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6740a0bfbe4e3voodoo47

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also, as mentioned in the Reb topic, the rumbler model really could use a little shrinkage (will check just how much later today). not critical though.

//it's about 15%.
« Last Edit: 04. August 2015, 08:04:29 by voodoo47 »
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Wasn't there some tool for it since editor scale sucked?

6740a0bfbe8e6voodoo47

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there is a prop that could be used to fix 'em up via dml (creature scale), but I would have to go through some messy workarounds to make sure it'd only activate with Rebirth (off the bat, probably a custom stim combined with a bit of NVscript magic). having it fixed properly would be much more preferable.

6740a0bfbebc7RocketMan

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Is that a bipedal skeleton like the other hybrids? 

The problem I might have with that one is the very blob-like shape.  When you try to add joints to a blob, it looks really really ugly doing rotations (ie. neck).  It will be interesting to see what happens.

6740a0bfbecd0voodoo47

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should be. the head and neck were always rigid, even on the vanilla model afaik, so no sense in trying to make it movable.
« Last Edit: 04. August 2015, 13:22:52 by voodoo47 »

6740a0bfbeed9voodoo47

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ah. well, if it's something that will just resize the AI in an easy way, then all the better.

6740a0bfbefdeRocketMan

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If I could just decompile Blutch's model, shrink it and re-compile, there'd be no need to change the planes.  Too bad that isn't possible without losing the planes, so I'd have to add them back and take my chances with the new configuration.  Theoretically doable, but it's a crap-shoot.

6740a0bfbf0ccvoodoo47

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was hoping that just shrinking would not involve that. well, as long as you are willing to play around with stuff..
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Everytime you want to change anything on an AI model you need to convert it to some editable format.
And doing that will result in having no planes.

Just using the Meshscale tool will just apply the scale factor without doing any of that. Which can be done in just a few minutes without the whole hassle of converting.

6740a0bfbf2c0Yankee Clipper

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Does Meshscale work on objects as well? Like a too-big fusion cannon?

6740a0bfbf4ffZylonBane

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There's precious little reason to ever resize an object at the BIN level, since they can be resized perfectly well in the gamesys.

6740a0bfbf5f5voodoo47

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they can even be made to grow or shrink dynamically (physdims included) with NVscript, so very little reason indeed.

6740a0bfbf75eYankee Clipper

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As was just pointed out in another thread, if you do something in the gamesys, that makes the mod incompatible with other gamesys mods.

I was thinking of this mod. The modded fusion cannon ended up being significantly larger than the original. If there was an easy way to shrink it back down, then it would be a very good idea to do so.

6740a0bfbf86fvoodoo47

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ah, that. I think the hand models are not standard objects, so scale can't be used. so yeah, those need to be modified on the bin level.

6740a0bfbf9b5RocketMan

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?  The only "mesh" weapons are the melee ones.  Some non-melee weapons have vhots but does that mean they can't be scaled in the same way?  Otherwise they are essentially normal objects floating in front of the player's viewport... right?

I also remember using the scale tool in 3dstobin's front-end and it having no effect.  It did on other weapons though.  I think that's why I never shrunk it.

6740a0bfbfa98voodoo47

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the hand models don't exist in the gamesys, so there is no way of assigning any prop to them, afaik.

6740a0bfbfb84ZylonBane

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Eh? Of course they exist and can have properties applied. The wielded laser rapier has dynamic light added to it, remember?

6740a0bfbfc5dvoodoo47

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hmm, my mistake then. though I'm pretty sure they are special in some kind of annoying way.

6740a0bfbff06ThiefsieFool

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They don't exist in the gamesys, they are dynamically created objects that inherit from Object, there is the NVGun script that tracks when the dynamic hand object is created for either melee weapons or guns and can do things like add a metaproperty to it.

6740a0bfc0009RocketMan

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So if you apply a property to the rapier object in the gamesys, it won't be inherited by the dynamic hand version?

6740a0bfc0114voodoo47

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whatever the case, scale will not get applied, just checked. not saying it's impossible (because NVscript), but it's not doable by regular means.

6740a0bfc03a6ThiefsieFool

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So if you apply a property to the rapier object in the gamesys, it won't be inherited by the dynamic hand version?
To me it always seemed like they made a quick hack so the Dynamic Light property would transfer to melee weapons, a hack which was not even used in the retail version. Straylight or whoever made use of it first pretty much lucked into it.

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