Gard Posted March 8, 2010 Share Posted March 8, 2010 Hello All... I'm having a little problem in make the vegetation. I did the following:i Created a model, exported, and loaded in the engine as "model" normally, as ".gmf". Then i got the same model, and put in other folder, but renamed with the sulffix "vegetation", but when loading in the engine, they were with the scale different, and vegetations that do not have to be scaled as common models. Anyone any idea why this is happening, and how solve?? In this image, is showing the situation. The left tree, is a tree created with the vegetation, and the right tree, is a tree creted as Game Model Format.. Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 8, 2010 Share Posted March 8, 2010 what version of LE are you using and exported from what? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Gard Posted March 8, 2010 Author Share Posted March 8, 2010 im using the Leadwerks Engine Evaluation Kit 2.3, and exporting with a plugin for max, to export for .gmf format... Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 8, 2010 Share Posted March 8, 2010 I don't use max so cant help there and don't know of any problems with the 30 day trial .. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
BrokenPillar Posted March 8, 2010 Share Posted March 8, 2010 I'm not sure if this is the problem, but one thing I always do to avoid scale problems is to reset the objects scale to 100% before export (or there is an option in the exporter to do it for you). So for example, if you create a box and then scale it up uniformly by 200%, Max does this by retaining a scale value for that object of x=200, y=200, and z=200, but that information doesn't get exported. If you select your object, then right click the scale button it will show you what scale values the object has. Anything other than 100 in the x, y and z can give you problems. To reset it, select the object then click on the "Hierarchy" tab and then click the "Scale" button in the "Reset" roll out. You can do the same thing with the "Transform" value for rotation problems. Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
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