Bridge and AT-TE Size Question

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

Post Reply
B-1Burt
Sergeant Major
Sergeant Major
Posts: 221
Joined: Thu Apr 02, 2009 12:27 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Earth... I think

Bridge and AT-TE Size Question

Post by B-1Burt »

Two quick questions...

1. How wide it the Main Bridge on Mygeeto.
2. How tall and wide is the stock At-te, including legs and the turret on top.

Thanks.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Bridge and AT-TE Size Question

Post by DarthD.U.C.K. »

1. and 2. : download meshtool, load the bridge and atats meshes, export them to obj, import them to xsi and then you see their exact mesurements
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Bridge and AT-TE Size Question

Post by YaNkFaN »

just a point of info the atte cannot walk on the bridge due to collision issues of course you can change that but just the stock bridge is unable to support the atte on it
B-1Burt
Sergeant Major
Sergeant Major
Posts: 221
Joined: Thu Apr 02, 2009 12:27 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Earth... I think

Re: Bridge and AT-TE Size Question

Post by B-1Burt »

Yeah, I was avoiding downloading the meshtool, hoping someone might know. Thanks anyway guess I'll just have find out myself.

@Yank: Thank a lot, I didn't know about the collision issues maybe I'll just have to make a new bridge.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Bridge and AT-TE Size Question

Post by Maveritchell »

B-1Burt wrote:@Yank: Thank a lot, I didn't know about the collision issues maybe I'll just have to make a new bridge.
Incidentally, if you are going to import the bridge to compare sizes anyway, since it is just a prop you may as well re-export it too and let VisualMunge create the collision geometry. Then you will have the bridge you want with the collision you want.
B-1Burt
Sergeant Major
Sergeant Major
Posts: 221
Joined: Thu Apr 02, 2009 12:27 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Earth... I think

Re: Bridge and AT-TE Size Question

Post by B-1Burt »

Maveritchell wrote:
B-1Burt wrote:@Yank: Thank a lot, I didn't know about the collision issues maybe I'll just have to make a new bridge.
Incidentally, if you are going to import the bridge to compare sizes anyway, since it is just a prop you may as well re-export it too and let VisualMunge create the collision geometry. Then you will have the bridge you want with the collision you want.
Sounds like a plan! :)
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Bridge and AT-TE Size Question

Post by AceMastermind »

The collision problem is caused by the large primitive collision spheres on the ATTE named p_vehiclesphere1 and p_vehiclesphere2 which are also defined as BuildingCollision in the ODF.
These collision spheres are so large they extend well below the feet and collide with the other collision before any visible geometry has a chance and this causes problems walking on many objects.
Hidden/Spoiler:
Image
Post Reply