massimilianogoi on 17/12/2006 at 16:52
Hy, i've seen that resizing a SM via Render->Drawscale doesn't make the right size when it play the game, just the visual dimensions are modified.
Ex.: I want to resize a rustmite, then i apply the drawscale; seeing it it seems that resizing are correctly happened, but when i start after the game, if i walk over it, it's like walking a normal-sized rustmite.
How can I do to change effectively the dimensions?
GlasWolf on 17/12/2006 at 18:20
I'm guessing a creature will be the same as a "normal" static mesh, and if so the answer is... you can't. (Unless you recreate the model in Max, of course.) The alternative is to build a fake collision hull using invisible wall smeshes, which you could probably rigid-attach to the mite.
Ziemanskye on 17/12/2006 at 23:36
Or if you're making it smaller and don't mind just stepping through it you might be able to give it the Movement>Physics: Phys_None property, though that might do other things too it to.
If it works it'd probably be okay for a tiny mite though, since by default they were kind of big.
GlasWolf on 18/12/2006 at 18:53
Oh yeah, forgot to mention the Phys_None thing... :o
massimilianogoi on 23/12/2006 at 22:41
but the Phys_none just doesn't can be hited by a Broadhear Arrow......
Ziemanskye on 23/12/2006 at 23:14
I had assumed that not being able to hit it wouldn't be one of your problems, since you can't hurt them without the Hammerite Blessing upgrade anyway.
If you do want to be able to hit it, then I guess you either need a new rustmite, or you totally fake it:
create a small box (or dome/whatever) as a fake collision hull staticmesh, and create a new creature from the old one, with the drawscale and Phys_None > but you give it an attached copy of this invisible staticmesh you just created, which itself has a script listening for the contact with the arrow and then passing a "I've been hit" message back up to a script on the 'mite. Quite how you get all these scripts and links to work in the gamesys I'm not sure (I've never been good at that stuff), but it should be possible.
Though that's a lot of work for an effect I don't understand why you'd want, I can't think of any way to do it other than that horrid work-around or by making an all new rustmite model.
Sorry. :(
Abru on 30/1/2007 at 19:08
Quote Posted by massimilianogoi
Hy, i've seen that resizing a SM via Render->Drawscale doesn't make the right size when it play the game, just the visual dimensions are modified.
Ex.: I want to resize a rustmite, then i apply the drawscale; seeing it it seems that resizing are correctly happened, but when i start after the game, if i walk over it, it's like walking a normal-sized rustmite.
How can I do to change effectively the dimensions?
Well you can... just change the Property:
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http://imageshack.us)
Inline Image:
http://img77.imageshack.us/img77/4564/t3edneverdiesuh8.jpgQuote Posted by Ziemanskye
I had assumed that not being able to hit it wouldn't be one of your problems, since you can't hurt them without the Hammerite Blessing upgrade anyway.
Create a link:
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http://imageshack.us)
Inline Image:
http://img299.imageshack.us/img299/96/ambientcreaturevulnerabgq8.jpg:cheeky: