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Re: Passable Water Surface
[Re: Valdsator]
#391161
01/09/12 01:43
01/09/12 01:43
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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Oh, yes, you're right about this. No idea why models can't be scaled independently of their axes in WED. Has it been always this way? Strange.
But how do you come to the conclusion, that the passable flag does not work anymore? It's in WED, it's in the manual and no change concerning that has been posted on the beta site.
Always learn from history, to be sure you make the same mistakes again...
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Re: Passable Water Surface
[Re: Superku]
#391198
01/09/12 09:17
01/09/12 09:17
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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be careful with scaling .hmp terrain from script, which is part of a .wmb level. as I remember I posted a bug report in connection with it... probably I got an answer like "we'll look into that"...
shortly: if you want to use vertex moving for water waving (ent_getvertex/ent_setvertex), A7 works fine, but in A8 scaling a .hmp within .wmb results in random disappearing of that passable water terrain. if it is static, it's fine. (and vertex moving works fine for non-scaled terrains). this bug is for .wmb insider .hmp only.
Last edited by sivan; 01/09/12 09:20.
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Re: Passable Water Surface
[Re: Valdsator]
#391339
01/10/12 22:35
01/10/12 22:35
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Joined: Mar 2009
Posts: 186
Valdsator
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Joined: Mar 2009
Posts: 186
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I think I'll actually use models as the water, but have the adjustable skills in WED change the individual scale dimensions. I assume this is possible to do, as I've not tried it yet, and won't for a bit since I'm rewriting another area of my code. It's a bit inconvenient, but I think it'll be worth it. Thanks everyone!
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