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Land bridges / arches [Solved]

Posted: Sat Mar 24, 2007 3:48 pm
by ARC_Commander
I'm making a Cato Neimoidia map with the bridge cities and etc. I've made a sort of canyon, but I'm puzzled as to how to make the arches over it:

Image

Image

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Could anyone help me on this?

RE: Land bridges / arches

Posted: Sat Mar 24, 2007 3:51 pm
by Caleb1117
I do not think its possable to make an arch (or cave) out of the terrain in ZE, the only way you can do it is with an object.

RE: Land bridges / arches

Posted: Sat Mar 24, 2007 3:56 pm
by ARC_Commander
Ah, I see. I'll try that.

RE: Land bridges / arches

Posted: Sat Mar 24, 2007 4:15 pm
by Caleb1117
Well good luck, a Neimoidia map like that would be awsome!

RE: Land bridges / arches

Posted: Sat Mar 24, 2007 4:39 pm
by trainmaster611
I know in the BF1 assets there is an arch in the tat1 world that might fit this map but its gonna be kinda small for you :? You would have to model a new one

Posted: Sat Mar 24, 2007 4:49 pm
by Caleb1117
Wait no you wouldnt! thats it! use Eddie's\Squipple's scale option! let me explain

1 Find the object trainmaster is talking about.
2 in the odf file add this line under [GameObjectClass]

Code: Select all

GeometryScale = 2.0
3 next find the msh file for the object lets pretend its called Tat_bldg_arch1.msh, now make a new text document named Tat_bldg_arch1.msh.option, make sure the file extention is option instead of txt. then open it with note pad and add this line

Code: Select all

-scale 2.0
4 done!

Basicly the GeometryScale = 2.0, and the -scale 2.0, is you telling the game to make the object 2 times bigger. so if you said
GeometryScale = 6.0 it would be 6 times bigger.
Or,
GeometryScale = 0.10 the object would be a tenth of the original size.

But remeber the number that you put into the odf must match what the number in the .msh.option is.

Posted: Sat Mar 24, 2007 5:32 pm
by ARC_Commander
Thanks guys!

BTW Trainmaster, could you get the name of that arch for me? 3D Object Converter's giving me flak, and only views 1 in 3 objects.

Posted: Sat Mar 24, 2007 5:47 pm
by Caleb1117
well theres several arches, like...
tat1_bldg_arch_tri.msh
tat1_bldg_arch2.msh

also there canyon walls may be usefull
tat1_canyonwall_01.msh
tat1_canyonwall_02.msh
tat1_canyonwall_03.msh

Posted: Sat Mar 24, 2007 5:53 pm
by RC-1290
no, they really don't look like they belong at cato neimoidia.

Posted: Sat Mar 24, 2007 5:56 pm
by Caleb1117
Yea, but you can reskin them.

Posted: Sat Mar 24, 2007 6:06 pm
by ARC_Commander
Thanks Caleb. I'm gonna reskin them, of course.

A little more about this - I need to rotate the arch. This may sound really nooby, but... HOW THE HECK DO I DO THAT? :evil:

Offer to scale up arch model

Posted: Sat Mar 24, 2007 6:34 pm
by AceMastermind
Scaling an object up to the size that you need will most likely produce odd side effects(disappearing mesh ingame), if you'd like, i could scale it up for you properly in XSI, just give me the odf names of the objects and how large you want them.

Posted: Sat Mar 24, 2007 6:35 pm
by RC-1290
Z and X (only different when in multi select)

Posted: Sat Mar 24, 2007 6:42 pm
by ARC_Commander
Err... I'm pretty new when it comes to ZeroEditor. I'm better with skins. So please tell me, where would I find Z and X?

Rotate objects

Posted: Sat Mar 24, 2007 6:49 pm
by AceMastermind
ARC_Commander wrote:So please tell me, where would I find Z and X?
On your keyboard.
Example
Hold down the "z" key and hold middle click on your mouse then move the mouse to rotate.

Posted: Sat Mar 24, 2007 7:04 pm
by Caleb1117
Yea "x" key moves objects up, down, and the 4 cardnal directions, "z" is for rotateing and changeing angles

Posted: Sat Mar 24, 2007 7:36 pm
by ARC_Commander
Ahhh... thank you. :oops: I feel dumb. :P

Posted: Sun Mar 25, 2007 12:07 am
by trainmaster611
Yeah I just pushed random buttons until it worked :lol:
Caleb1117 wrote:Wait no you wouldnt! thats it! use Eddie's\Squipple's scale option! let me explain

1 Find the object trainmaster is talking about.
2 in the odf file add this line under [GameObjectClass]

Code: Select all

GeometryScale = 2.0
3 next find the msh file for the object lets pretend its called Tat_bldg_arch1.msh, now make a new text document named Tat_bldg_arch1.msh.option, make sure the file extention is option instead of txt. then open it with note pad and add this line

Code: Select all

-scale 2.0
4 done!

Basicly the GeometryScale = 2.0, and the -scale 2.0, is you telling the game to make the object 2 times bigger. so if you said
GeometryScale = 6.0 it would be 6 times bigger.
Or,
GeometryScale = 0.10 the object would be a tenth of the original size.

But remeber the number that you put into the odf must match what the number in the .msh.option is.
Wow thats amazing!!! :shock: I didn't think that actually worked! Does it mess up the quality of the object? :|

Oh and the name of the object is
tat1_bldg_arch_tri.msh
:)

Posted: Sun Mar 25, 2007 12:29 am
by Penguin
GeometryScale = <FLOAT> is for ZE
-scale <FLOAT> is for ingame, they can be different, they don't need to be the same.

Scaling up messes up the objects LOD and collision so you only use -scale <FLOAT> to shrink something.

Posted: Sun Mar 25, 2007 12:43 am
by Caleb1117
So, the collision geometry of the object remains constant? I Don't know alot about the proses I basicly figured it out on my own, based on a few comments made by squipple. I only used it cause one of the squeddies objects was huge ingame, a painting.

As per Penguin's statement about "they can be different, they don't need to be the same." I didn't know that, however it would be sorta pointless to have it show a diffrent size in ZE, from whats ingame.