And hwo he should do it?
Okay I get it to open the .m2 and "Run Template: M2Template1".Now I'm in the next point I cant get forward:Where is this Float filter or whatever it is?Sry but I need a first tutorial to work with programs,.. like a teacher to tell me the basics. After than I can build my expirences on this base.
Quote from: "Vel"M2 in 010 hex editor(+m2 template) > Float.Float sectionChanced "FloatBoundingBoxRadius" from 30 or so into 900. Din't solved my problem. Also tested with VertexboxRadius and added higher values into BoundingBoxMax ; Still invisible doodads by looking on the ground : /
M2 in 010 hex editor(+m2 template) > Float.Float section
that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground.
Quote from: "Steff"that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground. I have a custom m2: mine, it is underground, and also very big, but it works fine.
Quote from: "Vel"Quote from: "Steff"that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground. I have a custom m2: mine, it is underground, and also very big, but it works fine.That is because the spawncoordinates of your big m2 propably are over and not beneath the terrain.Ergo if you want to have m2s beneath the ground you need to either modify the models itself(like change the z axis to -20 e.g.) so that the coordinates of the m2 are above the terrain level.It's your thing to decide if it is actually worth it doing so much work. I'd say it is not.
Quote from: "Steff"And hwo he should do it?Well, I don't know. But it is the official way to fix the issue.