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Polymesh Madness
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- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Polymesh Madness
So I'm making a sequel to Tientia and I model an underwater mine based off the top of this (not the chain):
I make the seperate parts, there's around 5. Then I make them into a single polymesh by using create/polymesh/merge and clicking both merge buttons. Then I right click on the polymesh and freeze generator and delete inputs. Then I skin it, freeze the skin, freeze all transforms, and export. When placed in ZE it looks fine. In-game it has no collision, refuses to explode, and is snapped to the ground rather than where I placed it 10 feet above the ground. Did I go about exporting the mesh incorrectly?
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FragMe!
- Gametoast Staff

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Re: Polymesh Madness
How are you trying to deploy it? As an destructableprop as a deployable turret or as a mine?
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Polymesh Madness
A mine that I place in ZE. I thought of this a while ago, didn't really try it out until I saw a thread in the modding forum about it recently. Do you think it's possibly the ODF that's the problem? I don't see how the ODF would affect the position, though....
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ryukaji
- Major

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Re: Polymesh Madness
Try exporting it out of blender instead, and see if it changes anything. You still have blender right
