Lady Rowena on 12/7/2013 at 22:56
If I understood well, now you can resize AIs in Dromed. I tried it in every possible way, no success. Even if the numbers seem to change, the AI maintains its original size.
I am able to change the size with meshscale, but It would be so convenient to make it directly in Dromed, at least for testing.
Is it really possible? If so which is the right procedure?
FireMage on 12/7/2013 at 23:04
Yes, it is. But only AI per AI. If you set it from your gamsyst, it didn't work. Plus, the AI's bound box won't be sized too...
And the AI may be resize proportionnaly.
Also, the propertie is not:
"shape/scale"
but:
"Creature/Creatue Scale"
Hope that will help you in your project! :cool:
Your missions are so good!
Lady Rowena on 12/7/2013 at 23:43
It works! Thanks. :thumb:
sNeaksieGarrett on 13/7/2013 at 00:46
Really? I didn't know this. I'll have to try this out.
I had someone make me a 2x sized haunt onetime, but he couldn't hurt anyone else because he kept hitting air at his size. I gave up on it, cause I figured it wasn't worth the trouble. And this was using tools outside of dromed.
EDIT:
Ah, looks like it still isn't worth it. I set it to 2.00 and as FireMage says, the bounding box doesn't change so if you swing your sword at the guard's legs it goes right through him. (actually, upon some mroe testing, you can't swing it at their legs even at regular size. Flaw in the design I guess. And, to top it off, I noticed the guard still can't hit you when he's at 2.0 scale.)
MysteryMan on 13/7/2013 at 01:08
Quote Posted by sNeaksieGarrett
Really? I didn't know this. I'll have to try this out.
I had someone make me a 2x sized haunt onetime, but he couldn't hurt anyone else because he kept hitting air at his size. I gave up on it, cause I figured it wasn't worth the trouble. And this was using tools outside of dromed.
EDIT:
Ah, looks like it still isn't worth it. I set it to 2.00 and as FireMage says, the bounding box doesn't change so if you swing your sword at the guard's legs it goes right through him. (actually, upon some mroe testing, you can't swing it at their legs even at regular size. Flaw in the design I guess. And, to top it off, I noticed the guard still can't hit you when he's at 2.0 scale.)
You can use the haunt dwarfs I used in Dead Night Sweet Delight if you wish. You can find their skins in Mesh>txt16
FireMage on 13/7/2013 at 16:11
Btw: A simple question:
Are there any scripts/tutorial that allow us to join some invisible objects to Ai's legs, arms etc. as "artisanal" bounding box?
kdau on 13/7/2013 at 18:03
Quote Posted by FireMage
Btw: A simple question:
Are there any scripts/tutorial that allow us to join some invisible objects to Ai's legs, arms etc. as "artisanal" bounding box?
Hmm. DetailAttachement [sic] links don't allow physical objects, Contains links remove their objects' physics while they're linked, and PhysAttach links cause crashes when used with AIs. A CreatureAttachment link can't work either, because the physics model of the attached object doesn't actually move along with the AI. (And if it's an OBB without controls, it just falls out of the world as usual.) It may not actually be possible.
ataricom on 13/7/2013 at 22:53
I remember once I was able to attach crates to model's legs and arms in an attempt to make more realistic hit points. I think that also affected their ability to move through smaller openings though. I'll play around with that again and see what I can come up with.