE: I actually realized why I did everything West-East, it is to continue another map's direction so it is has to be W-E, though what I asked cant be done, to keep their formation towards each other.. Anyway you don't have to answer, I saw it has to be as it is now.