Forum > Modelling and Animation
M2 Bounding Boxes and Lights
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iindigo:
So I’ve been going through Azeroth and adding lights to the various lamps, torches, etc scattered throughout (3.3.5) with LightAdder. This works great, but as some of you here are aware, M2s with lights added by LightAdder have a bug: their bounding boxes don’t match up to the sphere of light that the light(s) you added cast, meaning that all of the light the model is casting just disappears when the model isn’t in the player’s field of vision. This creates a distracting, unpleasant effect where lighting kinda pops in and out of existence as you walk along.
To fix this, as suggested, I tried grabbing 010 editor and editing my custom M2 files with a template. I’m able to modify the M2 fine and it saves alright, but after logging into the game I see no difference, even after changing values to extremes (100+).
So now I’m wondering if I’ve done something wrong. Am I editing the appropriate values? What is the range of numbers that I should be editing within — what units do these numbers represent? Is there a known mapping between M2 light distance values and M2 bounding box values?
Below is a screenshot of the values in question.
Skarn:
There is supposedly a client limit of a certain amout of lights per field of view. I think I have an idea. Try to scale the bounding box bigger, so that it definitely covers the range of spreading light. The issue might be very possibly related to bounding boxes.
schlumpf:
The box you have to edit is "vertex box" which is bounding, "bounding box" is for collision. I updated the naming to be consistent with Blizzard some weeks ago on the wiki.
Skarn:
Also the problem seems to be fixed in WoD as the light is no longer depending on surrounding geometry vertices.
Alastor:
You changed float boxes not bouding boxes those are actualy in anim block
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