Forum > Modelling and Animation
M2 Bounding Boxes and Lights
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Soldan:
Take the values from vertex float boxes (max, min and radius.. 7 in total), and then go to the stand animation, and copy them into that animation's bounding boxes. That should do the trick.
It's a common bug that you get used to fixing with Obj2M2.exe. Garthog never got around to adding the fix.
--------------- For example - Fixing a dagger that has the same problem;
You take these, and put them here:
So then it looks like:
iindigo:
--- Quote from: "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. --- End quote ---
This worked beautifully. Thanks!
--- Quote from: "Soldan" ---Take the values from vertex float boxes (max, min and radius.. 7 in total), and then go to the stand animation, and copy them into that animation's bounding boxes. That should do the trick.
It's a common bug that you get used to fixing with Obj2M2.exe. Garthog never got around to adding the fix.
--------------- For example - Fixing a dagger that has the same problem;
You take these, and put them here:
So then it looks like:
--- End quote ---
Interesting. I haven’t used Obj2M2 at all, and have only been adding lights to M2s that already existed in WotLK (with exception to some down ported SW street lamps from Cata).
These changes didn’t seem necessary after editing the VertexBox entries under the theFloats struct, as pointed out by schlumpf. I don’t doubt that this would also fix the bug, I’m just curious as to when either method is necessary. Should both be set?
Also, has anybody worked out a way to dynamically calculate a proper vertex bounding box given an intensity? I’d really like to roll this into a new build of LightAdder if possible to reduce manual work.
And how do attenuationStart/End work? They sound like they’d control the “gradient” the light uses as it fades with distance but playing around with it, I don’t really see any difference in-game.
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