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Re: KH Movement - Old and still on wheels
[Re: Pappenheimer]
#268158
05/27/09 17:53
05/27/09 17:53
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
Serious User
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Serious User
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
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the problem is, is that the model has animations, and although its not using that animation, the bounding box is still going to be there.
Im sorry, i see nothing that i can fix.
Last edited by DevoN; 05/27/09 18:13.
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Re: KH Movement - Old and still on wheels
[Re: KiwiBoy]
#268183
05/27/09 20:55
05/27/09 20:55
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
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Serious User
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Posts: 1,988
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nooooo thats not how it works, it checks the whole model an builds the bounding box around all the animation frames.
Frame#1: STAND
----------- Highest point of all Frames
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|(**)
|\|/
/^\
----------- Base Frame bottom
Frame#435 (for example) JUMP
----------- Highest point of all Frames
\
\(**)
\|/
/^\
----------- Base Frame bottom
still i dont know how to fix it. im sorry.
Last edited by DevoN; 05/27/09 20:55.
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Re: KH Movement - Old and still on wheels
[Re: DLively]
#268189
05/27/09 22:02
05/27/09 22:02
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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Mythran : you'll need to set my.polygon = on, and maybe be play with enable_polycollision (Im not sure), AND in "player_action", in "player.wdl" find the line my.z_offset = something; and set it to Zero.
That should remove the "space" below the model, but I honestly dont know what it will do to the collisions.
I wouldnt be surprised if you get fired into the sky like a rocket at startup. Make sure your model is positioned just above the ground at level-load or ent_create time.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: KH Movement - Old and still on wheels
[Re: EvilSOB]
#268302
05/28/09 14:56
05/28/09 14:56
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
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Serious User
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Posts: 1,988
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doesnt work I tried it. Ill keep playing with it for a bit.
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