67409fa1586e9

67409fa159b8d
13 Guests are here.
 

67409fa15a54cvoodoo47

67409fa15a5dd
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 »
67409fa15a95a
Wasn't there some tool for it since editor scale sucked?

67409fa15aa3evoodoo47

67409fa15aa90
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.

67409fa15ad4dRocketMan

67409fa15adae
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.

67409fa15ae58voodoo47

67409fa15aea4
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 »

67409fa15b043voodoo47

67409fa15b08e
ah. well, if it's something that will just resize the AI in an easy way, then all the better.

67409fa15b143RocketMan

67409fa15b195
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.

67409fa15b243voodoo47

67409fa15b2a9
was hoping that just shrinking would not involve that. well, as long as you are willing to play around with stuff..
67409fa15b3cb
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.

67409fa15b45eYankee Clipper

67409fa15b4a9
Does Meshscale work on objects as well? Like a too-big fusion cannon?

67409fa15b66bZylonBane

67409fa15b6b6
There's precious little reason to ever resize an object at the BIN level, since they can be resized perfectly well in the gamesys.

67409fa15b74evoodoo47

67409fa15b79e
they can even be made to grow or shrink dynamically (physdims included) with NVscript, so very little reason indeed.

67409fa15b89aYankee Clipper

67409fa15b8e7
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.

67409fa15b982voodoo47

67409fa15b9cd
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.

67409fa15ba9dRocketMan

67409fa15bae9
?  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.

67409fa15bb7bvoodoo47

67409fa15bbc6
the hand models don't exist in the gamesys, so there is no way of assigning any prop to them, afaik.

67409fa15bc5bZylonBane

67409fa15bca5
Eh? Of course they exist and can have properties applied. The wielded laser rapier has dynamic light added to it, remember?

67409fa15bd46voodoo47

67409fa15bd90
hmm, my mistake then. though I'm pretty sure they are special in some kind of annoying way.

67409fa15c00cThiefsieFool

67409fa15c05e
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.

67409fa15c0faRocketMan

67409fa15c145
So if you apply a property to the rapier object in the gamesys, it won't be inherited by the dynamic hand version?

67409fa15c1ebvoodoo47

67409fa15c23a
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.

67409fa15c4daThiefsieFool

67409fa15c52c
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:

A familiar door code with 3 digits:
13 Guests are here.
Yo yo yo, wassup homie, I be hangin with my BOOOYYYEEEEEEEZ!!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67409fa15d2e3