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UMSWE Size Question

11-10-2003, 01:56 AM#1
Dragon
In UMSWE I set the size of a doodad to 500 on each axis. But in-game it reverts back to 100. Why?
11-10-2003, 05:58 AM#2
Lost Loch
I had this problem with the Glowing Runes in a map I'm working on. The answer seems to involve finding the properties of the doodad in the Object Editor and turn up the Maximum Scaling Value. I'm not sure what its value means... it's not directly related to the scaling value (100 or 500 or whatever) so it doesn't need to go to 500, but turn it up a fair bit, say to 100, and it should be OK.
11-10-2003, 09:13 AM#3
PitzerMike
if you don't inport the slks into the map it won't work.
What you could also do is set the maximum scale of that specific doodad in the doodad editor to current setting + 1 or so
11-10-2003, 05:30 PM#4
Dragon
The minimum and maximum scaling values are at 0.1 and 10.0 respecively for every doodad. I set the scale value for say a tree to 500% of normal size (100%). But in-game it reverts back to 100% size instead of the 500% I want.
11-10-2003, 05:40 PM#5
Lost Loch
Yes, and I am suggesting you up the maximum scaling value because as Mike said, although the UMSWE SLKs are being used by WE to allow you to scale that far, you must either manually change the object data or import their SLKs into your map in order to have the effect remain in WE. At least, that's how I understand it. One thing I do understand for sure is that raising the Max Scaling value to something obscenely high should solve your problem.
11-10-2003, 07:18 PM#6
Dragon
And uh... how big are these .slks and which do I need to import?
11-10-2003, 09:03 PM#7
PitzerMike
would be Doodads.slk and DestructableData.slk
11-11-2003, 04:14 PM#8
Dragon
Whats the path for doodads.slk?
11-11-2003, 05:46 PM#9
PitzerMike
Doodads\Doodads.slk and Units\DestructableData.slk

But if the doodads with the large scale are all destructables you will only need DestructableData and if they are all non-destructable doodads you will only need Doodads.slk