Posted By: 82RJZAE
Floating Character - 05/12/12 08:07
Hi, I'm using PH_CHAR for player movement and I am getting a similar problem as described in
this thread where the model floats a little bit above the ground regardless of the bounding box. From what I understand, the solution that Cristiano_Iost found was to manually rescale the model in MED. Does anyone know of an alternative solution?
Thanks,
82RJZAE
Posted By: Superku
Re: Floating Character - 05/12/12 11:34
Try something as follows:
my.scale_z = 0.8;
pXent_settype(...)
my.scale_z = 1;
Posted By: 82RJZAE
Re: Floating Character - 05/12/12 19:53
Thanks for the suggestion. It works to scale it prior to setting the type; however, afterwards if I set my.scale_z=1; it reverts it back to its original floating height. I don't think leaving the model stretched out looks too well.
Posted By: Superku
Re: Floating Character - 05/13/12 13:42
Hm that's weird. Then you probably have to use two models, one invisible model that does the collision detection (let's say with scale_z = 0.9) and one visible model hat is placed at the same position (with scale_z = 1) or a little below.
EDIT: Btw. I'm using an invisible player model for my game, too, that does not even rotate, but the visible, animated "clone" model does, and I'm not using the physics engine. It's a perfectly legit approach.
I had the same problem too.
Just use Object > Tarnsform Global > Center model in MED.