David Will Posted December 8, 2009 Posted December 8, 2009 Hi, I pulled in a model that is 500x500ft- I scale it down to 0.01 and the collision doesn't seem to work. I tested scaling on one of the tunnel models and it took away the collision also, is there an option i've missed out? Thanks Quote
Rick Posted December 8, 2009 Posted December 8, 2009 From what I remember it wouldn't work because your models needs a .phy file to handle collisions. I'm guessing the .phy file isn't getting scaled the same as your model. I don't see why it couldn't though. LE would need to look at the model scale and adjust the .phy file accordingly. Quote
L B Posted December 8, 2009 Posted December 8, 2009 Scaling doesn't even work at the moment, for this specific reason. Josh has no intent to support it. Look at the tracker. Quote
Rick Posted December 8, 2009 Posted December 8, 2009 I can scale models in the editor. So that part is working. Quote
L B Posted December 8, 2009 Posted December 8, 2009 I can scale models in the editor. So that part is working. http://leadwerks.com/werkspace/index.php?/tracker/issue-12-editor-rescaling-not-saving/ Quote
Marleys Ghost Posted December 9, 2009 Posted December 9, 2009 Josh has no intent to support it. Has he said that? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head"
L B Posted December 9, 2009 Posted December 9, 2009 Has he said that? I would not rely on scaling at all, since Newton can't handle scaled matrices. If it is not supported, it should be removed. Yeah, I agree with that. Quote
Josh Posted December 9, 2009 Posted December 9, 2009 Newton doesn't like scaled matrices. That's it. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Canardia Posted December 9, 2009 Posted December 9, 2009 Instead of scaling (=using a scalar factor to multiply each vertex position), couldn't there be a command in LE which actually changes the vertex positions in the mesh and physics shape? Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■
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