a problem with raise\lower
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Aedrielle
Posts: 15
Joined: Sat Mar 18, 2006 10:32 pm

Post by Aedrielle »

Helvene wrote:Transition should be a float value, not integer.
And, one of DOA sets uses 2,75 as a transition value. So, it should work.

And then tileset crashes with a mistake "0.75 is not a valid floating point value"
Are you sure DOA actually has 2.75 transition? or is it turned to 2 by the engine because of the comma?
This may be a reason your features end up on floor 0, as 0,75 is seen as 0[ignore some unrecognised value] and the game will crash on 0.75 because it's smaller than 1 (or actually 0)?
I've seen it numerous times. Comma is usually not a floating point delimiter.

I've never tried to play with the transition height, so it's all pure speculation.


Just looked it up in Velmar's manual:
"Transition=5 : The height difference of model placed (in meters) at Height 0 and Height 1. This only describes the models height, and does
not change anything in the tilemodel itself.
You`ll have to use the raise/lower feature to make this work.
Make sure this is an integer (eg 5 ) not a float ( eg. 5,5 ) ."

Helvene
Posts: 77
Joined: Sun Mar 05, 2006 5:31 am
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Post by Helvene »

Thanks.
Looks like I have to make it another terrain.

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