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Decreasing the size of the collision primitives on a...

Posted: Sun Sep 23, 2007 6:18 pm
by somen00b
tank.msh

That is my intention, then I plan to use a msh.option file to scale the rest of it. I also want to change the primitives' positions to reflect the new model size (6.25% of the original size) I tried using bconstructor but the mini tank in game collides correctly but it looks like a floating scrap heap. I don't mind if the moving parts get stuck in their default positions.

Thanks in advance.

p.s. this is for new weapons 2 (go to http://hosted.filefront.com/somen00b to get it.)

Re: Decreasing the size of the collision primitives on all_hover

Posted: Sun Sep 23, 2007 6:39 pm
by Maveritchell
Have you considered adding a -nocollision into the msh.option? I don't know the specifics of the tank's collision, but if the model has a built-in collision, then there's a chance that by stopping the munge of default-generated collision that the scaled-down model will use it's own scaled-down collision.

No idea if that'd work, and I'm not too familiar with your problem, but it might be worth a try.

Re: Decreasing the size of the collision primitives on a...

Posted: Mon Sep 24, 2007 5:16 pm
by somen00b
I tried it, no luck. I tried it with the -nocollision parameter before and after the "scale" parameter. (not at the same time.)

Re: Decreasing the size of the collision primitives on a...

Posted: Mon Sep 24, 2007 5:47 pm
by FragMe!
You could try commenting out these lines in the odf

Code: Select all

AnimationName           = "rep_hover_fightertank"
FinAnimation            = "rep_fightertank_9pose"
or if you are feeling ambitious in the munge.bat file in the Animation/Vehicle/rep_hover_fightertank add a scale line in there.

This example is for an acklay:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /scale 0.25 /dest acklay.zaf" Sides\GEO
you then have to run the munge.bat that is in the Animation root.

These may help, if not just set them back to normal, clean and remunge the side.