67409b125e54f

67409b125f55e
11 Guests are here.
 

67409b125fc5avoodoo47

67409b125fcc8
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 »
67409b1260624
Wasn't there some tool for it since editor scale sucked?

67409b1260724voodoo47

67409b1260774
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.

67409b1260a51RocketMan

67409b1260ab2
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.

67409b1260bacvoodoo47

67409b1261b46
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 »

67409b1261d4cvoodoo47

67409b1261d98
ah. well, if it's something that will just resize the AI in an easy way, then all the better.

67409b1261e57RocketMan

67409b1261eaa
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.

67409b1261f48voodoo47

67409b1261f95
was hoping that just shrinking would not involve that. well, as long as you are willing to play around with stuff..
67409b12620d4
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.

67409b1262178Yankee Clipper

67409b12621c6
Does Meshscale work on objects as well? Like a too-big fusion cannon?

67409b12623e0ZylonBane

67409b1262433
There's precious little reason to ever resize an object at the BIN level, since they can be resized perfectly well in the gamesys.

67409b12624f4voodoo47

67409b126254b
they can even be made to grow or shrink dynamically (physdims included) with NVscript, so very little reason indeed.

67409b1262662Yankee Clipper

67409b12626dc
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.

67409b126279bvoodoo47

67409b12627ed
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.

67409b12628e8RocketMan

67409b1262936
?  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.

67409b12629cfvoodoo47

67409b1262a24
the hand models don't exist in the gamesys, so there is no way of assigning any prop to them, afaik.

67409b1262b74ZylonBane

67409b1262bc3
Eh? Of course they exist and can have properties applied. The wielded laser rapier has dynamic light added to it, remember?

67409b1262c6cvoodoo47

67409b1262cc4
hmm, my mistake then. though I'm pretty sure they are special in some kind of annoying way.

67409b1263c52ThiefsieFool

67409b1263cad
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.

67409b1263d70RocketMan

67409b1263dc3
So if you apply a property to the rapier object in the gamesys, it won't be inherited by the dynamic hand version?

67409b1263e86voodoo47

67409b1263ee2
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.

67409b1264106ThiefsieFool

67409b1264157
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.

Your name:
This box must be left blank:

Look at you, hacker: a pathetic ____ of meat and bone!  (Fill in the missing word):
11 Guests are here.
Oh mein Roboter, mit Onyxaugen.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67409b1264e4e