| 07-17-2004, 02:50 AM | #1 |
I made some custom items.. and now I can't click on them to pick them up. I can click and drag to highlight them, but when I try and click them to make him pick them up, he just moves to them, and I can't seem to click on them to highlight them, so what's the problem? Heres a screenshot: http://www.wc3campaigns.com/attachme...id=41814&stc=1 Could it be that my scaling value is 10 or because the armor type is ethereal? I dunno, I've never had this problem before. |
| 07-17-2004, 02:53 AM | #2 |
Make the selection scale bigger, that might help. You probably should make them ethereal either. |
| 07-17-2004, 02:56 AM | #3 |
Are you exporting from Milkshape? If so, are you adding a collision shape? You need one. If you don't already have one, you can go about adding one like this: - Open the exported MDL - Find the PivotPoints section. Add a new pivot point at wherever you want the collison shape (click-to-select area) to be. The coordinates are listed as { forwards/backwards, left/right, up/down } - Scroll down to the bottom and add this, changing the ObjectId to (whatever the highest one in your model is) + 1. Change the coordinate to whatever your new pivotpoint is. Code:
CollisionShape "Collision" {
ObjectId 1,
Sphere,
Vertices 1 {
{ 0, 0, 0 },
}
BoundsRadius 60.0000,
} |
| 07-17-2004, 03:06 AM | #4 |
Oinkerwinkle.. you just completely lost me. the original model is extremely small, notice the size of the dragonballs after a scaling value of 10. They all use the same model. So how about I send you a copy of the .mdl and you can fix it for me, it would probably be much quicker that way. |
| 07-17-2004, 04:45 AM | #5 |
Did you make the model yourself? The game detects what you've clicked on based on the model's collision model |
| 07-17-2004, 04:55 AM | #6 | |
Quote:
What would be a good coordinates for the pivot point? I tried -50, -50, 3.775 but nothing changed. and how do I find the objectID for the model? Heres what I put at bottom of my .mdl. Code:
PivotPoints 1 {
{ -50, -50, 3.775 },
}
CollisionShape "Collision" {
ObjectId 1,
Sphere,
Vertices 1 {
{ -50, -50, 3.775 },
}
BoundsRadius 60.0000,
}Nothing changed, though. |
| 07-17-2004, 04:56 AM | #7 | |
Quote:
Yes I made the model myself. |
| 07-17-2004, 12:45 PM | #8 |
Here's the end of an example MDL, before and after. Code:
Anim {
MinimumExtent { -39.0094, -45.6624, -0.798131 },
MaximumExtent { 42.5518, 39.6218, 78.7294 },
BoundsRadius 59.9154,
}
Anim {
MinimumExtent { -54.7756, -62.0368, -4.06235 },
MaximumExtent { 55.3742, 45.583, 100.243 },
BoundsRadius 76.3812,
}
Anim {
MinimumExtent { 3.40282e+038, 3.40282e+038, 3.40282e+038 },
MaximumExtent { -3.40282e+038, -3.40282e+038, -3.40282e+038 },
}
MaterialID 0,
SelectionGroup 0,
}
Bone "Bone0" {
ObjectId 0,
GeosetAnimId None,
}
PivotPoints 1 {
{ 0, 0, 0 },
}To... Code:
Anim {
MinimumExtent { -50.1101, -52.848, -1.75784 },
MaximumExtent { 46.8355, 42.5213, 77.6005 },
BoundsRadius 65.2927,
}
Anim {
MinimumExtent { -38.1583, -45.6624, -2.68694 },
MaximumExtent { 49.1741, 52.8769, 80.033 },
BoundsRadius 66.8781,
}
Anim {
MinimumExtent { -39.0094, -45.6624, -0.798131 },
MaximumExtent { 42.5518, 39.6218, 78.7294 },
BoundsRadius 59.9154,
}
Anim {
MinimumExtent { -54.7756, -62.0368, -4.06235 },
MaximumExtent { 55.3742, 45.583, 100.243 },
BoundsRadius 76.3812,
}
Anim {
MinimumExtent { 3.40282e+038, 3.40282e+038, 3.40282e+038 },
MaximumExtent { -3.40282e+038, -3.40282e+038, -3.40282e+038 },
}
MaterialID 0,
SelectionGroup 0,
}
Bone "Bone0" {
ObjectId 0,
GeosetAnimId None,
}
PivotPoints 2 {
{ 0, 0, 0 },[b]
{ 0, 0, 0 },
}
CollisionShape "Collision" {
ObjectId 1,
Sphere,
Vertices 1 {
{ 0, 0, 0 },
}
BoundsRadius 60,
}[/b] |
