Bigger trees
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- jangoisbaddest
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Bigger trees
Can anyone point me to some larger trees than the ones in the Kashyyyk assets? Or perhaps some way to make them bigger (they're the perfect shape, just a little too small for my taste).
- Teancum
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RE: Bigger trees
add -scale [float] to each tree's .msh.option file.
- jangoisbaddest
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RE: Bigger trees
Thanks for the reply! One thing - there is no .msh.option file for the tree, but there is for the treetop, branch, and leaves. Obviously I want those to be bigger as well, but the tree is the main thing. All there is for the tree is the .msh file, no option.
- Teancum
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RE: Bigger trees
just create one (they are only text files) and add the scale command.
- jangoisbaddest
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RE: Bigger trees
Holy cow! They show up in game as massive, but why not in Zero Editor? Is there any way to make that change apparent in the editor (otherwise it's useless). Sorry to keep nagging you, but the trees are a big part of the map, and I can't continue without them properly sized in the editor (I need to know where everything is, including the platforms that will be on the trees, in relation to their larger size that will show up in game).
- jangoisbaddest
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RE: Bigger trees
I hate to double - post, but I can't get any more progress done unless I can figure out a way to make the objects appear bigger in the actual editor instead of just ingame.
RE: Bigger trees
I think you need to add something in the tree's odf to point to the -scale thingy in the odf .
cant remember what exactly
cant remember what exactly
- jangoisbaddest
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RE: Bigger trees
Thank god! It's possible! Now I just need to know how to do it lol.
- jangoisbaddest
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RE: Bigger trees
I found a tutorial on ODF files, and I figured it out. Now work on Kashyyyk can continue! By the way, this is what you need to add in the ODF to make objects show up in a different scale in Zeroedit:
GeometryScale = [float]
GeometryScale = [float]
RE: Bigger trees
where was that tutorial?
RE: Bigger trees
Does this also apply to units? I'm having probs rescaling an Acklay. I tried adding GeometryScale = 0.5 to "geo_inf_acklay.odf" and created "geo_inf_acklay.msh.option" and given it a value of -scale 0.5, the outcome, the acklay became invisible, interesting but bloody difficult to kill . Do I need to create option files for geo_walk_acklay.msh as well as geo_inf_acklay_low1.msh, or do some thing else or give up as it's not possible
- Teancum
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RE: Bigger trees
geo_walk_acklay.msh is actually geo_inf_acklay.msh
Re: RE: Bigger trees
I found this on Psychofred's site didn't see it in the docs.drummerzoid1 wrote:where was that tutorial?
http://www.secretsociety.com/forum/disp ... sp?mid=608
RE: Re: RE: Bigger trees
I don't know if you mean that the actual contents of the files is the same but there are both msh's in the geo sides folder.geo_walk_acklay.msh is actually geo_inf_acklay.msh
Solved! guess which moron had accidentally saved the .option files and odf changes in the assets as opposed to the proper folder D'oh!I'm having probs rescaling an Acklay.
RE: Re: RE: Bigger trees
Right ok I don't want to detract too much but rescaling the Acklay has caused issues. if you have a scale figure above 1.0 (100%) in the correct associated msh.option file then the Acklay does enlarge, however it will sink into the ground, or perhaps more accurately it enlarges in all directions including the ground. It no longer walks on the ground. Similarly if your scale figure is less than 1.0 then the Acklay does shink as required, however this time he'll float above the ground like some sort of lizard david blane. You can shoot under the floating Acklay and it'll still make hits, reducing his health, giving the impression that some part of something still thinks that there's something there. I also tried resizing the ack_weap msh's but with no success, same floating Acklay. Basically what I'm trying to achieve is a smaller Acklay that can understand the laws of physics and stop floating. Any ideas?