6740a25b9a359

6740a25b9b570
6 Guests are here.
 

6740a25b9bbb1voodoo47

6740a25b9bc11
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 »
6740a25b9be90
Wasn't there some tool for it since editor scale sucked?

6740a25b9bfc0voodoo47

6740a25b9c011
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.

6740a25b9c305RocketMan

6740a25b9c383
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.

6740a25b9c496voodoo47

6740a25b9c4e9
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 »

6740a25b9c6b8voodoo47

6740a25b9c705
ah. well, if it's something that will just resize the AI in an easy way, then all the better.

6740a25b9c7c2RocketMan

6740a25b9c80e
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.

6740a25b9c8b3voodoo47

6740a25b9c8ff
was hoping that just shrinking would not involve that. well, as long as you are willing to play around with stuff..
6740a25b9ca2f
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.

6740a25b9cacaYankee Clipper

6740a25b9cb16
Does Meshscale work on objects as well? Like a too-big fusion cannon?

6740a25b9ccf4ZylonBane

6740a25b9cd40
There's precious little reason to ever resize an object at the BIN level, since they can be resized perfectly well in the gamesys.

6740a25b9cde0voodoo47

6740a25b9ce2d
they can even be made to grow or shrink dynamically (physdims included) with NVscript, so very little reason indeed.

6740a25b9cf8dYankee Clipper

6740a25b9cfe9
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.

6740a25b9d09cvoodoo47

6740a25b9d0ea
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.

6740a25b9d1e5RocketMan

6740a25b9d238
?  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.

6740a25b9d2e5voodoo47

6740a25b9d34a
the hand models don't exist in the gamesys, so there is no way of assigning any prop to them, afaik.

6740a25b9d3ddZylonBane

6740a25b9d429
Eh? Of course they exist and can have properties applied. The wielded laser rapier has dynamic light added to it, remember?

6740a25b9d4bcvoodoo47

6740a25b9d517
hmm, my mistake then. though I'm pretty sure they are special in some kind of annoying way.

6740a25b9d7ffThiefsieFool

6740a25b9d857
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.

6740a25b9d92cRocketMan

6740a25b9d97f
So if you apply a property to the rapier object in the gamesys, it won't be inherited by the dynamic hand version?

6740a25b9da20voodoo47

6740a25b9da88
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.

6740a25b9dd22ThiefsieFool

6740a25b9dd76
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:

____ at you, hacker: a pathetic creature of meat and bone!  (Fill in the missing word):
6 Guests are here.
Des sous-vĂȘtements pour exactement une semaine, c'est ce que j'ai mis dans ma valise.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6740a25ba1071