Brief problem with new mine model [Solved]

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TWINKEYRUNAWAY
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Brief problem with new mine model [Solved]

Post by TWINKEYRUNAWAY »

Hello guys. Recently republic-commando, a friend and moddeler for an unamed project made a new mine model for this un-named side mod. The skin was then created by unit33, another talent and I got everything to work in game with one minor flaw. It doesnt seem to be placed flat on the floor. Instead its like angled when dispensed.


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it could be dangerous, people might...trip over them lol.
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Any suggestion would be of great help.
Last edited by TWINKEYRUNAWAY on Sun Feb 09, 2014 5:05 pm, edited 1 time in total.
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willinator
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Re: Brief problem with new mine model

Post by willinator »

Which way is it oriented in XSI?
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TWINKEYRUNAWAY
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Re: Brief problem with new mine model

Post by TWINKEYRUNAWAY »

honestly becuase I didnt make the model myself, I have no idea.
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Anakin
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Re: Brief problem with new mine model

Post by Anakin »

but this seams to be the problem.

if you open a new swbf II viewer and open the msh (don't use a window, where you moved some other things first). How is it's orientation on the viewer? if it's that angled that it is ingame there is the problem. you'd need the source to fix it. Or you may make a new msh with an hp_active that is rotated in the other way and than hex the whole mine to that msh. so it should be flat.
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Re: Brief problem with new mine model

Post by agentsmith38 »

Hopefully I'm not necroposting here but I believe it's the collision that is messing up the placement of the mine. You'll need to give it primitive collision if you want it to be flat on the floor. I could try to fix it for you if you want, just PM me if you'd like that, it's not a problem for me.
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Re: Brief problem with new mine model

Post by TWINKEYRUNAWAY »

Actually it had been fixed recently, thank you guys for your help!
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