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ZE misplacement
Posted: Tue Jun 24, 2008 8:10 pm
by sharkmon7
Hello again. I've created a new map that will become my project map, since the others have been tests. I've found that when I place objects into ZE and set them on the ground and so on so forth, they aren't there in game. Such as my base, it's been set on the ground, but when I play it in game, it's floating in the air a couple 10 feet off the ground. Is this problem caused by the dummyroot I didn't create for the base, or is it something to do with the map parameters. I've created several map sizes such as 104x104, but does it have to be 256x256, 512x512, etc. for it to work right? Thanks in advance.
Re: ZE misplacement
Posted: Tue Jun 24, 2008 8:23 pm
by [RDH]Zerted
sharkmon7 wrote:...does it have to be 256x256, 512x512, etc. for it to work right?...
yes, it must be in powers of 2
Re: ZE misplacement
Posted: Tue Jun 24, 2008 8:25 pm
by trainmaster611
sharkmon7 wrote:Hello again. I've created a new map that will become my project map, since the others have been tests. I've found that when I place objects into ZE and set them on the ground and so on so forth, they aren't there in game. Such as my base, it's been set on the ground, but when I play it in game, it's floating in the air a couple 10 feet off the ground. Is this problem caused by the dummyroot I didn't create for the base, or is it something to do with the map parameters. I've created several map sizes such as 104x104, but does it have to be 256x256, 512x512, etc. for it to work right? Thanks in advance.
Ok, well map sizes are really irrelevant. As for the dummyroot, I don't know a whole lot about them, but it really shouldn't make a difference. The perspective in ZE is absolutely awful. I would check from at least 10 different angles that your model is perfectly lined up. It may look lined up from one perspective, but when you go to another perspective, its not even close.
Re: ZE misplacement
Posted: Tue Jun 24, 2008 8:32 pm
by sharkmon7
@trainmaster611
I would check from at least 10 different angles that your model is perfectly lined up. It may look lined up from one perspective, but when you go to another perspective, its not even close.
I definitely made sure it was lined up. I believe it's where the dummyroot was placed because when I click "ground object to terrain," the base was halfway underground, HOWEVER, when played in game, it was exactly on the ground. So I may want to edit the dummyroot around to the right location.
@[RDH]Zerted
So then 104x104 wouldn't be a power of 2 because 2 doesn't square into that correct?
Re: ZE misplacement
Posted: Tue Jun 24, 2008 8:46 pm
by Teancum
Yes. Powers of two are necessary. These sizes will work well in SWBF2.
128x128
256x256
512x512
People will tell you that 1024x1024 will work, but at that size the map is retardedly huge, and honestly even if it doesn't crash your machine it will likely crash other peoples.
Anyways, long story short if the map isn't a power of two your objects will be in weird spots in-game and you'll get a lot of other odds things happening.
Re: ZE misplacement
Posted: Tue Jun 24, 2008 8:52 pm
by sharkmon7
Alright, that makes sense. But I did create the map at 256x256, and yet the base comes in weird. Is that the dummyroot?