Originally posted by Starman01
I have made some more experiments here. I have a destroyer model
with some holes in the bridge, so that the windows are more realistic.
This has always bad shades, but now I made the brigde faceted, while
the rest is autofaceted. I think that is quite good.
But since I did that, I have a really scary problem. I have not figured
out yet, which is the cause how PCS calculate the object mass after
conversion. The model has les mass than the old one (but I edited it
to be equal, but it didn't solve the following problem).
Now the warp-animation is ten times bigger than it should be, looks
really stupid, and I have really no idea why this happens. Only thing
that was changed is the texture on the bridge-structure !
Any insights for this one ?
Hey Guys,
i still have that problem with the wrong size of the warp-animation.
The model-size hasn't changed, I made only some texture-corrections.
Now the model has enourmos mass in Modelview, and ingame it
displays a warp-ani which is 10 times to big. Can anyone pls tell
what the cause of this is, or some explanation how the size of the
warp-ani is calculated ?
Thanks.