| 06-16-2015, 10:05 PM | #1 |
Hey guys, I'm having problems with my upside-down doodads (with the pitch -3.14 trick) disappearing before they are well off-screen. I remember this has to do with the boundsradius in the model. However, as I'm trying to save filesize here it would be nice if there would be another way. Any thoughts/solutions? Thanks, inf |
| 06-19-2015, 10:18 AM | #2 | |
Yes, it has to do with the model's origin(will get funky after some height if it disappears from the screen). Dunno if you're willing to do this but you could modify some of those doodads/models in Magos/MLDVIS by rotating them and recalculating extents in Magos but then again that would require importing afterwards. Quote:
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| 06-20-2015, 07:25 PM | #3 |
Yea, I am aware of how to rotate models, and might as well do it I suppose, if there's no other trick which has been discovered by people in the last.. 5 years or so :) it's basically -pi, so it would be -3.1415926...... But -3.13 will give you a pretty close match, although -3.14 is better ;) |
| 06-23-2015, 09:33 AM | #4 |
I'm pretty sure that increasing the model's extents is the only way, since that is all that wc3 uses to calculate whether the model onscreen should be rendered. But it is weird that rotation is causing it. Does it appear just fine without the rotation? And did you happen to increase the object's scale? Finally, is it a destructible? If so, consider converting it to a doodad and see if that changes the results. |
| 06-23-2015, 10:13 AM | #5 | |
Quote:
But editing the model is going to be the only way to fix it. I'd rotate it outside the game, and then to be absolutely safe I tend to push the extents up in all directions, e.g. -500,500 in all axes, even if the model is only on the positive side. The extents will then include a lot of empty space around the model, but in my experience that's the only way to be sure. (Well, I'd usually surround my model with a massive box when exporting and then delete the box in Magos' -- that gets the extents maxed in all ways, but since you're editing you'll have to do it manually.) |
| 06-23-2015, 06:41 PM | #6 |
Fine then. I'll edit the model :P |
