Oh, and to answer a point invisig0th noted, I'd indeed be happy to have a mess around with the model if you're unable to come up with a solution yourself.
Modifié par _six, 04 décembre 2010 - 10:18 .
Modifié par _six, 04 décembre 2010 - 10:18 .
Well, that'll learn me not to argue with the master. It turns out that six's suggestion was right on the mark. Shrinking the skybox made it worse, and scaling it up by 105% fixed it perfectly.AndarianTD wrote...
Actually, after some more tests I think the solution may well be to make the skybox cylinder tighter and/or lower._six wrote...
Surely the simplest solution would just be to make the skybox bigger? Maybe 105% or so using NWMax's built in scaling tool.
Modifié par AndarianTD, 05 décembre 2010 - 04:15 .
Pstemarie wrote...
Try lowering the cylinder - maybe so that the very bottom of the second line - where it no longer angles - rests at z -0-.
Modifié par AndarianTD, 09 décembre 2010 - 10:55 .
AndarianTD wrote...
Is there something about this process that I don't understand, like something special about how the nwn format identifies the origin of the model coordinate system?
Michael DarkAngel wrote...
Create a dummy at 0,0,0. Link anything you want to move to the dummy. Select the dummy, move as desired. Re-link your moved objects to the original modelbase. Delete the dummy. Select the modelbase and all its children, under the "Mesh Tools" rollout click on the "ResetXForm" button.
This will, in effect, "bake" your new positions.
Modifié par AndarianTD, 10 décembre 2010 - 12:58 .
AndarianTD wrote...
Michael, thanks. Please bear with my very fragile grasp of how to use gmax. For example, I don't know how to "link" objects in the UI, although I think I understand the concept (I presume it's to make it a subnode in the scene graph with a fixed local coordinate system offset). Is that done by creating a compound object?


